Spotlight has two solid base attacks. Eye Beams clocks in at 60-90, but can be shot
perpetually. She also has freedom of
movement while you spam the attack, but it is of course a bit slower than
usual. Halo Rings deal 50-75 on Impact
and collision with enemies if used as a shield.
You can also reflect Eye Beams off of them, but the damage stays the
same at 60-90.
Bright Eyes moves Eye Beams from 60-90 all the way up to
85-127, a very significant jump in my opinion.
Heavenly Aura is her tertiary attack and it creates an effective
spectacle. While shooting one out is
cool to look at it, it lasts roughly 8 seconds and deals 45-67 10x if it is
shot spot on an enemy. The Halo Effect
offers no damage increase, but when an enemy is hit with a halo and survives
the attack they will wind up sporting it and moving a lot slower. Hello Halo finishes off the base upgrades
allowing you to have 4 Halos active at once, which comes in handy with both
This is a great path that is focused primarily on Spotlight’s
Eye Beams attack. Aura Charge couples
the tertiary and primary and produces lethal attack damage numbers to the tune
of 180-270 when the Heavenly Aura is shot with Eye Beams. Light it Up knocks the base attack up even
higher on the damage scale moving it from 85-127 all the way up to
120-180! Bling is perhaps the least
productive on the path, but it allows you to throw 2 Halos at once, thus
quickly taking advantage of Hello Halo.
The cool part of this is that the damage moves from 50-75 to 60-90, nowhere
near our other upgrades, but still significant enough to note.
This is also a good path.
I would consider it a bit defensive as the combined effect of Heavy Halo
and Ring Shot allow you to take it easy and really orchestrate your
offensive. Heavy Halo is a significant
upgrade to Halo Rings effectively doubling the damage output from 50-75 to
100-150! You have to remember that in
addition to doing damage on impact, enemies who pursue you and run into the
Halos will take the same damage! Ring
Shot lets the Halos shoot their own lasers.
I was banking on this being good and not some cheesy 5-8, or 10-15; I
was not disappointed. While I expected a
solid laser like Eye Beams, the Halos essentially fire off singular pulses as
they rotate. The best part isn’t the 360
degree attack pattern, but rather the fact they do 127-190 damage! Uplifting Experience wraps the path up and
allows you to capture bad guys via The Halo Effect and then get them in a
Heavenly Aura for a skycapade. The enemies
are moved upward until they hit the peak and take 60-90 damage! It isn’t as effective overall as the other
upgrades on this path, but it definitely looks the coolest!
Spotlight’s Soul Gem is dare I say, super effective! When you have a Heavenly Aura going you
simply shoot your Eye Beams into it (just like Aura Charge on the Visionary
Path) and if you go for a fully cycle you will generate 4 Light Dragons that
dash into enemies dealing 200-300 damage!
Spotlight Attack Damage (Click to Enlarge)
Once again, Spotlight has two solid upgrade paths…this
really does come down to what you as an individual player prefers. IF funds allow it, I would suggest you sport
2 Spotlights in your collection. The
Ringer really shines in the inherit defensive capabilities it offers. If you set up 4 Halos and move to the middle
of them, or behind a wall of Halos you will have 100-150 from each Halo
exploding on enemies IF an enemy can get to you while the Halos deal 127-190
from their lasers. The downside here is
two fold…First, Spotlight can hit a Halo with Eye Beams and instead of decking
your desired enemy cropping, you might wind up locked on to the Halo. It is a minor inconvenience, but must be
noted. Lastly, while the damage the
Halos deal with their lasers is great (and even higher than Eye Beams full
upgraded down Visionary) they do shoot at random…If they homed in on enemies we’d
be bragging about that, so this has to be cited as well. Regardless of these two issues, The Ringer
delivers and offers a totally unique move with Uplifting Experience.
