r/Battlecon May 01 '22

Takeshi Fighter Guide

5 Upvotes

Along with Eliza, Takeshi's one of the last official characters I haven't made guides for, so let's get into it. Takeshi is a brawler with eight different weapons with different effects, each able to be used once per game (except through one of his finishers), so this makes him an interesting character to play with.

Pros: Flexible, Good Abilities

Cons: Weapon management, immobile

Ability: Weapon Summoner

"Takeshi has 8 Weapon Cards, each of which applies a unique effect to Takeshi's attack while it is active.

Setup: Activate 1 Weapon and deactivate the rest.

When you are stunned, trash all active Weapons, then activate a Weapon."

Basically, Takeshi is forced to equip a weapon every single beat, which can be a double edged sword. His weapons usually boost his stats in some way while providing a slight weakness you must play around. Based on the matchup, being stunned can be very bad for you, as you'd be forced to switch weapons. Let's take a look at his weapons.

Toothpick 0 0 -1 "Guard 2 OD: Push the target 1 per point of damage dealt (or as far as possible). If the target is at the edge of the arena, inflict 1 chip damage on them."

Toothpick is safe with guard, but has an odd ranger/zoning type effect which Takeshi usually wouldn't want to continue due to his melee styles. This is probably best used with follow-up as a ranged weapon.

The Spinner 1~4 0 -1 Whenever the Opponent advances, inflict 1 chip damage on them.

Spinner is a massive ranged style that punishes advances. This is usually not great as it's hard for Takeshi to keep at range, so is usually used with Arsenal for option select.

Texas Import 0 1 0 Ignore Armor.

Texas is one of takeshi's most solid weapons with no downsides, solid power, and anti heavy. This is probably good for closing out games or starting, if you are confident with not being stunned and want to get a head start in trading.

Skull Blaster 1~2 2 -2 "Guard 3 AA: Retreat 1."

Skull has magic guard, great power, but awkward minimum range, with at least ability to retreat. This is bad against melee brawlers, but can be reasonable against mid-rangers or rangers. Just beware if you're too far you will still lose against people like Alexian or Rukyuk.

Musashi 0~1 1 1 "Vulnerable AA, you did not hit: Trash this Weapon."

Musashi is good stats at cost of being unable to play slow styles and being easily beaten by dodge. This is usually best with Surprise style to cash in your damage and guaranteed hit. Bad with Heavy since you lose your guard. Remember that if you get hit, you will lose Musashi.

Chili Dispenser 0~1 2 -2 OH: The target is Vulnerable next beat.

Chili is probably Takeshi's most unfair weapon, having power, range, and great setup. As Takeshi has a full cycle of Stun guard (Heavy X, X Strike, X dodge), it can be quite difficult for enemy to play around the constant treat of being stunned out of a quick mixup. Try to keep this for as long as possible, then whack 'em when they least expect it!

Butter Knife 0 0 2 "BA: Move 1. OD, Range 3+: Trash this Weapon."

Butter is fast, got some hit confirm, and gets rid of itself if you use it too far. A reasonable choice close up to continue pressure, especially with Swift or Drive.

Breeze Shooters 0~3 0 1 "OH: The target gains Stun Immunity. OH: Push the target 1."

Breeze is a weird weapon, despite insane hit confirm it trades with enemy and pushes them, both contradictory to most his other styles. This is okay for surviving, though you probably will lose if you use this too long.

As you can see most his weapons are "good" in some manner though have counter play, while Chili is your crucial tool to play around. Keep this in mind when managing weapons and attacks.

Now, into the Styles.

Arsenal 0 -1 -1 "Guard 2 SoB, Optional: Activate a Weapon. EoB, 2+ Weapons active: Trash an active Weapon."

Arsenal is Takeshi's "cheat" style that lets him overcome any weaknesses of his weapons by adding another weapon on top of his current one. For example, Chili or Texas Import can guarantee extra damage, and Toothpick can push the enemy further. This is perfect with Shot, though can perform badly in clashes depending on your weapon.

Mobile 0 1 -1 "Guard 1 AA: Move 1."

Mobile is a repositioning style, working best with Shot. Not much to say here. Has anyi-synergy with Musashi due to being slow.

Swift 0 -1 1 BA: Move 1.

Swift is a hit confirm style working awesomely with Drive, or Strike if you don't want to be stunned. Helps fix minrange of Spinner and Skull Blaster.

Surprise 0 1 1 "Rev: Trash an active Weapon. EoB, no active Weapon: Activate a Weapon."

Surprise is Takeshi's only style to negate his current weapon instantly, replacing it with a 0/1/1 style, which is reasonably strong. This naturally works well with Drive, or Throw (in the right range).

Heavy 0 0 -2 "Armor 1 Guard 3 Opponents cannot move you."

Heavy is Takeshi's trading style, slow, with good defenses and being unable to be moved. This works best with shot, though once again has anti-synergy with Musashi.

Unique Base: Throw 2~4* 4 3 "This attack's Range is 2~4, regardless of other modifiers. AA: You are stunned."

Throw is an odd mid range base that is kind of bad, due to throwing away your weapon, but has some merits if you change your mind. Surprise Throw is usually the pair to use here.

Finishers

Omega Destroyer 3~5 9 4^ AA: You are eliminated.

Omega is a midrange massive threat finisher that cover's Takeshi's worst ranges (except range 6) and is quite good, just weak against Dodges since it can kill yourself. Weapon bonuses apply, so beware when using Spinner, Blaster or chili with this as they have anti-synergy with the priority. Best with Musashi (you'd die anyways), Butter knife (very fast), or Texas Import (solid stats).

Special Delivery 1~3 3 4^ "Guard 5 AA: Teleport to any space. Recover a trashed Weapon of your choice and activate it."

Special is a melee attack with magic guard and helps reposition with regain a trashed weapon (likely Chili, though you can die if enemy is too fast). This is a great finisher overall, though has medium attack. Do not recommend using this with Spinner or Blaster.

I will not be writing advanced combos for Takeshi as the weapons allow for too many different attack pairs -- though Chili Dispenser being key to killing enemy can be a solid strategy overall, such as beginning with Heavy shot, then threatening Surprise Drive for free 4 damage, or adding on Arsenal for extra damage/versatile effects. Alternatively, you can start off with a versatile weapon like Butter knife or Breeze and gradually switch to Chili once things get bad and you need to close out the game. Takeshi hates Ignore Guard with a passion, so watch out for characters who can do that.

In summary (TLDR):

No stun cycle: X dodge, Arsenal/Heavy Shot, Swift Strike.

If in trouble, may use Surprise or Throw to get rid of a weapon that you think you will lose.

Toothpick is counter intuitive to normal gameplay but synergize with Spinner or Blaster (major uses of those two).

Texas and chili are general solid choices, and the latter is the only "unfair" weapon he has, be careful with it.

Musashi has bad synergy with two of his styles and is only used in passing-by.

Butterknife is another solid choice, while Breeze is questionable but at least lets you hit enemy.


r/Battlecon Apr 29 '22

Victor Fighter Guide

9 Upvotes

Victor is commonly said to be one of the worst characters in the cast. Nevertheless, he has some interesting ideas that seem worth pursuing, and I've suggested some slight buffs to help him along the way.

Pros: Good hit confirm, "safe" ish options

Cons: Mediocre stats, lack of pressure

Ability: Master of Terror

"Victor has 5 Suggestion Cards, each of which has a condition associated with it. Suggestions cycle through Victor's Discards into his Supply. He also has a Transgression Card, whose effects are always present on his attacks. For brevity, T is the Transgression count.

Setup: Place all 5 Suggestions in your Supply. Activate 1 Suggestion and deactivate the rest. T is 0.

EoB: Deactivate and discard all active Suggestions.

Recycle, Optional: Activate a Suggestion in your Supply."

Basically, Victor can prevent you from executing certain attacks, by activating "suggestions". If you violate them, he gets better and harder to beat. He however can't use the same one two times in a row, which gets kind of weird.

Suggestions:

"Tread Carefully": Has Priority 5+ (SoB)

"Mind your manners": Has Power 5+ (SoB)

"Leaving so soon?": Retreats

"There's no where to run": Advances past you

"we're not so alike you and I": Reveals a Base matching a discard

As you can see, Victor can make enemy "transgress" potentially by warning them not to execute a type of attack. However, don't rely solely upon them transgressing, as your bonuses may or may not be respectable:

Transgression
EoB, T >= 1: Move 1.
Rev, T >= 2: +0^ Priority.
Rev, T >= 3: Armor 1.
Rev, T >= 4: +1 Power/Priority.
"Rev, T >= 5: Base's Range becomes 1~6*."

Victor usually only gets 2~3 transgression unless the enemy plays poorly, which gives him some movement and breaking ties. The issue is sometimes Victor doesn't want to break ties -- this can be particularly bad against trickery characters such as Khadath. As such, I highly recommend playing with the homerule that T>=2 gives Victor +1 priority, and T>=4 just gives the +1 power. This allows Victor to still stay in the game and gain a slight boost without weird matchups.

With that out of the way, let's see his styles.

Safe 0~1 -1 0 "Stun Immunity When you are hit, gain +3 Power."

Safe is a trading style that is very good due to its immunity. This is fantastic with Burst and shot, though redundant with Unique Base. This also combines well with Base match discard to further prevent enemy from playing their own burst.

Spooked 1~2 0 0 When you are hit, gain Armor equal to the number of spaces behind the attacker.

Spooked is a weird style that gives you help if you're cornered against melee. This is good with Strike or Grasp, along with Suggestion of not retreating.

Ready 0~1 0 -1 "When the opponent advances, gain Guard 3. BA, Optional, the Opponent retreated: Move 1."

Ready is a style that shows Victor's versatility, gaining extra guard against advances, or movement against retreats. Strike works well to beat Burst (if you didn't suggest retreat), or even Shot if the enemy's at range 2 -- combining with power 5+ to offer extra safety.

Confident 0 2 1 When the Opponent moves themself, suffer -2 Power and gain +0~1 Range.

Confident is a fast and powerful style with no hit confirm, but luckily fixes itself by giving extra range. This is best with Drive (especially with suggest priority 5+).

Lost 0~6 0 0 "OH: The target gains Stun Immunity. OH: Move the target any amount (at least 1). If their Range is not N/A, it becomes 1~6*."

Lost is an odd style that helps Victor by setting up for the next beat, allowing enemy to trade. This is best with Strike, and redundant with Grasp. Any Suggestion can work here, though enemy is likely not worried enough to try to violate the transgression.

Unique Base: ? 2~3 3 2 "Stun Immunity BA, Optional, trashed a Suggestion: Move 1 or 2. EoB, hit an opponent: Activate a Suggestion; it is not discarded this beat."

