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#SK008 Tinker Knight
Team: No Affiliation
Range: 4
Points: 35
Keywords: Scientist, Pilot, Order of No Quarter
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The Schemer: STOP. You may immediately place a Tinker Tank on click # 12 in your starting area and equip Tinker Knight as its pilot.
Running Shot: Flailing About
Outwit: Of Devious Machinations
Perplex: The Enchantress's Inventor
#SKTT Tinker Tank
Team: No Affiliation
Range: 6
Points: 165
Keywords: Vehicle, Robot, Order of No Quarter
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The Destroyer: Movement: Ignores and Destroys Blocking Terrain Tinker Knight's Personal Craft: Tinker Tank can only be piloted by Tinker Knight. It cannot carry any passengers. Massive Drill: Tinker Tank can use Blades/Claws/Fangs with Giant Reach 2.
Sidestep: Lumbering Along
Energy Explosion: Missiles and Bouncing Balls
Impervious: Mechanical Monstrosity
Invulnerability: Big Words, Tin Man!
Toughness: I'll Show You a Thing or Two!
Okay. Here we go. This one's tricky, because there's really no way to truly get a game-accurate Tinker Knight into Clix. You'd either have to severely overcost the wimpy Tinker Knight to account for the "heal back to full, now in a tank" part of the boss fight, or give the option. I opted for the option.
Here, you'd have Tinker Knight as a stand-alone piece, where he offers a little bit. Some Outwit, Perplex, a bit of Running Shot - and when he gets to his last click, warp him back home to jump into the last few clicks of his tank (or just wait for someone to kill him if you don't have the tank). That's semi-game accurate.
Or start him off in the tank at full for 200 points combined and let him wreak havoc on the game board. Less game accurate, but I'd hate to have a big sculpt like the Tinker Tank go to nothing but the last few clicks on a small dial.
Bonus points if the Tinker Knight sculpt is a Switch-Clix that can be removed from his dial and popped into the Tank!
Last edited by No-Name; 07/27/2017 at 08:56..
Reason: Added commentary
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#SK009 Polar Knight
Team: No Affiliation
Range: 3
Points: 100
Keywords: Brute, Warrior, Order of No Quarter, Code of Shovelry
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Giant Snowball: When Polar Knight makes a ranged attack, you may choose to subtract 1 from the damage dealt. If you do so, hit targets receive an action token. Snow Shovel Drop: Polar Knight can use Leap/Climb. When he uses Leap/Climb and moves three squares or less, he may immediately use Quake, Giant Reach 2, as a free action. Upon resolution of the Quake action, you may place one Spike Token in a square of clear terrain affected by Quake. Digging Up Spikes: When Polar Knight moves, you may place either in a square he moved through or adjacent to a square he moved through a Spike Token. Any character occupying a Spike Token at the start of their turn takes 2 penetrating damage. Polar Knight ignores damage from Spike Tokens. Spike Tokens are considered Hindering Terrain for movement purposes.
Charge: Titanic and Terrible
Plasticity: The Stalwart
Invulnerability: Doesn't Feel Cold
Toughness: Silent Giant
Combat Reflexes: A Cool Reception
Close Combat Expert: Two-Handed Snow Shovel
Polar Knight is, strangely enough, a mystery wrapped in an enigma wrapped in a giant, brutish, violent package. It's not terribly common for the big brute to also be a mystery, but that's Polar Knight. Not even in "Specter of Torment" do we get much insight into why he joined the Order.
What we can surmise from snippets of dialogue is that he and Shovel Knight were once comrades, perhaps even friends, but joining the Order broke some sort of oath between Shovel Knight and Polar Knight. A post-game scene in "Plague of Shadows" suggests that Polar Knight and Black Knight also share a friendly relationship. Further suggesting this friendship is a post-game scene from "Specter of Torment" that shows Polar Knight tending to a wounded Terrorpin, Black Knight's giant turtle steed.
It doesn't take much to surmise then, that Polar Knight was once an adherent to the Code of Shovelry, therefore he gets the keyword, making him a good team-up for our other shovel-wielders.
