Wednesday, 1 January 2020

Aristeia! - The Rivals - Laxmee


"MAYA HAS ITS OWN SPIRITS, AND I AM THEIR LAIBON."

People come in two flavors: those who use Maya, and those who understand it. Laxmee doesn’t just read Maya, she converses with it. She has that intuition. She can influence her teammates, or her enemies, with subtleness and discretion. Her programs are those little weights that end up tipping the balance in her favor.

The infohacker Laxmee conjures up programs like a Maasai laibon calls down the rains.

The Maasai were a tribe of proud warriors and hunters, but they were driven out of their native Africa and resettled aboard the Nomad mothership Corregidor. As a young girl of Maasai descent, Laxmee seemed doomed to feed the cycle of criminality plaguing Corregidorian youth, especially once she enrolled in one of the gangs vying for control over the more impoverished fringe sectors of the ship. One momentous day, her gang hit a supply barge moored on their turf and found a shipping container full of military equipment. When it came time to divvy up the swag, Laxmee ignored firearms and ammunition as soon as a particular piece of gear caught her eye: an honest-to-goodness infowar hacking device. But, by gang rules, everyone who wanted that piece would have to fight for it. Laxmee never backed down—she was too true to her Maasai heritage for that—and one by one the other contenders bit the dust, earning her the prize.

But the gang leaders didn’t realize the army would never forfeit that kind of materiel, and within hours they were in the custody of the military police. Laxmee had no illusions about her bosses’ ability to withstand a Corregidor-style ‘debriefing’, so she resolved to abscond with her toy rather than wait for the other shoe to drop. She stowed away on a random freighter and thus begun her journey across space stations and caravanserai the Sphere over, always carrying her hacking device, always a fugitive of the law.

Laxmee took to programming very soon, and her abilities grew as she met other underground hackers on her travels and constructed a network of contacts. Maya, the interplanetary data network, became her only true home. Soon, breaking encryptions and stealing secured data became routine. Using counterfeit qualifications, she was able to quit dock work and get herself a cozier job as IT at a recreational cruiser, which left her plenty of free time to moonlight as an information broker. Her new job also gained her access to multitude of high-value targets such as megacorp executives and travelers with suspiciously high-security comlogs. After getting the data, Laxmee only had to sit on it for a prudent amount of time before hawking it in the black market. It was a solid, profitable system, but the sensation of impunity was too heady for Laxmee, and she became overambitious.

One night in particular, she broke into a portable data vault owned by an eccentric-looking businessman. It was a clean job, quick and traceless, but then again all her jobs were clean. Only when she opened the decoy data did she realize her mistake, but before she could react the door came crashing down. A gigantic blonde marched into her cabin and pinned her against the bulkhead. The bogus businessman sauntered in after his associate, smiling appreciatively.

“Outstanding job, kid. My name’s Hannibal, as you might have deduced,” he said, nodding toward the screen. “I’ve been looking for someone with your kind of talent. I’m gonna make you an offer you can’t refuse.”


If you are a player who selects Aristos on the basis of their raw attributes then Laxmee is one who you would most certainly overlook. At best her Initiative, Movement and Energy are all average. She has a weak Defense and very low Health, she isn't offering much in the way of Brawn or Agility either. The best thing on offer here is the automatic Special result on her Agility, which can at least give her a movement boost if she does Disengage (but doesn't offer another opportunity to do so, remember that Movement Point will be lost with the rest if you fail) .

But, like all dedicated Support Aristos, it is in her Actions that she really shines. Like hEXx3r, her generic Switch gives her better mobility than is suggested at first glance. The ease with which she will hit this is, however, somewhat balanced by the fact that it is only of use during her own Activation and that it doesn't allow for avoiding Disengaging entirely.

D/BUff3r is at the heart of Laxmee's functionality as a support Aristo. At only one Action Point it's cheap to use and targeting opponents it can apply the Stunned State, or the Focused State on an Ally. With Range 0-5 it has solid reach, and as it does not require Line of Sight Laxmee can do her job without being exposed. Best of all she can also give herself a Focus (not useful here, as three Yellow dice are already involved, but perfectly usable elsewhere). With two Action Switches, one to apply Stunned to the opposition and one to apply Focused to an Ally, she has a reasonable chance to get a second effect in addition to a little over 70% of applying the selected State to the original target.