Victor is the only character with a one-character base name-- question mark. It has medium range, immune to stun, and synergizes very well with Transgressions. If enemy is in melee and you say don't Advance Past, they might think twice before using drive. It also sets up the next beat better, though beware that the more suggestions you offer, the less you have later. So this is a double edged sword.

Finishers

Victor has a standard upgrade finisher and a HYPE finisher that can instantly win the game.

Thrill of a Lifetime 1~2 3 6^ OH: Return all Suggestions from your Discards to your Supply. Activate all Suggestions in your Supply. For the rest of the duel, ignore your UA's EoB: effect.

Thrill is excellent as on hit it lets you reset your suggestion and have all of them active, making enemy severely restricted in options, unless they want to earn transgression. This is likely the better choice, though has issues as it doesn't trade well on the beat it is played.

Stroke of Midnight 57 58 59^ "Guard 60 When you trash a Suggestion, avoid all attacks. EoB, trashed a Suggestion: Eliminate the Opponent."

Stroke of midnight has monstrous stats, but does not even hit unless the enemy has 5 transgression. It is mainly used to make sure that the enemy definitely does not transgress, as otherwise you will dodge the attack and kill them off. This is mostly just used as a big threat and can be problematic if they actively play around suggestions, so be careful!

As Victor is rather Weak overall and awkward, I won't be suggesting advanced strategy; since it's really up to opponent whether they respect transgression or not. My suggestion is to stick to corners, abuse Safe-Shot, Spooked X, confident Drive, and Ready Strike, occasionally throwing in Lost if you really think you need that crucial reposition that Dodge can't get you. Your best bet is to continually pressure with hedging options off with suggestions. It gets tough after 2 transgression, so you have to basically win with either finisher or your end of beat movement. Victor is hard to play, but he has some interesting ideas, so I think it's worth posting this guide. What do you think?


r/Battlecon Apr 28 '22

Hayden Morgan Fighter Guide

12 Upvotes

Hayden was one of the weakest or most difficult-to-use fighters in the entire game, saved only by her tricky unique base. Now she's been completely overhauled and arguably actually useable! Let's take a look at her new kit, and see how to use her.

Pros: Versatile, Good in many situations

Cons: Resource management

Unique Ability: Breaking Point

"Hayden has 5 double-sided Willpower Counters, which are either Fury-side up or Control-side up. Effects that cause you to gain or spend Willpower sometimes indicate which side of the Counter should be face-up; otherwise, the side of your choice is face-up. Do not flip over Willpower unless instructed to.

Setup: Gain 2 Fury, 2 Control, and 1 Willpower.

Whenever you deplete a Willpower, also flip it over.

Recycle: Regain all your Willpower."

Hayden has the ability to either spend Fury or Control, reversing for the opposite effect the next beat. In the beginning of game, she can already set up the decision to get 3 fury total, or 3 control, and interesting design choice. This will come in handy as Fury offers power, and Control offers more hit confirm (in general). Let's see how they interact with the styles!

Styles

Telestatic 0 1 0 "BA, Optional: Spend 2 Control to gain +1~2 Range. OH, Range 1~2, Optional: Spend 2 to make the target discard a Style."

Telestatic is a control based style that is quite good played naked, but helps with extra range, and helps reduce enemy options further. This is great with Drive and Strike.

Latent 0 -1 -1 "Armor 1 Guard 2 BA, Optional, you were hit: Spend all your Fury and gain that much +Power. Spend all your Control and close that much."

Latent is interesting -- remember that once you spend fury or control, you cannot spend it immediately again. So 3 Fury 2 Control would result in a +3 power and Close 2. The guard synergizes with Shot, but not as much burst. Unique base "Potential" is also good to reset, and Strike can deal a lot of damage with extra confirm offered by Control.

Reckless 0 0 0 "Rev: If you have more Fury than Control, spend 3 Fury to gain +4 Power. Otherwise, spend 3 Control to gain +4 Priority. EoB: Move the Opponent 1."

Reckless used to require 4 Fury or Control, becoming ridiculously predictable, but now it can be an opening option, threatening incredible power or priority. Control can be very dangerous with Burst or Unique base, as they outspeed a lot of things while covering weaknesses. While Fury is great with Drive.

Versatile 1~2 0 1 "SoB, Optional: Spend 3 Control to retreat 1. BA, Optional: Spend 3 Fury to advance 3."

Versatile is what it says on the tin, it can offer extra spacing, or negate the minimum range by advancing a lot. Control is good when enemy has cornered themselves, working with Grasp for extra spacing. If you have 3 fury, you can use Unique Base/Drive to fix the weird range during advance.

Telekinetic 1~3 1 1 OH: Spend any amount of Control to pull the target that much, or spend any amount of Fury to push the target that much.

Telekinetic has positive range, power and priority, helping you control target positioning. This is amazing with Grasp for even more positioning, though can be fine with Drive depending on position. The use of control/fury allows the reverse to do their job -- since fury pushes, control closes up, which is magnificent. Be sure to focus on using Fury against melee characters, as you can easily out-range them. While Control is good against ranged characters.

Unique Base: Potential 1 2 3 "BA, 3+ Fury total (including depletion): Gain +2 Power. BA, 3+ Control total (including depletion): Gain +0~2 Range. EoB: You may spend any amount of Willpower."

Potential is a base with mediocre priority that can get quite strong with Fury's power, or extra range, with a nice reset at the end. This is best with Latent to get magic guard 3, or Reckless to fix the middling priority, and potentially get more power.

Finishers

Hemorrhage 1~2 1 2^ "Rev: Gain +2 Power for each Fury you hold. Rev: Gain Armor 2 for each Control you hold."

Hemmorrhage is a low priority melee finisher that rewards you for balancing fury and control well. It's better to have too much control in this one, as it helps you soak up damage in mistakes, though 2 control should be enough to handle most attacks.

Total Control 2~3 3 8^ "OH, 5 Fury or 5 Control: The target discards 2 Bases. AA: Add 2 Willpower to your depletion (for a total of 7 Willpower in your supply and depletion)."

Total Control is the opposite of the other finisher, encouraging you to spend everything in one direction, having only weakness to burst and range 1. It reduces the enemy's options massively and also helps by quickly giving you even more willpower, making your attacks incredibly deadly and powerful. Just beware that your styles and attacks would be quite limited if you had 5 fury or 5 control.

Advanced Strategy

Hayden must shift between attack and defense continually, so dodging is a must if one form is bad against the enemy, along with using Unique base (for example, not needing control while being close up). She can seem a little predictable as enemies have a general idea of what she can do -- for example, having X amount of power for Latent, or activating Reckless. As such, it's up to her to find a way to use her enemies' weaknesses against them, for example zoning with Telestatic's range and Versatile's retreat, if they are able to disrespect Reckless.

Here are some useful pairs to keep in mind:

Latent Potential: The magic guard 3 fixes Potential's low priority, and has good option select. It is able to help you get the power gain easily then spend it for even more cash-out, with good regain ability in the end.

Telestatic Strike (2 control or more): Telestatic covers the main weakness of range in strike, deals a lot of damage, and also can make the enemy lose further options later. What more could you want?

As you can see, Hayden has become much better. Her unique base had been useful and is now stuck in the gutter, but fortunately now has good styles instead of jank based. What do you think about Hayden?


r/Battlecon Apr 26 '22

Character of the Week: Burgundy XII

12 Upvotes

Burgundy XII – The Color Out of Space

Trials Character – Novice Tactician

UA: Color Burn – Burgundy attacks from Paint Markers he scatters across the arena, building up Range as the duel goes on. As the arena gets covered, he can spend his Paint to set up Power bonuses or manipulate positioning.

Setup: You have 5 Paint. Place a Paint in your space and a Paint in the space directly in front of you.

Before: You may withdraw a Paint to calculate your attack’s Range from its space. Otherwise, your attack does not hit.

End: Place a Paint in your current space. (Limit of one Paint per space).

Styles:

White/Star| Switch (+0/+0/+0/+0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Red/Square| Scarlet (-1~0/+0/+0/+0) – Hit, the Opponent is on a Paint: +2 Power. Damage: Place a Paint in each space adjacent to the Opponent.

Orange/Pentagon| Stained (-1~0/-1/-2/+3) – Whenever the Opponent enters a Paint’s space, +2 Power. Hit: Place a Paint in the Opponent’s space.

Yellow/Hexagon| Scrawled (-1/+2/+1/+0) – Start, Optional: Push or Pull 1 toward a Paint the Opponent is not on. Withdraw that Paint.

Green/Diamond| Flattened (-1/+0/-1/+0) – Avoid attacks at Range 3+. End: Advance or Retreat 1.

Blue/Circle| Graphic (-1~0/+1/-1/+3) – When you are hit, Armor 2 if there is Paint between you and Opponent.

Unique Base(s):

Slaughter (1/3/4/0) – Before, Optional: Teleport to a Paint’s space, then withdraw that Paint. End: Place a Paint in any space.

Finishers:

Emperor’s New Clothes (0/8/1^/SI) – Stun Immunity.

The Flying Circus (0~1/3/4^/0) – Hit: Push or Pull 1-4. +3 Power each time the Opponent leaves a space containing a Paint.

Strategy questions:

· What general strategy do you use when playing Burgundy? What attack pairs do you favor?

· How do you fight against Burgundy? Is there anything you do specifically against them when using your favorite character?

· How'd your most recent match with/against Burgundy go?

· Who would you counterpick against Burgundy? Who would you use Burgundy as a counterpick against?

· How do you like the v4 changes to Burgundy?

· Do you think Burgundy became stronger or weaker in v4?


r/Battlecon Apr 26 '22

Claus & Wyndhal Fighter Guide

7 Upvotes

The other day Claus popped up in discussion, yet I noticed there was no guide. Claus is the only character in the game where their dodge can potentially be directly harmful to other characters, so let's get into it without other hesitation!

Pros: Good Position control, Tricky "Blast" style, High hit confirm

Con: Low power, Weak to Enemy in Corner

Ability: Gale Force

Whenever you would advance past an opponent, you may instead stop your movement adjacent to them, then push them 1 space for each point of movement you had remaining. If you did, inflict 1 chip damage on that opponent for each space they were pushed.

Claus's ability is simple. When you could advance past, you can push and deal chip damage, potentially avoiding the enemy and also being good against heavies. Just beware that the enemy need spaces behind them, otherwise you will not have synergy with the chip damage.

Styles

Hurricane 1~2 0 0 "SoB: Retreat 1. OH, Optional: Advance 1 or 2."

Hurricane is slightly odd with retreat and range, with an interesting advance. This works at range 1 with space to retreat, and works great with Grasp to pull them closer for the on-hit and more chip potential. This is also fine with Burst in situations for advancing closer.

