Once again I am drawing fanart in a bid to get people to pay attention to something only I care about.
Previously it was Advance Wars, now it's Wargroove, which is... basically Advance Wars. But better, because it has skeletons.

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Once again I am drawing fanart in a bid to get people to pay attention to something only I care about.
Previously it was Advance Wars, now it's Wargroove, which is... basically Advance Wars. But better, because it has skeletons.
Nearly your whole army has the dread prefix. Does this apply to civilian undead too?
yes
Felheim flags for anon
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Aro | Pan | Ace
Felheim Grooves
This is my second post in which I generally discuss the powers, Grooves, of the Commanders in Wargroove. In the first, I covered the Cherrystone Grooves, and to be perfectly honest, those were the Grooves I actually had the most experience with since most of my game time so far has been in the campaign. I’ve still played a bit of everyone in other modes though, so let’s get into what I have to say about the Felheim Grooves.
Ragna: Shield Jump
A slow-charging Groove that allows Ragna to leap a distance of up to 5 spaces, and all enemies and structures within 3 spaces of her landing point take 65% of the damage she would deal in normal combat at full health
Shield Jump is one of the two only sources of area-of-effect damage in the whole game (the other being a Sky Rider’s Hex.) With a radius of 3 spaces, you should realistically be able to hit 5+ enemy units with it
Note that Shield Jump doesn’t deal a flat 65% damage, it specifically deals 65% of the combat damage Ragna herself [or any Commander] would deal at full health, and terrain bonuses should also apply (I haven’t properly tested this though.) This means enemies will often take quite a bit less than 65% damage.
Still, we’re talking about a fraction of a Commander’s devastating damage output: even reduced to 65%, it should cripple most units to the point that they are little threat to Ragna herself and will be much easier for the rest of her army to clean up.
Shield Jump still dishes out the same amount of damage even if Ragna is at low health. Of course, one should be careful not to leave Ragna too vulnerable
Ragna can still move before using Shield Jump, so the effective range of her leap is actually 9 spaces. Adding on the range of the impact radius, Ragna can deal damage to an enemy from up to 12 spaces away!
The sheer effective range of Shield Jump allows Ragna to quickly move from one battlefront to another, ideally moving from a winning fight to turning a losing one
Shield Jump allows Ragna to deal damage to units that Commanders can’t normally attack, such as air units
You can use the Jump to get Ragna out of a sticky situation even if it means not dealing any damage with the landing. This is far from ideal, and I wouldn’t recommend playing as aggressively as Mercia or Sigrid just because Ragna has this option.
To play around Shield Jump, opponents may try to split up their units to reduce the potential damage. This can make it easier to surround and pick off individual enemy units, especially with critical hits from Dogs or the mobility of Knights
Shield Jump’s strengths are most emphasized on maps where terrain naturally forces armies to group together. Obviously, this is good for the AoE impact damage, but the terrain is also something Ragna can bypass with her Jump
Ragna actually does a superhero landing on impact. It’s hard on the knees, but a patchwork zombie can take it
Sigrid: Vampiric Touch
A Groove with medium charge that immediately kills an adjacent non-commander enemy unit, adding its health to Sigrid’s own
Similar to Mercia, since Vampiric Touch heals Sigrid she can afford to be much more aggressive than most Commanders. Between the two, it’s hard to say who can actually play more aggressively. Sigrid can heal more while taking out a large threat, but Mercia charges faster and has her healed army to help protect her
Since fighting Sigrid will charge her Groove, which will undo any damage dealt to her, opponents will often avoid sending units towards her. Sigrid can effectively control a space by herself until her opponent musters a large enough force to actually threaten killing her outright.
Due to Sigrid’s particular advantage against smaller numbers of units, she can particularly benefit from having a Wagon transport her around to her opponent’s more vulnerable positions, away from larger forces that can threaten to kill her.
Vampiric Touch can target air and sea units, which are often costly, making them very appealing targets for Sigrid. Though some other Commanders can damage air units, they can still be harassed by them, so they’ll still need anti-air to protect them. With Vampiric Touch, Sigrid can afford to not have anti-air with her.
There’s an interesting shift in dynamic between when Sigrid has her Groove charged and when she doesn’t. When it’s charged, her opponent will be inclined to only keep cheap or damage units in her range, keeping valuable units at bay. When it’s uncharged, those cheap and damaged units become fodder for Sigrid to charge off of while expensive units are free to threaten her
Be careful not to be too overconfident just because Vampiric Touch is charged. It may fully heal Sigrid, but playing too aggressively may give your opponent the chance to kill her in a single turn. Be especially careful of opposing Grooves that can add a surprising amount of damage, like Caesar’s Inspire.
Valder: Raise Dead
Raise Dead is the only Groove that charges “Very Fast,” and it summons a Soldier unit in a space adjacent to Valder. Unlike units recruited from buildings, this Soldier is able to act immediately
Raise Dead charges so quickly that on the turn after using it, if Valder kills a unit, the Groove will be ready to use again. Theoretically, this Groove can be used every other turn.
For many Commanders, using their Groove means giving up the opportunity to attack with their own incredible strength. Fortunately for Valder, the Soldiers he summons immediately meet the condition for a critical hit. It still isn’t quite as strong as an attack from a full health commander, but it is still a hefty amount of damage that mitigates the opportunity cost of using Raise Dead.
Though it gives up the critical hit, the Soldier summoned from Raise Dead can also move. This can function as a pseudo-indirect-attack, and combined with Valder’s own movement range, means he can deal damage to a unit 8 spaces away. Additionally, this high effective range can be used to capture distant structures.
Raise Dead allows Valder to field more units than any other Commander. They may only be Soldiers, but they still take up space and wall off enemy units. To get past these skeletons, opponents will have to invest damage that may otherwise be sent to more valuable units
Since Raise Dead can fill his army’s ranks, Valder can afford to save and spend money on more valuable units. This can be especially important on smaller maps with few production facilities, where other Commanders may be limited to a single unit per turn regardless of income.
Those more valuable units can be indirect units, which particularly benefit from Raise Dead providing Soldiers to protect them
One potential downside to Raise Dead is that Soldiers are easy fodder for enemy Commanders to charge Groove off of, so Valder may have to deal with opposing Grooves more often than other Commanders would. This can be particularly dangerous against Grooves that would otherwise charge quite slowly, like Ragna’s Shield Jump or Sedge’s Sadistic Rush.
I recorded a CPU tournament in Smash Ultimate with all the commanders from Wargroove. It took me hours to upload the video. Who do you think will be the champion?
So I was playing my custom map with a friend and he just played really defensively. This is what I thought when I played against him.
First pic’s source: JonTron (are you afraid of the dark?₪
Second pic’s source: me at work.
And this is the first actual post on that blog.
Submitted by: no one.