I actually agree with this. His health is so low and he’s 4 keys. You normally only get to use his ability once (but it is the strongest movement ability in the game so I’m a little on the fence tbh.) I think that if they lowered the cool down to 2 and removed his flying status, that he would be used a lot more.
The thing with paddles is, he isnt even bad, but hes outclassed a lot by le shovell so its kinda awkward. I dont mind a buff for him just to give him a different use case to le shovell
I personally think he does have different use cases. But he’s still too weak to justify using him. An example is for units that have passive attack effects that don’t require actions. Examples are The Glob and Smiley. For these phobies, paddles is a better option. It just feels a little bad that you know you will be spending 4 keys for this attack strategy and this attack strategy only. After that there is no use for him. He’s less versatile than Le Shovell and costs more. I think there are a lot of different things they can do to paddles to make him more viable. I don’t understand why he’s flying. That forces the dev team to nerf his stats just because he’s got a flying movement type. He doesn’t even line up with the mechanical theme of high hp for electrical vulnerability as a trade off. He’s just vulnerable with no hp. Yes he deals electrical damage himself, but if you attack with him, he will die so it’s pointless. Ok I went on a huge rant. I’m just saying he’s been in a bad place for a while, and I’d love to see him buffed into at least the low viability range.
look at this. I really don’t know what to say anymore. Blulien 5 keys is too strong even though it has been nerfed twice. Before Leshy could use his skills, his teammates were all dead. Very good balance!
I wouldnt say bluelien is overpowered post its two nerfs, but i would absolutely say leshy is underpowered, that thing is in desperate need of a buff
Give some buff to MILDRED the used of MILDRED is very low, they called it ultra rare but its status i think is just a rare.
Thanksss
Stats dont determine rarity, its ultra rare because of the whole triple aoe mechanic which was unique to it when it was created and is now only shared by another UR, mildred has been a kind of fringe weird unit, le shovell has helped it but even with le shovell its still a bit awkward due to having a turn where it just does nothing (which can let furkin counter it really hard). It can work with a lot of planning and a large amount of commitment but its definitely not one of the best URs, i could see it getting a buff
Buff:
-Slammer head PLEASE.
-My boy Doom doom needs more damage or health or SOMETHING for sure. 5 keys and yet the only reason you would spawn him is to reveal traps and once you kill those trap units you basically screwed because he only does like 400 damage.
-Fantome sucks ever since they nerfed the range on his special ability. I would probably lower his health and damage but add that 3 range back PLEASE.
-ALso pls buff fish tank as he gets destroys by erratic or ray or even thunder rock because he doesn’t have nearly enough health to be worth 7 jeys.
-finally suckee ik he’s only a two key but he needs to do more damage. rn he’s kinda trash because he only moves one space but only 300 damage. His passive ability doesn’t do muc because hell only heal for like 100 per shot which is barely even worth it,
Fantome is still turbo busted after the nerf please for the love of god do not give it three range again. No amount of health will make it balanced with three range, its not even balanced with 2
I am still routinely seeing fantome in top level play at 2 range and he is STILL one of the most disgusting units you can face, people claiming hes bad now are simply not using him correctly he is an absolute menace, rest i agree with, ive asked for slammer and doomdoom buffs for a long time, would love a fishy buff he is my boy and ive asked for a buff for him for a long time. Suckee isnt that bad more just outclassed by unicorn. Either he gets a small damage buff or probably more preferably unicorn gets a damage nerf
I have fantome but personally don’t use him that much anymore after the nerf because imo the 3 turn reload makes him not worth five keys. just my opinion Ig sometimes he can be useful which would be annoying for my opponents ig
Personal playstyle can vary from person to person, but post range nerf fantome is not only still good, its still top 3 units in the entire game good. Frankly i want another nerf to it. I can kinda understand why a lot of people dont realise how good it is because people either dont have or dont understand the setups it can pull off. To explain simply: because fantome can teleport things from spawn you are not only playing against every combo the opponent has, but every combo they COULD have. Fantome players can bank 9 keys and become borderline undiveable. Oh you dived me with a mech team? Heavo plaid teleported from spawn wipes your entire team. Oh undead? Bad sheep. Is your stuff protected by a wall? Chuck. Heavo 3.0, glob, cerberus. Every unit you get in your collection indirectly buffs fantome and gives it more kill potential and your opponent has no idea what your collection is so you have to play around every single one of these, on top of the units they already have on the field that they can teleport into you, which will often be units like kaboom or area damage units comboed with buffers that can wipe your entire team in a single turn. The range nerf to 2 has reduced the range fantome can spawn snipe you from, but hes still giving any spawn sniper +3 range as remember, he can pick a unit 2 tiles behind him and move them 1 tile in front of him. People at low ranks dont find fantome OP because these combos arent a thing. People just throw fantome out willy nilly and just teleport a hydra to move it 3 tiles faster, when if you set it up right a single use of fantomes ability can just win you the game on the spot.
yea with high damage or tank phobies comboed w/ fantome is just broken I see ur point. he also does pretty high damage and hp for a phobie with that support super and I guess the three range would just be op.
I feel like skin walker needs a longer lock, it’s so annoying being unable to deal with skin walker basically as soon as it spawns
Idk bc skinwalker doesn’t exceptionally good stats his main thing is his super so if he had a two turn lock he’d just be bad
Golb can destroy him in a single turn. if he has < 200 hp left then Promethus can do the same thing
smoother mother needs buff and unicorn needs nerf.
Give both Snowball’s and Murder Wing’s abilities a lock.
This wouldn’t be a big change if you use them regularly, but would heavily affect them as Vault Snipers.
Before anyone brings up Morty, reminder that he costs 5 keys and is glassy for its cost.
Whiskers could benefit from some stat buffs, or a cheaper key cost.
Give Blue 2 flying movement, it’s too slow.
While i can understand snowball to a degree, why murderwing? Even without morty theres plenty of cheap ways to do murderwings damage. Snowball for one, cassowary, even creep.