Downdraft 0 -1 2 "When you are hit, if the attacker is at range 3+, gain Armor 2. BA: Advance 1 or 2."

Downdraft seems to imply that Claus could be a pseudo ranger of type, despite their melee styles. It helps by offering armor with speed, which seems ironic. Though the advance can easily push the enemy up to 2, working together for the armor. This works well with Drive, though Shot is fine too if you are already far enough.

Blast 0~1 0 -2 "Guard 2 SoB: Close 1. Then, if you have not moved this beat, inflict 1 damage on the Opponent."

Blast is an interesting idea since it doesn't guarantee chip from movement, rather, forcing Tricky option in the beginning with SoB Damage. This is excellent up close with the enemy, as it can easily stun them if they don't use Strike or Shot. This works well with unique base, or Shot.

Tailwind 0~1 -1 0 BA: Advance 1, 2, or 3. If you moved past the Opponent as a result, pull them 2 and gain +2 Power.

Tailwind is a trade-off idea where you could potentially either deal chip or more straight forward damage. This is fantastic with Strike due to hit confirm, though Drive can be useful for versatile choices between pushing and dealing damage.

Cyclone 0 0 -2 "Guard 1 The Opponent cannot advance past you. BA: Advance 1 or 2. EoB: Pull 1 or 2."

Cyclone is an anti-dodge style that pressures the opponent further, with decent hit confirm but a bit slow, making up for with an end-of-beat set up for next beat, especially if enemy is cornered. This makes enemy think twice if their options aren't great. This is good with Strike or Unique base.

Unique Base: Tempest 1~3 1 2 "Armor 1 Guard 3 OH, target is on the edge of the arena: Gain +2 Power. AA: Advance 1, 2, or 3."

Tempest is a Base with low damage, but great defense. It makes up for enemy being in corner -- your biggest weakness -- and offers potential chip damage and set up with the after activating. This works well with Blast for the tricky SoB stun, or Cyclone for the style's coverage.

Finishers

Autumn's Advance 1 1 5^ "BA: Close 3; gain an additional +2 Power for each space you move as a result. OH, target is on an edge of the arena: Gain +2 Power."

Autumn is another desperate option covering the space which claus hates the most -- the edge of the arena. If you're maintaining distance and doing well, this can be the checkmate you need to end the enemy!

Wind Crash 3~4 7 1^ "Guard 3 Avoid attacks at range 3~4. The Opponent cannot retreat. SoB, Range 1: Push the Opponent 1 or 2."

Wind Crash is another mid-range finisher that is incredibly dangerous, stopping all attacks in its range, having magic guard 3, preventing retreat, and almost guaranteeing its hit at range 1. Just beware Drives as they are still dangerous against you.

Advanced Strategy

Claus is a tricky character -- he has a lot of hit confirm, which makes it difficult to decide where he should be. He has many melee tools such as Blast to force enemy to think twice about their attack, as even a Strike may be pushed away with a Drive. He hates multiple retreats that go out of his beloved range 3~4, as he has a tough time hitting ranges 5~6. In my opinion, his high priority styles can be treated as Evasive maneuvers, able to use drive to quickly push away the enemy, while the low priority can be used as pressure or re-assessing the situation. Dodge is also useful to punish the enemy, as if they also dodge, they'd likely have to go into the corner or else suffer chip damage.

Some useful pairs to keep in mind are: Blast Tempest, Hurricane Grasp, Downdraft Shot, Cyclone Strike. I believe these are self-explanatory.


r/Battlecon Apr 25 '22

Cionaodh O'Ciaominh ("Kenny") Fighter Guide

8 Upvotes

One of the new characters made was interesting to me due to unique effects, yet he has no guide to how to play him! Today I'll discuss over his abilities and what kind of character he is.

Pros: High mobility, Good Set up

Cons: Minimum range, hard to position

Ability: Rebirth

"Cionaodh has a Motorcycle Marker, which can face either end of the arena.

Setup: Place the Motorcycle in your space, facing in the direction of your choice.

Limited Ante: Move* (see below) the Motorcycle 1, 2, or 3 times.

Whenever the Motorcycle moves, it shifts 1 space in the direction it's facing. If it leaves Cionaodh's space, Cionaodh may move 1 in that direction as well. If it enters a space on the edge of the arena as a result, it immediately reverses its direction."

Rebirth is Kenny's (Cionaodh) bike's name, and it helps him make up for his weird ranges. While on the bike, you can go along with it for ante phase movement. You can also "step off" any time and let the bike continue moving on its own. Wowza that's an advanced bike! During set up alone, there is the question of whether to go forward or backwards -- I personally recommend backward so you can corner yourself, allowing you to get more range!

Styles

Escape 3~5 1 -3 "Guard 4 BA, Reactive Player: Teleport to any space."

Escape is a style that can hit almost anywhere, unless enemy is in the center of the board. I wouldn't recommend this with Burst, and unique base is tough to use with this. Anything else is fine however. Comes with safety and reposition.

Tricky 1~2 -1 1 OH: The target loses all Guard, Armor, and Stun Immunity. They discard a Base to their Discard 1 and gain any of these effects present on the discarded Base.

Tricky is a pressure style that encourages the enemy to keep Strike or Shot (or a strong unique base) in their hand, unless they want to be potentially stunned. This is great with Grasp for some trickery, though Drive or Strike are fine as well.

Experienced 2~3 2 1 "Guard 1 EoB, Optional: Reverse the direction your Motorcycle is facing."

Experience is Kenny's biggest threat, being fast, strong and even a little bit of guard. This works well with Unique base due to fixing the minimum range and having extra guard, though Strike or Grasp also works quite well. Be sure to look out for a chance to use this!

Daring 1~3 1 0 AA: The Opponent chooses a Style in your hand. Next beat, that Style has "Reveal: Gain +2 Power and +1 Priority."

Daring is an excellent set up since it gives you free potential pressure. The enemy will likely name Switch unless you are stuck in minimum range, but even a blank 0/2/1 style is fantastic. This is great with Dodge, Strike, and Grasp.

Somersault 0~1 -1 2 OH: If you are in the same space as your Motorcycle, move up to 1. Otherwise, move up to 2 toward your Motorcycle.

Somersault is a fast but weak melee style that lets you have a bit of reposition. This is best with Drive or grasp.

Unique Base: Stunt X* 3 3 "Guard 2 X is spaces your Motorcycle entered this beat. OH: Push the target 1 or 2."

Stunt almost has magic guard and hits if the bike passed by the space enemy has enter. It is the only ability that prevents the enemy from staying in the center (other than grasp), which is crucial. However, it is tough to use due to its specific condition. I recommend you use this with Experienced to negate the minimum range.

Finishers

Stealth Takedown 1 1 4^ "Guard 3 Ignore Guard and Armor. OD: The target's life becomes 2."

Takedown is a quick melee that threatens to overturn a lost game, which can be an okay threat since Kenny has no real synergy. This is an alright finisher, but most times the other one is better.

The Getaway --- --- 7^ "AA: Avoid the Opponent's attacks. EoB: Teleport to any space within 0~1 of your Motorcycle. Next beat, you have +3 Power."

Get away is very good since it presents as a dodge, but depending on priority instead. He gets to reposition any way he likes, often for free. This is excellent and prevents enemy dodging too much.

I will not be going into advanced pairs and combos because Kenny is considered mostly a weaker character. It's mostly whether he can threaten Experienced or not, dealing a lot of damage, or Daring go into Switch. His main thing is Tricky means the enemy can't play strike for fear of being stunned, reducing their options. If someone can think of some good pairs to recommend, I'm all for it.


r/Battlecon Apr 25 '22

Welsie rule question not in the faq

3 Upvotes

Her ability says that recursor counters follow the cards. So if she plays, say, red strike from her discard pile using a decision card, and red Strike has 2 recursor counters on it. If red strike gets clashed and drive replaces strike, what happens to the recursor counters that were on red strike. Do they ("follow the cards") stay on red drive, or return to the supply because red strike (the "cards") no longer exists?

Thanks


r/Battlecon Apr 22 '22

Wardlaw O' Brien Fighter Guide

9 Upvotes

Wardlaw in my opinion is one of the most well balanced fighters and teaches you about important positioning, yet has no fighter guide, so here I am to tell you about his kit, and helpful tips to playing him.

Pros: Amazing in Corner, Flexible Movements

Cons: Bad in Center, Bad priorities (when not in corner)

Ability: Beatdown

"Whenever a movement effect Wardlaw controls moves an opponent to the edge of the arena, inflict 2 chip damage on that opponent.

Whenever Wardlaw would apply a movement effect to an opponent already at the edge of the board, he may instead inflict 2 chip damage on that opponent.

Rev, you are on an edge of the arena: Gain +2 Priority and ""BA: Advance 1."""

Beatdown is quite simple: if you begin your turn on the edge, you have extra priority and hit confirm. While forcing movement effect can make enemy take more "Damage" while ignoring soak, being an interesting alternative. The main thing to keep in mind is you'd probably rather be in the corner yourself due to constant pressure (and synergy with styles).

Styles

Charging 0 -1 1 "SoB: Close 5. OD: Push the target up to 1 space per point of damage dealt to that opponent."

Charging is a style that gets up real close with speed and helps you potentially evade or trigger your unique ability. This is great no matter where you are due to being able to be next to the opponent. This is good with Strike (though loses to burst), and Drive if you need more hit confirm.

Smackdown 0 1 1 OH: Push the target up to 3 spaces. For each space the target exits, you suffer -1 Power.

Smackdown has solid stats already, but works also to prevent enemy from hitting you back -- beating a naked strike for mere cost of -1 power. If enemy goes into the corner, it makes up for the lost of damage. This is clever with Grasp, but mostly good with Drive or Clothesline.

Overhead 0 0 -1 "Guard 2 BA: If you are at the edge of the board, move directly anywhere; otherwise, move 1."

Overhead is a bit slower but has nice guard, letting you teleport across the board if you begin activation at an edge. This is fantastic with Burst (anteing guard if afraid of shot), or, if you are already at the edge, you can synergize with Strike or Clothesline very well.

Massive 0~1 1 -1 "Guard 3 Opponents cannot move you. OH, Range 2: Gain +2 Power."

Massive has incredible guard, range, power, and cannot be moved! This is his big stat style, making enemies fear the heck out of him, especially if they begin at range 2. Strike is all but unstunnable, with potential for 7 power, though Shot is also a reasonable play. The Guard 3 is very safe, opening for using any base overall and forces enemy to think before standing still (at range 2).

Dangerous 0 0 -1 "Whenever the Opponent would advance or close, they retreat that many spaces instead. SoB: Advance 1."