Polar Knight deals in heavy damage and terrain alteration, particularly on that top click, where he can leap into battle one turn, causing a shake-up with Quake, with the possibility of Close Combat Expert the next turn, all while leaving a Spike Token in or around his path of movement, either dealing extra damage to an enemy or just plain limiting their movement. Be warned, though, that even though Polar Knight is immune to Spike Tokens, his allies are not.
He can also choose to vary up his short range attacks, either doing straight up damage or adding an action token to a hit target at the cost of subtracting one from his damage.
All that aside, he's fairly straight-forward. Lots of damage reducers, some mid-dial Charge, and late-dial Plasticity to keep Polar Knight in the thick of close combat.
Last edited by No-Name; 08/01/2017 at 14:27..
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#SK010 Propeller Knight
Team: No Affiliation
Range: 0
Points: 70
Keywords: Pilot, Pirate, Order of No Quarter
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The Spin Controller: Once per game, Propeller Knight can target a square within eight squares of his current position with a ranged attack. All successfully hit characters within three squares of the targeted square are dealt 2 damage. A succesfuly hit character in the target square is dealt 3 damage. Talented Fencer: Propeller Knight can use Combat Reflexes and Super Senses. He receives +1 attack against characters who can use Blades/Claws/Fangs.
Force Blast: Heli-Helmet
Sidestep: Debonair!
Precision Strike: "All Business, No Pleasure. Such a Shame."
Blades/Claws/Fangs: "Very Well, Then. En Garde!"
Energy Shield/Deflection: High Above the Land
Perplex: Outrageous Accent!
The final of the Order of No Quarter, with possibly the most difficult stage of the eight, Propeller Knight! He's the aerialist of the Order, and as such will likely be doing some Taxi work in early stages of the game, but that doesn't mean he's not a threat on his own. Transporter Wing symbol lets him zoom and attack anywhere on his dial, gusts from his Heli-Helmet let him push opponents around the stage, and he's very nimble and prone to dodging attacks, up close in the beginning and at range later on.
His outrageous accent can be used to boost his or his teammates' stats, or hinder his opponents, and he swaps from Precision Strike to Blades/Claws/Fangs in his attack track, making him quite deadly.
And once per game, his airship can bombard the field with giant cannonballs, regardless of line of fire. This can make for a very solid surprise attack on opponents who may not see it coming. Soften the opposition at a range and then move in to attack!
So, now that the Order is complete, who comes next?
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#SK011 Reize
Real Name: Reize Seatlan
Team: No Affiliation
Range: 5
Points: 55
Keywords: Martial Artist, Warrior, Wandering Travelers
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Twin Crystal Boomerangs: When Reize makes a successful ranged attack, he may make a second ranged attack against the same targets. Do Your Worst, Villain! Strike Me Down!: STOP. Reize can use Toughness. Knock 'Em Down, Shovel Knight!: When Reize is adjacent to a friendly Shovel Knight, modify both of their damage values by +1.
Running Shot: Reize Seatlan is On the Scene!
Leap/Climb: Travels the Land
Poison: Fireball Barrier
Energy Shield/Deflection: A Hero In Training, of Course!
Toughness: Friendly Sparring Match
You can't just stop at the Order of No Quarter! Shovel Knight needs allies, too and he's got them in The Wandering Travelers. The first of the Travelers he encounters is Reize, a nimble young martial artist who suffers a bit of a naive streak.
He's good with his twin boomerangs, which can hit targets multiple times. Get him down to mid-dial, and he'll stop to summon a flaming barrier, making close proximity difficult to manage unscathed.
He makes for a strong, encouraging ally for Shovel Knight, and they can boost each others' damage by being adjacent. Just remember that boosting Shovel Knight's damage value does not mean getting more out of his Blades/Claws/Fangs. Flare Wand and Chaos Orb, however...
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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#SK012 Baz
Team: No Affiliation
Range: 2
Points: 65
Keywords: Brute, Warrior, Wandering Travelers, Minions of Plague Knight
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If You Beat a Knight, You Get to Take Their Title: Whenever Baz KOs a character with the word "Knight" in their name, he may choose a standard power that character has on its dial. He can use that power for the rest of the game. Whenever he defeats a second "Knight", he may choose one stat and boost it by +1 for the rest of the game. Swiped This From the Magicist!: Give Baz a free action to heal an adjacent friendly Plague Knight one click. They'll Never Let Me Into the Order! WAAAH!: When Baz is KO'd, leave him on the map in the square he last occupied. He may be targeted by attacks from any player, with a defense value of 12. This attack deals no damage to Baz. Successful attacks grant the attacker +1 to defense until the start of your next turn. I Want... LIGHTNING!: Baz can use Energy Explosion
Charge: Rope Swing
Running Shot: I Wanted to Be THE MAIN EVENT!
