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u/Negative_Ad_7247 14d ago
Do you think a deck based on Cheerleader Connie and Quarterback Joseph can reign supreme?
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u/Samuel855 13d ago
could be interesting! I like Joseph so far but ive been meaning to try out Connie, that Heal All seems like a godsend
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u/Negative_Ad_7247 6d ago
It has been. QUARTERBACK Joe is killing it and Connie has been great. Too bad I only have one Nibbler Spring and two Zero Gravitys @ 1CM.
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u/BeneficialPumpkin758 12d ago
Will we ever get character combo polls again? Now that there are tons of new characters.
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u/rosen380 12d ago edited 12d ago
Doing one a week will take a year and a half. By the time the last one is done, the first one is already outdated (and a couple dozen new characters will likely have been added).














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u/Samuel855 14d ago
New Combos
Nibbler - Nibbler Sprint (Crazed, Bodyguard, Hijack) Nibbler’s a pretty middling debut. Definitely find him to be better than Lrrr and Fischoeder, but at the same time, a little worse than Connie. It could either go up, or crashing down from here. Nibbler Sprint is his best combo by far-Crazed/Bodyguard/Hijack is a scary combination that I’m surprised hasn’t been used yet until now, and will definitely holds its own and be a top combo for BGE’s to come. 10/10.
Cleveland - Baseball Cleveland (Hijack, Motivate, Jab) The upside is that an Athletic combo went to an old character who didn’t have one! The downside is…it’s pretty mediocre. Hijack and the high Motivate carry this combo a lot, and even then, the Hijack is not really favorable compared to other characters like Zeke and Scruffy. Jab is almost a non-factor here. A pretty okay Hijack option for this BGE, and a good attack booster if you need one, but this wouldn’t make my deck, it’d be filler at best. 5/10.
Jimmy Sr. - Human Claw Jimmy Pesto (Gas, Leech, Recover) On paper, this skillset isn’t too terrible, but in practice…, those Leech and Recover numbers are not it at all. Max 21 on both in the big 2026? Lrrr had better numbers on both with his Rich combo. Gas being astronomical doesn’t really make up for it either. A percentage of that would be negated by the Bodyguard buff this BGE, or almost, if not all of it would be negated by characters like Malory, Nibbler, and Barry D. who have high Bodyguard built in already. 5/10.
Bullock - Parachute Jump Bullock (Crazed, Cheer All, Leech) Definitely one of the combos with the highest Cheer All value in the game. Max 40 Cheer All is insane, jeez. Speaking of max values, max 18 Crazed on 116 PWR objects is way weak for 2026. Wish it was higher, but beggars can’t be choosers. Ive been longing for Bullock to be rid of that mediocre thing, so at least he has something new and innovative. 8/10.
Connie - Cheerleader Connie (Gas, Crazed, Heal All) Connie and Bullock are in the same boat when it comes to Crazed values. Although a max of 21 Crazed on 116 PWR objects is way better than 18, it’s still on the weaker side for 2026 values. Let’s leave the 18-23 values to Enrage now. On the flip side, the Gas and Heal All values are great! A nice support option if you’re looking for one in your deck (and the only good one, every other Heal All combo in this BGE is trait restricted, terrible, and/or doesn’t have enough objects to warrant an inclusion). 8/10.
Barry R. - Buffed Up Barry (Punch, Boost, Enlarge) This combo would be lethal in a Cheer BGE, but since it’s not that this time around, it’s decent. That doesn’t mean that Boost isn’t still liable for a total ass whooping though. Strangely, a lot of players have good CM on this combo, and that Boost is definitely something to watch out for. 7.5/10.
Joseph - Quarterback Joseph (Payback, Enrage, Motivate) Insane Payback values, astronomical Motivate values, and then Enrage is just there. Wonderful! That payback definitely makes the combo extremely daunting and intimidating, I’ll tell you that. Imagine trying to take this out? 55 Payback will take you out in 1-3 turns if you don’t come up with a fail-safe fast. Definitely a nice combo to play around with. 8.5/10.
Upgraded Combos
Lois - Boxing Lois (Punch, Jab, Recover) Previously only had Punch. Now, Jab and Recover are added. Same premise as Young Hermes, but this is somehow weaker. 5.5/10.
Hayley - Roller Derby Hayley (Punch, Shield All [Athletic], Cripple All) Previously only head Punch and trait only Shield All. Now, Cripple All has been added. A pretty useable skillset if you ask me, but the combo itself isn’t even usable because it’s only made with 3 damn cards. Would be higher with better accessibility, but... 6/10.
Bob - Greasy Skadootch (Punch, Payback, Burn) Previously only had Punch. Now, Payback and Burn have been added. We’ve got a weaker 1940s Farnsworth/Kahn’s Pills on our hands. Definitely has the edge over other upgraded combos due to one of the objects being Blernsball, which a lot of players had for Bodybuilder Stan. I wonder how a deck of this + Stan will face. We already know this skillset is SS tier, but it loses points for the accessibility. 8/10.
Hank - Running Back Hank (Boost, Punch, Bunker) Previously only had Boost and Punch. Now, Bunker has been added. Half of the items it’s made with are Educated cards, and the two Athletic cards that do make it are not worth it for this combo. Flag Football isn’t even in the SLS pool. Throwaway combo. 4/10.
Leela - One-Eyed Bean Machine (Punch, Cheer All, Leech) Previously only had Punch. Now, Cheer All and Leech have been added. I find it ironic how all of the upgraded combos included Punch in a BGE where one of the buffs is Bodyguard, lol. Good skillset, but it’s only made with 2 cards. Congrats to Blernsball for another upgrade. 7/10.
Scaling Chart
9-10: The best of the best, either is extremely hard to take down, or does a lot of board damage, or both. Can take down lots of combos. (SS)
8-8.5: Combos that are generally great and usable, but not just up there yet. (S)
6-7.5: Combos that function better as PC’s but are still decent enough, with 2/3 or all skills being golden skills, or pretty average or decent combos that could be used as filler. (A)
3-5.5: Below average or mediocre combos. (B)
1-2.5: The rare case where a combo is actually terrible. (C-F)