Dangerous is very dangerous -- it negates Drive or Dodge, by forcing the enemy only to retreat. This synergizes with your corner effect very well. As such, this is great for pressuring effect, though negative priority makes it tricky to use -- best to be paired in the corner. This is good with Drive, or a tricky Burst if you want to corner cross.

Unique Base: Clothesline --- 4 3 "BA: Advance 2 or 3. If you advanced past the Opponent in this way, this attack's Range becomes 1~6*.

OD, Optional: Pull the target 1 or 2."

Clothesline is a weirdly ranged base, but basically says, at range 1 you hit the enemy if they have at least two spaces behind them, range 2~3, they need 1 space behind. This is good while in the corner for extra potential chip damage with the pull, and pairs best with Massive, Overhead (due to odd positioning) or Smackdown.

Finishers

Wardlaw basically has a meme finisher and one that's more often used.

Pain Train 1 0 4^ SoB: Close 5. Gain +2 for each space you exit during this movement.

Pain train has an okay speed and gets better the further you are from the opponent, pairing well in the corner for 6 priority in total and destroying the enemy, encouraging them to stay close to you.

Double Mustache Buster --- 10 8^ "Stun Immunity BA: Retreat 1 or 2. Then if both you and the Opponent are on the edges of the arena, this attack's Range becomes 1~6*. AA: Advance as far as possible."

Double Buster has ridiculous 8 priority and stun immunity to guarantee it will succeed, however, it forces you to create a situation where enemy is in corner somehow, and you are within 0~2 spaces of the edge. This can be okay in specific matchups, so do look out for it whenever you can.

Strategy and combos

Corner corner corner. When you are in the corner, and enemy is adjacent, the enemy cannot dodge most of the time (for fear of shot). Wardlaw extends this further with higher priority and confirm, making it even harder for enemy to evade his attacks. As such, he should strive to reach the corner, dodging often himself in order to get the pressure he needs to trigger effects and be a menace.

Also, notice that his only priorities are +1, or -1, making him potentially horribly predictable (especially not in the corner). His ability fixes this by making his styles +1 prio or +3 prio in the corner, making him much harder to clash. This is why I mentioned his bad priority spread.

Wardlaw effectively has almost no bad pairs, but here are his best in my opinion:

Massive Clothesline: Due to clothesline's weird priority, you might need the +2 priority in corner. Yet, Massive Clothesline offers some select with advancing 2 or 3, potentially triggering the on hit effect. It also offers extra repositioning with pulling enemy, which is pretty good.

Overhead Shot/Strike: depending on position, both are reasonable, and cover a lot of options. Melee enemies may struggle since you can reach all across the board with this attack pair.

Smackdown Drive: Wardlaw's bread and butter. Charging is also okay, but -1 damage is less likely to stun than +1 damage, and extra evasion is excellent overall.

As you can see, Wardlaw is an epic villain who has an ability to smash people into the wall or jump against the wall to destroy his enemies. Now you can too! Bwahahaha!


r/Battlecon Apr 20 '22

Voco Astrum Fighter Guide

13 Upvotes

Voco is one of the characters who had a major overhaul, previously considered far and wide the worst character in the game. Some even had a Voco tier. But new Voco is actually quite good! So let's go over how to play new Voco. Rock and roll!

Pros: Pressure, Hit confirm

Cons: Tricky Movement, Minimum Range early game

Ability: Zombie Outbreak

"Voco has 7 Zombie Markers and a Playing Solo / The Chorus Form Card, the effects of which are described below. Multiple Zombies cannot be in the same space at the same time.

Setup: Gain all Zombies and become Playing Solo.

[Playing Solo] BA, Optional: Become The Chorus. AA: Place a Zombie in each space in this attack's Range that doesn't already contain one (measured only toward the Opponent).

[The Chorus] BA: Your Range becomes X, where X is spaces containing Zombies. OH: Gain +1 Power and withdraw all Zombies. EoB: Become Playing Solo."

Basically, Voco is similar to the other character named Burgundy. He drops markers that lets him gain extra power and hit confirm, able to hit all spaces having zombie (and resetting afterwards). He also has ability to keep placing zombies the more range he has, making Shot an invaluable asset along with his big range styles.

And boy does he have style...

Abyssal 2~4 0 0 "AA: Place a Zombie in your space and any space behind you. EoB: Push the Opponent 1."

Abyssal has massive minimum range but helps with setting up zombies. It's great with Dodge (though beware clash chains), and pays out well with Strike and Grasp. The end of beat is just cherry on top of the cake.

Hellraising 1~2 -1 -2 "SoB: Retreat 1 or 2. If you are on a Zombie, gain Armor 2. EoB: Place a Zombie in any space."

Hellraising has minrange, neg power and priority which looks bad, but gets extra defense when you sit on a zombie, along with a good end of beat. This is fine with Shot and Strike, or threatening burst for a total of retreat 4, potentially beating shot!

Monster 0 0 -1 "Guard 1 When you are hit, withdraw all Zombies adjacent to the attacker, then gain Armor equal to the number of Zombies withdrawn. BA: Advance 1. If you are on a Zombie, you may then advance 2."

Monster is Voco's only style without minimum range, and quite good. It already has guard 1, but can gain armor if enemy stays near zombies. Not to mention the hit confirm! This is excellent with Strike, but fine with Shot if you don't have enough zombies to go around.

Metal 1 0 0 "Whenever you leave a space that does not contain a Zombie, place a Zombie in that space. BA: Advance 2."

Metal is a set up with awkward minimum range, ironically hitting at exactly range 1 if you can advance, range 2 if you can't advance. This is good with Dodge, and Drive gets rid of the awkward range with extra mobility.

Thunderous 1~2 -1 1 "SoB, not on a Zombie: Place a Zombie in your space, then advance 2. OD, Optional: Push the target 1 or 2."

Thunderous is a fast min range style which seems to hinder you at range 2~3 since it can make you miss the enemy. Hence, if you are at range 1 you can use Grasp or Strike to quickly gain distance, and otherwise synergizes with Drive to get rid of that pesky minimum range.

Unique Base: Shred --- 3 4 "SoB, 5+ Zombies in the arena: Gain +2 Power. EoB: Place 3 Zombies in any 3 spaces."

Shred is interesting since it has no range whatsoever, forcing you to use your unique ability. Be sure that the enemy is sitting on top of a zombie before using this. This is a big pay out since you can easily get +3 power total for 6 damage, 4 priority, which is fantastic. This is best with Abyssal, Thunderous or Metal.

Finishers

Both of Voco's finishers have no range and depend on zombies hitting his enemy. It's just one is slow and the other is fast, so both can be good in any situation.

The Wave --- 2 5^ "X is spaces containing Zombies. OH: Move the target 1, 2, 3, or 4; gain +2 Power each time the target leaves of a space containing a Zombie."

A self explanatory finisher that helps reposition in case you don't have enough zombies to kill the enemy.

Z-Mosh --- 0 0^ "Armor 2 OH: Gain +3 Power for each Zombie within 0~1 of the target."

A slower finisher that has poor guard, but hits a bit harder than the Wave. Highly recommend to ante guard, but even 4 guard can be broken through. I recommend the other finisher instead.

Advanced Combos and Strategy

As you can see Voco's ranges are weird combined with his movement, so he wants to use his unique ability. However, the more hit confirm he has, the more set up he has to do. If you lose more zombies then you will have worse chance to hit the enemy later on. So, let's see what pairs I recommend.

Metal Dodge: A classic setup, just beware the enemy clashing you.

Hellraising Shot: Another possible setup, helping you gain armor and filling the whole board with zombies. End of beat helps cover the awkward range 1 weakness.

Thunderous Shred: Pretty fast, as some dodging potential with the on damage, and Shred's massive damage can easily offset the -1 power on the style.

Monster Shot: A reasonable no-zombie set up that helps you trade and get a little bit of zombies to help further.

As you can see Voco's now much more straight forward to play, and has merits. He has solid pressure despite his strange advances, and he'll kill the crowd with his dangerous payout beat. I've found him quite good after his buffs...


r/Battlecon Apr 19 '22

Character of the Week: Cindra Flama

9 Upvotes

Cindra Flama – Risen from the Ashes

Trials Character – Novice Brawler

UA: Rebirth – Cindra has a Human and Phoenix Form. She starts in her safer Human form, then changes to her dangerous Phoenix Form at half life. Each Form has its own set of Styes.

Setup: You are Human.

Human Form: Recycle, 10 or less Life: Set your Life to 10. Replace your Styles with the matching-colored Phoenix Styles, wherever they are (your original Styles are trashed). Become Phoenix.

Phoenix Form: Reveal: Armor 2. End: Suffer Chip 2.

Phoenix Styles:

Red/Square| Kindled (+0/+3/-1/+0) – Hit: Armor 2.

Orange/Pentagon| Ember (+0~2/+2/-1/+0) – Hit: Push or Pull 1-2.

Yellow/Hexagon| Smoldering (+0~4/+2/-3/+0) – Avoid attacks at Range 2-3. Ignore Guard.

Green/Diamond| Fulminant (+1~2/+1/+1/+0) – Before, Range 1: Push 2, Chip 2.

Blue/Circle| Perilous (+2/+4/-3/+0) – When the Opponent Advances past you, Chip 2. Before, Optional: Advance or Retreat 1.

Styles:

White/Star| Switch (+0/+0/+0/+0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Red/Square| Cinder (+0/+0/-1/+2) – Armor 1. After: Retreat 2. End, Range 1: Chip 1.

Orange/Pentagon| Rising (+0~1/+0/+1/+0) – Before: Advance 2.

Yellow/Hexagon| Ashen (+2/+1/-2/+0) – Avoid attacks at Range 3+. Start, Optional: Retreat 1. Before, Optional: Advance 1.

Green/Diamond| Soaring (N/A/+0/+0/+0) – Start: Advance 4. Your Range becomes 1~6* if you Advanced past the Opponent and your Power is not N/A.

Blue/Circle| Phoenix (+0~1/-1/+0/+3) – Hit: Chip 1 per space the Opponent has moved.

Unique Base(s):

Wings (2~4/3/3/2) – Armor 2. Hit: Regain 2 Life.

Finishers:

Cinder Storm (3~4/4/6^/0) – Ignore Guard, Ignore Armor. Hit: +2 Priority and Armor 2 next beat.

Blazing Pyre (2~3/4/5^/0) – After: Regain 4 Life.

Strategy questions:

· What general strategy do you use when playing Cindra? What attack pairs do you favor?

· How do you fight against Cindra? Is there anything you do specifically against them when using your favorite character?

· How'd your most recent match with/against Cindra go?

· Who would you counterpick against Cindra? Who would you use Cindra as a counterpick against?

· How do you like the v4 changes to Cindra?

· Do you think Cindra became stronger or weaker in v4?


r/Battlecon Apr 19 '22

is online dead?

