View Full Version : Gorilla Grodd strtegies please!
I'm a big fan of the Hamlet monkey, but never managed to put it to good use. Anyone can give me advices? Thanx!
Greetings,
Gorilla Grod is the man. If for nothing else then the pose. Now, let's consider what this uber-ape is capable of.
Rookie Grodd:
At 54 points he's a sizeable cost on a 200 point team, but not hideous. His starting values are those of a pretty solid brick character, and at that use he's already pretty much worth his points with a good attack if only respectable defense. But what's this little blue box on top? Mind Control! (yay!) This is a mind controler who can get up into the fray! Keep him around as a secondary brawler. Have his mind control going as soon as you can (heck, if there's a 100+ point charcater out there I'd almost vote for you to mind control him anyway, get him to pound a team mate, weaken himself, and you still will have Grodd as a solid fighter after his own push damage). I'd keep a weapon on hand in case anywone opts to get in your face (then you can go *ape* on them) Even after taking some more damage Grodd pulls out Psychic Blast with a 2 damage, so in the middle of the fight he's slicing through any defensive abilities out there (and with a very respectable [for DC] attack of 9 and 8) Then he has one click with absolutely no powers...I hate this click, why is it here? If you end up on it I'd almost push to get past it if you don't have handy healing. Why? Cause then at the end (after being pounded on) he pulls out some outwit, and robs his weakened foes of whatever they might still have that can cause problems. Just support him with another brawler and some taxis and this click will have you doing the happy monky dance.
E Grodd:
Wht can I say? He's like his Rookie, only with one extra click, a few better numbers, less psychic blast, and a vaguely useless team ability. I'd avoid him and use the rookie instead any day of the week.
V Grodd:
Hmmm, this seems to be a case of Rookie being the best. Now, don't get me wrong, V Grodd is a solid figure. He lacks that useless click the rookie has, also he gets 2 clicks of mind control, so he can make others go and fetch him bannanas for twice as long as his rookie version. Biggest gain is range hopping from 6 to 8. The only thing is he costs twice as much. He's very useable in bigger builds, but for what you get I'd never opt for him in a 200-300pt. build over the rookie.
Support:
Alas poor Yorick, I knew him Horatio. He didn't have pants either, and like Grodd he got chilly in the winter. Grodd needs pants and Grodd needs support. The monkey works well as a part of many teams, but he's got lots of skills while being the true master of none. You can't expect him to be the front line brawler (though he can do it) Nor is he really a ranged fighter (though he can do that well too) Grodd really needs someone to be a focus so he can lurk back in the shadows like the genius ape mastermind he is and inflict serious harm. A good front runner is Bane+taxi...nobody sweats the ape when there is a Bane+taxi on the board. Also a medic is a good idea as towards the end Grodd is very healable. Use Grodd to hamper and help beat down a primary attack, he has a grab bag of powers that enables him to hurt just about anyone.
Also, a taxi is a must for Grodd, as after taking some damage he needs to get some distance to make the most out of psychic blast. (thankfully in the begining with MC few of the cheap tie-up figures would last long against him if he got his paws on an object).
All in all (and only a little long-winded) I think Grodd is eminantly playable.
Regards,
Thor.
LukeCageH4H
07/09/2008, 00:33
Perplex and Support can make anyone good, especially with old rules.
If anyone is ever running an old rules tournament the strategies are pretty simple
The Rookie is great with some Support and Perplex and on any team because he doesn't pay for Ta
The E should be used with a GL...so you can carry a bunch of IL-ers (or wildcards) in and attack in one huge swoop.
The V is pricy but still useful.......better in big point games but you should just basically go with being TK'ed or Carried and hitting hard and first...then having Support in the back....basically an R meets E type strategy.
NEW GRODD: Mind control them adjacent to you in one turn, and then use indomitable ability to not take pushing damage and attack them for 3-5 damage in second turn after outwitting any defensive powers available. That ought to do the trick.
Necromancy is frowned upon in most magical organizations.
Necromancy is frowned upon in most magical organizations.
LukeCageH4H did it first! I was only commenting on a thread that was re-posted on a few months back! Plus, I made it relevant to today's conversations.
theflashisanascarfan
09/12/2008, 03:52
All Hypertime versions are worth their points, really. The Rookie is cheapest and it'll do what you need him to for 54 points. I always prefer the Vet, though. He seems to last the longest and has more powers for longer.
And an 8 range. And like Thor665 said, he's better served as a back-row attacker while someone else is taking all the attention up front. That's the trick. I always had him taxi-ed by the Exp Weather Wizard (IL Team ability). Gives him mobility and a buddy, who coincidentally enough, also has an 8 range. And Incapacitate. They're a good combo.
Grodd can take some hits, too. Lots of Toughness. And try and keep something in his hand until PB appears, in case someone bases him. Or you want him to base someone.
Ending Outwit is always good, too.
LukeCageH4H did it first! I was only commenting on a thread that was re-posted on a few months back! Plus, I made it relevant to today's conversations.
you can put lipstick on a zombie...but it'll still eat your brains...
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