I decided that instead of doing another full write-up I would just post the tier list with some notes on what I changed and why (since the other way would take a lot of time, and not enough stuff has changed to warrant it)
The units that haven’t been added to their tier list maker yet looks a bit weird btw since I just threw in square pictures of them.
First change; Full Disclosure (Patch 1.4) is out and thus we have a bunch of new phobies (these are just my initial impressions, so rankings might change in the future):
Boomer:
1 key, dimensional, no attack, 1000 health, 2 movement, ability that makes it immune to push/pull effects and so on.
Very tanky, but has no offensive power, most of the time this will be used either to block enemies from your more important units like Jar Cannon or In-Oculus, or it will be used for it’s dimensional effect.
I don’t recommend opening the match with this guy since he can’t actually fight the enemy (he’s more of a mid or late game 1-key unit which you use for the dimensional effect IMO as weird as that sounds)
Ratings:
General Rating: C
Small Map Rating: C-
Large Map Rating: C+
Tickles:
1 key, monster, 200 attack damage, 1 range attack, 750 health, 2 movement, ability removes traps it stands on.
Very tanky for a 1 key but has rather sad attack power, it’s ability can be useful in some situations but it’s mostly a small upside to the unit.
Ratings:
General Rating: C-
Small Map Rating: D+
Large Map Rating: C
Squiggles:
2 keys, dimensional, 280 attack damage, 1 range attack, 950 health, 2 movement, ability deals 500 bonus damage when attacking the enemy heart.
Good with Brony when rushing the opponents heart (often paired with Hi-Five too - In this kind of playstyle it’s more like a B-Tier unit), outside of that it’s not very useful (if you want a tanky early game unit with some amount of offensive power you should go for K-9000 instead)
Ratings:
General Rating: E
Small Map Rating: E-
Large Map Rating: E+
Jammy Fish - Stress Level 110:
3 keys, dimensional, 300 attack damage, 2 range attack, 650 health, 2 movement, flying, ability grants a key to spend from your reserve pool. (doesn’t actually create keys, just takes them from the ones you would get in future turns), 1 turn cooldown.
It’s decent for tempo (since it can allow you to summon some bigger units early and it only costs 2 keys as far as tempo goes as long as it gets to use it’s ability just once).
It’s not that good for value (it’s actual body is probably worth something like 2,3 keys) so you kind of have to use it’s ability to get ahead for it to be worth it though.
Ratings:
General Rating: C
Small Map Rating: D+
Large Map Rating: B-
In-Oculus:
4 keys, mechanical, 400 attack damage, 3 range attack, 800 health, 1 movement.
Like a big, but slower Jar Cannon. The extra health actually matters a lot since it means it won’t be getting killed unless your opponent commits multiple units (which will often lead to a favorable trade for you)
It’s main weakness is obviously that it’s only got 1 movement, so it needs to be positioned correctly and have some amount of protection. (and it also doesn’t have lobbing attacks when compared to Jar Cannon)
In my opinion this is actually the best of the new range 3 units since it’s very cheap and has better attack power than the others (although the crowd control abilities of the others can be game-winning given the right situations). What I’m trying to say is that this is more ‘generally good’ where as the others take a bit more commitment.
Ratings:
General Rating: A-
Small Map Rating: A-
Large Map Rating: A-
Bluelien:
5 keys, dimensional, 450 attack damage, 1 range attack, 1800 health, 2 movement, bypassing/burrowing, ability creates a healing pool for 4 rounds at range 2 (218 each turn), 1 turn cooldown.
Seems very good IMO - Can create a bunch of healing spa’s on your side of the map which makes it hard for your opponent to engage you in a favorable way, it’s stats are about what you’d espect from a 5 cost unit with a decent ability (maybe even slightly above, compare it with Woolly Bully)
Especially good against AOE poison units since it can cure multiple units with it’s healing pool (obliterates Russell unless you’re full undead). In addition to this it also allows you to keep up with disease effects if one of your monster type units gets targeted by that.
His ability is also ranged and his movement is burrowing so he can very easily cure one of your units on the turn that he gets summoned if that is needed.
Just seems like a great overall unit.
Ratings:
General Rating: A-
Small Map Rating: B+
Large Map Rating: A
Repeller:
5 keys, mechanical, 320 attack damage, 3 range attack, 750 health, 1 movement, ability pushes an enemy and all adjacent enemies 1 tile backwards dealing 320 to the main target and 50% to everything else at range 3, 1 turn cooldown.
Seems pretty damn good, displacement at such large range can be very hard to deal with.
Only has 1 movement though so has to be kept safe by other units or it may die before it gets to do much.
Also just a decent body (pretty much just a slightly weaker In-Oculus, but for 1 more key and with the push ability).
Probably best on maps with pits or lots of Lava since it can push enemies into the bad terrain - On these maps you can use it with Ramboline (if you have both) to really make it hard for your opponent to play the game)
Ratings:
General Rating: B+
Small Map Rating: B+
Large Map Rating: B+
Attractor:
6 keys, mechanical, 320 attack damage, 3 range attack, 900 health, 1 movement, ability pulls an enemy and all adjacent enemies 1 tile towards you dealing 320 to the main target and 50% to everything else at range 3, 1 turn cooldown.
