Difference between revisions of "Bladesworn - Power Shoutsworn"
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| specialization = Bladesworn | | specialization = Bladesworn | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = archived |
| focus = direct damage, mobility, sustain | | focus = direct damage, mobility, sustain | ||
+ | | difficulty = 1 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
This Bladesworn PvP build has a bit of everything from burst damage to group support and great sustain. | This Bladesworn PvP build has a bit of everything from burst damage to group support and great sustain. | ||
+ | |||
+ | |||
+ | ''Archival note: got replaced by the Defense version'' | ||
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| utility1 = "Shake It Off!" | | utility1 = "Shake It Off!" | ||
| utility2 = "For Great Justice!" | | utility2 = "For Great Justice!" | ||
− | | utility3 = | + | | utility3 = Balanced Stance |
| elite = Tactical Reload | | elite = Tactical Reload | ||
}} | }} | ||
− | |||
− | + | ||
− | ** ''Pistol'' over ''Warhorn'' - | + | ===Skill Variants=== |
− | + | '''Heal''' | |
+ | * {{Skill|Mending}} - better defense against conditions. At this point you might want to take {{Skill|Signet of Rage}} as your elite as {{Skill|Tactical Reload}} loses quite a bit of value without {{Skill|Combat Stimulant}}. | ||
+ | <!--'''Utility''' | ||
+ | |||
+ | Viable choices for the 3rd utility slot: | ||
+ | * {{Skill|Endure Pain}} - stunbreak and defense against burst damage. | ||
+ | |||
+ | * {{Skill|Balanced Stance}} - a stunbreak that adds on-demand {{Tooltip|Stability}} access to the build and even mititages strike damage, although not as well as Endure Pain does. | ||
+ | |||
+ | * {{Skill|"On My Mark!"}} - more shout synergy (and thus better healing/group utility), extra damage modifiers plus it's great at countering {{Tooltip|Stealth}} but you have to give up a stunbreak for it which makes the build more risky to play against CC-heavy matchups. | ||
+ | |||
+ | * {{Skill|Banner of Tactics}} - some group utility plus the {{Tooltip|Stability}} protects your long Dragon Trigger casts. | ||
+ | |||
+ | * {{Skill|Dragonspike Mine}} - shorter CD stunbreak that also resets the CD on Dragon Trigger, improving mobility and doubling as a burst CD if you can afford to use it offensively.--> | ||
+ | |||
+ | |||
+ | '''Elite''' | ||
+ | * {{Skill|Signet of Rage}} - better passive flow generation and the active could be used before bursts for {{Tooltip|Might}} stacking or as a 2nd healing skill because gaining Might heals you through various trait synergies. | ||
+ | |||
+ | * {{Skill|Battle Standard}} - best option for 2v2 and 3v3 miniseasons. | ||
+ | |||
+ | |||
+ | '''Weapons''' | ||
+ | * ''Pistol'' over ''Warhorn'' - offers more burst damage, but {{Skill|Dragon's Roar}} also has great synergy with {{Trait|Unshakable Mountain}} for barrier as it's an ammo skill with really quick recharge. Losing Warhorn makes you significantly more vulnerable to conditions though. | ||
+ | |||
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{{Specialization|Tactics|top|bot|mid}} | {{Specialization|Tactics|top|bot|mid}} | ||
'''Variants''' | '''Variants''' | ||
− | * {{Trait|Shrug It Off}} with {{ | + | * {{Trait|Shrug It Off}} with {{Relic|Relic of the Trooper}} is worth considering against condition matchups. |
{{Specialization|Bladesworn|top|top|mid}} | {{Specialization|Bladesworn|top|top|mid}} | ||
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| sigil3 = | | sigil3 = | ||
| sigil4 = | | sigil4 = | ||
− | | rune = | + | | rune = Spellbreaker |
| amulet = Berserker | | amulet = Berserker | ||
+ | | relic = Relic of the Trooper | ||
}} | }} | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
− | ''' | + | '''Sigils''' |
− | * {{ | + | * {{Sigil|Cleansing}} over {{Sigil|Intelligence}} - if you're having trouble dealing with conditions and don't mind sacrificing some burst damage. |
− | ''' | + | |
− | * {{ | + | '''Relics''' |
+ | * {{Relic|Relic of the Defender}} - better healing. | ||
+ | |||
+ | * {{Relic|Relic of the Daredevil}} - improves your consistency by ensuring that your important attacks crit. Might want to consider replacing the current rune as the Precision stat loses some value with this relic. | ||
+ | |||
+ | * {{Relic|Relic of Isgarren}} - higher burst potential. | ||
+ | |||
+ | |||
+ | '''Runes''' | ||
+ | * {{Rune|Fighter}} - more tanky option. | ||
==Usage== | ==Usage== | ||
'''Elite specialization basics''' | '''Elite specialization basics''' | ||