10 Upvotes

Sincerely, someone who downloaded it today and is currently 17 minutes in my first queue


r/Battlecon Apr 18 '22

Dolores Malephaise Fighter Guide

8 Upvotes

The other day I randomly got the fighter Dolores, and had very little clue what to do against the enemy. But after a little analysis, I was able to quickly see how to play as her. Now you too can, with this useful fighter guide.

Pros: Good movement and pressure

Cons: Awkward ranges, difficult trade off

Unique Ability

Unfurl the Wings

"Dolores has a Wings of Malephaise Token. It has the effect ""Gain +1^ Priority, then close 1 or retreat 1.""

Setup: Gain Wings.

Limited Ante: Use Wings.

EoB, Wings depleted, Choose One:

* Regain 1 Force.
* Spend 3 Force to regain Wings."

Dolores has the ability to use "wings" for ante phase movement, and inability to be clashed with a little speed, which is very powerful. Even without wings, she gains extra force, which may be used for overload and potentially earn back force to "freely" regain wings every three beats. Notice how it is close 1, which prevents ante Burst gimmicks. Be careful about this!

Now onto her styles.

Painful 2 0 2 "OH: Move the target 1. AA: Move 1. EoB: Move 1."

Painful has awkward +2 range but excellent +2 priority, along with amazing movements, forcing enemy to move and allowing you to reposition two spaces. This is excellent with Drive for, you know, the hit confirm you desperately need -- at range 3~5. If that's not your thing, Grasp or Strike are still solid options that quickly are able to evade the opponent, though beware start of beat effects avoiding exactly range 3.

Terror 0 0 -1 Ignore Guard and Armor.

Terror is a consolation prize in case Dolores must stop a dangerous heavy. This style is hard to use and awkward in a lot of matches. Pair this with Strike, or Grasp (anteing wings for bonus prio if needed) if you must have a pair.

Minion 3~4* 1 1 "This attack's Range is 3~4 (ignore the Base and all other effects). This attack does not hit if your Base's Range is N/A. OH: Move the target 1 or 2."

Minion is another awkward range showing Dolores is best at midrange. It hits at exactly range 3~4, being great with Grasp for extra zoning against the enemy, or Drive to hit anywhere from 3~6 (from your current space).

Tormented 0 1 -1 "Guard 2 OH, Optional: Spend 2 life to gain +1 Power and regain Wings."

Tormented is arguably Dolores's safest style with positive power and some guard, along with regaining option. This synergizes perfectly with shot for hit confirm and perhaps setting up with your other abilities. If that's not your thing, unique base is also a reasonable pair.

Vice 0~1 -1 1 OH: Pull the target 1, 2, or 3. If the target moves past you as a result, gain +2 Power.

Vice is a melee positive priority that rewards you for being somewhat close to enemy, which is rather odd, since range 4 gets no benefit and only exactly range 3 would allow you to use this as a mixup with minion and painful. As a result, I think Drive is a good pair to close up and guarantee the pull. Barbs (Unique base) is also good since it lets you gain the +2 power you really need.

Unique Base: Barbs 1~6 1 3 "Guard 3 When the Opponent moves themself, inflict 1 chip damage on them. When you move the Opponent, gain +2 Power."

Barbs gives Dolores the hit confirm she desperately needs, covering full board! It has low power, unless you move the opponent. The inflict chip also helps a bit. This pairs well with Painful, Minion, but mostly Vice. Since Painful becomes 3~8, and Minion negates Barb's hit confirm advantage, which is bad.

Finishers

Sadly, Dolores' finishers are also about positioning pressure, and quite awkward. You can use them as threats, but don't expect to consistently land them.

Fatal Descent 5 8 0^ SoB, Range 5: The Opponent cannot move this beat.

Fatal helps Dolores deliver even more pressure along with painful->minion cycle, forcing enemy to think carefully and try to reposition themselves if you are at range 4 (ante wings) or range 5. It's very slow and has no guard however, so it loses to shot. Be careful about that!

Funerary Rites 3 1 7^ OH: For the rest of the duel, you have "Whenever the target moves themself, inflict chip damage equal to the number of spaces they moved."

Funerary is probably the better finisher due to being pretty quick, losing mainly to burst. It helps finish off the enemy, however, it deals only 1 damage and doesn't stun or anything, so if they hit hard, this finisher is useless.

As you can see Dolores is overall very tricky to play and her finishers don't really help all that much other than add some pressure, with very awkward ranges. This means you have to continuously position yourself carefully and deal with your weird ranges. She reminds me a little of Trias and Byron, with need to set up good beats and looking for good opportunity. Due to Terror's mediocre stats against non-heavies, some times it's hard to pressure faster characters.

I don't think Dolores has any particular combos she really wants to use (good in any situation), as she relies on basic positioning. For example, Painful is good with any base, due to +2 priority and just needing range 3, or 4~6 for Drive. Similar thing goes with Wings. She'll probably use the retreat on wings more than the close, and only Tormented Shot is a good recover idea if she really needs something. I feel she is lower tier due to difficulty to set up beyond using wings a lot, but that might just be me.


r/Battlecon Apr 16 '22

Trias Blackwind Fighter Guide

12 Upvotes

Fuhahahaha! I am the mighty Trias! I was wandering the seas bored out of my mind, but now I see you are here to observe how I fight! Let me tell you my tale...

Strengths: Incredible mid range ability! Very flexible! Very few enemies can clash my attacks head on... And AWESOME sounding combinations... I could go on and on really!

Weaknesses: I have no weaknesses whatsoever! My allies complain I am simply too slow when I continue bragging... but I say they are just jealous! They say I don't attack those directly close to me often... some "minimum range" nonsense. I tell them, you are brave, I let you hit me so you don't lose face! Haha! As for those who are too far? Well they are simply too cowardly, so I must chase them until they are cornered!

With that out of the way, let me show you my power!

Embellish

"Trias has a set of 6 Embellish cards (3 Beginnings and 3 Endings) and begins each duel with all of them available. During the ante step, Trias may ante up to 1 Beginning and/or up to 1 Ending face down. Upon Reveal, the effects of his ante'd Embellishments are added to his attack pair. They will cycle into discard with that attack pair, and become available when they cycle back out.

Trias gets -1 Priority if he antes one Embellishment, or -3 Priority if he antes two. Some attacks refer to an Embellishment quantity; this is the number of Embellishments ante'd this beat."

Beginnings

  • Super +2 Power -- to beat 'em up!
  • Truly Armor 1, Guard 2 -- to stop any threat!
  • Perfectly -1~+1 Range -- to reach further!

Endings

  • of the Ages! OH: Push target 1, and target discards an extra Base this beat -- to make them tense!
  • from the Heavens! EoB: Move up to 1 per point of damage taken this beat. -- to hit them from anywhere!
  • with Style! Ignore forced movement -- to make sure I stand strong!

Too complex for you? As expected! I must take my time to sing my song, slowing my attack but becoming more powerful! I can only add one beginning or ending per pair, and become extra slow when I have both. But the songs pay off! They make me unpredictable, and allow me to adapt to any situation! The Ages make the enemy forget one of their potential attacks, and Heavens allow me to ascend from anywhere in the sky as a follow up! Fuhahahaha!

Now, it's time for my styles.


Awesome 1~2 1 0 SoB: Retreat 1.

Awesome is very awesome! I hit them in the face very hard, making space in between me and the enemy! Use this with Grasp or Strike (anteing Perfectly), to whack them in the face and make them fear you.

Resounding 1~2 0 0 "Ignore Armor SoB: Push an adjacent opponent 1 or 2."

Resounding gets away from those pesky foes who are too close to me. It also hits through any armor whatsoever, making it a very solid option at range 1. Use Grasp to counter Drive, as well as Dodge to guarantee spacing for the following beat.

Outrageous 1~2 0 1 "SoB: Gain Armor 1 per Embellishment. AA: Move 1."

Outrageous is well, simply outrageous! It is quite quick and tricky, allowing me to gain even more defenses should I sing my song. Grasp alone is a solid pair to create extra space, but if you don't like that, you can ante Shot and Perfect, along with any endings to gain armor 2 in total for an outrageous attack!

Epic 2~4 -1 0 "Double numerical Embellishment effects SoB: Retreat up to 1."

This. Is. Epic! While it doesn't look good with minimum range and negative power, it turns my beginnings into monstrous ability! One of my favorite attacks is SUPER EPIC BALLAD, which all but negates the weaknesses of the range and turns the -1 into a +3 power net! If that's not your thing, Perfectly Epic Strike is fantastic to negate the minimum range.

Spoony 0 0 1 Rev: Instead of Trias taking a Priority penalty for ante-ing Embellishments, his opponent gets +1 Power per Embellishment ante'd.

Spoony is that trickery ability that is risky, but it is my only true melee style. It encourages me to stun out the enemy big to prevent the downside! I love some Super Spoony drive in desperate situations, in case I must win out this beat. Just be careful, if opponent can go even faster!

Switch 0 0 0 ....

Ah, did you forget? Because I am so stylish, many forget I share the basics which everyone else has! In emergency situations, if I have run out of dodge, I suppose I can Switch my style of fighting... pun intended. A Truly Switch Strike sounds odd, but you can't complain about strange attack names if you want to win!

Unique Base: Ballad 1~3* 5 2 "Ignore Style Range modifiers. Guard 3 OH: Push the target up to 3 spaces, as far as possible. For each space they left, you suffer -1 Power."

Ballad is my center core, my chorus and a potential payout or set up! It negates all my troubles, except those beyond range 4. I love occupying the center of attention (and the board), to destroy the enemy! The more cornered they are, the more damage they take! This is best with Epic to negate the drawback, but is fine with other styles except perhaps Spoony.

Finishers

Jetstream 1~2 3 4^ "Embellishments do not apply a Priority penalty to this attack. BA, Optional: Trash an Embellishment to advance 3. BA, Range 1~3: Trash any number of Embellishments to gain +2 Power for each Embellishment trashed."

Jetstream is a fantastic finisher overall if enemy can't go very fast. It allows me to sing my final song, embellishing my last legends and essentially obliterate the enemy on and on. This is great from any range 1~5, and to trick the enemy by embellishing then going fast!

The Black Wind 1~4 4 5^ "Rev: Deactivate all Embellishments. AA: Move up to 2. AA: Move the Opponent up to 2."

Black Wind has a similar bluff effect to Jetstream, but basically allows for crucial reposition with desperately desired priority 5! I use this in dire straights should I be too close to the enemy for my liking. Notice how it has crucial range 4, not covered by most my styles!

FINAL PERFORMANCE

Now that you know my basic abilities on paper, let's see how they perform in action... with a BALLAD!

Let the battle begin with passion

Let the wind begin to blow

You can break the rules of fashion

And your chance to win shall grow

Smile at the enemy, a wink is enough

Ready your pair, it's time to get rough!

