Jump to content

Macdaddy353

Vote Enabled
  • Posts

    50
  • Joined

  • Last visited

Everything posted by Macdaddy353

  1. In Order? core Box wong2 and Assitant Box Swine cursed Pult sammy Lacroix taxidermist bok bokur Box thats a good start. OOK hires are Gracie, Emmy, for versatile and there’s some other jank that we can get into later.
  2. Yeah I have had her be pretty mean as she mostly just concentrates and walks turn 1/2. Turn3 she charges and double burns something (min3 on the first attack because of BRB) and stacks burning 4 or more depending on if I flip any tomes. She can be surprisingly lethal when she wants to be.
  3. Yeah more whiskey Gamin can’t hurt. Worst case scenario they are annoying and can run schemes! I have been loving Cooper so far.
  4. I have never been disappointed in my Akamame. Worst case scenario you get that 2” engage, slow, and some ping damage. Unresisted poison onto enemies is great for an end of turn play to add a move to someone and slide them out of position! I think what I love about Moonshiner most is how he plays so well with the entire keyword! Tri-chi minions were already good so the support is just gravy. I would drop one monk for sparks with the 3 Akamame build. Good opportunity to get hazardous relevant. Shojo might be better as Cooper.
  5. My biggest concerns with brewmaster1 are definitely more than one source of condition removal for the opponent and shooting. Both negate the keywords innate defensive bonuses. I will say I think brewie1 does do very well if you know the faction has limited access to condition removal or you have a game plan for order of activations. Shojo can help you there as well. the best way to stop condition removal if you expect it is sparks. You can even give him Ghillie suit to get his SZ up for LoS to abuse Hostile work environment. (And it also helps him insulate by preventing charges!) That ability is absolutely Crucial into some match ups. Overall sparks is just a fantastic OOK hire
  6. Jesy He is on my list to try! Adds some extra Hazardous for the janky Hazard spam build and staggered can really pin opponents in place for better control. Lead the way is some extra movement and ping damage as well so he certainly has interesting tech to try
  7. I recently wrote up some notes for a podcast and decided I would post them here to give a breakdown of what this version of brewie does and why I think He’s so good. Brewmaster2 Strengths -He is very very mobile MV6 is solid, after turn1 he normally gets to moving an additional 4-5” or more every turn he hits himself with his shockwave the first time and again in the end phase. You can also reposition off a mask giving him an extra 3” of movement while he is dishing out poison and moving other models -He stacks poison incredibly quickly His shockwave is incredible at dumping poison. Typically 6-10 Poseidon per model in your crew on turn 1 His bonus lets you create a 2” hazard aura around a construct or marker. ALWAYS do this on a whisky gamin or golem. More value as you can push the hazard around with your crew and during its activation Swift action is great for when you need to spread your crew out. Moving in the hazard with tipsy slide stops you from “loosing” poison when the condition resolved (effectively adds one and subtracts one) -He hits way harder than you think 2/3/4 is deceptive. Drunken Kung Fu will give him consistent positives to damage In addition he can force poison resolution mid turn (stack with alcohol poisoning on popcorn or Wesley for some serious damage) Always at minimum2 with alcohol poisoning Alcohol poisoning lets you push an extra 1” on enemies… Did I mention alcohol poisoning? Bar room brawl gives you consistent and reliable ping damage for each activation. Every move, push, and place lets you ping off damage Even the ones your enemies control… Move enemies into range so you can move into them and ping damage. Counters Amor, incorp, and other reduction effects. -He is still obnoxious to attack Butterfly jump makes him very hard to pin down. You can do bar room brawl damage after a butterfly jump He has a lot of healing so if your opponent doesn’t kill him outright he probably is going back to full Weaknesses Not as tanky as brewmaster1 He is about mobility and staying light on your feet. He doesn’t have a defensive trigger or incredible stats and he doesn’t debilitate your opponents' models with slow. Keep him only in fights you know he can win. Use him to jump in and out of combat by picking off key models. He will die if you aren’t careful. Staggered If your opponent can stop you moving your models you are probably hosed High lethality crews/models His keyword can fall over like paper and you are actively putting yourself in harm's way if you use Bar room brawl a lot. Limited card draw and hand