Visionary would be the path I would consider best for my
play style and that is primarily due to the fact I have more control with Aura
Charge and Light It Up than I do with Ring Shot. I really like the aesthetics of Aura Charge
and coupled with Light it Up you’ve got rapid fire 300 damage over no time at
all! However, that same sequence
(shooting the Heavenly Aura) also triggers the Soul Gem. So, when you take Visionary and throw down a Heavenly Aura and beging shooting it, you
will deal 180-120-200 (500!) in no time flat…then of course, you consider that
you can make that happen 2-4 times in most cases (provided enemies are left)
and the damage is astronomical!
You really can’t go wrong with either path, but for my play
style I think Visionary narrowly edges out The Ringer.
Blackout’s base upgrades are actually very solid, provided
you research them in a chapter, against real enemies as opposed to at the
Training Grounds. Wing Whip offers up
56-84 and the Jump Attack deals 52-78.
Shadow Orbs seem disappointing with only 16-24 3x, BUT when you fire the
orbs against real enemies and not the dummies, you are rewarded with a 44-66
initial hit, which makes for a 92-138 cumulative dealing of damage…and that is
much more in line with expectations!
Blackout’s Base Upgrades get started with his tertiary
attack, Black Hole. It lasts roughly 16
seconds and you can have 2 active at once…The Black Holes hold enemies in and
deal 20-30 on an initial hit…You can also teleport in and do a blade attack
that deals the same 20-30 damage. If you
shoot Shadow Orbs at a Black Hole you get 22-33 with Darkness Overload. I’m not a huge fan of this and I never really
saw an advantage over just using Shadow Orbs alone for their higher damage
toll. I could be missing something as
the numbers fire off quickly and are hard to catch, especially at 4 AM when I
do most of this stuff. Shadow Blade at
first seemed just like our jump attack, but after trial-and-error you can get
the Shadow Blade rolling where it does 20-30 damage on contact and allots you
roughly 12 seconds of rolling time. Take
It Back finishes things off and bumps the damage Blackholes do from 20-30 to
Wing Warrior Upgrade Path
Wing Warrior exclusively addressees Blackout’s primary
attack, Wing Whip. A Spinning Finish
lets you execute a ground pound of 60-90 with a good radius after a 3 hit combo
and if you extend that you can get a blade dash that does the same 60-90. I like the ground pound, but found the 4th
hit combo hard to execute and control…it will be a move I only use when it is
done incidentally. The Wing Whip and
function of the ground pound is just too effective and efficient to really
bother with “going for” the 4th hit combo. You can also tailor your landing spot mid air
with the 3 hit combo…a very nice bonus!
Warp Speed is the last upgrade on the path, but I feel should have been
second, especially since the middle upgrade addresses this move despite you not
having it. Anyway, Warp Speed does
nothing at the Academy, but in a combat situation it needs about a 3-4 seconds
charge of the primary attack button before it reels off a lighting quick
teleport that does 78-117 4 times! Whip
it Up increases the damage on Wing Whip, Shadow Blade, and Warp Speed. Warp Speed jumps from 78-117 to 102-153, Shadow
Blade moves from 20-30 to 26-39, and wing Whip gets a nice boost from 56-84 to
Prince of Darkness Upgrade Path
Prince of Darkness addresses Blackout’s secondary attack,
Shadow Orbs. This is a great path in my
opinion. Dark Energy Clouds upgrades
Shadow Orbs from 44-66 on impact to 66-99.
Similarly, the 16-24 damage from 3 Swirls is now 24-36, but for 8
counts! That is almost 3x the
duration! That is an even bigger
accolade when you consider that Under the Cover of Darkness turns out to cut
damage from enemies roughly in half!
That is like the old SSA +40 Armor essentially. If you were getting
decked in Nightmare Mode by a troll who dealt 150 damage, he will now register
75 when you are within the Dark Energy Cloud!
Most people won’t even talk about this upgrade, or consider it a waste…I
consider It absolute gold! Cloud Gravity
takes about 5 seconds to charge, runs about 10 seconds, and does 40-60 damage
around 16x, or for the 10 seecond cycle.
You can move about while doing this too…However, the big thing about
Cloud Gravity is the spectacle. This is
just a really cool attack to witness. It
is totally unique and will definitely be something players remember.
