Very much liking this effort, there’s tons of insight for new(ish) players in here.
I don’t want to be so tedious as to talk about why i think a phobie should be rated a tier below or above, but the few things that felt off to me I’ll mention:
Scritch vs Gonzo: Gonzo is the better one of the 2 because these attack buffs are primarily defensive. You want them on a phobie that can attack twice (meaning your opponent must’ve already placed sth in range) and for that purpose Gonzo’s lack of mobility isn’t much of a detriment if it’s placed well. With 1 move + 2 tile ability range it still has a very decent reach, so you’d really rather take the 2 extra keys. Even for offensive uses, it’s not that hard to place Gonzo within 3 tiles of a phobie you want to (threaten to) make a massive aoe attack next turn.
Paddles: It’s pretty bad right now, to the point where you like, feel pity for the player busting him out. The ability is nice, nothing more, but Paddles’ stats are so low you’re basically playing the match with 4 keys down in exchange for some limited extra mobility (2 turns cooldown to boot, jesus fc).
Brony and Heartbreaker: Don’t disagree with their general assessments, but it’s weird to distinguish between usefulness on large and small maps here. That’s not what matters since they’re all about the terrain, i.e. pits, obstacles and lines of sight. If they tend to be played more on big maps, that’s only because it’s generally hard to find an opportunity on the small ones to save up 7+ keys.
1-key units: Imo these should only be rated amongst themselves since they often serve a completely different purpose than the rest of your line-up. You want them to recapture panic points, ideally while getting a free attack in and being able to take more than 1 hit to be removed (which is why awol is the worst of the bunch in many situations).
Spud and Heavo: Rock solid mobility and harassment units imo, esp. on maps with lots of obstacles to cover behind. Esp. Heavo is easily B, not D.
Barzilla: You compare it to Boss, an A-tier phobie, and put it in D-tier because it has 1/3 more health with almost the same damage output, but no ability (dimensional tag doesn’t count as a general pro or con imo). I’m not saying it’s on par with Boss, 'cause that ability is indeed amazing, but Barzilla still has a lot to offer: Ranged, almost-Doughzer amount of hp without being so damn slow, hits quite hard with extra damage if they elect to hit back twice and stay in the fire. That’s more than enough to place it in B-tier imo. It’s the only common high-cost unit too, so suggesting that it’s a rather bad investment potentially misleads new players who only have this one.
Honey Bear: Like Seb said, def. not an E-tier. On some maps it can conveniently shut down both a panic point and a healing pool for 2 turns, which translates to like (up to) 4x235 extra heart damage and (up to) 4x235 damage an opposing phobie couldn’t heal (not to mention denying the free poison counter).
Maggie: I regularly find this one useful. It hits decently hard and that can help a lot when you want to set up a counterattack against certain tiles, but need to occupy a pit or obstacle in order to do so. More like a C for me.
BOOM: Of the 3 suicide bombs, this one is easily the best, because these unit are deterrents. You place them in the back of your formation (be mindful of aoe though) to prevent a potentionally devastating attack on a more valuable phobie where your opponent can only do it from tiles that are close to each other. They’re not about “reaching your opponent” in that sense, more about “not letting them get to phobie x without a significant price to pay”. It’s just that once you successfully deterred, the 2- and the 3-cost phobies are kinda useless for the reasons you mention whereas the 1-key can just be traded in for a panic point. You won’t feel stuck with it.
Lastly, I’d mention somewhere in the strategy section on win conditions how crucial taking and defending panic points is for all playstyles, not even necessarily to be aggressive, but because if you hold an advantage long enough, it eventually forces your opponent into bad trades.