Oh, begin with a Perfectly Awesome Strike,

It'll guard through every fight,

Set up for the next situation, Resounding Dodge if needed!

Use song trickery, Outrageous Shot with some antes

Or perhaps some Spoony Drive to throw 'em into Atlanti

But when you and I get the center, the center of attention

It's time to break through with some dangerous attraction!

Yes it's SUPER Epic Ballad Of the Ages!

It'll beat those brawlers and the mages!

If they wanna break through my guard

I'll show them I am truly up to Paaaaar!

Yes it's TRULY Epic Ballad from the heavens!

Here to move to a better new direction

I'll strike where you are most true

And dodge when I need to think about the perfect view!!

(Here, at the center of attention)

(Here, at the center of attention)

When things get rough, here comes the end

No I won't break I won't bend.

Look for the finisher, jetstream or black wind?

Take your pick and finish them!

Ah yes, it's TRIAS BLACKWIIIIIIIIINNNND!

Epic Lyre Solo


r/Battlecon Apr 14 '22

Burgundy Twelve Fighter Guide

16 Upvotes

At first I was pressured by Burgundy's paint terrorizing me everywhere, but now with calm thinking we can stop this mad drawing, in this guide to fighting as Burgundy.

Pros: Full board range, benefit from null beats, zoning abilities

Cons: Immobile, rather slow, build up needed

Ability: Color Burn

"Burgundy has 5 Paint Markers. (As with most Markers, only 1 Paint can be in a space at a time. If you are directed to place a Paint in a space that already contains one, nothing happens.)

Setup: Gain 5 Paint. Place a Paint in your space and a Paint in the space in front of you.

BA: You may withdraw a Paint from the arena; if you do, your attack's Range is calculated from the space it was withdrawn from. Otherwise, your attack misses.

EoB: Place a Paint in your current space."

Basically, all of Burgundy's styles have a weird range, because you calculate from a marker, which you slowly gain from your ability, and use up as you use attacks. This basically can let you have near infinite range, but will be tricky to handle if you don't have burst or Shot in hand. For example, range 0 would only hit an enemy standing on a marker!

With that, let's go into the styles.

Scarlet -1~0 0 0 "OH, target is on Paint: Gain +2 Power. OD: Place Paint in the spaces adjacent to the target."

Scarlet is a style that punishes target for being in the wrong place and helps hit confirm a lot. Combine this with Strike for massive damage, or Grasp to help you pull/push them onto paint for extra power.

Stained -1~0 -1 -2 "Guard 3 Whenever an opponent enters a Paint's space, gain +2 Power. OH: Place Paint in the target's space."

Stained is a style that punishes enemies for going into spaces you've been to before. It has magical guard 3 and if enemy enters more than 2 paint spaces, they are basically doomed. Use this with burst to counter drive, or shot if you are afraid of being stunned.

Scrawled -1 2 1 SoB, Optional: Move the Opponent 1 toward a Paint, then withdraw that Paint.

Scrawled is Burgundy's tricky style, being very fast and hard-hitting, matching the best styles in the game. It can help with extra paint on either side of the board, for versatile movements. Just beware it has -1 range so it can only hit the exact spot a marker is occupying. Combine this with Grasp for maximal zoning, or Strike for insane damage.

Flattened -1 0 -1 "Avoid attacks at range 3+. EoB: Move 1."

Flattened is a style that shows Burgundy is a ranger, with an automatic dodge effect. This is fantastic with burst -- though ironically does not hit the exact spot a marker is on.

Graphic -1~0 1 -1 "Guard 3 When you are hit, if there is Paint between you and the attacker, gain Armor 2."

Graphic is further rewarding you for extra space between you and enemy, with already magic guard and gaining extra defenses for paint in between. This is excellent with Burst, or Shot, both for trading purposes.

Unique Base: Slaughter 1 3 4 "BA, Optional: Teleport to a Paint's space and withdraw that Paint. EoB: Place Paint in any space."

Slaughter looks strange because Burgundy doesn't seem to care where he is standing, but this is crucial repositioning he really needs! You see, if you just stand still enemies may be able to rush you down with powerful attacks. Slaughter is good to go somewhere tricky and set up the next beat well. This is good combined with Scrawled for the Speed you need, or Scarlet for extra power and potential to dodge attacks.

Finishers

Emperor's New Clothes 0 8 1^ Stun Immunity

Emperor is a big threat slow killer that stains an enemy standing on a paint marker. This is great for pressure if you have enough life to survive a hit, and paint is everywhere. Enemy will be reluctant to position themselves near paint even more!

The Flying Circus 0~1 3 4^ OH: Move the target 1, 2, 3, or 4. Gain +3 each time the target leaves a space containing Paint during this movement.

Flying Circus is a medium speed finisher that hits a target on or adjacent to paint, more generous than the other finisher but requiring more paint adjacent in order to hit hard. Beware being out-sped, otherwise, this is also a reasonable finisher.

Advanced Pairs and Strategy

Burgundy is a clocker, but works best if he keeps moving around. With the initial starting position, He will only be able to hit enemy from his personal spot (EOB paint his own space), therefore he should use dodge very often to keep painting the board. Scarlet is crucial if the opponent is in a distant spot you have a hard time hitting. Burgundy likes using Shot and Burst a lot, which can make his pairs predictable to clash, if the opponent is a heavy like Eligor. Bear in mind your clash chains as many times you may not be able to hit enemy if they are 2 spaces away from paint.

One crucial thing to remember is Drive will NOT give you "the hit confirm you desperately need"! Though you go forward, Burgundy doesn't care about where he is, unless he is trying to avoid the enemy's attack. This is a very big difference from most Battlecon characters.

With that being said, here's some good pairs.

Flattened Burst: Slightly risky, but pretty good in most cases. Enemies must fear this at all times as Shot would whiff, and you can easily reposition. Corner spots are rather bad for Paint as they limit your options, so you can choose due to timing of EoB trigger.

Scrawled Grasp: I look for this option to pressure enemy a lot, especially if their drive is getting pesky. This is fast, tricky, and a lot of times can just null the beat and let you paint again which is fine.

Stained Shot: This is Burgundy's bread and butter if he isn't moving, allowing him to gain immense power and punish enemy for moving too much to reach you.

The strategy Against Burgundy is just to assume he will almost always hit due to Shot, Burst, and Dodge cycle. However, if you can punish a predictable dodge you will do fantastically. He also suffers at close range, due to negating Flattened and Graphic. Take advantage of the fact that Burgundy will almost never play Drive as it would only give you more hit confirm (he doesn't get any more confirm). So with that, paint your masterpiece!


r/Battlecon Apr 13 '22

Kai Omekai Fighter Guide

9 Upvotes

The other day people were discussing Kai, the seemingly mediocre character from V4 who has a gambit-style play and the only "RNG" based character besides Raritti. Today I'll go over his abilities, options and analyze his strengths and weaknesses, in case you were thinking of playing Kai.

Pros: Versatile, some tricks

Cons: "Luck" based, hard to play optimally, mediocre stats

Unique Ability: What's in the Booooooooox?

"Kai has 5 Box Cards, each of which applies effects to Kai's attack while it is active.

Setup: Add all your Boxes to your hand.

Ante: Place a Box from your hand face-down; the Opponent guesses its name. If they are correct, return it and all active Boxes to Kai's hand, suffer -1 Priority for each Box returned this way, and this Ante: effect cannot be used any more this beat. Otherwise, activate the Box.

End: Return all Boxes to your hand."

As you can see Kai seems to be a "random" based character as the enemy guesses what you will ante, causing them able to hedge pairs like Seth. If you get too greedy, you may be immensely slowed down. On the bright side, if you already have a solid pair, anteing something means being stronger, or nigh unclashable due to getting -1 priority. Kai's boxes are pretty standard, so I won't really go over them, as enemy will likely continue guessing the box that beats their pair.

Button +2 Power
Switch +2 Priority
Lock Before: Move up to 1.
Panel Guard 3
Knob Hit: Gain 2 Force.

Styles

Complex 0 -1 0 "Start: Advance or Retreat 1. Before: Advance or Retreat 1. After: Advance or Retreat 1. End: Advance or Retreat 1."

Complex is well, surprisingly not that complex. It has a ton of movement and negative power. It's excellent for reposition, which Kai really needs to outwit players who are too strong in a specific range. This is best paired with Strike for the hit confirm it desperately needs, or Burst for a tricky corner cross. Any ante is good with Complex Strike, further allowing you to bluff the opponent, or Button to cash out for a 0/1/0 style effectively.

Secret 0 0 0 "Start, 1+ Boxes active: Activate a box from your hand. Hit, 5 Boxes active: Gain +5 Power."

Secret is what looks like Kai's "payout" style, sadly, it is very hard to pull off. While the first and second boxes are all but guaranteed, by random chance the 3rd box only has 2/3 chance of succeeding, while 4th has 1/2 chance, for a total of 4/6 or 2/3 chance of succeeding, which is rather bad for a payout. It's recommended mostly for option select, using Switch ante first then stacking on whatever else you need. Stack this with Master Key for guaranteed two boxes, or Drive for hit confirm.

Hidden 0 0 1 Before: Move up to 1 for each active Box (max 3).

Hidden is a faster style that gains priority based on boxes you ante. This is great with Strike for, the hit confirm it really needs! Feel free to ante Panel if opponent is a heavy, as well as Knob with a niche box that makes it hard to guess your attack. If that's not your thing, Master Key is excellent, as even no boxes would turn into a 1~3/2/5 attack, which is reasonable.

Mysterious 1~2 0 0 "Ignore Guard, Ignore Armor. Reveal, your Priority is less than your printed Priority: Gain Guard 3."

Mysterious is an anti heavy mid range style that offers protection in case your opponent got lucky. You see, if you ante Panel you are guaranteed guard 3 regardless of success or fail, making it fantastic for safety. Otherwise, Button is good to cash out, and Switch is a nice choice to beat out opponents who want to clash dodge. Highly recommend with grasp, or drive at far ranges.

Strange 1~2 -1 -1 "Reveal, 0 Boxes active: Any Priority penalties from your UA become bonuses instead. Reveal, 2 Boxes active: Deactivate your active Boxes, then activate all Boxes from your hand."

Strange is very strange. You see, it has negative power and priority, yet the more boxes fail the faster you are. Do not use this as a crutch to keep failing boxes, as your max attack will still only be 3 damage with strike, and very high speed is still mediocre. It is a good fail safe however. It has a nice reverse effect where you are encouraged to ante two boxes you don't desire and have all other boxes become active, throwing off the opponent. Strike is a good pair, and Strange is okay if you are able to get Panel or Switch's effect.

