AXP_isme wrote: Imagine you had a 0/0/5 colossus as your last man standing. Could you trigger yourself into a recurring series of fastballs where no one gets a turn until you or your opponent gets splattered (for which read runs out of health)?
hurcules wrote: However, a last man (non-Colossus) / woman standing can use a Fast Ball Special TU to throw himself / herself.
Lanko8 wrote: I saw in the poll that the preferred build is 5/5/3. I had him maxed (not in ISO) recently, so i would like to ask why and if that is really better. The difference from 3 yellow to 5 is only 5% damage reduction and 2 extra turns. In the games i used him, i would use the yellow to defend from an enemy ability, not throw it right away to block match damage, specially since the tile can get matched. Unless i managed to get like 14 yellow or pretty close that would allow me to use it again. The difference from 3 black to 5 is that the airborne character comes down right away instead of waiting 2 more turns. Some people said that it can be used to save someone from an attack, but won't 1 turn be enough for that in most cases? Also, black costs a lot and probably we won't focus to collect it, so that means Fastball Special is gonna be used really late in the game, at a point where other abilities are sure to have been fired. So wouldn't be better to have a character come back right away using an ability that potentially could kill someone? With 3 on black wouldn't you just give the enemy 2 more turns to fire an ability? Sure, you can get something useless, but to minimize the chances of an enemy getting AP/cascades to fire a power, wouldn't be better having a character firing something to kill enemies 1 turn later rather than 3? I know Colossus is not in a good spot, but if you have to use him, i'm tending to 3/5/5. 5% extra damage reduction doesn't seem to compare to having a potential killing ability firing 1 turn later rather than 3. Even if we say the power ir randomly chosen, is the certainty of just 5% extra reduction better?
Phaserhawk wrote: Lanko8 wrote: I saw in the poll that the preferred build is 5/5/3. I had him maxed (not in ISO) recently, so i would like to ask why and if that is really better. The difference from 3 yellow to 5 is only 5% damage reduction and 2 extra turns. In the games i used him, i would use the yellow to defend from an enemy ability, not throw it right away to block match damage, specially since the tile can get matched. Unless i managed to get like 14 yellow or pretty close that would allow me to use it again. The difference from 3 black to 5 is that the airborne character comes down right away instead of waiting 2 more turns. Some people said that it can be used to save someone from an attack, but won't 1 turn be enough for that in most cases? Also, black costs a lot and probably we won't focus to collect it, so that means Fastball Special is gonna be used really late in the game, at a point where other abilities are sure to have been fired. So wouldn't be better to have a character come back right away using an ability that potentially could kill someone? With 3 on black wouldn't you just give the enemy 2 more turns to fire an ability? Sure, you can get something useless, but to minimize the chances of an enemy getting AP/cascades to fire a power, wouldn't be better having a character firing something to kill enemies 1 turn later rather than 3? I know Colossus is not in a good spot, but if you have to use him, i'm tending to 3/5/5. 5% extra damage reduction doesn't seem to compare to having a potential killing ability firing 1 turn later rather than 3. Even if we say the power ir randomly chosen, is the certainty of just 5% extra reduction better? I 100% agree with you, but the few reasons why I went 5/5/3 and not 3/5/6 1. Black is mostly random, costs 13. There are many better options 2. Because yellow is placeable it pretty much survives which is good, because red is his best skill, and yellow helps facilitate the use by insuring he's out front. To me that is what yellow is. A red enabler
Polares wrote: Phaserhawk wrote: <snip> 1. Black is mostly random, costs 13. There are many better options 2. Because yellow is placeable it pretty much survives which is good, because red is his best skill, and yellow helps facilitate the use by insuring he's out front. To me that is what yellow is. A red enabler Thats it, you nailed it with number 2. The purpose of yellow is being able to launch red with Colossus in front. If red was his best match color it would be different but being yellow, you really need to fire yellow first to maximize reds damage.
Phaserhawk wrote: <snip> 1. Black is mostly random, costs 13. There are many better options 2. Because yellow is placeable it pretty much survives which is good, because red is his best skill, and yellow helps facilitate the use by insuring he's out front. To me that is what yellow is. A red enabler
whitecat31 wrote: Bump so people can find Colossus easy since he is in the next event.
Quebbster wrote: There are two different sticky threads in this very forum to help people find the right character threads...
Dunamis101 wrote: : I think 12 ap would be fair for this ability, but it really needs to have another purpose when there is no one else left to throw, when hes alone and all i have left is the ap for his black it sucks cause it usually means the difference between winning and losing at that point. Hey, when hes alone why not give him the ability to fast ball special his opponents, and throw the opponent in the front into the enemy team causing damage to all and 2 turn stun on there entire team (AOE). Or he could even throw one of the guys from D3 into the enemy team , it doesnt matter to me as long as it has a use when he is the last man standing.