− | * Warriors who spec {{Tooltip|Bladesworn}} lose access to weapon swapping in combat but gain access to the | + | * Warriors who spec {{Tooltip|Bladesworn}} lose access to weapon swapping in combat but gain access to the Gunsaber, which works a bit like an Engineer kit (F1 by default). |
− | * Instead of '''Adrenaline''' you build '''Flow''' in combat. If you have enough Flow you gain access to {{Skill|Dragon Trigger}} (F2), which roots you in place and starts consuming Flow when used. Dragon Trigger empowers your | + | * Instead of '''Adrenaline''' you build '''Flow''' in combat. If you have enough Flow you gain access to {{Skill|Dragon Trigger}} (F2), which roots you in place and starts consuming Flow when used. Dragon Trigger empowers your Gunsaber skills. The more Flow you consume, the stronger the first 3 skills get. These 3 skills are the main source of your burst damage. |
− | * While swapping in and out of | + | * While swapping in and out of Gunsaber has a 10s CD, this can sometimes be bypassed. Dragon Trigger is on a separate CD and using it puts you back into Gunsaber mode. |
'''General''' | '''General''' | ||
− | * | + | * Gunsaber isn't a very complicated weapon. 1-4 are damaging skills and 5 is for mobility/{{Tooltip|Fury}} application. Skills 1-3 are ranged, 4 can be both melee and ranged. Spam them in whatever order you wish if they're not on CD. |
* The 3 Dragon Trigger burst skills are: | * The 3 Dragon Trigger burst skills are: | ||
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** Dragon Slash - Reach: replaces skill 3, ranged projectile attack. | ** Dragon Slash - Reach: replaces skill 3, ranged projectile attack. | ||
− | * While | + | * While Dragon Trigger is active, Gunsaber '''skill #5''' turns into a ground targeted '''teleport'''. While the range is short, this could still allow you to reposition yourself in a way to hit targets who escaped to the highground or are hiding behind a pillar. |
* {{Trait|Unyielding Dragon}} makes it easier to land Dragon Trigger skills by giving you {{Tooltip|Blind}} immunity while also making it more threatening by adding a {{Tooltip|Stun}}. | * {{Trait|Unyielding Dragon}} makes it easier to land Dragon Trigger skills by giving you {{Tooltip|Blind}} immunity while also making it more threatening by adding a {{Tooltip|Stun}}. | ||
+ | ** Skill #4's {{Tooltip|Aegis}} application could also come in clutch if your timing is good, potentially blocking a CC skill that would otherwise interrupt the channeling. | ||
* Axe/Warhorn is more of a defensive set by comparison, but {{Skill|Throw Axe}} is an excellent finishing move against low HP targets even from range. It's quick and does high damage. | * Axe/Warhorn is more of a defensive set by comparison, but {{Skill|Throw Axe}} is an excellent finishing move against low HP targets even from range. It's quick and does high damage. | ||
− | |||
− | |||
* {{Skill|"For Great Justice!"}} is both a defensive and offensive skill. You can either use it to heal/cleanse yourself and your team or boost your damage depending on the situation. | * {{Skill|"For Great Justice!"}} is both a defensive and offensive skill. You can either use it to heal/cleanse yourself and your team or boost your damage depending on the situation. | ||
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* Use Warhorn #4 on CD to maintain permanent {{Tooltip|Swiftness}}. | * Use Warhorn #4 on CD to maintain permanent {{Tooltip|Swiftness}}. | ||
− | * {{Trait|Leg Specialist}} is one of the few combo pieces in the build. Once every 12 seconds the next cripple you apply from either Axe | + | * {{Trait|Leg Specialist}} is one of the few combo pieces in the build. Once every 12 seconds the next cripple you apply from either {{Skill|Throw Axe}} or Gunsaber #3 roots the target in place for a short duration. Both of these are ranged and could be used to catch up to targets or hit them with something that does high damage like Dragon Trigger or Blooming Fire while they can't dodge. |
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* Every source of {{Tooltip|Might}} application heals you thanks to {{Trait|Mending Might}} and {{Trait|Might Makes Right}}, turning otherwise damage focused skills like {{Skill|"For Great Justice!"}} into healing skills. | * Every source of {{Tooltip|Might}} application heals you thanks to {{Trait|Mending Might}} and {{Trait|Might Makes Right}}, turning otherwise damage focused skills like {{Skill|"For Great Justice!"}} into healing skills. | ||
