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
If you need more time and are using single target damage, the flashbang is better.
Also depends on the specific targets as some enemies are immune to stuns or flashbangs.
I have never used or even heard of Stingball. What's that? Either way, applying one turn of stun makes it sound more offensive than defensive in nature, considering you can keep laying into a stunned person without them breaking free from it, etc. Hitting a group in an AoE and then slapping something underneath their feet like fire, acid or gas sounds like a good strategy - then positioning for a burst attack during your next turn where they've not been able to move etc.
Question really boils down to your situation, and if you need stun or incapacitation more. They're very similar status effects, but also very different. For one thing, incapacitated enemies lose line of sight, whereas stunned enemies can still see you.
Stun can be used defensively though. There's a psionic ability to place a trap on a tile, which stuns opponents for two turns - quite defensive when used in bottlenecks, turning the enemy into a pseudo barrier, of sorts. Unrelated to Stingball vs Flashbang I guess, but just wanted to point out that Stun isn't entirely an offensive effect, etc.