Changes

Jump to: navigation, search

Thunderhead

135 bytes removed, 1 year ago
 
==Strategy==
With 4 attack and an astounding 11 defense, Thunderhead is easily one of the strongest units in the game. However, it's [[lifespan]] and [[frontline]] status make it vulnerable to [[chill]], [[Burst|burst damage]], and absorb denial. Even if these aren't in the [[Random set|Random Set]], Thunderhead must be bought at the right time to maximize its value. Buy it too early, and it won't absorb as much damage as it could. Buy it too late, and the opponent will destroy it early. A good Thunderhead can absorb 20+ damage and deal 12 damage, more than making up for its cost.
Thunderhead is a {{Ticon|block}}Blocking unit extremely efficient at nullifying enemy {{Ticon|attack}} Attack. It prevents pressure, but is vulnerable to Attack burst and Absorb denial, which may {{Ticon|attack}}{{Ticon|frontline}}destroy it early or diminish its {{Ticon|blocker}}value, respectively. It is also worse vs good Absorb and Soak, though {{Ticon|prompt}}Prompt soak helps setting the Unit.
 
It's worth noting that in some mid-late game situations, buying Thunderhead is worthwhile even if it's killed immediately. A guaranteed 4 damage and 11 soak for 15{{Ticon|gold}}{{Ticon|green}}{{Ticon|green}}{{Ticon|green}}{{Ticon|green}}{{Ticon|green}}{{Ticon|blue}} is quite good.
 
Thunderhead is a {{Ticon|block}}Blocking unit extremely efficient at nullifying enemy {{Ticon|attack}} Attack. ItiIt prevents pressure, but is vulnerable to Attack burst and Absorb denial, which may {{Ticon|attack}}{{Ticon|frontline}}destroy it early or diminish its {{Ticon|blocker}}value, respectively. It is also worse vs good Absorb and Soak, though {{Ticon|prompt}}Prompt soak helps setting the Unit.
 
If the enemy is committed to a strategy that is locked on ramping {{Ticon|attack}}attackers to gain value, this unit spares a haste time to counter, free of pressure, while opponent is stalled on paying defense value as well.
A good point to have it {{Ticon|buildtime}}bought is when the Opponent has 5-7 constant {{Ticon|attack}}Attack, since it will be near the full Attack value that Thunderhead can soak by the turn it {{Ticon|lifespan}} dies. User should be over enemy {{Ticon|health}}Absorb as well for effective counter pressure.
 
Builds based on heavy {{Ticon|red}}Red or low {{Ticon|gold}}Economy (Red, or other)economy are most weakweakest to the unitThunderhead, since they cannot commit tocan't defend efficiently or add {{Ticon|gold}}value back. However, the {{Ticon|attack}}pressure of such a build a set may impede getting it cleanly, or at all.
 
If the enemy constant Attack is over 10{{Ticon|attack}} plus user's {{Ticon|health}}Absorb, it might be possible to get for efficient Soak. This way it provides 11{{Ticon|health}} (Over 17{{Ticon|gold}} if 1{{Ticon|health}} is valued at {{Ticon|blue}}), plus 4{{Ticon|attack}}, all for next turn.
 
==Counter Units==
Grenade Mech: Get it to pressure the user out of the commit line, and to destroy it if bought. Use the {{Ticon|click}}Ability inmediately once for further punish.
 
Mega Drone: Gets free value off {{Ticon|attack}}Attack while using {{Ticon|energy}}energy that user may have off Engineers.
 
Lancetooth: Paid with {{Ticon|attack}}Attack, the {{Ticon|buildtime}}Buildtime helps it with not interfering with enemy {{Ticon|blocker}}Blocker itself.
 
Gaussite Symbiote: Having at least 1 with the Ability ready greatly denies Thunderhead, that otherwise would still get strong value.
 
Arka Sodara: Great denial value, even if {{Ticon|prompt}}mirrored. Adds up to 11{{Ticon|attack}}Attack.
 
Thermite Core: Spares 2 Attack for a low cost. Likely to have accumulated a large amount of Pixies already.
 
==Change log==
0

edits

Navigation menu