− | * {{Trait|Unshakable Mountain}} is a very important part of your survival kit, giving you barrier whenever you use the last charge of an ammo skill. This includes all of your shouts, {{Skill|Combat Stimulant}}, | + | * {{Trait|Unshakable Mountain}} is a very important part of your survival kit, giving you barrier whenever you use the last charge of an ammo skill. This includes all of your shouts, {{Skill|Combat Stimulant}}, Gunsaber skills and even {{Skill|Throw Axe}}. |
− | ** This trait heavily encourages you to spam | + | ** This trait heavily encourages you to spam Gunsaber skills to make sure you don't build up multiple charges. If every charge is your last one, this trait keeps the procs rolling. |
+ | ** Skill #3 on Gunsaber is an exception, you might want to consider building up ammo on that one because it makes the skill significantly stronger, even adding a {{Tooltip|Daze}} to it. | ||
* {{Trait|Vigorous Shouts}} adds not only sustain but also group healing to the build, making all of your utility skills stronger. | * {{Trait|Vigorous Shouts}} adds not only sustain but also group healing to the build, making all of your utility skills stronger. | ||
− | * {{ | + | * {{Relic|Relic of the Trooper}} turns every shout skill into a source of condition cleansing. |
* {{Skill|Tactical Reload}} gives one charge to all Bladesworn ammo skills and makes your next Dragon Trigger charge faster. It's primarily a defensive skill best used to recharge your healing skill and Gunsaber #5 for extra mobility. To get full value out of it make sure that all of your Gunsaber skills are on CD and your heal doesn't have more than 1 charge. This is especially important because of the {{Trait|Unshakable Mountain}} synergy, as going from 0 ammo to 1 will proc the barrier on the next cast, but going from 1 ammo to 2 doesn't. | * {{Skill|Tactical Reload}} gives one charge to all Bladesworn ammo skills and makes your next Dragon Trigger charge faster. It's primarily a defensive skill best used to recharge your healing skill and Gunsaber #5 for extra mobility. To get full value out of it make sure that all of your Gunsaber skills are on CD and your heal doesn't have more than 1 charge. This is especially important because of the {{Trait|Unshakable Mountain}} synergy, as going from 0 ammo to 1 will proc the barrier on the next cast, but going from 1 ammo to 2 doesn't. | ||
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* Be careful with the timing of {{Skill|Combat Stimulant}}! The charges don't stack, if you use the second one before the first heal goes off the first one won't heal you. | * Be careful with the timing of {{Skill|Combat Stimulant}}! The charges don't stack, if you use the second one before the first heal goes off the first one won't heal you. | ||
− | * Your best source of condition cleansing is also one of | + | * Your best source of condition cleansing is also one of your only stun breaks: {{Skill|"Shake It Off!"}} so plan your CD management accordingly. |
− | ** A lesser version of this skill | + | ** A lesser version of this skill could prov from {{Trait|Shrug It Off}} if you took that trait. |
* {{Skill|Endure Pain}} is the best skill in the build for surviving Power based damage, even allowing you to tank some enemy burst while counter pressuring them. It's also a stun break, so if you're not under any condition pressure you might want to use this first before resorting to {{Skill|"Shake It Off!"}} later. | * {{Skill|Endure Pain}} is the best skill in the build for surviving Power based damage, even allowing you to tank some enemy burst while counter pressuring them. It's also a stun break, so if you're not under any condition pressure you might want to use this first before resorting to {{Skill|"Shake It Off!"}} later. | ||
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* Twitch: [https://www.twitch.tv/boycerino Boyce] | * Twitch: [https://www.twitch.tv/boycerino Boyce] | ||
+ | * Twitch: [https://www.twitch.tv/coregods CoreGod] | ||
+ | <!-- | ||
* Twitch: [https://www.twitch.tv/roms_hut ROM] | * Twitch: [https://www.twitch.tv/roms_hut ROM] | ||
− | * Twitch: [https://www.twitch.tv/irajaxx Ajaxx] | + | * Twitch: [https://www.twitch.tv/irajaxx Ajaxx]--> |
Latest revision as of 16:54, 10 November 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Direct damage, Mobility and Sustain
Designed for: PvP Conquest
Difficulty:
Easy
Overview
This Bladesworn PvP build has a bit of everything from burst damage to group support and great sustain.