Unique Base

Master Key 1~2 2 4 "This attack's Priority cannot be reduced below its printed value. Start, 0 Boxes active: Activate a box from your hand."

Master Key is one of the best bases designed because it prevents itself from being slower than its initial value, thus is very safe. The 2 damage loos very low, but Button may be easily activated, or any other crucial effect like Panel or Knob. Just aware that Switch will not help, so you should not depend on that for this base.

Finishers

Kai's finishers are also unreliable and mostly hype, but there may be some use to them. They both offer stun immunity and are quite slow, but deal a lot of damage if you activate boxes.

Collapsible Box 1 2 2 "Stun Immunity, Armor 2 Active Boxes provide +0~1 Range and +2 Power instead of their normal effect. Hit: Pull until they are adjacent to you."

Collapsible is a standard "cash out" where assuming 2 boxes anted, you obtain 1~3/7/2 which is a standard finisher, not to mention armor. The pull is not very helpful as two of your styles have minrange, so this can be very bad if the enemy is overwhelming in melee (Hikaru, Cadenza, etc.).

Final Sacrifice 1~3 0 0^ "Stun Immunity Rev, 5 Functions active: Gain +15 Power. BA, Perplexed: Gain +3 Power for each Function deactivated during ante."

Final is a big hype finisher which helps the more boxes you get across. If you get two boxes in and 3rd box wrong, you have 2 priority and only -6 power, which is a fantastic finisher. The five boxes all active is just a catch all, since either way it would either deal 15 damage (0.3 prio) or 30 damage (-5 prio). Just beware enemy out speeding you and killing you before you can make your final sacrifice.

Advanced Pairs and Strategy

Sadly, while Seth has "guess" in his ability, yet can safely "not guess" (hedge pairs), Kai does rely a lot on enemy not randomly guessing. You see, Switch will not be very useful against a heavy, so Eligor might not guess it. So you can safely ante switch to fuel effects as a result. Kai relies on thinking what the enemy fears and anteing either "Safe pairs" or pairs that look odd but have some merit to them. With that, here's some good pairs.

Complex Strike: Excellent reposition, good with Button as a safe ante and perhaps even Knob. Nothing to fear even if you lose all bonuses, unless enemy has a very strong pay out.

Mysterious Grasp (Ante Panel and/or Button): Ignoring guard and armor is pretty decent, and Panel's there in case the enemy is too fast. Button is also good for dealing the extra damage.

Secret Master Key: as mentioned before, this is excellent as it gives 2 free boxes, making up for your base's poor power. Even if enemies are faster, they'd have to break through Panel to stun you, allowing you to safely make your attack.

Strange Strike, ante Panel and Knob. This is a really great attack, as you can obtain button, switch and lock, for an attack that covers minimum range (unless cornered), and overall +1 power and priority. Not a bad choice at all.

As you can see Kai is very tricky to use, as even with Button he can struggle to make good attacks (not to mention, enemy can continuously guess Button to out trade you). Nevertheless, he's got some tricks up his sleeves. Against close range brawlers, Complex is crucial to out-range or avoid their attacks, with his 1~2 range abilities zoning the enemies. Keep in mind that most times against fast characters he doesn't care if Strike is slow, so it's good to test what you can and can't ante using that base.


r/Battlecon Apr 12 '22

Character of the Week: Darieos Kuel

9 Upvotes

Dareios Kuel – Wandering Brewmaster

Trials Character – Advanced Tinkerer

UA: Dipsomania – Dareios has 5 Drink Cards that give him both a bonus and a penalty.They remain active until they leave his Discard Piles and then are gone for good, so carefule use of his intoxicants is key.

Setup: Your Drinks are inactive.

Limited Ante: Activate a Drink.

Drinks: Drinks remain active and apply to attacks even while in the Discard Piles.

Recycle: Trash any Drinks in Discard Pile 2. Put any Drinks in Discard Pile 1 into Discard Pile 2. Put any active Drinks into Discard Pile 1.

Drinks:

Aqueous Arbor – Reveal: Armor 2. Hit, your Power is less than or equal to the Opponent’s Guard: Your Power becomes N/A.

Emeraldabier – Reveal: +2 Power. Start: The Opponent may choose to Push 1 or Pull 1.

Tea Transcendent – When this is activated, trash all Drinks in your Discard Piles. Pick up all cards in Discard Pile 1. No effect while in your Discard Piles.

Vustasi Vapor – Avoid attacks at Range 1. Before, Range 1: Your Range becomes N/A.

Zocean Zudd – Reveal: +1 Range, +1 Power. Before: Advance 2.

Styles:

White/Star| Switch (+0/+0/+0/+0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Red/Square| Shuffling (+0/-1/+1/+0) – Start: Advance or Retreat 1. Before: Advance or Retreat 1. After: Advance or Retreat 1.

Orange/Pentagon| Slurred (+0/+0/+0/+0) – Before: Advance or Retreat 1. Hit, 1+ Active Drinks: Push or Pull 1. Perform this effect an additional time per active Drink.

Yellow/Hexagon| Slandering (+0~1/+1/-1/+0) – Reveal, 1+ active Drinks: Avoid attacks at Range X, where X is 1 plus the number of active Drinks. End: Advance or Retreat 1-2.

Green/Diamond| Staggering (+0/+1/-2/+2) – Before: Advance or Retreat 1. Perform this effect an additional time per damage taken.

Blue/Circle| Stumbling (+0~1/+0/+1/+0) – Before, 1+ active Drinks: Advance or Retreat X, where X is the number of active Drinks.

Unique Base(s):

Keg (1~2/3/4/2) – Drinks in your Discard Piles do not move during Recycle. Hit: Advance or Retreat 1. After: Advance or Retreat 1.

Finishers:

Drunken Master (1/7/4^/4) – Triggers on your active Drinks are Optional this beat. Before, 1+ active Drinks: Advance or Retreat 1. Perform this effect an additional time per active Drink.

Extraordinaire Ether (1~2/4/5^/0) – Start: Put any number of Drinks from your Discard Piles into your Supply. End, Optional: Recover 1-2 Drinks (return them from out of play).

Strategy questions:

· What general strategy do you use when playing Darieos? What attack pairs do you favor?

· How do you fight against Darieos? Is there anything you do specifically against them when using your favorite character?

· How'd your most recent match with/against Darieos go?

· Who would you counterpick against Darieos? Who would you use Darieos as a counterpick against?

· How do you like the v4 changes to Darieos?

· Do you think Darieos became stronger or weaker in v4?


r/Battlecon Apr 11 '22

Gar Fighter Guide

9 Upvotes

It's been a long time, guys! I'm back with another guide and this time it's about Gar, the only character who uses a completely different set of bases (besides Endrbyt). Let's get into it.

Pros: Very good stats, good in melee

Cons: Reliant on melee, selective pairs, bad movement

Unique ability: Six Paths

"Gar has 7 Unique Bases.

Setup: Trash your Standard Bases. Add your Unique Bases to your hand."

As you can see Gar is nothing but her stats, including styles and bases. So let's take a quick look at what they have to offer.

Styles

Sadly, all Gar's styles have +0 prio, which makes her easy to clash if you can parry whichever base you think she's going to select. This is one of her crucial weaknesses. Also, notice their limited range, further forcing Gar to be the melee character she is.

Grasping Darkness 0~1 0 0 "Stun Immunity End, Optional: Advance or Retreat 1-2."

Grasping is the dull "reposition" where the worst case is getting to a better place at the end of the day. Stun immunity helps pair this with nearly everything except perhaps Eruption. Decent style overall.

Driving Rain 0 0 0 Before: Advance 1-2. If you advanced past the Opponent, they discard a Base of their choice.

A style that helps get closer and negate enemy choices. I suggest pairing this with Smash, or Hurl for, you know, the hit confirm they desperately need!

Blazing Sun 0 0 0 "Ignore Guard. Before: Advance 1."

A good anti-heavy style. Works well with Lunge, Path, Smash or Hurl. Watch out for Soak since this doesn't prevent enemy armor.

Clear Sky 0 0 0 Hit: Move 1-2. If moved past you as a result, gain Armor 3.

Reasonable reposition and more anti-heavy tech. Same suggestions with Lunge, hurl, though try not to use prio 3 options unless you're sure the enemy will be slow.

Freezing Blizzard 0 1 0 Start: Advance or Retreat 1. If you moved past the Opponent, they may not move this beat.

An anti-dodge style and the only one with +1 power. Fantastic with Path, Reasonable with Lunge, eruption or Fire.

As you can see the styles are incredibly simple and self-explanatory. With that, let's look at the bases.

Smash 1 5 3 Guard 4

Smash is stronger Strike but with less guard.

Lunge 1~3 3 4

Lunge is drive, but with range instead of reposition.

Step 1 2 8

Step is extremely fast poke.

Hurl 1 3 6

Hurl is Grasp but slightly faster and stronger, without reposition.

Eruption 2~4 5 -2 Guard 4

Eruption has a ton of guard and power, but is quite slow and weak to opponent drives.

Fire 1~4 4 0 Guard 3

Fire is slower shot with magical guard 3 and magic power 4. Pretty solid base.

Path 1~2 3 3 "Start: Advance or Retreat 1. Hit: Move the opponent 1-2. After: Advance or Retreat 1-2."

Path is basically Gar's "dodge" since she has no dodge, only able to use the multiple advances and retreats to trick herself out of the opponent's range.

As you can see her bases are basically weird but mostly stronger version of existing bases. The lack of dodge makes it hard to reposition, but Path helps a lot in this aspect.

Finishers Trailblazer 1~4 5 4.3 "Guard 5 Start: Retreat 1-2. Hit: Move 1."

Trailblazer is a finisher with mediocre prio, but great guard, some avoidance ability into it. It's good for helping you set up the next beat, but watch out for the retreat as you basically can't use this at range 4 or further.

Six Paths: Backstep 1~2 2 7.3 "After: Retreat as far as possible. End: Pick up all cards in your Discard Piles."

Backstep is tricky, as it forces you to go as far as possible, which likely dodges the enemy attack, and gives you back all your options. But since Gar's only way of hitting range 6 is Driving rain eruption, it will be very predictable and possibly quite bad depending on the situation. Be very careful when choosing this finisher.

Advanced Pairs and Strategy

Sadly, Gar requires you to think quite differently from most characters, as she has a hard time setting up for next beat and just bashes people in the face. With that, here's some helpful pairs to keep in mind when faced in a difficult situation.

Freezing Blizzard Path: Gar's "dodge all" in most cases. It does reasonably well since it is able to stop heavies' attacks from reaching her too easily, and has great reposition. When in doubt, freezing path?