Supernova Blackhole is usually easy to execute, although
sometimes you can fire off two blackholes in succession, from the same spot,
only to see them wind up not overlapping.
However, once they do they create a powerful suction, colorwash the
screen, and then proceed to erupt for a staggering 4450-675 damage!
Attack Damage Numbers (Click to Enlarge)
Overall, Blackout has two solid upgrade paths. If you are a fan of the Primary Attack Wing
Whip, take Wing Warrior. If you like the
Shadow Orbs, go with Prince of Darkness.
If you feel one of those is fine as is and the other is weak, proceed
accordingly. If you use the primary
attack almost exclusively you will benefit the most from Wing Warrior. If you are on the fence, I would have to give
the edge to Prince of Darkness. While most
people will rave about Cloud Gravity, I would argue it is the least important
upgrade on the path. Dark Energy Clouds
is just purely effective AND that plays in to utilizing Under the Cover or
Darkness to seriously nerf your opponents.
Taking 250 damage can kill you quick in Nightmare Mode, making that 125
can double your life span and be the difference between loosing a Skylander and
getting a weak one off the Portal to swap for another Champion; You can not
under estimate what this upgrade can do.
Toss in the bonus of Cloud Gravity and you have a memorable spectacle to
associate with the path as well. The
good news is, regardless of your preference you get a fantastic Soul Gem! I will likely reset this Blackout to return
to Prince of Darkness. Wing Warrior is
very solid, but Under the Cover of Darkness is calling my name!
Rocky Roll was one of my most anticipated Skylanders in Trap Team and someone who I think holds the mining light well for my beloved Earth Element. Speaking of which, do you not agree he would be a good candidate for a Light Element figure should they return? Anyway, further enhancing my interest in this character is the fact that we have a 2-for-1 with Rocky AND Roll teaming up to become one evil crushing tandem!
Rocky Roll’s Base Attacks are very nice. Spit Ball delivers a really promising 82-123
and the Boulder Dash offers up a quick bit of speed and 25-37. Also of note, just moving about Rocky Roll
will do 5-7 effortlessly…I guess that is the perk of being a giant
boulder! Boulder Barrier is a killer
upgrade that allows you to pursue 1 of 3 actions: You can utilize the boulders
as a shield, launch them as projectiles, or consume them to deal more damage in
Bouncy Attack Mode. Bouncy Attack Mode is
playful, yet devastating…unique and practical.
I feel it is good enough at this point to completely forgo the Rolling
Rumbler Path. Rock On delivers increases
to Spit Ball and Boulder Barrier while Moh Boulders allows you to have 6
boulders instead of 3 in Boulder Barrier, and that of course translates to the
same previously cited options.
Rolling Rumbler Upgrade Path
This path is geared for the player who loves Bouncy Attack
Mode. I think BAM is solid, but I can
live with it in standard form due to that solid state. Let’s Roll makes the dash last a few seconds
longer and ups the damage, but not to a significant level and it remains a bit
hard to control. I personally feel that
using the standard Boulder Dash would allow me to escape, or hit and run just
as effectively. “Roll with the Punches”
let’s you execute a spinning fist combo, but it only deals 19-28 damage. “Rocky Boxing” does the same with a quick 4
hit ground pound from Roll, but it delivers 57-85, which is a nice
increase. Neither of these attacks
breaks the bank, but they are very nice additions to the already happening
This is the path for me!
Rocky Roll is already sufficient for me on the secondary and tertiary
sides and Geological Grandmaster’s upgrades to the Primary Spit Ball are super
solid! Super Spit Ball only requires a
2-3 second charge, during which we are still mobile, and rewards us with a rock
solid 166-249! Rock Hardest is a key
component to this path as it increases the damage on all of the boulder
attacks, including the Boulder Barrier!
This moves the base Spit Ball from 98-147 to 118-177! Furthermore, the Super Spit Ball graduates
from 166-249 to an earth shattering 200-300!