Archival note: got replaced by the Defense version
Skill Bar
Axe/Warhorn
Utility
Skill Variants
Heal
- - better defense against conditions. At this point you might want to take as your elite as loses quite a bit of value without .
Elite
- Might stacking or as a 2nd healing skill because gaining Might heals you through various trait synergies. - better passive flow generation and the active could be used before bursts for
- - best option for 2v2 and 3v3 miniseasons.
Weapons
- Pistol over Warhorn - offers more burst damage, but also has great synergy with for barrier as it's an ammo skill with really quick recharge. Losing Warhorn makes you significantly more vulnerable to conditions though.
Template Code
[&DQIELgstRCX/GnAAagCoAKgArwBxAKkA/BqcAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- with is worth considering against condition matchups.
Equipment
Axe
Warhorn
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Sigils
- over - if you're having trouble dealing with conditions and don't mind sacrificing some burst damage.
Relics
- - better healing.
- - improves your consistency by ensuring that your important attacks crit. Might want to consider replacing the current rune as the Precision stat loses some value with this relic.
- - higher burst potential.
Runes
- - more tanky option.
Usage
Elite specialization basics
- Warriors who spec Bladesworn lose access to weapon swapping in combat but gain access to the Gunsaber, which works a bit like an Engineer kit (F1 by default).
- Instead of Adrenaline you build Flow in combat. If you have enough Flow you gain access to (F2), which roots you in place and starts consuming Flow when used. Dragon Trigger empowers your Gunsaber skills. The more Flow you consume, the stronger the first 3 skills get. These 3 skills are the main source of your burst damage.
- While swapping in and out of Gunsaber has a 10s CD, this can sometimes be bypassed. Dragon Trigger is on a separate CD and using it puts you back into Gunsaber mode.
General
- Gunsaber isn't a very complicated weapon. 1-4 are damaging skills and 5 is for mobility/ Fury application. Skills 1-3 are ranged, 4 can be both melee and ranged. Spam them in whatever order you wish if they're not on CD.
- The 3 Dragon Trigger burst skills are:
- Dragon Slash - Force: replaces the autoattack, melee cleave.
- Dragon Slash - Boost: replaces skill 2, a gap closer/mobility skill with good damage. This is the most commonly used Dragon Trigger skill as it deals high damage and has the reach to hit enemies that are farther away.
- Dragon Slash - Reach: replaces skill 3, ranged projectile attack.
- While Dragon Trigger is active, Gunsaber skill #5 turns into a ground targeted teleport. While the range is short, this could still allow you to reposition yourself in a way to hit targets who escaped to the highground or are hiding behind a pillar.
- Blind immunity while also making it more threatening by adding a Stun.
- Skill #4's Aegis application could also come in clutch if your timing is good, potentially blocking a CC skill that would otherwise interrupt the channeling.
makes it easier to land Dragon Trigger skills by giving you
- Axe/Warhorn is more of a defensive set by comparison, but is an excellent finishing move against low HP targets even from range. It's quick and does high damage.