The other side of Laxmee is her State management. The first part of this is Purge '92, an Action with a one AP cost and the same no-LoF 0-5 range. This can benefit from the Focused State (as it's not already maxed on Yellow dice) and pulls a State token off the Target. Combine this with Fairy Dust to allow Allies to burn Focused tokens in order to remove States at the beginning of any Allied activation (important if you need to get rid of a Prysm Taunt before that Aristo activates, for example) and you have excellent control over States.




Laxmee brings the fairly typical mix of a couple of "selfish" and a couple of "generous" Tactics. Although the Support nature of her "selfish" Tactics does make that distinction seem fairly petty.

The first of these, "selfish" really only in terms of timing, is 4-Kaleidoscope. This applies the Stunned State to every opposing Aristo within range 1-7 without any need for LoS. While Laxmee likely needs to advance, with only moderate timing it's very unlikely that you'll need much effort to hit the whole opposing team. This allows you to focus Laxmee on buffing for a Round, while significantly impacting your opposition as a whole team.

Second, and probably the most feared of Laxmee's Tactics options, is the "generous" option, Atom. This makes one face to face roll into an almost automatic positive result for you by removing all the dice your opponent had except for a single basic die. This won't save you from truly hilariously bad outcomes, but it makes for a roll which is pretty much guaranteed to go your way. Obviously this is very useful offensively, but it can also be a fantastic defensive tool. If you draw your opponent into playing Tactics to add dice to their roll, especially by adding dice to yours first, then this can be a particularly devastating play.

Thirdly Laxmee offers the choice of the most effective state clearing Tactic in the game. While there might be some limited situations where Padre Mendoza's "Tabula Rasa" will be more effective (where your opponent also has Focus, and/or Bachmann stacking states on himself), most of the time "Team Reset" will offer the larger benefit, sweeping away the states on your team while leaving those which you have placed on the opposition in place. The only thing which makes this a marginal choice is Laxmee's existing suite of strong state clearing capabilities, which make it an unnecessary investment in many matchups.

Last we have another Tactic choice which is really "selfish" only by the strictest definition of timing. "Team Upgrade" allows you to drop a Focus onto every member of your team, no matter where they are in the Hexadome. While this can be effective, it often isn't necessary because Laxmee is pretty good at ensuring that her Allies will be focused when they need to be, and she will often do it incidentally while putting out Stunned onto enemy Aristos. However this can allow her to continue to offer effective support in turns where she is badly out of position, needs to focus on moving to score, or is returning from the bench.




Check out the video above, from Shameless Mayhem. They have an extensive range of videos on YouTube, of which their Aristeia 99 series is designed for newer players. They also regularly stream on Twitch, so be sure to check out one of their matches.

Obviously Laxmee, with her team buffing from Focus, enemy debuffing from Stunned and excellent State management, is an outstanding Support Aristo. The fact that she can perform these roles without requiring LoS helps to mitigate her fragility, although once she has those states out a trip to the Infirmary seldom seriously hurts her match. However she has a relatively strong secondary Scorer role, as she gains a lot of mobility from her Switch. She is especially effective in countering many other Support Aristos, as getting hit with Stunned has a disproportionate impact on Aristos who rely on hitting a single success off less than stellar odds than strikers who are likely putting out several. Team mates who use Special results to power Switches are going to be especially fond of Laxmee on their team, with Mushashi and Bill being two of the biggest benefactors.

When considering the Scenarios in which Laxmee is a strong pick, it's important to keep in mind that she is more mobile than the first glance might suggest. This means that she has more to offer in Assault or Scorched Earth than some might think. Of course, she does have a limited range, so Blitz or Conquest will be tougher and it's unlikely that she is going to be a great pick there. For damage focused Scenarios like Carnage she does have a lot to offer in terms of her support output, but obviously her vulnerability needs to be kept in mind and mitigated if possible.


Laxmee's greatest rival from the ranks of the Hyperpower is the slightly more offensive, but nevertheless dedicated, Support Aristo Eclypse.

Eclypse brings better attributes, especially in terms of her defense, but requires LoS for her abilities which does expose her to more risk.