The unsung hero though is that the Boulder Barrier that was ding 32-48
on impact and 82-123 on launch is now delivering 46-69 TWICE on impact and
118-177 on launch. Let me elaborate on
that for you…Where the Boulder Barrier spawned 3 orbiting boulders that dealt
32-48 ONCE, Rock On took that to 38-57 ONCE, but Rock Hardest bumps the damage
to 46-69 TWICE. Essentially what I am
saying is that instead of the 3 boulders colliding with a tough enemy and going
38-38-38 and being gone, this lets Boulder 1 do 46, then Boulder 2 do 46, and
then Boulder 3 do 46…However, none of them crumbled, so right after Boulder 3
deals damage, Boulder 1 is back to carve off another 46 before
dissipating! That is effectively
doubling a 3x attack! Each orbiting
boulder, in effect, is not doing 46-69 but rather 92-138! Lastly, Triple Spit Balls lets Rocky Roll use
his standard attack to triple the damage and increase the coverage!
Boulder Posse takes the already formidable Boulder Barrier,
enhanced with Moh Boulders from 3 to 6 to 9.
3x the carnage, 3x the fun! This
plays in well for the Bounce Attack, launching the boulders, and of course just
having them orbit.
Rocky Roll Attack Damage Numbers
(Click to Enlarge)
For my play style, Geological Grandmaster reigns
supreme! I am a fan of Armor and the way
Rock Hardest doubles the life span of the orbiting boulders while increasing
their damage is about as close as we can get to the old school Earth Element
+40 Armor. While you can launch the boulders
or consume them for the Bouncy Attack Mode, my inkling is to let them orbit
(3,6, or even 9 via the Soul Gem) and use it as a literal shield. While dealing great damage to enemies in any
direction of me, I am able to shoot out Triple Spit Balls, or charge up a Super
Spit Ball. It fits my play style
perfectly because of this! If you are
not of the same mindset and don’t like the thought of relying on the boulder
barrier to protect you, you might prefer Rolling Rumbler. The increased roll time is nice and you get
some cool moves for Roll. In the end,
Geological Grandmaster is just rock solid for my personal play style and
reminds me of the glory days of SSA with Dino-Rang, Bash, Prism Break, and
Well, Wave 4 came with a bang! I got a surprise delivery on St. Patrick's Day (made it one of the best in my opinion) and the insanity began: Thunderbolt, Shortcut, Rocky Roll, High Five, Bat Spin, Echo, and the Easter Skylanders (Easter Bunny Earth Trap, Power Punch Pet Vac, and of course Eggsellent Weeruptor). I got their unboxings cranked out and began work on the Introductions and Upgrades...
Then, Mario Party 10 hit with a new line of Super Mario Amiibo AND I was able to land Blackout and Spotlight. Needless to say, things have been VERY busy. As such, I am going to just compile all the recent Skylander Unboxing vids here for your convenience. You can also find stand alone posts on the Skylander Club Forum, or by taking the link at the top of each description box.
I hope to eventually update them with my usual format (FAQ and Card Stats etc). For now, I'm quite busy and content running thru Introductions and Upgrades for all thsese great new Skylanders!
Skylanders Trap Team Unboxing Blackout
Skylanders Trap Team Unboxing Spotlight
Skylanders Trap Team Unboxing Thunderbolt
Skylanders Trap Team Unboxing Shortcut
Skylanders Trap Team Unboxing Rocky Roll
Skylanders Trap Team Unboxing Bat Spin
Skylanders Trap Team Unboxing High Five
Skylanders Trap Team Unboxing Echo
Skylanders Trap Team Unboxing Power Punch Pet Vac
Skylanders Trap Team Unboxing Eggsellent Weeruptor
Skylanders Trap Team Unboxing Easter Bunny Earth Trap
Head Rush is an Earth Element Trap Master who looks like a Viking
version of Stealth Elf. With her Nitro
counterpart, we are able to explore both paths freely. My initial impressions from Head Rush was
that it was a rather unique way to bring another female Skylander into the mix,
and given her name and Traptanium Horns, I had high hopes she would bring an
element of speed AND the classic, brute strength to the Earth Element.