Toughness: The SLICKEST Armor, The BEST Rope...
Oh, Baz. Baz Baz Baz Baz. Another of the Wandering Travelers you encounter on the overworld, Baz charges at you with a whip, mild lightning powers, and a whole lot of bravado. He desperately wants to be a Knight, but has no idea how to be a knight.
But that intense desire lets him do some neat things. He thinks that if you defeat a knight, you get their title. In this game, that means that if Baz KOs anyone with "Knight" in their name, he can pick a standard power they possess on their dial and claim it as his. Do it again, and he can get a stat boost of his choice. And he's not just limited to Knights in this set! Any Knight! Anywhere! Moon Knight! The Dark Knight! Misty Knight! Baz isn't choosy.
In Plague of Shadows, he can be recruited into Plague Knight's army of minions just by talking to him after defeating him. Do that, and he hangs around headquarters, ready to periodically give Plague Knight free health potions. Play him on a Minions of Plague Knight theme team and he can do just that!
But that's not all! When you beat him, he just... stays there, whining and crying about his defeat, and what's more fun that Shovel Dropping a guy when he's already down? While there's no real treasure to reap in Heroclix, beating on Baz after he's been defeated can boost your defense, and any player can join in on the fun, even the player who fielded him to begin with!
All that aside, Baz is fairly straightforward. Charge, Running Shot, Toughness, a special Energy Explosion with 3 bolts (but still only 2 range). You have the possibility to beat up Knights and add a power to Baz's dial, but otherwise, he's pretty much a straight shooter.
Last edited by No-Name; 08/07/2017 at 09:46..
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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#SK013 Mr. Hat
Team: No Affiliation
Range: 6
Points: 70
Keywords: Soldier, Warrior, Wandering Travelers
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Each One Bestows Great Powers Upon Me!: At the beginning of your turn, choose one:
Charismatic Foppish Dandy - Mr. Hat can use Running Shot, Precision Strike, and Energy Shield/Deflection.
Military Genius: Mr. Hat can use Charge, Combat Reflexes, and Perplex. My Hunger For Hats Took Control!: When Mr. Hat targets an opposing character wearing a hat or a helmet, modify his attack value by +1. I Promise I'll Pester You No Longer!: STOP. Mr. Hat cannot be targeted by ranged attacks. When an opposing character enters into adjacency with Mr. Hat and doesn't attack, the opposing character receives +2 to defense and Mr. Hat is given a move action as a free action.
Sidestep: "M-Must Get More. More Hats."
Leap/Climb: "You're Following Me Everywhere!"
Blades/Claws/Fangs: Sword and Cane
Smoke Cloud: Flurry of Tea Cups
Willpower: "Argh! My Precious Hats!"
Super Senses: "I Suppose I'm About to Leave an Impression!"
Barrier: "You'll Never See Me Again!"
Of the Wandering Travelers, I think Mr. Hat is my favorite. He's got such a silly, yet fun concept to him. His passion for hats leads him to an uncontrollable need to acquire more, but he also gains extra skills and powers from wearing hats! It's really a shame we only saw him wear two hats in the game, as I'd love to see what else he could do.
As such, Mr. Hat can swap between his two hats in Heroclix. The Charismatic Dandy hat, which had him darting back and forth flinging teacups at you, makes him a dangerous ranged combatant, while the Military Genius hat boosts his close combat potential and grants him some Perplex to boot.
The arguable part on this figure is his ability to attack better against characters wearing helmets or hats. I see it being a bone of contention among players, as what constitutes a hat or helmet? Should Batman be considered helmeted? Captain America? It'll be up to players or an impartial judge as to who Mr. Hat's second trait works on, but I couldn't not give him a boost in attack against characters with headgear. That's a big part of what he does.