- is both a defensive and offensive skill. You can either use it to heal/cleanse yourself and your team or boost your damage depending on the situation.
- Use Warhorn #4 on CD to maintain permanent Swiftness.
- is one of the few combo pieces in the build. Once every 12 seconds the next cripple you apply from either or Gunsaber #3 roots the target in place for a short duration. Both of these are ranged and could be used to catch up to targets or hit them with something that does high damage like Dragon Trigger or Blooming Fire while they can't dodge.
Sustain
- Every source of Might application heals you thanks to and , turning otherwise damage focused skills like into healing skills.
- This trait heavily encourages you to spam Gunsaber skills to make sure you don't build up multiple charges. If every charge is your last one, this trait keeps the procs rolling.
- Skill #3 on Gunsaber is an exception, you might want to consider building up ammo on that one because it makes the skill significantly stronger, even adding a Daze to it.
is a very important part of your survival kit, giving you barrier whenever you use the last charge of an ammo skill. This includes all of your shouts, , Gunsaber skills and even .
- adds not only sustain but also group healing to the build, making all of your utility skills stronger.
- turns every shout skill into a source of condition cleansing.
- gives one charge to all Bladesworn ammo skills and makes your next Dragon Trigger charge faster. It's primarily a defensive skill best used to recharge your healing skill and Gunsaber #5 for extra mobility. To get full value out of it make sure that all of your Gunsaber skills are on CD and your heal doesn't have more than 1 charge. This is especially important because of the synergy, as going from 0 ammo to 1 will proc the barrier on the next cast, but going from 1 ammo to 2 doesn't.
- Be careful with the timing of ! The charges don't stack, if you use the second one before the first heal goes off the first one won't heal you.
- Your best source of condition cleansing is also one of your only stun breaks:
- A lesser version of this skill could prov from if you took that trait.
so plan your CD management accordingly.
- is the best skill in the build for surviving Power based damage, even allowing you to tank some enemy burst while counter pressuring them. It's also a stun break, so if you're not under any condition pressure you might want to use this first before resorting to later.
- on Warhorn provides much needed cleansing while offering useful boons and barrier for you and your team.
Top Streamers
- Twitch: Boyce
- Twitch: CoreGod
Ratings
Full tank mode with a huuuge cannon. Your HP bar goes directly to full by clicking any button 6-10. The range is effectively 900, so it's barely melee. Doesn't get top DPS, because there is not much splash or aoe, but it is often the most effective killer on a team because it can select a target and with HUGE power hits pump 3k-> 4k -> 4k -> 5k dead. I usually deploy Dragon Trigger with minimal charging for the interrupt, but it can be effective to charge if there is a cluster of enemies or if the tempo allows it... I recommend Rune of the Fighter, it synergizes perfectly in every single way.. Rune of the Fighter's extra might, toughness and power are EXACTLY perfect for a bruisery single target tanky DPS. It's just huuuge hit after huge hit at a very consistent tempo, boom boom boom, and the healing is off the charts. On My Mark or Signet of Might are best for more single target dmg. No joke you can hit 22 might stacks with FGJ! + stim just before combat and with OMM! vuln dump 4k-6k hits with every single button. Stim + Tactical Reload = 3 heals you can deploy, and if you deploy them within 5 seconds of each other you also get quickness but sacrifice the delayed healing. With Fighter you also get 10(!!) might per heal cast. Very, very dominant build. Condis? Honestly, just ignore them, there's so much healing coming in, save Shake It Off for stunbreak.
Previously I rated this a 4 but, after some sustain buffs in recent patches, I'm upping it to 5. Endure Pain is also outstanding in this current burst-focused meta. I echo everything Hanz said about this build - pretty easy to learn and play, provides tons of healing and solid team support, mobility is great, and who doesn't love dragon slash? Damage output is low and I think it shines better when teamfighting instead of as a sidenoder (at least with rune of the soldier) but there's little else to complain about!
Once again a strong option, sustain buffs made a huge difference to an already tanky build. Tons of healing/barrier, some group support, great damage, good mobiliy, unblockable CCs, and it's not even hard to play.
