Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Removing Quick Block, Counter Grapple and later Headsmash was also needed.
I added some more movement, damage (combo finisher+), a bit utility (e.g. Throat Punch+, big block) and of course some front kicks.
Counter Throw and Quick block are the first two cards to go. Head Smash is probably next. After that Dash and Headbutt depending on whether you've managed to find move or damage as the card you added this act.
Change how you do positioning. With a lot of other decks you want to keep fights by the edges for ring outs and wall push bonus damage. With this one you need space for suplex and roll throw.
Speaking of which once you've got rid of the trash suplex and roll throw aren't bad options.
Shoulder throw is a beast, doing decent damage, moving you out of the space being attacked, downing an enemy and doing a fair amount of damage all in one card. It's a contender for an upgrade if you've got money to remove and upgrade (but if you can afford only one go for the removal)
Enemies standing too far away to throw is a pain. I found jump kick viable in this despite it generally being too limited.
Seriously, don't add many cards though, if this deck needs anything it's more consistency. Maybe just take the upgraded cards for the minibosses and even then not if they're bad options.
The dumb movement cards are Step, Dash, and so on that do just one thing. The smart movement cards do two things, like adding Dodge or even Block. Some are only half-way smart, with the pre-requisite that you absolutely must move before you get the second attribute: not much help if you are boxed in.
In Purist, though, you need movement almost no matter the cost. Even craptastic Step can help, at least in the early game, and hopefully you can ditch it later. But you also have to keep your deck lean and balanced between movement and attack. If your Grappler deck goes too heavy one way or another, you will get boxed in. If any deck will teach you card finesse, it's Grappler.
Have fun with it, though. There aren't so many cards that let you move the pawns at will around the chessboard, so having most of them in one deck is a blast!
I wish there was just a single gap-closer card. Like "Tackle" but instead of 1 range, it was 1-2 range and didn't move the target back one. Just move 1 space and throw the target. Would be really helpful to have a 2 range throw.
I also wish that Ponder was changed to Redraw in the Grappler deck, because Ponder is only useful in decks with lots of momentum to take advantage of having more cards, but Redraw helps find the right card for the situation.