manipulation. Combined with needing 6’s for Another round this can be devastating when you have some bad card luck No way to deal with severe terrain Play around it, use your extra speed to brute force through it but it’s gonna slow you down bad or clump you up. General Play: Positioning is Key You have to maximize your auras, shockwaves, and hazards to get efficient poison and movement. You have to be very mindful of where models are and where they need to go. It’s easy to block yourself off. Think through order of operations like a traffic light game Turn1 is typically all set up. It’s ok to hang back and prep for turn2. You will explode outward if you do a proper turn1 drinking party Brewmaster activates fairly early to drop the hazardous aura. But if you need to set a key model for a turn1 poison field rokkit launch waiting to have him push with the shockwave is fine. You will tend to be clumped turn1 and expand at the end of the round. Keep some models at the fringes of his 8” aura so he can still push them if need be Drink…a lot Keeping your models liquored up is key to his gameplay. The more poison they have the faster they move. Hand out a lot of drinks Moving opposing models can and will win you games. This is pretty deep and situational in application. Move them off objectives Move them out of position Move them towards you Move them into hazardous or severe terrain And so on Your WP shockwave won’t get every model, but use other parts of your crew and the hazardous aura from his bonus to stick them with small amounts of poison. Just moving them an inch or two here and there is all you need. remember the movement is decided before reduction! Be reactionary Bait out your opponent and stall activations. Let them commit to you and try to bait out trades they think are favorable. Whiskey golem with the hazard, shielded from sparks, and someone nearby to heal is stupid durable. Good for baiting bad trades A lot of your movement happens at the end of the turn when poison is resolved. You can wait till the end to move a model somewhere for a scheme, or to reveal a trap for an enemy model Strats: Brewie2: Everything but Turf war. Leylines Popcorn is amazing here just keep him alive. Hired Whisky gamin makes a great loadstone bearer (booze zoomies) Great denial (move enemy loadstone off the marker) Fingers is also great at pulling a model off a leyline (obey built into his melee attack) Golem and gamin also have under pressure! triggered on their ranged attack. Symbols -You are very fast and can launch models deep Brewmaster can go hunting himself Hired gamin and moon shinobi make great marker hunters Recently been using Fermented monks as durable scheme and strat bullies as well. Break the line Two options Place two of your markers near one of your opponents and play the bully game Hazard minefields (sparks Akamame and pork chop) Move them away from their markers Spread out markers wide and just zip to the edges of the table. Gamin, shinobi, popcorn, fingers, and Fermented Monks all excel at this What’s wrong with Turf war? More of a mosh pit (brewie1 is better) Your models are squishy so easy flips and strat denial for your opponent Brewie1 has more durability with OOK hires and punishes mosh pit style scenarios. Schemes: Breakthrough, outflank, Research Mission, bait and switch, hidden martyrs, claim jump, Situationally: assassinate, vandetta Research mission: Akamame is your friend Don’t be afraid to sac a whiskey gamin for it if you bring cooper (just summon a new one!) You can drop scheme markers with drunken clarity! Hidden martyrs! Akamame is generally your go to here It’s hard for your opponent not to kill it Bait and switch! Launch that opponent back where you want them in the end phase! Catch and Release Whiskey gamin are not too bad at this. Have them rush in end of turn, lock down the master or henchie with something more durable and scary so next turn they can’t just nuke the gamin, then run out with its push and hide. Fermented River monks also do really well at this with their high stats with chi tokens Keyword Breakdown (speed dating edition) Totem Wesley You know him, you love him. Healing and extra poison. Alcohol poison when you need it (but squishy so insulate him really well) Still gets to attach the pour one out upgrade if brewie2 dies! Sober up removes poison! You can have an Akamame give slow, shinobi give staggered, etc. if you want to double dip on sober up and not lose poison Henchies Popcorn Has the Zoomies On the move, mv6, repo on his breath of fire and “accidental rollover over” stacked with brewmasters movement help is insane Alcohol poisoning! Blood Poisoning! Not enemy only use it to launch a friendly model up to 5”! Use it to launch an enemy model 6”! And do 6 damage! Squishy so make sure your leveraging beer goggles and speed Fingers Card draw! (And lots of it with breiew2) Also hands out unresisted poison! you really want the card draw though. Built in obey Move your own stuff and give them extra poison, obey an enemy to do nasty things Hands out slow! Great for pulling an enemy in and locking them down Built in squeel! Works with bar room brawl! Ping! Anti scheme! hard to kill! Df6, built in squeel, and beer goggles is gross Enforcers Shojo (probably in every brewie2 crew) Pass tokens galore! She will have a lot of poison. You will easily generate multiple pass tokens a turn this is massive for schemes and activation control. 