Her Original via: https://steamcommunity.com/sharedfiles/filedetails/?id=3590526648
Emphasis and (((My comments))) in other color, b/c red kinda hurts me eyes on their blue-black background.
Karl
Available from the start:
-Ironhead Rush
NEW MOVE: Run + Skill to perform a powerful headbutt. This attack can Clash and starts up quickly, and you can perform it after a normal Skill, which gives you another chance to Clash the enemy if you performed the normal Skill too early. This deals a lot of damage as well, and I believe counts as both a Skill and a Running Attack for Trinket and Ritual effects. (((no real comment, but it seems good at a glance when the kid was using it. I tried it a little and thought it fine, but always ended up doing something else for some reason. Could it be as good as the DRILL on the BROMELIAD FROG?)))
-Extra Magazines
Gain 2 Mana chunks but decrease Arcana damage by 30%. Don't sleep on this, the damage debuff may look significant but having more Mana makes you better on offense and defense. This is great if you're unsure about the timing to Clash with your Skill, as you can Arcana afterwards to be safer. Besides, coupled with Infused Shells, this actually buffs your damage output. (((yep, with infused shells, it's great. But with powered up summoned skeletonesses, it is just badass and broken with Reload. I've preached this before.)))
-Hammer Swing
Finisher hits multiple times and can be controlled. This deals more damage than your regular Finisher, as well as having a bigger area of effect. This is great for combos and you can position yourself better during it in case you spot danger. Keep in mind you can cancel it at any time with a Run, a Skill or an Arcana, like your regular Finisher. (((Scuber duber duper good. Zee kiddo's fave thing in the game lately.)))
-Reload
NEW MOVE: Skill with no directional input, spins weapon and reloads 2 Mana chunks. Works in air.
This is the mother of all cheese strats - couple this with an Arcana that can keep your enemies at bay (((yeah, I'm saying the harpoony Javeline one is key. Not to mention skellie summoning from Arcana. Did I say that before?))), and you'll be able to kite them from the other end of the screen safely, even more so if you have Infused Shells.
The attack itself deals a lot of hits when it connects with an enemy, which is great for Rituals that have an effect on your Skill. Reload's Clash window also appears faster than your regular Skill's Clash window, so you can do it rather late and still Clash.
Keep in mind you still have access to your regular headbutt Skill and gun butt Skill in the air if you hold forward/back while pressing Skill.
-Earthbreaker
NEW MOVE: Skill while grabbing an enemy to smash him on the ground. This deals a LOT of damage in a big area, and you are invincible during the first part of the animation, so this move is great for crowd control. You cannot Clash attacks with it though. If you have Throw Mastery, you can do some insanely damaging combos by doing the Throw Mastery dash in the air to regrab the enemy and do Earthbreaker over and over.
-Take Aim
Arcana can be charged to deal 50% more damage. I think this is the stinker in Karl's otherwise amazing line up of Inspirations, and even then it's not bad at all. More damage is great, and charging your Arcana means you can time your Clash (or invincibility) window manually. It just pales in comparison to the other choices.
-Throw Mastery
NEW MOVE: Up + Y, dash and grab the enemy. Works in the air. In addition, Throws do more damage and launch further. This move is a LOT of fun (((how??? lemme read))), as it opens up Karl's combo game significantly!
The dash itself has Deflect properties that can keep you safe against non-red attacks and power through your enemies' blows. Don't hesitate to use it against anything that can be grabbed. It unfortunately isn't much use against enemies that cannot be grabbed in combos like Gazorg, but doing it during a combo can grab enemies that normally break out of your grabs, like Rudolf or the blue Goblin Champion (((the little armored helmet dude eh? with the wide swinging sword?))).
-Bouncing Bash
Strikes 3 times in the air, bouncing off enemies. Another addition to open up Karl's air game, this deals a lot of damage and can be followed up by an air Skill. The final hit also counts as a Finisher for Rituals that affect them. (((Dude, this thing is as broken good as the Galandra Dive Kick... ok maybe not that powerful, but it is super duper safe and easy to take out scary monsters with b/c you are so safe and like cannot miss once you start. Feels slightly boring maybe.)))