Rather similar to Repeller except it pulls instead of pushes and has more health for 1 more key (and it has more health). Pulling multiple enemies in on larger maps can be game winning so that will probably be the main place that this see’s use.
Can still be used on smaller maps as a stronger but more expensive Jar Cannon with long range displacement too, but most of the time I’d probably rather just summon In-Oculus or Jar Cannon in that case (since pulls have less value on smaller maps in a lot of cases)
It also works really well with Fire Ant and Baba Yaga’s traps since pulling multiple units into a AOE trap can create huge swing turns. (yes that does actually work, friendly traps can trigger on your turn when enemies are pushed/pulled into them)
Ratings:
General Rating: B+
Small Map Rating: B-
Large Map Rating: A
Puff - Stress level 100:
6 keys, monster, 300 attack damage with 100 fire damage, 2 range attack, 1600 health, 2 movement, flying, ability is a line attack just like what Beauty and Blast-0 Matic have, except it sets tiles with enemies on fire.
Seems good IMO, all of this fire can help with taking out dimensional units without triggering their on-death effect, and the line attack makes it much harder for your opponent to position. (on equal level the line attack actually kills Jar Cannon).
It also has 2 movement and flying which makes it decently mobile - It’s essentially like a mini-Beauty for 2 less keys with a bunch of fire effects instead of AOE damage.
I might be under-rating this guy, but I haven’t played against him yet so it’s hard to say.
Ratings:
General Rating: B
Small Map Rating: B+
Large Map Rating: B
Greylien:
7 keys, dimensional, 420 attack damage, 1 range attack, 1850 health, 2 movement, bypassing/burrowing, ability allows this to swap places with an enemy at 2 range.
This doesn’t seem good to me. It’s ability would be incredibly powerful on a low cost unit (would also be good on a flying unit), but on something this large I don’t really see how you would utilize it in a way that would make it worth using.
It’s stats also aren’t anything special for 7 keys (below average if anything) so it’s ability should have to make up for that.
The only thing this guy can do is swap for a frontline unit to kill the opponents Jar Cannon and bring their front line into your team so that you can kill it - But in order for that to work they have to walk into you and let you do this so that’s unlikely to happen.
Ratings:
General Rating: E-
Small Map Rating: E-
Large Map Rating: E
1.4.1 Balance Changes:
Charon - Slight increase to HP: I still don’t think he’s strong, good buff though.
Minotaur - Slight increase to HP: I’d still rather use Baby Snakey most of the time (since it often ends up being more tanky anyway with it’s undead healing), but this might be worth considering now if you think you can get the AOE off.
Paddles - Slight increase to HP: Doesn’t matter much since you don’t use him for his stats - Makes him a bit harder to kill before he gets to do anything I guess.
Bad Sushi - Slight increase to HP: Doesn’t matter, still garbo.
Beauty - Slight decrease to HP: Has been de-throned as the single best unit in the game (-200 base health is actually a decent bit), but it’s still not a bad unit at all. (its damage output is still crazy, now it’s just a bit easier to punish if your opponent plays like a moron).
Rocketman - Slight decrease to damage: Personally don’t think this was needed at all, but that might just be my opinion. Makes him a bit less good, but you mainly used him for the freeze anyway.
Scritch - Slight decrease to damage: I probably overrated this guy a bit in my first tier list (he’s actually quite squishy for a 6-cost), and now his attack got nerfed a bit too. He’s still good but I moved him down by a good bit.
Alastor - Slight decrease to damage: Reducing Alastors attack is actually a big deal since her ability scales off it (100% heal), but they nerfed it by so little that it doesn’t really impact her all that much.
Other Changes:
- Moved Honey Bear up by several tiers, after facing it some more (and reading your comments) I’ve realized that I were under-valuing it quite a bit (honestly it should probably have been even higher on the previous tier lists, but it’s kind of bad against some of the new stuff (mainly the long ranged trio) so it only makes the middle of C tier this time).
- Moved Gonzo Bonzo up a bit, both because Scritch got nerfed a bit (and I may have over-valued it in the first place) and because it works incredibly well with the new ranged units.
- Added the units which were missing from the tier list (Poison Ivy and Blinky)
- Moved Brony and Hi-Five up a bit, this combination is very good (although it’s not that common that you see it).
- Moved Fowl and Pasgetti a bit down since Blulien is kinda annoying for them and Beauty got nerfed so they’re a bit less needed.
- Moved most 1-cost units a bit up since having them so low felt weird (they technically speaking have a lot of impact in the early game, they just aren’t very flashy).
- Moved several slower units (especially melee ones) a bit down, this is because of In-Oculus, Attractor and Repeller which make it harder to use these units (since you will be gunned down or kited before you get to do much).
- Moved Cassowary and Mr Tramples up a bit since having long reach right now seems really good (and they’re both scary to walk into whilst also being good offensive tools which is great).