He gets plenty of standard powers alongside his choice of hat, but the only special part that comes into play is at the end, where he STOPs and has a chance to flee the scene, replicating what happens after Shovel Knight defeats him. He can be pursued around the Armorer's Outpost, and talked to to receive some gold. I replicated that here by making him immune to ranged attacks at this point, and giving opposing players a choice when they base him. They can attack, or they can receive a boost to defense and allow him to run away.
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Always in Search of an Honorable Battle: Phantom Striker receives +1 attack against characters of equal or more points than him. He receives -1 attack against characters of lower points. Characters named "Plague Knight" have no effect on this trait. Lightning Warp: Phantom Striker can use Phasing/Teleport. If he moved 4 squares or less using Phasing/Teleport, he may immediately use Energy Explosion as a free action. Today, You Will Be Tested: Phantom Striker can use Willpower and Super Senses.
Sidestep: "We Meet Today, on the Field of Battle."
Precision Strike: "We Have Both Defeated Many Knights."
Penetrating/Psychic Blast: Focused Lightning Strike
Pulse Wave: "Prove Your Worth!"
Close Combat Expert: Wielding a Fencing Foil
Phantom Striker kind of seems to be the odd man out of the Wandering Travelers, as he's a very straightforward fantasy warrior that would fit in fine in a world that had absolutely no comedically ridiculous elements to it like Shovel Knight's. He speaks of honor and testing skill, wields a sword with skill and precision, and has pretty rad lightning powers (unlike Baz, who has more wannabe lightning powers).
As he only wants to test the best and most powerful of warriors, he has a trait that reflects that desire, making him more effective against those more powerful than him or his equal, and less effective against those weaker than him.
Up top, he's a deadly close combatant, with Precision Strike and Close Combat Expert working in tandem to make his attacks stick and stick hard.
Mid-Dial, his lightning comes to play as he warps around the field, setting of Explosions when he doesn't go too far. Or he can let loose with a Penetrating bolt of electricity, before finishing his dial off with a nice bout of Pulse Wave.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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#SK015 Unique The Enchantress
Team: No Affiliation
Range: 6
Points: 150
Keywords: Mystical, Monster, Order of No Quarter
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Targeting: Ignores and Destroys Blocking Terrain Carries Out Her Will With Ruthless Might: The Enchantress can use Leadership. When she succeeds, choose one friendly character with the Order of No Quarter keyword and that character receives +1 to Attack. Here's a Tiny Taste of the Power You Spurned!: The Enchantress may target friendly characters with single targeted ranged attacks. When she does, instead of dealing normal damage, the target character takes 2 penetrating damage. After the action resolves, the target can use the Flight Ability, receives +1 to all stats, and has a range value of 6 Let Us Dance Together in the Abyss!: The Enchantress can use Hypersonic Speed, but only to make close attacks. When she does, she ignores Blocking Terrain for movement purposes and destroys it. Summon Flaming Bricks: The Enchantress can use Pulse Wave. When she does, all destroyed Blocking Terrain within the area of Pulse Wave's effect is restored. Characters who would be occupying blocking terrain after this action clears are moved to the nearest square of open terrain and are dealt knockback damage.
Running Shot: Flying Attack
Force Blast: "Watch Me Cower as You Draw Your Blade."
Penetrating/Psychic Blast: Pulsing With Vile Power
Precision Strike: No Sense of Humor
Invincible: "So, Have You Come to Slay Me, Knight?"
Impervious: "To Avenge Your Beloved?"
Invulnerability: "You Haven't The Slightest Hope of Defeating Me."
Toughness: "But I Won't Stop You From Trying."
Probability Control: Magical Prowess
Outwit: Intelligence
Perplex: Seems Sad Sometimes...
Here she is, the Enchantress herself! She's a powerhouse for sure, flying across the battlefield, blasting away at her enemies. And don't think walls can save you from her wrath!
Enchantress has some fun effects to replicate in Heroclix. From her description in the manual comes her Leadership trait, keeping her Order on the move and even boosting their attack values if it works.
From your third encounter with Black Knight comes her second trait, which allows her to blast her own minions, but in the process giving them a sharp power boost (and wings!).