6” of obnoxious denial Boring conversation is absurdly strong in a crew that minimizes the number of attack actions your opponent makes Slurred speech will make your already hard to kill models even more annoying. Make sure to keep her liqoured up and plan ahead. Don’t forget red in the face, you will be forcing a lot of failed WP duels She’s not very tough so insulate her size2 means her auras can project over your other gremlins! Whiskey Golem You know him, you love him Zoom… For brewie2: With popcorn and sparks he can move 10” before activating (more with brewmasters tipsy slide) Big old base to use for that hazard that also projects over top of anything shorter than it! Built in beer goggles Make him the open the gourd target anyone that wants to hit him in melee is immediately triggering beer goggles Use his DF trigger to trigger beer goggles or pass out more poison! Cooper Basically two “free” gamin with brewie2 Hold an 8 for that summon Her heal is trash but don’t forget it. it can save your golems life. Her melee is actually formidable She’s more durable than she seems Squeel, shielded and arm1 **If you stagger her for shielded you can’t move her with tipsy slide** User her for schemes like claim jump, or hidden martyrs and hold her back. But leverage that Stat6 burning attack whenever you can Minions Moon Shinobi Fast, stealth, can hand out staggered in a pinch but will probably die if you leave them in retaliation range Drunken kung fu is dumb Great for scheming and control! Great counter for long range threat crews or guns Fermented river Monk-Very very durable minion for cost. Been MVP’s every game I play them. Use Chi defensively for Df7 and WP6 Basically armor 2 when you stack poison Brewie 2 fixes their speed issues They can hit very hard in a pinch (cheat a Ram for Min4 and add in the bar room brawl ping) Stat 7 with a chi token! Can also be irreducible! Whiskey Gamin Absurdly fast (you’ll regularly be able to launch them 20 or so inches a turn if they are hired in with brewie2) Hands out even more poison! Great schemers When hired and not summoned excellent flanking for strats Not very tough Don’t really do anything offensively Can technically get them to “Min 6” Packed with explosives-Bar room brawl, reduce shielded for +2 damage, cheat for accidental rollover over Tanuki Take it when you are afraid of enemies giving you conditions Good at adding some healing (not really necessary) Some shenanigans with hazard death zone skew. Requires scheme markers though. Potentially less telegraphed hidden martyrs target Pair with an 7-8 stone model like popcorn or cooper Akamame It’s friggen dirt cheap! Dies like a pansy! Poops out markers! Cooper fuel! Sparks fuel Pork chop synergy! Schemes! Did I mention it’s cheap?! Horrific odor for an unresisted poison pulse! It’s tongue is surprisingly good if you burn a flicker token 2” engage and gives slow for annoying control I have genuinely never regretted taking one. Out of Keyword Keep in mind to have condition removal or keep these models away from your shockwaves/hazards Sparks Great in a construct crew Packed with explosives is mean Command construct on a golem is mean Healing the golem in a pinch Hazardous scrap is actually a solid strategy with Akamame and pork chop Hostile work environment means your opponent can’t remove conditions or heal within 6 of sparks… Yes that’s dirty Hostile even… Pork chop Take it with sparks Great schemer Hits fairly hard Arm2 skew will surprise people Extra Hazard aura Bokur Healing and card draw and shielded Oh my! Shielded stacks well in a sparks/amr2 crew Card draw helps a lot with your limited hand manipulation More healing not always necessary but can be awesome Obey in a pinch Easily make him fast with brewmasters shockwave or have a gamin poke him Bo Peep Healing with Crowd goes wild. Even more healing in keyword is very strong! Extra push for more chances for ping damage or mobility support Have fingers liquor her up to get an extra use of The race is one! Use Wesley to remove the poison later! Upgrades 12 Cups Diversion is a dumb rule Put it on brewmaster or one of the henchmen/golem and your opponent will yell mean things to you I guess you could use mark