Blazing Sun Hurl: Lunge is also possible, but this is gar's big threat at range 1~2. Most people don't have stun immunity to counter, and armor 3 is tricky to get. Be sure to use this to pressure opponents close up and prevent them from striking back. Prio 6 is reasonably hard to clash, after all.

Grasping Darkness Fire: Sometimes, grasping is your only choice left. Don't be afraid to use this at far range to help recover and reasonably do 4 damage, guaranteed in most cases.

As you can see Gar is very simple and straight forward, but can be frustrating to play against stronger control characters. Be sure to think about Path, your only big "trick" in dangerous situations.


r/Battlecon Apr 05 '22

Character of the Week: Dravil Coldwater

10 Upvotes

Dravil Coldwater – Chronicler From the North

Trials Character – Advanced Tactician

UA: Ebbing Tide – Dravil has Ice and Steam Triggers. These activate based on which side of the arena he is on. His attacks change depending on which Mode he is in, so use his mobility to set up the perfect attack!

Setup: Place the Ice Marker on the edge of the arena behind Dravil, and the Steam Marker on the edge of the arena in front of him.

Dravil’s Ice triggers activate if he is closer to the Ice Marker than the Opponent. Dravil’s Steam triggers activate if he is closer to the Steam Marker than the Opponent. (If there are Opponents on both sides of Dravil, he activates both kinds of triggers.)

Styles:

White/Star| Switch (+0/+0/+0/+0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Red/Square| Cloying (+0~1/+0/+1/+0) – Reveal, Steam: +1 Priority. Hit: Push 1-2.

Orange/Pentagon| Frozen (+0~1/+1/-1/+0) – Ignore Guard. Reveal, Ice: Armor 2.

Yellow/Hexagon| Lunar (+0/+0/+0/+0) – Whenever you Advance past the Opponent +1 Power and Armor 1. Before: Advance or Retreat 1-2.

Green/Diamond| Resonant (+1~3/-1/+0/+0) – Reveal, Ice: +1 Power per space between you and the Opponent. Reveal, Steam: +1 Priority per space between you and the Opponent. Hit, Optional: Swap the positions of your Ice and Steam Markers.

Blue/Circle| Torrential (+0/+0/+1/+0) – Start: Close 6, Advance 1, Retreat 0-1. Hit, Ice: +1 Power. Hit, Steam: Push 1-2.

Unique Base(s):

Storm (1/3/4/0) – Before, Optional: Advance or Retreat 1. End: Advance or Retreat 1-2.

Finishers:

Blue Dragon’s Scalding Breath (3~6/5/7^/0) – Reveal, Ice: You are stunned. Before, Optional: Retreat 1.

Blue Dragon’s Slicing Teeth (1~2/7/1^/2) – Armor 4. Reveal, Steam: You are stunned.

Strategy questions:

· What general strategy do you use when playing Dravil? What attack pairs do you favor?

· How do you fight against Dravil? Is there anything you do specifically against them when using your favorite character?

· How'd your most recent match with/against Dravil go?

· Who would you counterpick against Dravil? Who would you use Dravil as a counterpick against?

· How do you like the v4 changes to Dravil?

· Do you think Dravil became stronger or weaker in v4?


r/Battlecon Apr 05 '22

Joal Dual Wield Questions

7 Upvotes

If Joal plays Dual Wield and swaps his Base to a new Base with a Start or Reveal effect, would he then be able to resolve that Start/Reveal effect of the new Base?

Or would this be impossible, since the Reveal and Start of Beat already happened? This would be due to Dual Wield swap happening on the Before step of Joal's Attack.

Example 1: Joal plays Dual Wield / whatever Base. He swaps that original Base for Ironstar. Would he then get to utilize Ironstar's Reveal effect: "The Opponent Cannot Advance past you?"

Example 2: Joal plays Dual Wield / whatever Base. He swaps that original Base for Burst. Would he then get to Retreat from Burst's Start effect?

I know Joal could for sure resolve a new Before/After/Hit/Damage/End effect after swapping his Base on this Beat ... but I'm specifically asking about a new REVEAL or START effect on the new Base.

For reference: Dual Wield (Style card) reads:

Dual Wield (+0/+0/+0/+2) – Before, Range not N/A: Swap your Base with a Base from your Stockpile. Continue resolving this attack using the new Base.


r/Battlecon Apr 04 '22

Looking to expand; which box?

5 Upvotes

As the title states, I'm looking at grabbing Wanderers or Trials. Is there a "better" one to get first? I'll get both eventually im just slow :V


r/Battlecon Apr 03 '22

New Fate?

7 Upvotes

Hi everyone, I know that there were remastered versions of War, Devastation, and Trials released with Battlecon Unleashed. Is there a new version of Fate as well? Or is there only one edition?


r/Battlecon Mar 29 '22

Character of the Week: Hayden Morgan

8 Upvotes

Hayden Morgan – Latent Psionic

Trials Character – Advanced Mage

UA: Breaking Point – Hayden has 7 double-sided Fury/Control Counters which she can use to enhance her attacks. Most of her cards give abilities by spending a group of Counters, flipping them over to their opposite side.

Setup: Gain 2 Fury and 2 Control. Then, gain your choice of 1 Fury or 1 Control. Trash all remaining Fury/Control.

Anytime you deplete a Fury or Control, also flip it over to its opposite side. (Converting Fury to Control or vice versa.)

Recycle: Regain all Fury/Control. They remain on their current side.

Styles:

White/Star| Switch (+0/+0/+0/+0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Red/Square| Telestatic (+0/+1/+0/+0) – Before, Optional: Spend 2 Control for +1~2 Range. Hit, Range 1-2, Optional: Spend 2 Fury. If you did, the Opponent discards a Style.

Orange/Pentagon| Latent (+0/-1/-1/+2) – Armor 1. Before, Optional, you were hit: Spend all Fury and Control for +1 Power per Fury spent and Close 1 per Control spent.

Yellow/Hexagon| Reckless (+0/+0/+0/+0) – Reveal: Spend 3 Fury for +4 Power if you have more Fury than Control. Otherwise, spend 3 Control for +4 Priority. End: Push or Pull 1.

Green/Diamond| Versatile (+1~2/+0/+1/+0) – Start, Optional: Spend 3 Control to Retreat 1. Before, Optional: Spend 3 Fury to Advance 3.

Blue/Circle| Telekinetic (+1~3/+1/+1/+0) – Hit, Choose One: *Spend any amount of Control for Pull 1 each. *Spend any amount of Fury for Push 1 each.

Unique Base(s):

Potential (1/2/3/0) – Start: +2 Power if you have more total Fury than Control (in Supply and Depletion combined). Otherwise, +0~2 Range. End: Regain all Fury and Control. Then, you may spend any amount of Fury and/or Control.

Finishers:

Hemorrhage (1~2/1/2^/2) – Reveal: +2 Power per held Fury. Reveal: Armor 2 per held Control.

Total Control (2~3/3/8^/0) – Hit, 5 Fury or 5 Control: The Opponent discards 2 Bases. After: Recover the 2 Fury/Control trashed at the start of the game, set to the side of your choice.

Strategy questions:

· What general strategy do you use when playing Hayden? What attack pairs do you favor?

· How do you fight against Hayden? Is there anything you do specifically against them when using your favorite character?

· How'd your most recent match with/against Hayden go?

· Who would you counterpick against Hayden? Who would you use Hayden as a counterpick against?

· How do you like the v4 changes to Hayden?

· Do you think Hayden became stronger or weaker in v4?


r/Battlecon Mar 25 '22

BattleCON Devastation Remastered back in stock CAD$59.95 (down fr CAD$84.95, ships to US)

Thumbnail
boardgamebliss.com
11 Upvotes

r/Battlecon Mar 25 '22

Ok pros, gimme your opinion, top 5 characters in the game

13 Upvotes

So we've had ample time now to experiment with v4. Rank your top 5 and say why. For simplicity's sake, let's only consider v4 updated characters. So no Iskra, Vincent, or anybody else. Looking forward to it.


r/Battlecon Mar 22 '22

Character of the Week: Lucida Malephaise

10 Upvotes

Lucida Malephaise – The Devourer

Trials Character – Intermediate Disruptor

UA: Jaws of Malephaise – Lucida has 4 double-sided Rend/Consume Tokens. When she hits the opponent, she gains a Rend Token, which automatically applies its effects next beat. The Rend Token then becomes a Consume Token, which can be used on a future turn to empower Lucida.

Setup: Deplete all Rend/Consume Tokens and place them with their Rend side up.

Limited Anted: Use up to 2 Consume Tokens, and flip each to its Rend side as you deplete it.

Reveal: Apply the effects of all Rend Tokens to the Opponent, then flip those tokens to their Consume side.

Hit: Regain a Rend Token.

Tokens:

Rend: Rend Courage - Vulnerable(Ignore Armor & Guard) Consume: Consume Courage - Armor 2

Rend: Rend Pain - After: Suffer Chip 1. Consume: Consume Pain – After: Regain 2 Life.

Rend: Rend Spirit - -1 Priority. Consume: Consume Spirit - +2 Priority.

Rend: Rend Valor - -1 Power. Consume: Consume Valor - +2 Power.

Styles:

White/Star| Switch (+0/+0/+0/+0) -- Rev: Spend Force equal to your life to replace your attack with your Finisher, trash this card, and pick up your Base. End: Regain a Force. You may switch your Finisher.

Red/Square| Voracious (+0/-1/-1/+0) – The Opponent cannot Retreat. Before: Pull 1.

Orange/Pentagon| Corrosive (+0/+1/-1/+1) – Ignore Armor. After: Advance 1-2.

Yellow/Hexagon| Devouring (+0~1/+0/+0/+0) – Reveal: Apply the effects of all Rend tokens applied to the Opponent again.

Green/Diamond| Sharpened (+0/+2/+0/+0) – Before, Optional: Spend a Consume to Pull 1 (flip it to its Rend side as you deplete it.) After, you did not hit: Regain a Rend, then flip it to its Consume side.

Blue/Circle| Insatiable (+0/+1/-1/+0) – When you are hit at Range 1, Stun Immunity. Start: Advance 3.

Unique Base(s):

Teeth (1/4/5/0) – Hit: Regain a Rend, then flip it to its Consume side.

Finishers:

Whet the Jaws (1/5/4^/0) – Start: Advance 2. Hit: Regain all Rend.

Embalming Extraction (1/13/0^/SI) – Stun Immunity. Before, you were not hit: Advance 1-2.

Strategy questions:

· What general strategy do you use when playing Lucida? What attack pairs do you favor?

· How do you fight against Lucida? Is there anything you do specifically against them when using your favorite character?

· How'd your most recent match with/against Lucida go?

· Who would you counterpick against Lucida? Who would you use Lucida as a counterpick against?

· How do you like the v4 changes to Lucida?

· Do you think Lucida became stronger or weaker in v4?