chamber44 wrote: peacemaker for 3 reasons: 1) overwrite any tile 2) protect tile 3) Cap is better than DD
Hendross wrote: chamber44 wrote: peacemaker for 3 reasons: 1) overwrite any tile 2) protect tile 3) Cap is better than DD 4) it's placed instead of random which is vitally important to the life expectancy
MarvelMan wrote: To play devils advocate a little......from a TU perspective: BC is good because it cycles....so you get repeated use. And if its matched away you get blue AP back. There is less of a downside (though it requires better management) to it, with the obvious caveat that placement is random.
theorangemisfit wrote: Note: Countdown tiles always decrement across the board from left to right and top to bottom. If a Billy Club tile resolves and jumps down the board, its countdown can immediately be decremented again, allowing a level 4 or 5 Billy Club to chain-stun an opponent without yielding a single turn.
BlackSheep101 wrote: Pretty sure peacemaker's real strength lies in its AP recycling. Being able to overwrite nearly any tile is strong, but being able to do it every other turn is stronger.
TLCstormz wrote: theorangemisfit wrote: Note: Countdown tiles always decrement across the board from left to right and top to bottom. If a Billy Club tile resolves and jumps down the board, its countdown can immediately be decremented again, allowing a level 4 or 5 Billy Club to chain-stun an opponent without yielding a single turn. .........wot?
DayvBang wrote: Can I split my vote? Peacemaker is the better use of blue AP, but Billy Club is a better team-up. As a team-up, if you're bringing it along, it's probably because you don't have a reliable stunner in the team, and Billy Club can potentially stun several times before getting matched away. To put it another way, Peacemaker suffers as a team-up, because it loses the self-perpetuating factor of providing the same color of AP that was used to fire it.