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Angeroo
Intro: Angeroo hits hard and hits often and it’s got the speed to get in and do so. It doesn’t quite take it as well as it dishes it out, and a faster ranged attacker can really leave it in a tough spot, but it does very well in drawn out melee combat and should be respected and feared as the best response attacker in the game.
Stats:
Offense: Strike and Brawn are at 4 while Magic and Talent are at 2. Angeroo is meant to be a physical attacker and definitely has the stats to back it up. You won’t be using your magic much with your stats though. Overall, I’d give this stat line up an A, it makes it clear what to focus on for Angeroo.
Defense: 5 health, 10 protection and 9 discipline is not really impressive. With angeroo’s trait, you don’t necessarily want high defenses, since getting hit lets you do response actions. More health would be nice though. D, you’re no tank, in fact you usually want to get hit so you can swing back.
Utility: Angeroo’s got good good speed at 7, there’s rarely going to be anything that outspeeds. You can enjoy a fairly safe initiative advantage and the ability to close in on targets. Increasing the speed some more lowers its weakness to ranged fighters so definitely consider it. B, would be higher but you honestly don’t get the move access to support.
Traits: Angry is an amazing ability, which makes Angeroo the strongest response attacker in majimonsters. You can deal +4 damage with response attacks and using brawn increasing moves will have double effectiveness for response attacks.
Moves:
Starting moves: You start with a strong response attack moveset. You’ll usually want to use enrage in battles where you can afford to lose a lot of health, to boost your damage output. Savage tail is your attack to use on your turn and vengeful strike is for your opponent’s turn, where you’ll be dealing some massive damage if you get hit and hit back.
Enrage: S, More Brawn is exactly what you want, it boosts the effectiveness of your trait and since you’ll be hitting twice a round usually, this is almost 3x as better than it would be for other monsters. You will become frail, but that just means more vengeful strikes.
Savage Tail: A+, what it lacks in damage it more than makes up for with the ability. You want to apply that bleed as quickly as you can so spending some grit is worth it here.
Vengeful Strike: A+, this is your first response attack and honestly, it’s not a great one, you won’t be using it in later levels, but this lets you use your ability so only replace it with other response attacks or else you’re just a subpar melee fighter.
Grade 1 moves:
Offense: Clobber does less average damage and has no effect, but it hits mystic monsters for some good damage, and that’s really the only reason to consider it. Ferocious strike is a damage upgrade but removes the chance to bleed, unless you already got the bleed, I don’t recommend using it. Overwhelm boosts damage against outnumbered opponents, while you can make use of this, it relies on your allies a lot.
Clobber: B, it’s your coverage move at grade 1, and does a decent job at it.
Ferocious Strike: C, it’s your strongest grade 1 move you can use on your turn. It will be difficult to justify having in higher grades though.
Overwhelm: C+/B+: If you can guarantee you’ll be outnumbering a lot, it might be worth picking up, it’s a big boost to your damage when you are, and a waste of a move slot when you’re not.
Defense:
Utility:
Leap: S, this offers the mobility you desperately want in combat, allowing you to pin down the enemy you want when you want to and allowing you to outmaneuver tanks or monsters with good matchups. You want to pick this up while you’re grade 1. This scales great as well.
Grade 2 moves:
Offense: Hammer tail is a damage boost over your previous grade. Haymaker is your strongest move this grade and has some decent effects for Angeroo. Riposte allows for Angeroo to keep response attacking while focusing on defense. Red line is a bit of a trap
Hammer Tail: C, it’s a damage upgrade. Scales poorly. I don’t recommend it.
Haymaker: S+/A-: This is a dream move for angeroo. A powerful hit with a critical effect that lowers defense to make you more likely to land your vengeful strike. If you want to take riposte over vengeful strike and focus on defense this drops off a bit, but it’s still a powerful move with a critical effect and worth considering.
Riposte: S, one of the best options you have. If you don’t like the frail playstyle, you need this.
Red line: D-, this is a possible engage, but really… you need to be in a straight line and further than 7 squares away. If you are you get to do less damage than haymaker and take damage yourself. You have better options.
Defense:
Deflect: F-, this is a trap. You need your response attack to use your ability. While dodging sounds nice, it isn’t quite as reliable as damage.
Utility: N/A
Grade 3 moves:
Offense: Angeroo’s biggest problem here is you’ll still usually be haymakering at this grade. It’s just that good. Double strike allows for group damage, and is great if you keep getting outnumbered. Iron strike is a coverage move, Knock-out strike is a decent effect move that lets you crowd control. Leaping strike is risky, and if you took leap, you don’t need it.
Double Strike: A, you’ll find yourself near enemies a lot, and hitting two at the same time is pretty good. You’ll usually want to haymaker over this though. It also works great against mystics.
