Skoll: 4/2/1/15/8 (+1 blade)
Dragonfist: 3/1/1/16(-1 damage for flails)/9
CONFIGS: Anti-spinner blade please.
Weapon-to-weapon’s 2-2, shock damage is 4-3 her favor because Alex made shells broken.
Great. Whatever. Start inverted, spin the same direction as her so I hit her flails head-on.
This might sound stupid, but… 1: the rules say nothing about flails taking reduced shock damage. 2: her shell has a very high spinning mass but most of it’s in the middle. The flails are relatively light (they have to be because shells with thick, sturdy armor are HEAVY) and are not rigidly attached to it. They may carry a lot of energy, but in terms of momentum my bar should win out because I can actually use its full weight in a single impact. Light thing going high speed in one direction meets heavy thing spinning high speed in opposite direction… baseball, meet bat. Her flail head won’t just stop, it’ll get flung in the opposite direction while her shell’s still spinning. I’m pretty sure it will either (a) wrap around and hit her own shell at really high speed, which oughta do at least some damage… or because the shell’s sloped and my bar might also knock the head upward by hitting it below its center (even inverted, she’s tall af) the chain might ride up it and let either the chain wrap around her own mast and srimech pole, or the flail itself hit them. This might just straight-up damage or jam her weapon, and could also shift her center of mass enough to make her wobble and destabilize.
I need to just keep rushing in as fast as possible and try to hit her repeatedly while she’s wobbling and/or spinning back up. The slower she’s spinning, the worse the potential tetherball effect, and since there’s no shock damage from your own hits, if I can keep her from getting full-speed blows I may be able to win a battle of attrition on shock damage.
Knockback could actually become relevant here as well… but I have more traction, I’m more likely to keep my wheels on the ground in a bar-to-flail hit, and her huge flail radius makes hitting the wall much more likely for her than for me. If I can get her weapon near a stop that makes tetherballing more likely, and if she doesn’t have enough speed to get those flails extended it’s possible I can even get a direct hit on the chains, which ought to at least do something. Regardless, basically play the fight like a control spinner and smother her.
GL HF
Great. Whatever. Start inverted, spin the same direction as her so I hit her flails head-on.
This might sound stupid, but… 1: the rules say nothing about flails taking reduced shock damage. 2: her shell has a very high spinning mass but most of it’s in the middle. The flails are relatively light (they have to be because shells with thick, sturdy armor are HEAVY) and are not rigidly attached to it. They may carry a lot of energy, but in terms of momentum my bar should win out because I can actually use its full weight in a single impact. Light thing going high speed in one direction meets heavy thing spinning high speed in opposite direction… baseball, meet bat. Her flail head won’t just stop, it’ll get flung in the opposite direction while her shell’s still spinning. I’m pretty sure it will either (a) wrap around and hit her own shell at really high speed, which oughta do at least some damage… or because the shell’s sloped and my bar might also knock the head upward by hitting it below its center (even inverted, she’s tall af) the chain might ride up it and let either the chain wrap around her own mast and srimech pole, or the flail itself hit them. This might just straight-up damage or jam her weapon, and could also shift her center of mass enough to make her wobble and destabilize.
I need to just keep rushing in as fast as possible and try to hit her repeatedly while she’s wobbling and/or spinning back up. The slower she’s spinning, the worse the potential tetherball effect, and since there’s no shock damage from your own hits, if I can keep her from getting full-speed blows I may be able to win a battle of attrition on shock damage.
Knockback could actually become relevant here as well… but I have more traction, I’m more likely to keep my wheels on the ground in a bar-to-flail hit, and her huge flail radius makes hitting the wall much more likely for her than for me. If I can get her weapon near a stop that makes tetherballing more likely, and if she doesn’t have enough speed to get those flails extended it’s possible I can even get a direct hit on the chains, which ought to at least do something. Regardless, basically play the fight like a control spinner and smother her.
GL HF