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
Shes great when youre on a defense and the enemy is just balling up running in with no damage mitigation like a strange. Just spam the choke or corner no aim needed.
If you have a teammate that can cc with ult like groot or strange that is the best time to throw out your ult.
She's most similar to Junkrat but is more offense oriented than he is since she lacks lingering traps.
Default acorns can't headshot, but they deal extremely high base damage on a direct hit; she can two shot a very large portion of the cast and leave survivors of two hits so low that anything can finish them off; tanks also have to respect her LOS because she does enough damage to actually threaten them. For indirect damage, they can harass squishies, remove Peni mines, etc. You can bank shots off walls to indirectly harass people or take out things like a Peni nest. Oddly, her environmental damage is extremely low, so she struggles to break down walls and balconies. Lastly, the high base damage with no need for headshots allows her to EXTREMELY quickly destroy emplacements such as a Punisher turret, Peni nest, Rocket ult, and Hela ult.
Her rooting acorn flies in an initially nearly flat trajectory, but it becomes very bouncy once it hits the terrain; it prefers vertical deflection over horizontal. A common tactic is to wind one up, toss it at a choke or the KOTH capture zone, and then immediately user her "free skill use" ability to reload and allow her to throw another rooting acorn at whoever she captured; if your team is awake, then they will have plenty of time from both roots to take the character out. Her root also stops certain ults dead in their tracks; it's one of the best CC options in the game.
Her bounce is for repositioning and escape; she wants the high ground more than most characters since it gives her better shot bounce angles. She can also escape a diver, ping them, and root them while out of their reach; hopefully, allies turn around and take them out, because she is awful against dodgy melee characters. You can bounce twice in a row to get into some odd locations if you use her "free skill use" acorn beforehand.
Her ult excels in hallways and choke points where it can repeatedly bounce off walls to hit the same people. It can also wipe grouped up enemies who just survived another ult. It bypasses most shields since the hitbox checks for targets continuously, hitting the shield and then the tank holding it up.
Lastly, the third hit of her melee combo has absurd reach and "blocks" her head hitzone thanks to her tail swiping forward to take less damage than a headshot; this, uh, will maybe save you once in your entire career?
Bonus tip with her, if you are getting launched off the map, like from a Jeff spit, her tail leap works in the air, meaning you can launch yourself back to the ground.
That's it; it deals mediocre damage, but it forces the victim to drop like a rock and stand still. In this genre, being forced to stand in the same spot for more than half a second means you're deader than disco at high ranks. Squirrel Girl has enough time to fire two normal shots (heavy damage!) at them or launch a second rooting acorn to keep them locked down even longer, during which time her team has presumably killed them twice over.
Junkrats bombs go off on a timer.
Squirrel girls acorns explode on their second bounce. This means you can easily control where they burst!
Rather than trying to land direct shots on enemies, you should be "tennis balling" acorns so that they burst where the enemy is at. That way, even if you miss the direct, you still hit them with the splash damage. Which hits almost as hard and still three shots most characters.
It is this consistent AOE damage that makes squirrel girl so good. It makes her amazing in choke points, which is where most stale mates in hero shooters happen.
In long range engagements, you should be bouncing shots and bombarding where the enemy is gathered.
In short range, you should be landing your stunning acorns and following up with two freebie direct hits. In a pinch, you can bounce a shot off the floor or wall to make the acorns burst on yourself, which might be enough to finish off a melee enemy on top of you.
Her jump should be saved for when you are jumped by flanking characters you can not land an acorn on. It is also useful for gaining high ground for your bombardments. Which you can do while remaining out of sight.
It's hard to get behind her, so she likes to attack from behind and up close, but she doesn't have an effective escape, so you can't fly into a crowd.
She loves corridors, especially with turns, so she can deal damage using a ricochet, but she won't take damage herself, besides, after the ulta buff, the squirrels will bounce off the walls towards the nearest enemy, which will even allow them to eat a tank.
If an opponent is too mobile in the vicinity, she can shoot at her feet to hit him with an AOE. If far away, again, shoot the enemy at his feet so that the acorn explodes AOE nearby. Due to her low attack speed and long projectile flight, it is very difficult for her to fight flying opponents like Iron Man, Spider-Man and Storm, but her huge AOE damage allows her to conduct effective long-range firefights with another opponent if there are walls for ricocheting or a small obstacle behind which he hides..
Her escape is based on the fact that it is difficult to hit her while she is in flight, plus she can hide on the roof. If you use the tail + E + tail, you can fly far away, while moving along a complex trajectory.
But its main strength, as far as I'm concerned, is to do a lot of damage to a related target. This can be like killing a healer in the rear of the enemy team plus an urgent escape using the tail, or a duel with an enemy DD with a guaranteed victory if you do not miss starting with the first shot with the right mouse button, or a delay in place of the enemy tank, if your whole team is focused on it, two right mouse buttons can buy time to killing him without letting him escape. In the meantime, the right button and E are recharging - it is quite possible to spam the attack in the aisle. As a bonus, she feels great in a duel against any melee opponent, if he doesn't have spam with ranged attacks - for example, he can solo kill Wolverine, if he's lucky - even the Hulk, but for example, against Captain America, she will feel less confident because of his shield throws.
3days ago..one on one with venom
I used spider-web bomb on venom stund him..then killed him (that was fun )
even got thor (but i'm on pc and thor was ps )