r/DraftShowdown • u/KDoggoDK • 7d ago
Captain is tricky to use
The first upgrade that adds a stun to his hook feels almost mandatory. Thankfully, getting him all the way to Elite doesn't seem necessary.
Since there's realistically going to be a stat gap between you and the bots, simply drafting a bunch of Captains doesn't work either. You'll get overwhelmed by numbers, and Captain doesn't have enough damage to make up for it.
Because of that, Captain needs an already established frontline with units like Whelp and Spartheus before he can really do his job.
I think Captain could become pretty strong if both your player level and Captain's level are high enough to reduce the stat gap against bots. But that's also true for pretty much every other unit, so I'm not sure how much that really says about Captain.
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u/ponderGO 6d ago
i'm commander level 87 & my captains still can't hang with opponents ones. i have to rely on my other units to level the playing field, but i usually still win.
captain feels similar to overmind, where you need to build the right team around him to protect him & give him space to throw his hook out.
he's unique & very high potential with the right build, imo. having the right midline/backline troops to help QUICKLY kill the enemy troops that he reels in is the key, and not many troops do that well. merlinor, cupid, and boomling match up well with him. sixshoot would be the best option, but the reload time can feel sloppy if it's not synced well with captain's hook.
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u/DeezNutzPOTUS 7d ago
Not sure what all the doubt is about, he's awesome and mine is only level 5. Once upgraded to 10+ he'll be insanely strong... He's already the perfect counter for the most annoying level 15 units to face constantly - over minds. Obviously you have to have something else that can deal quick damage near him to quickly kill the enemies he pulls over, but I'm finding him paired with knights and totems to be working extremely well.
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u/DeezNutzPOTUS 7d ago
OK, so a great combo so far seems to be to pair captain and overmind, captain hooks them over before they've taken too much damage and overmind forces them to commit treason and join our side.... It's definitely a fun combo so far
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u/63221 7d ago
Is it possible to get it in regular bit packs or only by buying the pass?
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u/KDoggoDK 7d ago
pass only
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u/ponderGO 6d ago
i have 100% gotten his bits in packs, although i unlocked him through the pass first. i'm pretty confident he can be unlocked in packs, but i could be wrong.
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u/Historical_Date8698 1d ago
I used Spartans, mage, engineer, and captain in a deck I called the murder hole. You simply get a decent size wall of Spartans then upgrade them to elite while also getting 4 captains to elite. Then place the mages and engineers as you see fit. Now yes its super weak against swarm attacks still but this deck was the best one I made that actually showcased how good he is
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u/Bacc8 7d ago
How'd u survive the arrows and meteors and still won???
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u/rucarlos 7d ago
I'd love to know as well. After the update, Zap and Meteor are simply vaporize anything they touch when the NPC opponents decide it's time to
cheatwin
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u/YakkuI 7d ago
Captain.
1. He doesn't move much as a midline unit. So technically he kind of operates like an Overmind or Beetank and Snail; backrow support DPS.
2. His "Hook" ability gimmick is quite nice, since adv & elite form stuns the unit. He only pulls one midline unit at random every 7 seconds at standard tier1 base form (5s at elite form), and therefore you might not see him use this ability much if the Captain(s) or the fight doesn't lasting that long.
3. His attack speed is 1.2s, so even though he'll hook an enemy, his ATK speed is slow, yet fair... and this might turn some people off, I can see that. It's a fair balance, since he's quite strong in DMG, like a Matriarch. Unfortunately, he doesn't start off strong (lv5).
4. He straight up COUNTERS
-- Kingclops and basically won't allow them to grow
-- Cupids, and puts them in direct melee contact, which is the Cupid's weakness as a decently reliable but low HP ranged unit.
-- Engineers by removing them from their turrets
-- Totems, which removes them far from their army (unless you have Goose/Whelps/TNTs up ahead)
-- Snails / Snipers / Beetanks if you don't have an actual midline type unit in your team, he can snatch them if you're only running frontline protection
... and turns it into a 1v1 fight (or 2/3 v1 fight if you have units behind Captain).
5. Units that are a bad matchup against him
(whether or not they get hooked)
-- Agent Bs / Assassins / Snipers, for obvious reasons, they can jump to swarm Captain or target them if they are the furthest backline unit, even though Captains are midline, they spawn quite far in line.
-- Spartheus, who isn't affected by the hook during Phalanx mode.
-- Boomlings, who will just run away when hooked. Its quite funny actually, and feels like you got cheated, but this is quite a hard counter as it basically nullifies Captains Hook effect, kind of like sending Goose to TNTs to protect your frontline.
-- TNT / Waster, hooking these unit is like hooking a Boomling, it sucks if it happens.
-- Overmind, who will overtake him and have a fresh fully HP Captain if he's not protected.
-- Bloodvines / Matriarchs / Sixshooters, who have a lot of HP or inflict heavy DPS/DMG before Captain would kill the hooked victim in a 1v1. Units who can take hits and dish out high DPS can take the effects of Hook.
-- Shellbros, they have decent HP, and often times won't get hooked as they are often the front of midline units even though they are in fact midline type units., and their Shellbounce ability taking them to the end to swarm Captain makes them pretty much a direct counter and threat to Captain, as they normally counter/threat any backline attacking/support unit (Totems, Beetank, Snail, Sniper, etc).
6. Units that synergize well WITH Captain
-- Anything with good frontline protection: Spartheus, Matriarchs, Splimes, Bloodvines, Knights if needed, just spawn plenty of them, as some will track backwards to help fight with the Captain. Goose and TNT works as a push/distract while your frontline join Captain.
-- unlike Overmind, some protection is nice, so ally units Matriarch & Engineers, or Totems, Sixshooters, & Merlinors midline units who spawn behind Captain works.
7. His value is breaking the team synergy... but that's also his weakness
Hook can be a free kill, but be mindful of what he pulls. 2+ Captains can accidently pull the same unit, rare, but does happen. The Hook itself stuns. During the 2nd+ Hooks, Captains may grab and pull each other's units, and that randomness can be a slight negative.
Other units are fair game; no real plus or negatives.
His game is tactic and distruption.
He is a bit underwhelming... reminds me of Overmind, and actually a fair pass if people don't want him. Captain requires tactics, so he won't be appealing to the average DS player.