I feel like before we begin, I need to disclose some information. Nitro Head Rush does have a stat boost, but
not where you would want it. Nitro Head
Rush has an Armor Rating of 72, which is +24 over her standard
counterpart. This, however, comes at a
price…a price to the tune of -40 in Health.
Yep, you read right. NHR sports a
Health rating of 300, while Head Rush boasts 340! The key element I was hoping to have
increased, Speed, is sitting at 60 for both characters. Critical Hit is also shared at 10. I love the Armor Boost, but I feel like the
Health offsets it considerably…it basically takes what would be a great
advantage, and almost levels it out. If
I had to pick, I would still take +24 Armor over +40 Health, but it is a trade
off I’d rather not be forced to take. I’m
not sure why we couldn’t have had a Nitro Head Rush with perhaps +12 Armor and
+12 Speed. The Speed, being a “Nitro”
variant, just seems mandatory. That
said, it is what it is…let’s take a look at the attacks.
Head Rush’s Traptanium Horns are a simple, straight forward
force. She can head bash (tap), or dash
(hold). The damage numbers are
respectable at 65-97 and 30-45 while dashing (the dash lasts roughly 5
seconds). Stomp does great damage and is
just really cool to me personally. I
really like the impression of the crater she creates while stomping. Stomp has no “jump” attack at this point, but
you can execute the head slam…sadly, it does no additional damage (now or fully
Head Rush Base Upgrades
Head Rush has very nice base upgrades. Mega Stomp offers up a 1-2-3 combo that
finishes off with a 200-300 devastater.
Yodel is her tertiary attack and adds a nice, uniqueness to her move
set. “Stomping on Air” allows us to jump
and pound the ground for a 100-150 dealing of damage…I found myself using this
quite frequently while playing with Head Rush.
Charge Control effectively doubles the length of the charge from 5 to 10
seconds. It also bumps the Head Slam damage from 65-97
all the way up to 92-138, which I thought was very impressive for not being
path specific. The charge damage also
goes up, but it can do so incrementally depending on how many times you cut and
turn….It will max out at 86 (129 Critical).
Please note in the spreadsheet I just include the standard attack damage
number as Critical Hits from her are abysmally low (guess that 10% rating is
Head Rush Lungs of Steel Upgrade Path
I chose this path for regular Head Rush because I wanted
Nitro to have a chance at speeding up a bit down Stomp Harder. I will also concede that I thought “Forget
Breaking Glass” was going to be a killer, screen cleaning upgrade. We start off with “High Note” that takes the
Yodel (40-60) and elevates it to 52-78. “Modulate
Yodel” offers you the ability to change the pitch of the Yodel and more importantly
sends the attack damage up to 68-102. “Forget
Breaking Glass” takes damage from the Yodel to a max of 85-127 and finishes off
with a few 136-204 bursts. My main
interest was the ground breaking, boulders flying up, and smashing down on things. This does happen, but very slowly and I never
saw damage surpass what the yodel does…I was honestly hoping for some torrent
of boulders to cascade down upon enemies all over the screen WITH extra
damage. Maybe I over hyped it. The attack is good enough with just the base
increase, but I feel it could have been really great with my desired additions.
Nitro Head Rush Stomp Harder Upgrade Path
I took Nitro down this path because the strat guide
mentioned increased speed and I was really optimistic. You do speed up, but it is only when cutting
and dashing…there is no majestic +8 or +12 to add to the base stat of 60. That said, this is a pretty cool path in my
opinion. “A Stomp to Remember” bumps the
standard stomp all the way to 108-162!
Similarly, the combo deals 108-108-280 with a critical ensemble being
162-162-420! Power Steering had me
worried because I’ve seen attacks before that mirror a base upgrade and they
usually disappoint. This one offered the
same escalating damage, but up a bit.
You take the charge from 43-53-64-75-86 up to 43-61-80-99-118! Both sets have critical numbers, but you just
don’t see them often. “Omega Stomp”
finishes things off with a really nice 140-210 and 140-140-364 Combo
(210-210-546 Critical). You can also
take advantage of damage while jumping.
