I have found that Trauma is a must against Infestus since she can kill him on her own (with ult), her passive destroys a poorly placed turret all by itself, and her active can also kill a turret. Special notes for Infestus: Infestus is very hard to get too since he can sit anywhere on the map while his turrets do damage (in contrast, Naima’s passive AOE is tethered to her). Better to rely on Gunthor pull + 3 damage Shiryo active (or ultimate). You can still do the damage with Shiryo’s active but getting to the enemy character without getting hit along the way is not reliable. Shiryo can do 4 damage outright if he has charged up his passive for two turns, but a good player will place his low-health characters with their back to a wall or pit, thereby denying you the chance to use Shiryo’s ultimate. But Coma’s ultimate is not reliable – she often does not have 4 loaded bullets and, with only 4 health, can easily be killed before she makes it across the battlefield to reach Naima or Infestus. Coma’s ultimate, on the other hand, uses only 10 energy. Trauma’s ultimate uses 20 energy – usually it is better to pull with Gunthor and then use Trauma’s active (to save energy). Another way to do 4 damage outright is Trauma or Coma’s Ultimates. Still, the Gunthor pull on one turn into Archaios 3-damage Overload on the next turn is respectable and fairly reliable. Note that Archaios’s Overload ability only has a range of 5, but Naima’s active has a range of 6 :-(. Alternatively, you can bait Naima into using her active on Gunthor and then do 4 damage outright with Archaios (so long as Archaios is within 3 tiles of Gunthor). With Gunthor’s passive, that is enough damage to kill Infestus or Naima. Archaios does 3 damage when 4-7 tiles away from the ally that his ability is on. If he has already used his active on an ally, then, (once) on any subsequent turn he can deal 2-4 damage. Teams without one of these three must have some other way to reliably deal four damage outright (or 3 damage + Gunthor passive) or they will lose. Each of these characters can be relied upon to do 3 damage with their active ability and 1 extra damage from Gunthor’s passive (see Gunthor section above). Most teams will do this with at least one of the melee fighters: Angor, Trauma, or Shiryo. The Passive Artillery also happen to be glass cannons (they each have only 4 hit points), so every team needs to prioritize killing the enemy’s Passive Artillery. Summary: Almost all teams will have Infestus or Naima.Doing damage without having to be activated is very valuable. Only two characters in the game can consistently do 3 damage per turn with their passive to any character that doesn’t move out of the way: Naima and Infestus. For those keeping count, this means that Gunthor’s active/passive ability combo has very good synergy with every single other character. His active is also the most reliable way to move an enemy character into Naima, Infestus, and Coma’s passive abilities. Furthermore, Gunthor benefits the most from heals given by Archaios or Baz III. In addition to being the tankiest, Gunthor’s passive ability, in combination with setting up the passive using his active ability, has unrivaled synergy with the active abilities of Trauma, Angor, Shiryo and Jaril. Any other character can simply be killed before the cannons fire. The next tankiest character, Angor, has only 7! If you put Gunthor on the Spot (my name for the five-tile cross in the very center of the map that triggers the cannons), your opponent will have to figure out a way to dislodge him with a push, pull, or character swap ability. Part of why this is the case is because Gunthor is the only tank in the game (the Devs have promised a new tank in the next patch, so this advice may soon be outdated). If team compositions were sandwiches, then Gunthor is the bread: there are a lot of options for what goes in the sandwich, but one option for what holds the sandwich together.
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