The recent buffs helped, but not having stability in it's kit (unlike spellbreaker) is a huge hinderance. Especially considering this is meant to be more of a brawling style fighter. It can do a very great job as a duelist, but it will never shine without a rework to Dragon Stance- giving it more QoL with the ability to cancel out of it and store bullets, and having Stability access on Triggerguard or Dragonscale Defense. It's so close to being great but not there yet.
I think all the current reviews are a bit overly harsh. Can no longer be an insanely broken dps/duelist/support but is still a strong dps. You can also duel against certain matchups that have limited cc and condi. The recent changes are a bit strange but the aegis on gunsaber 4 is a nice touch though the change to gunsaber 3 is a bit clunky. The removal of stab means you must use your aegis and movement skills reactively to charge your dragon trigger. Can provide alot of prescence for a competent team but with much lower carry potential then it once had.
This was the single most broken build in the game last patch. Horrible players were convinced they were skilled, and warriors are whining left and right after the fair adjustment that was made. Bladesworn is still decent, but this build in particular is no longer viable. Better off playing the other 2 elite specs or even core.
After mota 2 . ya blade is very import for each team . cancer side with cc help team fight break destory enemy
THE meta build for Warrior in PvP. It has very high levels of sustain for both itself and nearby allies, along with strong unblockable burst. Very skill reliant for both the player and opponent due to very telegraphed, high-powered skills. Great 1v1 and teamfighting potential. This build definitely deserves "Great" rating if not being outright being a "Meta" one. It's not as powerful as Vindicator as it has less/harder to land damage, but it absolutely is part of the current PvP metagame.
By far the best warrior build right now. It's not the perfect duelist (tho it can outplay many other specs, including most willbenders, tempests, mesmers (ez, they also cry afterwards OFFICER I CANT BLOCK!!!), willbenders and many others) and definitely not someone who can really hold a node in a 2v1, most of the times at least, but it is spectacular in teamfights. INSANE amounts of healing (300-450k a match average in my case), with quite a bit of damage (350-500k average a match) and I have made it all the way up to plat on this build, despite never having played Warrior in PvP before the current league.
This build has everything. The guy who put 1 star to it was probably hoping nobody would play it, but I daresay it's pretty meta now...
P.S. I forgot to mention I'm playing it with Pistol instead of Shield in the second slot, as suggested by Sirhazelot and Rune of the Soldier
It's a nice build that finally returns the feeling of hambow (without both weapon sets) back to warrior in the PVP space. With the hands of high skilled players with good game sense this build is a monster to push off points. This spec also makes it good enough to be flexible enough to run a high number of runes and still have a notable difference between players.
If you see a Soulbeast or a lot of high blockable DPS players on the other side that shield block save lives. You could even add Rune of Sanctuary if you want to add barrier on top of more barrier to be even more annoying for the other team. Remember your Dragon Trigger isnt wholly for damage, it's such a mind game of: "When is this Warrior going to pull the trigger AND in what way" with that annoying CC attached to it AND healing from might stacking.
I personally enjoy playing with the pistol better for added burst and free agis + a bit of barrier with unshakable mountain. When understanding how the bursts works with this spec, you get a very strong duelist that can teamfights with loads of support and AOE CC. Make use of the gunsaber kit and pace the ammos so you dont burn them all out. Gunsaber cleave is great and has a lot of range options to kite/chase targets. Best warrior build ATM with crazy survabilities !
I prefer sword warhorn and instead of revela Skills a Stun break that knock back in area ,,,it has Great sustain and damage Bit of u are Too predictable enemy can evade your damage ……..:……………………….,,,,,,,;…….
Agree that this is the best warrior's build for conquest right now. It has a insane survivability, a lot more than spellbreaker, and deal a very decent amount of damage. I just prefer to use sword and warhorn for better mobility, boost damage of dragon trigger by 25% and a little bit of group support. Edit: after more practice, I end up prefering axes and shield rather than sword and warhorn, but i replaced berseker amulet by demolisher amulet for more tankiness.
Arguably the best build in PvP right now. The new king of versatility now that Core Necro is nerfed. Damage can feel lackluster when first learning, but is very high once you figure out how to do damage.
Comments
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