Head Rush Attack Damage Numbers
(Click to Enlarge)
Head Rush’s Soul Gem offers up an upgrade to her Primary Attack that hasn’t been addressed since “Charge Control” in the base upgrades. The head slam moves from 92-138 all the way up to 130-195! This is a huge boost for either path! The charge also sees increased damage, but it is much greater if you already have the increases from “Power Steering.” Just to compare,
Lungs of Steel + Soul Gem = a dash string of 60-75-90-105-120
Stomp Harder + Soul Gem=a dash string of 60-86-112-138-165
Head Rush is a unique Trap Master and one worth owning. The base upgrades are very well rounded and
leave her with a solid 1-2 punch and unique 3rd attack. If you are a fan of the yodel, or opera type
stuff, Lungs of Steel is for you. The
yodel winds up doing decent damage and in a respectable radius. I would not consider it “long range” but it
would certainly be justified as a good midrange option. If you hate the yodel, or prefer dash
attacks, I would go with Stomp Harder.
The path just delivers good increases at each upgrade interval.
There is also a significant variance in paths here. Yodel is more of a remote attack. I don’t want to say defensive because you are
frozen while yodeling and enemies can survive the damage on higher difficulty
settings, or if they are hardy enough.
If you are a timid player, or like safety over risk, Lungs of Steel is
the way to go. If you are more of the aggressive
type who just likes to get in, smash buttons, and see what happens, Stomp
Harder is the way to go.
Personally, I prefer Stomp Harder. I’m a fan of speed, the incrementally
increasing damage is a cool twist, and I just love the craters generated from
stomp. I also still hold a little
animosity for overhyping “Forget Breaking Glass.” Either way, Head Rush offers two relatively
diverse paths that turn out to be quite contrasting. I just feel that the Stomp attacks, head
bash, speed from the dashes and that sweet boost from the Soul Gem favor Stomp
Harder…plus, I don’t really get into opera stuff…That said, Lungs of Steel
remains her most unique outlet. Those
craters from stomp though…so cool!
So, this set of vids was actually recorded December 3rd, 2014...I honestly thought I had long since released them. Nonethless, here they are and I suppose on the bright side they sync nicely with the recent release of Bades, Bushwhack, and Jawbreaker...all of which join Deja Vu with "Legendary Status" in Trap Team.
Bushwhack was a Trap Master I wasn’t sure what to expect…He
looked great, but the presence of the Axe made me wonder if he would be a slow
and heavy hitter, or if he’d have some sort of a Stink Bomb like quality to
him. With the unknown in sights, things
slowly revealed themselves and the stars aligned to make Bushwhack a must own
in my book.
Bushwhack’s Primary Attack, “Traptanium Axe” is classic and
straight forward. He has a big axe,
swings it, and deals nice damage. The
presence of a box-stock combo is a nice throw in imo. “Mystic Acorn” may not seem that great to
many folks, but to me it is the perfect compliment to the axe attack. It doesn’t deal much damage, but it stuns
enemies AND has great range. The axe
swing is honestly fairly quick, but this combo of moves sets up for a very
formidable 1-2 punch. Looking past that
to the often overlooked and new for Trap Team “Jump Attack” you can find my
personal favorite move of Bushwhack’s!
You can jump and throw the mystic acorns, or swing the axe. If you swing the axe he does a powerful
ground pound with it. I find myself
using this more frequently than his standard attack!
Bushwhack Base Upgrdes
“Headbash” gets things off to a rocking start with Bushwhack’s
Tertiary Attack in place. I’m not a huge
fan of this move, but it is effective. “Nut
Grenade” is up next and I am a huge fan of this one. Cosmetically the Mystic Acorns now glow an
acid/nuclear green and do sizably more damage!
“In A Nut Shell” is something I was ridiculously excited about…it
promised “new armor” and “reduced damage.”
I assumed this would be taking Bushwhack’s Armor Stat from 18 to 24,
maybe even 18 to 30 (I didn’t expect the SSA Glory Days of +40). I was left in a flurry of disappointment as
there is no measurable increase in Armor.
