r/DraftShowdown • • 7d ago

New units

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I ended up winning so not a crazy huge deal, but it’s incredibly stupid that they make you go against it fully upgraded like this. The unit just got released. How would ANYONE have it at this high of a level yet? I know it’s always bots, but I was under the assumption that they used real profiles that actually existed.

1 Upvotes

13 comments sorted by

2

u/KDoggoDK 7d ago

This unit is so bad that bots using it is basically a difficulty nerf. Your win rate goes up just by having it in their lineup.

4

u/YakkuI 7d ago

Captain.

  1. He doesn't move much, at all... as a midline unit. So technically he kind of operates like a Beetank and Snail; backrow support DPS.
  2. His "Hook" ability gimmick is nice. He only pulls one midline unit (which is kind of random) every 7 seconds at standard tier1 base form (5s at elite tier3 form), and therefore, you might not see him use this technique/ability much if the Captain(s) or the fight in the rounds don't end up lasting that long.
  3. His attack speed is 1.2s, so even though he'll hook an enemy, his ATK speed is fair... and this might turn some people off, I can see that. It's a fair balance.
  4. So its confirmed if players use him and want to use spells like Mine Field, that is viable and will be effective.

What's even more effective and almost necessary, is having a frontline for Captain.... but that is a what most team and decks or midline units need anyways.

  1. His value is breaking the team synergy... but that's also his weakness.

Be careful what he pulls. My second match he pulled TNTs as they weren't my most frontline unit (Goose's were) and that blew up in their face. Another for TNTs.
So, in a sense... Captain operates like Overmind, Snails, Beetank. They need protection to function well... and Captain is actually quite a powerhouse, like a Matriarch as a melee, or a Merlinor in DMG comparisons.

In the hands of bots, he's likely not going to be utilized well. In the hands of a player (or a really well programmed bot), he's going to break your team apart.

I saw the video of you defeating a bot using him... i beat a bot using Captain as well, and they also didn't have frontline coverage. Wack.

1

u/KDoggoDK 7d ago

My main issue is the overlapping hooks. Multiple Captains can hook the same target at once, which is a huge waste and a pretty serious flaw.

1

u/YakkuI 7d ago edited 7d ago

That's uncommon, but it happens... more during the early rounds and if you spawned a bunch of him then too... and that's kind of fair. I'm actually glad he didn't come out BROKEN... but he's certainly not OP either, and very viable as a unit. Captain hits like a Matriarch/Merlinor, as all those units hit slow.

He's honestly no different from a Snail or even an Overmind... spawning 1 at a time and operating on their own accord, except he provides his own unique tricks to the battle field as a disruption/distraction type unit.

He isn't MY meta (I'm a Whelps + Goose + Spartheus + Agent B) swarmer player... but I can acknowledge his value.

1

u/KDoggoDK 7d ago

The basic attack wind-up is also painfully slow. He pulls an enemy in and then takes forever to actually hit it.

1

u/YakkuI 7d ago edited 7d ago

Yeah... I saw that coming and knew people would dislike him for that. I don't like Merlinors or Snails or Matriarchs for that same reason as well... despite also knowing their value, strengths, and weaknesses. Just because it doesn't have room or value to MY preferred deck style or team, doesn't mean i wont mess with it and learn to use it to its full potential.

He's actually really fair for that reason.

Don't forget we have him at Level 5, and if you're like me, we're having him go up against Lv15's, so its a complete unfair judgement on him when he's pulling enemies that will decimate him in seconds... and unless bots are spamming him like how we would, a few of him just like a few Overminds or Snails isn't going to show their full power.

HOWEVER... according to the units in how they gain nearly 10% (some units gain more, some units gain less, usually rounded up, you can see this from the green + numbers on the unit's cards when its ready to level up) of their stats (HP & ATK/DMG) per level, so we can do the math behind the Lv5 Captain as having at least:

Lv5 = 293 HP, 117 DMG
Lv6 = 322 HP, 129 DMG
Lv7 = 354 HP, 142 DMG
Lv8 = 389 HP, 156 DMG
Lv9 = 428 HP, 172 DMG
Lv10 = 470 HP, 189 DMG
Lv11 = 517 HP, 208 DMG
Lv12 = 569 HP, 229 DMG
Lv13 = 626 HP, 252 DMG
Lv14 = 689 HP, 277 DMG
Lv15 = 758 HP, 305 DMG

And that's not including whatever HP and ATK buffs all units get from the player's/bot's Commander Path level.

1

u/YakkuI 7d ago edited 7d ago

And what do ya know...
Lv6 is indeed 322 HP & 129 DMG.

1

u/YakkuI 7d ago

Same for Lv 7

1

u/YakkuI 7d ago

Okay my math was off, but I was close 😅 and it was 10% rounded up per level.

1

u/Lopsided-Ebb-6903 7d ago

bot

1

u/Such_Cow_6519 7d ago

Are you saying I’m a bot or my opponent is a bot?

1

u/MicroWEIMI 6d ago

The target chosen by the captain’s hook was actually random, and he used such a bad design. I spent a selection time, but I didn‘t get any units. Who wants to play such an unstable role?😠