...or maybe he got a life (unlike the Granblue). That is
also a possibility.
Brutal Shade is part of a new series of clones in that
as long as he remains in play, all Limit Break skills
can be used, even before 4 damage. Which extends to
Break Rides as well, in case you're wondering.
Well, in order to actually examine this, it's important
to remember exactly what kind of LB units Granblue
Cocytus? No-one cares about power gain until 4 damage
happens, so that's a bust. Nightmist? It's too slow, and
by the time he can be used chances are you'll be on 4
damage anyway, making it pointless? Cocytus Reverse?
Well, it can certainly fill a field before Late Game,
but really can't be spammed assuming you don't want to
deck out. After that, it's sitting on its ass doing not
much else. Nightsnow? It's basically going for the field
consistency setup at that stage in the game, but does
little to garner any NEW advantage for later. And field
consistency alone doesn't cut it anymore.
And that's pretty much it. That's literally all the LB
units Granblue has. Brutal Shade got the short straw in
that the units he can be used with are sorely lacking in
ability or don't really function well even when the
restriction of LB is taken away. If it were a clan with
more choice, maybe Brutal Shade has merits, but in all
honesty it's not worth losing the more important Grade
1s in your deck for him.
Brutal Shade's not great. Miss him out.
It was either this or Reef Banshee, and we've already
covered Quintent Walls for the new era.
Anyway, Brutal Shade is a Limit Break enabler. So,
this review is less about Brutal Shade in and of
himself, and these Limit Break Enablers in general.
Anyway, you know cards that were pretty much "meh" back
in Block 3? Like Jewel Knight, Salome?
Well, good news, any of the Limit Break Enablers make
them go from "meh" to pretty dang good.
Plus all of Saikyo's complaints about Late Game Crits
sucking? All gone, now they activate even at 0
Only downside is that this only affects LB4.
Ultimate Break units like Glory Maelstrom, Platina Ezel,
Sanctuary Alfred and Omega Glendios don't get their
Ultimate Breaks off with this. At least with this
you don't need to sit turn after turn on a Break Ride
and can use it straight up.
Which makes Bad End Dragger, Infinite Zero, Cyclomatooth
and Dauntless Drive Dragon all insanely terrifying.
It should be noted that most of these Limit Break
Enablers are all in the Sub-clan that worked off of
Limit Breaks. So, Jewel Knights, Ancient Dragons,
Star-vaders, Liberators, Seal Dragons all get their
especial counterblasts off with no problem.
And, yes, Dimension Robos, you're getting one coming up
very soon, which makes Reverse Daiyusha completely
over-the-top, seeing as you can use the effect turn
after turn after turn with no problem.
I probably wouldn't run more than 2 if I did use them,
What's up, Rogue Squad?! For today's card on WL Week,
we're looking at something...honestly, pretty generic:
...for a generic card, this card can definitely see
some play depending on your Grade 3 lineup. The best way
to using this is with Nightmist/Cocytus R, especially
Cocytus R in case you couldn't ride into Nightmist and
helps set up the Drop Zone quicker. Aside from that,
unfortunately, Granblue doesn't really have much in the
Limit Break department aside from Cocytus, Nightmist and
Cocytus R, so there's not much on versatility, but it at
least unlocks their abilities early on, but with the
Legions now looming around, Brutal Shade is more of a
tech at best.
Next Time: The better of the two Legions!
Go Rogue...Go Pro!
...and DON'T be a Sackboy!!!
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