Unlocked with Seeds at Ederig the Stalwart:
-Rocket Dwarf
NEW MOVE: Dash in the air to boost in a chosen direction, up to 3 times. This is another AMAZING Inspiration! Not only can you perform the boost in all 8 directions, this also can hit enemies! It counts as a Skill for Rituals that affect them, AND it can Clash against enemy attacks instantly. You can move at very high speed thanks to this Inspiration. It's amazing offensively and defensively. I hotly recommend messing with it. (((yeah seems fun and kinda nutty good. Just the fast movement is pretty wild. Did I ever mention how I like fast stuff?)))
-Infused Shells
Shells produced by Arcana can damage enemies and auto-target them. This Inspiration is not amazing with single-shot Arcanas (Blast, Grenade, and Javelin), but works extremely well with Rifle, Dragonbreath (it's almost mandatory with Dragonbreath, b/c you cannot turn around or cancel Dragonbreath. Still I say Dragonbreath is awesome, b/c in Co-op it helps lock down half the screen, and your buddy can combo up the place))), and Firestorm. You can pelt your foes with half a dozen tracking shells that'll keep you safe even from baddies that sneak up behind you. Couple this with Reload and you have an extremely powerful and cheesy build. Just make sure these don't get Clashed by enemies who can Clash your attacks, like the Lizard King and Azra (((I was wondering about that... on Azra specifically b/c he's pretty annoying with it in general))), or you'll get a taste of your own medicine...
Unlocked from Karl's personal quest:
-Arcana Mastery
Give brand new properties to your equipped Arcanas.
Blast bullet has a significantly bigger hitbox and generates more Shells.
Grenade bullet turns into a fragmentation grenade, covering more of the screen in explosions.
Firestorm bullet lasts longer.
Rifle bullet fires significantly faster, generating more Shells as well.
Dragonbreath bullet cover a a bigger area in front of you.
Javelin bullet, uh, deals more damage? No idea what other effects it has.
-Ironhead Rush
NEW MOVE: Run + Skill to perform a powerful headbutt. This attack can Clash and starts up quickly, and you can perform it after a normal Skill, which gives you another chance to Clash the enemy if you performed the normal Skill too early. This deals a lot of damage as well, and I believe counts as both a Skill and a Running Attack for Trinket and Ritual effects. (((no real comment, but it seems good at a glance when the kid was using it. I tried it a little and thought it fine, but always ended up doing something else for some reason. Could it be as good as the DRILL on the BROMELIAD FROG?)))
-Extra Magazines
Gain 2 Mana chunks but decrease Arcana damage by 30%. Don't sleep on this, the damage debuff may look significant but having more Mana makes you better on offense and defense. This is great if you're unsure about the timing to Clash with your Skill, as you can Arcana afterwards to be safer. Besides, coupled with Infused Shells, this actually buffs your damage output. (((yep, with infused shells, it's great. But with powered up summoned skeletonesses, it is just badass and broken with Reload. I've preached this before.)))
-Hammer Swing
Finisher hits multiple times and can be controlled. This deals more damage than your regular Finisher, as well as having a bigger area of effect. This is great for combos and you can position yourself better during it in case you spot danger. Keep in mind you can cancel it at any time with a Run, a Skill or an Arcana, like your regular Finisher. (((Scuber duber duper good. Zee kiddo's fave thing in the game lately.)))
-Reload
NEW MOVE: Skill with no directional input, spins weapon and reloads 2 Mana chunks. Works in air.
This is the mother of all cheese strats - couple this with an Arcana that can keep your enemies at bay (((yeah, I'm saying the harpoony Javeline one is key. Not to mention skellie summoning from Arcana. Did I say that before?))), and you'll be able to kite them from the other end of the screen safely, even more so if you have Infused Shells.