I know this will work “in game” but I’ve found these types of upgrade
(Armor and Critical Hit) are quite disappointing if you sit down and try to
evaluate it in game…The tangible +6 or +12 is much more predictable and of
greater value. The good news is that we
end on a positive note with “Thorn Trail.”
This upgrade has the axe swing’s leave a quick trail of thorns that do
nice residual damage…This will work great against large groups of enemies!
Bushwhack Axe Avenger Upgrade Path
If you are fan of the Traptanium Axe attacks, this is the
path for you. It turns Bushwhack into a
super formidable Trap Master. “An Axe to
Grind” just comes in and ups damage from 70-105 to 98-147…that alone is a very
significant jump! “Combo Attacks” offer
both “Spin and Slash which deals 186-279 and “Head First” which drops an
astounding 245-367 with a follow up of 147-220!
“Go Nuts” finishes the path off by allowing you to hold down “Attack 2”
after “Spin and Slash” to spam Nut Grenades!
Overall, this is a straight forward path with great increases and 2 more
This path had me really excited…After getting “In a Nut
Shell” in the base upgrades and seeing it had no measurable impact on Armor, I
greatly tempered my expectations…I am glad I did. “Bush’s Shack” kicks things off and it is, in
my opinion, the best thing about the path.
By holding “Attack 1” you execute the standard attack and then see
Buswhack kneel to the ground with a slam that ushers in a teepee of Life
Element goodness (thanks Arbo!). Roughly
every 4 seconds you gain +25 Health! I
can only imagine that this will be even more useful in a Life Element Zone! You are susceptible to damage, but it seems
to be cut roughly in half while in this state.
That means that unless you are in Nightmare Mode, or Hard vs formidable
minions, you should have health regen outweigh damage taken. “Primal Warrior” is up next and it came up
flat. You get “new armor” but it once
again fails to add the statistical rating and during my research I found it to
be insignificant in terms of it’s functionality. The saving grace is that the move also
includes an upgrade to Headbash damage that takes the attack from 75-112 to
100-150. “Spring Forward” finishes
things off and offers a quick dash and Super Headbash. The dash can deal 40-60, but the Headbash
stayed at 100-150. In my opinion, the
best thing here is the increased speed in the short dash to potentially evade
The Soul Gem “Timber” is a really nice addition to either
path! This reminds me of Villager’s
attacks in Super Smash Bros. You jump
and hold down “Attack 1” and Bushwhack plants a tree, and cuts it down. IF you are thinking, “Oh great, I have to
wait for the tree, then go back to it and spend a few hits to cut it down” you
are wrong! I also figured it would be a
cumbersome Soul Gem and was pleasantly wrong!
The tree grows instantly (provided you didn’t just do the attack and
there are limbs on the ground) and Bushwhack automatically fells the tree. It is a big tree and subsequently covers a
nice area upon impact. The most
important thing though is that it deals 440-660 damage!!
Bushwhack Attack Damage Numbers
(Click to Enlarge)
Bushwhack is a great addition to any collection and will
provide a formidable ally when taken down the Axe Avenger Path! This is an old school, straight forward
approach that simply delivers measurable
damage and assets at each turn. It is my
preferred path and what I would recommend to everyone, including rookie
players. Armor Awesomeness is not a bad
path, but it really fails in comparison to the epicness that is Axe
Avenger. If this was the traditional +40
Armor from SSA, I’d say Bushwhack is a shoe-in for “get the Legendary figure
and take both paths,” but since it fails to really deliver on the Armor front, you
are left with the dash, increased headbash damage, and admittedly cool Bush’s
Shack. If you like the headbash, or
prefer dash attacks, this is well worth taking.
Bush’s Shack might seem enticing, but keep in mind…in toughbattles, or
nightmare mode you won’t be able to just retreat into it and fully regen with
enemies on screen. You can, however,
defeat them and then take a few seconds to fully regen if that type of play interests
you. For me personally, Axe Avenger is
just too proficient to pass up. That
said, I’m glad I have Legendary to be able to enjoy Armor Awesomeness along the