territory but it’s situational and you have a lot of good bonus actions Brewmaster1 with this makes enemies with 3 poison within 8 effectively 1 AP (no bonus and slow) Ghillie suit (Use it on Brewie2 situational cases) If you really need +1 size (good for the auras and brewmasters line of site) Disguised makes brewmaster even harder to kill (good if you see assassinate in the pool and are scared of the enemies beaters) Inferiority Complex It’s ruthless on a stick It’s also swagger on a stick Put it on a golem, put it on popcorn, Proceed to ignore the key defensive abilities your opponent pays extra for and get free focus to boot! Still not bad on brewie2 if you are facing HTW + terrifying. Just keep in mind focus isn’t something he wants. General Crew Building Brewie2—Doesnt need a lot of stones because brewmaster2 can eat scheme markers for them with a Ram in his “another round” shockwave. Easy set up turn 1 and later. Dancing in the Moonshine No constructs Both henchies Shojo Cooper If you need gamin for strats hire one with (or two instead of) Cooper Hire an Akamame if you take cooper Gamin run schemes turn after they are summoned and disrupt Salt to taste Recommend shinobi and possibly an OOK like the emissary or tech choices like tanuki You spread wide and play for the scenario. Brewmaster and popcorn pick off key threats. Brewmaster, Shojo, and fingers will also lock down hard to remove targets depending on match up. Automated Liquor Service Sparks Golem Pork chop Akamame Can swap for Shojo with either master Akamame skews towards hazards and is good for schemes as already mentioned Shojo better for control 2 Fermented monks Can swap the second monk for Shojo if you didn’t for the Akamame Can also hire cooper if you need more bodies or mobility for schemes Your entire frontline is Arm2 and 2 of those models have shielded Take fingers for card draw or “obey” sparks for more shielded. Use Wesley to remove the poison once your done Don’t forget you also can casually plop down a minefield of hazardous scrap and poison Only take if your opponents keyword doesn’t have natural armor ignoring or irreducible “Where everybody knows your face” Fingers Golem Cooper/popcorn Shojo Akamame (swap out for tech peice like tanuki or shinobi if need be Upgrade on fingers/golem and/or brewie Better in a “brute squad” control build. Use cooper to poop out flankers and schemers Use popcorn and flex minion as schemer/flank bully Commit fingers to scheming if you need the mobility Anchor with everyone else Brewie, Shojo, fingers, and golemn should be able to dominate an 8” spot on the table Genuinely think He is one of the best titles right now! So many ways to play with him and so many technical decisions each game.
  8. Yeah any model with Pig keyword essentially counts as being in his keyword. This includes swine cursed!
  9. I feel like summoning masters are what break it most. You just add free stuff to a normal list. Sommer for example. Spawning Bog hat models and giving you absurd levels of card draw
  10. Gracie really helps with towing rami to prime sniping spots. I also agree that she’s durable as all get out. Arm +2 with shielded makes her super Tanky, and when she fights back she can heal herself. bokurs with her are just excellent. You get shielded, healing and card draw.
  11. @Jafar wong is a crowd control master who simultaneously can run one of the best scheme based crews in the faction. He is incredibly versatile and his crew can be built to handle a lot of different situations. Need to beat face? swine cursed and Alphonse got you. Need to Drop Shockwaves like their going out of style? Stuffed piglets and pigapults are your friend. Need to run/Deny schemes the humble lightning bugs, Flying piglets and Sammy have your back. Also wong can do some shenanigans with his launched into space. The crew drastically changes depending on the combo of models you hire. Wong himself can either act as a buff node triggering fast and handing. out glowy to get your crew to max efficiency. Or can just start bombarding your opponent with explosions. My core for wong is normally- wong, Olivia, 2 Lightning bugs, Sammy Lacroix, Alphonse, Gracie, with alphonse being fairly flexible for other options like swine cursed.
  12. 12 Cups on a skeeter is absurd. Those suckers just fly around and play schemes like a champ. Tactical Trench Coat has been super useful for me on Gracie, who is slow and prone to being engaged awkwardly or charged. It really helps her stay alive and be even more annoying to remove. Also HT4 lets me carry Mancha around! i also use it on a skeeter for similar reasons. Side arm is a cute addition to make the skeeter more fighty. i haven’t used inferiority complex as much. Mostly on a a swine cursed. Swagger is solid and Bully can be useful although super situational
