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Don't underestimate the psychological impact.
Indeed, I mean granted sometimes it doesnt achieve much when you actually use it but just holding one for 12+ turns makes them very wary of commiting pieces to risky plays. Against skill teams they will be loathed to make those sorts of dashes through your lines leaving someone just out of reach cause theyll know a good LB will very often stun a low AV piece and leave them with a tough job retrieving the ball and with bashy teams theyll usually not cage as tightly.
One thing with the wizard is not to get trigger happy and save if for the absolute right moment when you know you can capitalise on it, dont spunk it basically on 1/100 type play.
But yes it can be a fart in a bottle. It can also wipe out a whole bunch of skinks or GRs so it can be extremely good.
Also good to have on short drives and just bolt the ball carrier or receiving player. Significantly improved you chance of defending.
I still find an extra apothecary, bribe and many various star players as useful though, depends on matchup and my team compo.
I agree in the open leauges this is just assinine douchebaggery, but in tournament leagues.... well... you WILL face them again in a double round robin, so think of it as what you can do to help out in the next game too :)
If you play as Elves, you can go ahead and score that 1st TD in turn #2. Then drop a lightning bolt on their ball carrier; or a fireball on the cage (should remove one corner). Recover the ball, score another and then there's insufficient time for a bash counter.
2-0 at HT. Game over.
e.g.
1/ Opposition player has a cage setup, which you can't crack and is slowly plodding towards your line. Fireball with a wizard at the start of your turn. Even if you don't knock down the ball carrier, you should still punch a hole in their cage so that you can blitz the ball carrier and hopefully get a KO.
2/ Opposition player gets a break away with a fast runner, you can't catch them. Lightning bolt them and then go and retrieve the ball. The player should be at least stunned, if not KO'd/injured.
3/ 1st turn Fireball on a bunch of grouped players and hope that you can injure/KO 1 or more players. Good positional players, particularly if they're levelled up, can be worth 150+ TV, and even if your opponent has a higher TV than you to begin with, things get significantly more difficult for them if they're 1 or 2 players down for the entire match.
Also of course, just by having a wizard your opponent will play differently to try and avoid setting up positions where a wizard would cause too much damage to him. This works to your advantage as he won't use what would otherwise be the best positions to prevent blitzes etc on his ball carrier. It's just like how when you have 1x Frenzy player, your opponent often won't risk putting anyone within 2 spaces of the sideline lol, which means you can more easily have runners run down the sideline yourself.
Of course, the wizard might not work, and that kinda sucks when you get 5x resists, but you'll have that about as often as you get 5x hits, which gives you a significant advantage. Besides, what else would you take instead of a wizard? Apoc + a Babe? Or Reroll + a Babe? Babe is good value, the other is handy but not really amazing.
Chef is amazing, as most teams that keep their TV quite trim, only run with 3x rerolls. So they can potentially lose all 3, and even if they only lose 1 it's potentially very helpful as well.
ZAP! Player on the ground, ball free, scoring threat averted.
Also, the fireball is great when it works.
I think, for me, the Wizard has been a disappointment, but I suppose too I haven't used it optimally. However, when the lightning strike goes 'poof' and nothing, it should sound more like a long nose and 150k going down the drain for nothing much; as is the case of the fireball.