The attack itself deals a lot of hits when it connects with an enemy, which is great for Rituals that have an effect on your Skill. Reload's Clash window also appears faster than your regular Skill's Clash window, so you can do it rather late and still Clash.
Keep in mind you still have access to your regular headbutt Skill and gun butt Skill in the air if you hold forward/back while pressing Skill.
-Earthbreaker
NEW MOVE: Skill while grabbing an enemy to smash him on the ground. This deals a LOT of damage in a big area, and you are invincible during the first part of the animation, so this move is great for crowd control. You cannot Clash attacks with it though. If you have Throw Mastery, you can do some insanely damaging combos by doing the Throw Mastery dash in the air to regrab the enemy and do Earthbreaker over and over.
-Take Aim
Arcana can be charged to deal 50% more damage. I think this is the stinker in Karl's otherwise amazing line up of Inspirations, and even then it's not bad at all. More damage is great, and charging your Arcana means you can time your Clash (or invincibility) window manually. It just pales in comparison to the other choices.
-Throw Mastery
NEW MOVE: Up + Y, dash and grab the enemy. Works in the air. In addition, Throws do more damage and launch further. This move is a LOT of fun (((how??? lemme read))), as it opens up Karl's combo game significantly!
The dash itself has Deflect properties that can keep you safe against non-red attacks and power through your enemies' blows. Don't hesitate to use it against anything that can be grabbed. It unfortunately isn't much use against enemies that cannot be grabbed in combos like Gazorg, but doing it during a combo can grab enemies that normally break out of your grabs, like Rudolf or the blue Goblin Champion (((the little armored helmet dude eh? with the wide swinging sword?))).
-Bouncing Bash
Strikes 3 times in the air, bouncing off enemies. Another addition to open up Karl's air game, this deals a lot of damage and can be followed up by an air Skill. The final hit also counts as a Finisher for Rituals that affect them. (((Dude, this thing is as broken good as the Galandra Dive Kick... ok maybe not that powerful, but it is super duper safe and easy to take out scary monsters with b/c you are so safe and like cannot miss once you start. Feels slightly boring maybe.)))
Unlocked with Seeds at Ederig the Stalwart:
-Rocket Dwarf
NEW MOVE: Dash in the air to boost in a chosen direction, up to 3 times. This is another AMAZING Inspiration! Not only can you perform the boost in all 8 directions, this also can hit enemies! It counts as a Skill for Rituals that affect them, AND it can Clash against enemy attacks instantly. You can move at very high speed thanks to this Inspiration. It's amazing offensively and defensively. I hotly recommend messing with it. (((yeah seems fun and kinda nutty good. Just the fast movement is pretty wild. Did I ever mention how I like fast stuff?)))
-Infused Shells
Shells produced by Arcana can damage enemies and auto-target them. This Inspiration is not amazing with single-shot Arcanas (Blast, Grenade, and Javelin), but works extremely well with Rifle, Dragonbreath (it's almost mandatory with Dragonbreath, b/c you cannot turn around or cancel Dragonbreath. Still I say Dragonbreath is awesome, b/c in Co-op it helps lock down half the screen, and your buddy can combo up the place))), and Firestorm. You can pelt your foes with half a dozen tracking shells that'll keep you safe even from baddies that sneak up behind you. Couple this with Reload and you have an extremely powerful and cheesy build. Just make sure these don't get Clashed by enemies who can Clash your attacks, like the Lizard King and Azra (((I was wondering about that... on Azra specifically b/c he's pretty annoying with it in general))), or you'll get a taste of your own medicine...
Unlocked from Karl's personal quest:
-Arcana Mastery
Give brand new properties to your equipped Arcanas.
Blast bullet has a significantly bigger hitbox and generates more Shells.
Grenade bullet turns into a fragmentation grenade, covering more of the screen in explosions.
Firestorm bullet lasts longer.
Rifle bullet fires significantly faster, generating more Shells as well.
Dragonbreath bullet cover a a bigger area in front of you.
Javelin bullet, uh, deals more damage? No idea what other effects it has.
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