  13. I dunno what that gator rider does but I want it.
  14. Macdaddy353

    wong help

    Howdy and welcome to the faction! I have played a lot of wizzbang and I have to say it’s some of the most fun I’ve had in a game in a while. The crew plays thematically and is strong while also being versatile. Like a lot of people are discovering there are some non wizbang models that are pretty solid additions as well. But for simplicity sake I’ll give you a basic breakdown of my experiences. Wongs starter box is excellent. The issue is, mancha is not a wizzbang model. He’s actually infamous. Naturally your next crew is likely to be infamous but if zip isn’t your cup of tea then Kin is a good second branch. There are some pretty key models to branch out to IMO. 1: Sammy Lacroix: She’s an incredibly powerful piece and I think she’s a staple for wizzbang and Kin. She has a powerful trigger on her ranged attack that buries an enemy hit. In addition she can turn enemy scheme makers into stuffed or flying piglets (so have these on hand). Overall a model your going to use a lot. 2: Swine Cursed: The best bruisers in key word. Excellent triggers on the melee attack and movement shenanigans. I take 1-2 fairly often. 3: Gracie: one of my favorite versatile options. She’s tough, hits hard, and can give rides to other models of lower height. You’ll use her in more than just wings crew. 4: geteruax Bokur: A strong support piece. With excellent healing, card draw, and tossing out shielded he’ll boost the durability of your crew a lot. He also has Obey, which is incredibly powerful for adding extra actions to any model. Some honorable mentions: Burt Jebson- I like him not a lot of people do. Wong’s crew really turns him on by giving him glowy tokens to declare triggers which makes him obnoxious and hit hard. pigapult- Do you like tossing exploding piglets across the table? I do, a nice ranged artillery piece Finally Alphonse LeBlanc is currently unreleased. But he should be available once MK3 gets into a release schedule. Just proxy him as a 50MM. He’s Wong’s dedicated character beater.
  15. @ShinChan he did really well for me but I’m not 100% sold on him yet. On a table with proper terrain he doesn’t get the best sight lines. I need to take him out a few more times before I know how I really feel. raphael is pretty solid at pumping out damage. His triggers are good and grit is pretty solid. But like rami I need more games. The big draw to both is ignoring concealment. Meaning you don’t have to worry about focusing as much just to cancel out the negative flip. Rami ignores cover and friendly fire too which is super relevant in a lot of situations (if you play on tables with meaningful terrain) Im thinking those two models are likely to flex the most into other options though. Franciox and Ophelia already pump out a ton of damage. So replacing one or both with support or scheme runners seems reasonable.
  16. Ophelia-3SS 3 Young Lacroix franciox raphael rammi gracie sammy merris played into Nekima on plant explosives Strat. Franciox wiffed a lot (black joker 2 activations in a row) Merris got killed by a Niphilim young due to absurdly poor card draw on my part and a bad hand. Ophelia killed 5 models in a single activation (4 summoned terror tots and some dude who summoned them) liked the crew a lot. Need to drop rammi or Raphael for a scheme runner. I’m thinking of trying out a smuggler If franciox doesn’t flip black jokers he is absurd. I burned almost all of my opponents soul stones just forcing him to reduce damage on his master. Sammy burrying things is incredible. She’s probably a staple in my list for obnoxious models now
  17. @Scoffer I think that franciox is a option for sure. After playing him with Ophelia I saw just how ludicrous his damage can get. Adversary(Kin) is wasted though. One of my big big reasons for taking mancha is tossing out injured and the built in defensive trigger. It makes him really obnoxious to punch back. He also gives you some card draw to keep that hand in good shape thanks to Showboating. He’s just generally been a good anchor for me (especially paired with Gracie) I can see pros and cons for both though.
  18. So a cute tip for wong, crackling energies affects anyone who passes a dual from his actions. Which means you don’t have to fail to gain glowy! Im too think mancha is a great mini! And as far as him in Zipps crew? I guess you can play without him. But he’s a really strong brawler and his ability to just take markers and use them as weapons is really potent.
  19. So for Zips crew I currently consistently run: Earl, 1-2 Skeeters, Mancha Roja, First Mate, and then the rest is heavily dependent on schemes and strats. But that core there is pretty versatile, fast, and oddly enough hits like a train with mancha and first mate. Give a skeeter tactical trench coat as an upgrade and he can use “fly with me” on mancha. Which is really strong For adding in extras I normally don’t look outside infamous but here are some of my top picks: gracie- She’s a great durable piggy that can give rides. She’s a good add if you need beef(pork?) and punch merris: Been highly impressed with her. Bombs away is a really strong way to get schemes like Breakthrough, search runs, and plant explosives. Up we go is also really good at killing other non flying models in her cost bracket. Flying piglets- Little dudes are so good at running schemes and being annoying. Lucky Emmisary- Fast, Durable, Hits hard, aura of luck is a pretty great support tool even if it doesn’t trigger showboating. Zipp and wong have a few models that cross over too. (And mancha is in wings box currently) so I also recommend looking into wizzbang as the next crew you build with
  20. Have you ever ran Burt in a wiz bang crew? glowy tokens make his knife min damage 3 (or 4 with a ram from your card flipped or cheated in) you can also use glowys to trigger his defensive trigger so he does min 2 damage whenever someone targets him with an attack action (any attack action) only issue is he competes with swine cursed who are amazing. But reckless and his grenade make him pretty potent. I also recommend Gracie in almost any crew that wants a beefy model. Armor +2 stacked with shielded is silly. Bokurs can give her shielded and with the right cards you can get her lie down and nap trigger to make her nigh invincible for a turn. Her self healing gets crazy too. I recently started using her as transportation in my ophelia crew. Ride with me either gets you out of sticky situations or is a threat range boost to our models. You get the 5” plus her base size since you get to place the model anywhere.