Iron Strike: B, It’s a coverage move. Take it if your party needs it.
Knock-out strike: B, Putting an enemy sleep is very helpful in this game and can get you out of a jam. It lacks the damage of other moves, but consider it. If you’re the party’s tank, you need this.
Leaping strike: F/D, If you took leap, this move doesn’t exist for you. If you didn’t, you’re better off taking a bigger damage move and just standing and fighting.
Defense:
Combat Focus: C/F, If you’re going for a riposte build, this guarantees a riposte attempt, which isn’t bad. If you aren’t going for Riposte, pretend you don’t have access to this move.
Utility: N/A
Grade 4 moves:
Offense: Capitalize is unreliable and only a small damage boost at best. Monstrous tail is your best move against mystics so far. Upheaval works off stats you don’t have. Wrath Strike is your best damage move so far. Counter Attack is the move you really want though.
Capitalize: D, less damage unless the enemy has an effect, minor boost when the enemies don’t. Just… take monstrous tail over this if you want a basic move, it does the 2d10 every time.
Counter attack: S+, higher damage and fury type. This is the upgrade to your response move. Whether you went riposte or vengeful strike doesn’t matter now, it works off being targeted.
Monstrous Tail: B, if you have problems with mystic types, consider it. It’s tough to justify over Counter Attack though.
Upheaval: F, you don’t have the magic stat to land this, you don’t have the talent to do damage with it.
Wrath Strike: C, It’s the most damage you have access to on your turn. Very hard to justify taking over Counter Attack though.
Defense: N/A
Utility: N/A
Grade 5 moves: i gotta admit, it’s VERY hard to choose wrong here, go with whichever you like, they’re all amazing choices. Except reinvigorate, unless you can make it work.
Offense: Angeroo gets some of the best moves in the game now. Excluding strike is the ultimate answer to a bad matchup in Majimonsters. Frenzy is a damage boost for double strike. Omega strike does massive damage, but sends some back towards angeroo.
Excluding Strike: S, probably your best answer to bad matchups or unwanted enemies.
Frenzy: S, You’re in the middle of the trouble as an angeroo anyways and tossing out blows all around is really good.
Omega Strike: S, this is the most damage you can do with Angeroo, sure you take some back, but you’ll outlive your opponent.
Defense: N/A
Utility: Reinvigorate is tough to make work, and much better with other monsters. Unstoppable on the other hand is amazing on Angeroo.
Reinvigorate: B, it’s not a bad option. You’re gonna be taking damage, might as well heal some back and use that counter attack to slam em back when they hit you. There are so many great options this grade tho
Unstoppable: S, Damage boosts are great on Angeroo. Strike boosts are great on Angeroo. This is honestly a great boost for it.
Traits:
Brawny: Like I stated earlier, any boost to brawn is 3x as effective on angeroo than it would be normally, due to the power of a response attack build and the angry trait.
Size Increase: Since a lot of your damage comes from response attacks, being around more players means more chances to use that response attack.
Technique Upgrades: You really only want damage upgrades really.
Sample builds:
Damage Angeroo:
6/6/10/2/9/9 5/2
Angry, Brawny, Hamper, Opportunist, Brutal
Counter Attack (intense upgrade), Omega Strike (punishing upgrade), Haymaker (Swift Upgrade), Leap
Notes: On your turn, use haymaker then omega strike to deal as much damage as you can, and on the enemy turn hit em back hard with counter attack. Leap is here to be used to reposition to priority targets. This angeroo build is an assassin, you won’t last too long in the fight, but you’re taking something with you.
Bulky Brawler Angeroo:
6/6/12/2/9/7 5/2
Angry, Brawny, Hamper, Opportunist, Brutal
Counter Attack(Intense Upgrade), Excluding Strike (sinister upgrade)/Frenzy (punishing upgrade), Double Strike (swift upgrade/defiant upgrade), Leap
Notes: This build is meant for standing in the thick of battle, dishing out damage and taking it. Counter attack is needed on any Angeroo build, Excluding strike is the best move to deal with monsters your team struggles with, or doesn’t want to confront. Frenzy will be more useful in big battles. Double strike serves as your coverage move, defiant is better if you’re using the ability to hit more than one enemy, while swift is better otherwise. Leap is for mobility.
Options: Any bonus to accuracy, damage or empowered attacking is a boost. I’ll be skipping these to try to present some other options for players that will be more interesting.
Cleave: Since you’ll be attacking multiple opponents often, and you get multiple attacks on a turn, this can boost your damage output more than normal.
Mentor Haste onto your Angeroo if you can. Do it. That’s two response attacks a turn now. Have fun.
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