Much of her boss battle centers on destroying and rebuilding the blocks you're fighting her on, and that's where her Pulse Wave special comes in. She uses it, and that rebuilds the blocking terrain destroyed in its wake.
Late dial, she gets fast and mean, darting through blocking terrain with Hypersonic Speed (and unlike Mole Knight, she doesn't NEED the Blocking Terrain to use Hypersonic), nailing opponents with close combat Precision Strikes.
She's a nasty threat her whole dial long, a villain worthy of conquering the land from her Tower of Fate.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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Tinker tank is cool. If I were doing it, I'd might make a 100 point figure with lower durability, attack, and damage. Sure he has some artillery with it, but it wasn't very lethal to the player.
Got all the right powers on Polar and Propeller.
I realize you present him as a joke, but Baz is actually a tough boss considering he deals about double damage. I feel his special should have Penetrating Poison.
Cool Mr. Hat. I actually didn't notice he omly has 2 hats, hahah! Too focused on beating him. I feel that last click needs 0 damage.
I loved his lines and the battle with Phantom Striker in SoT. That was so awesome. Great dial. I only wish there was a way to incorporate how he gives you money proportionate to the amount of health you have after beating him.
All the right cues for Enchantress. Love the specials and ignores blocking was a must.
I do think the Tank could use a 65 point starting line too, I'm just not sure where I'd put it. Perhaps at the start of the Blades special?
And I dunno, maybe the overall presentation of Baz had me under was a bit simplistic, but I didn't find him to be a challenge. He hit hard, but was easy to dodge. He probably should have some higher damage values, even for his cost. I probably put more stock in his "Take Their Title" trait than I should have, as he probably wouldn't get much use out of it.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
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#SK016 Unique Shield Knight
Team: No Affiliation
Range: 5
Points: 75
Keywords: Armor, Warrior, Code of Shovelry
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Now... Stay Close to Me!: Shield Knight can use Energy Shield/Deflection. Choose one adjacent friendly character, and that character can use Energy Shield/Deflection. Come on, Shovel Knight, Let's Fight Together!: Shield Knight and one friendly Shovel Knight receive +1 attack when within four squares of each other. When an adjacent friendly Shovel Knight uses Sidestep or Shovel Drop, add 1 to the ability's movement, including Shovel Drop's attack option. Shield Bash: Shield Knight can use Charge. If she ends her Charge movement adjacent to Blocking Terrain, place a rubble marker on an opposing character within two squares and make an additional attack against that character, -1 damage value. Ricochet Shield: When Shield Knight makes a Ranged Attack and misses, she may use Probability Control for that Ranged Attack. Asymmetrical Shields: Shield Knight can use Toughness and Defend.
Shovel Knight's partner through and through and damsel in not-quite-distress, Shield Knight! Shield Knight here is based on her two in-gameplay appearances - both as Shovel Knight's NPC partner in the final boss battle and as a boss herself in a flashback portion of Specter Knight's campaign!
Shield Knight is very effective both on defense and on offense, quite perfectly capable of both defending her teammates and boosting their capabilities as she is going on the attack herself, with a modified Charge that can cause some rubble to drop around her, further damaging enemies with the right placement. Later on, her smaller shield ricochets as it's thrown, allowing her the chance to try again if she misses a ranged attack.
She has traited Deflection, and can grant that Deflection to an adjacent ally. And her second trait is meant to mimic her ability to jump up and hover for a moment, large shield held above her to grant Shovel Knight an extra Shovel Drop bounce. Here, that means if he starts adjacent to her, he can Sidestep further, or Shovel Drop further as well. That one square can make all the difference between a successful and unsuccessful attack.
Shield Knight and Shovel Knight are a lean, mean, efficient team, designed to work together to accomplish more than either could alone.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!
Yeah, I'm usually not that careful with Baz admittedly so I do have problems with recklessness.
I bolstered his damage values a good deal, realizing that at 65 points, they were still a bit light. I figured that would be a good way to make him a good deal more appropriately dangerous, and more able to make some use out of that trait of his.
ASK ME ONCE I’LL ANSWER TWICE JUST WHAT I KNOW I’LL TELL BECAUSE I WANNA!
SOUND DEVICE AND LOTS OF ICE I'LL SPELL MY NAME OUT LOUD BECAUSE I WANNA!