  21. As a Zipp player I have to admit First mate is incredible. He can switch from scheme runner, to harrasser, to Face bearer in a moment. My only issue is he is very Soulstone and Card dependent to really max his value and it’s easy to burn through them. Best moment for me has been him just beating crap with his anchor though. Zipp has has been a blast for me. His crew is fast, annoying, and incredible at running schemes. wong has been amazing as well. He is pretty versatile as far as what he can accomplish. Schemes, face beating, tanking, and crowd control are all tools in his crews belt. I’m still exploring combos and options. Just a lot of depth there Just played my first Ophelia game. Holy Balls is she a monster. Her raw damage is absurd. But she heavily struggles with schemes and cards. Going to be tinkering with versatile options like the Smuggler and card draw options like triple b As as far as being too good? Go play into Levi or one of the other summoning masters lol. We have some silly ness but there’s plenty of nonsense out there right now. It’s way to early to make judgements about being over the top.
  22. As the Ophelia player it’s worth noting I have a handful of models that ignore concealment and/or cover or I just have ways to start adding positives to duels a la focus or adversary So terrain is only so effective if it’s not flat blocking LoS honestly the houses did a great job protecting tots and such till I either moved up or they pushed towards my lines. one thing about this particular crew is I am going to have to replace one of my workhorse models (Raphael, rammi, or Gracie) with a scheme runner. Gunline crews seem to struggle with the more dynamic schemes like plant explosives. Having said all that Ophelia is still stupid strong the game could have swung multiple times at pivotal points (Raphael not killing heyreddin was huge as was merris randomly dying to double severe damage) considering I barely left deployment and the game was a lot closer than the score suggested I’m pretty impressed and somewhat concerned with how strong gunlines are.
  23. As someone who has played MK3 Zipp, Wong, and Somer I can say they are all really strong. ulix also looks really strong. i really like the beta rules for the crews I tested, although I think sommer might be busted. The best summary I have heard of gremlins is: ”Butloads of random damage for no reason at all” and that about sums up my experience with them.
  24. As someone who uses Gracie a lot I can attest that she is an excellent versatile option, Armor +2, stacked with a well timed lie down and nap trigger (shielded +3) makes her absurdly tanky. She also has a bit of solid built in healing. Ride with me me is also really solid in any crew that wants more mobility on key models. Normally I run her around with Burt because it’s thematic. But I can see her getting use elsewhere especially Ophelia’s crew. She is also a decent at punching. Stampede, reckless, and her tusks make her pretty formidable if you can live the dream and get 3 attacks with a charge. Granted at SPD4 range 0 that’s not common. As far as Zipp, focus your crew on running schemes. I normally include 2-3 hard hitting and beefy pieces in my Zipp crew to occupy the opposing force while skeeters, first mate, and flying piglets run schemes/harass. He’s ridiculously mobile and hard to pin down. Pianos are really solid control pieces. I’m still learning how to use them for denial. The Zipp box is a great start (obviously) then I recommend Mancha and Gracie. I would buy the Wong box to get mancha. Wong is a really fun master and his crew is a *blast* (heh) to play
  25. awesome thanks everyone! @DanteJH So would Burt and Gracie be a better purchase over the Whiskey Golem? With the self healing, durability at df7, and its high speed, I was hoping it would be a half decent durable beater. If blunt. Is he just too Generalist? I like Burt a lot, I just felt like the synergy of the construct with Earl makes him feel much more relevant. I guess there is always Sparks, construct Gracie FTW Is dirty cheater really that worth it? I can see it keeping him alive a bit longer, But There are other seriously cool upgrades he can take. I know he will be in the thick of things tossing people around with Up we go.
×
×
  • Create New...

Important Information