Thanks to Black Lightning Eclypse has some strong damage potential, with Switches on both Successes and Special results offering access to Marked and Dazzled. Her Automatic Ability, Penumbra, allows her to get the Hidden state out on an adjacent Ally, further expanding her support capabilities.

However, the key aspect of her play function is in the Action Moon Cycle. This allows states on enemies and allies to be flipped, either back up (to keep them going) or down (to reduce their effect and step them towards elimination). The key limitations are the range and LoF requirement on the ability, and the simple fact that Eclypse has no inbuilt ability to mitigate her own states.

In terms of her Tactics Eclypse offers rangeless access to Marked and Hidden on a target, as well as the option to flip any number of states on a target. She can also allow you to Displace a target which is either Hidden or Marked (allowing use to replace an opponent or shift one of your own team).

Overall Eclypse is a slightly more aggressive Support Aristo than Laxmee, but offers a similar package of state effects and better defense. The real cost is her inability to protect herself from states well, and far less powerful Tactics.


Laxmee is one of the Aristos with the most singular focus. When you pick her you are taking a Support, and little else. However she brings good buffing, debuffing and state management, allowing her to act as a one-stop-shop for team support and letting the rest of the team focus on other roles exclusively.

For more info on this Aristo you can check out the official Corvus Belli In Depth article or check out the CB Forums for further discussion.


So, is Laxmee a favorite of yours?

How do you use her?

Let us know in the comments below, on the forum, or on Facebook.







Monday, 2 December 2019

Aristeia! - The Rivals - 8-Ball


"YOU KNOW ME; 
I SEE AN OPENING, I GOTTA PLAY BALL."

Showmanship made (panda) flesh, a poet in the medium of randomness, 'Baller' crashes the HexaDome like he crashes a party: unavoidably and unpredictably. He rolls like a powerful opening break, only this ball is calling all the shots. 8-Ball is the pain in any team manager's ass and the life of every party worthy of that name.

He’s the eighth heir to a caste of Aristeia! champions, a beloved media superstar and an outrageous sex-symbol, but he’s always fallen just a little short of snatching the coveted title of Bahadur.

8-Ball hails from Bakunin, the weirdest of the three motherships of the Nomad Nation. If the Bakunin society has one salient trait, it’s a tolerance for all things different and eccentric. A specific borough inside Bakunin, called VaudeVille, is the Human Sphere’s most fertile soil for artistic endeavor, sordid indulgence and extravagant lavishness. One discipline lies at the intersection of all three: body modification. For the right money, you can get panther eyes, live wire hair… or panda fur.

No dark arts are responsible for 8-Ball’s prodigious size and strength; he was always going to be buff and deceptively agile for his massive size. Cheeky, impudent and carefree, at least he has the skills to back up all his bravado. As for his family, from a very early age they enabled his addiction to extreme sports in lieu of training for his rightful destiny: the crown of Aristeia! Bahadur.

Will this be the season 8-Ball finally realizes his legacy?



Like many Tanks, 8-Ball has an excellent overall array of Attributes, even bringing average Movement and low-average Initative. His particularly high Health makes him an excellent candidate for healer support, and his Defense is high-end.

His Brawn and Agility are both particularly strong, which works well with his overall package to offer high levels of control. It is on this end where 8-Ball particularly shines, as a control focused tank.

With a generic Switch allowing him to Displace, which fires off a Block and Special result, 8-Ball is a highly mobile Aristo. Above and beyond his Agility, 8-Ball will seldom get locked down and can often get solid movement in even if Immobilized.

There are three great things which should be noted about his primary Attack, "Eat my Fa Jing!",

1: Low cost, only 2 Action Points
2: Good range, 1-3 ('though requiring LoS)
3: Fantastic Switch, Displace the Target for one Special

This is, unfortunately balanced somewhat by the small dice pool which it draws on, but it does make him an excellent candidate for adding extra Yellow dice (especially through the Focus Status if you can). But as an Attack it can benefit from any enhancement.

Like all of the Core Aristos 8-Ball is built fairly simply, with just one additional element on top of his base Attack. In 8-Balls case it's the Action "Be water, Dude". This is relatively expensive, at 3 AP, but has a reasonable chance of firing and also a good chance of triggering his Switch. This has the potential to allow for repositioning of Allies, as well as excellent control of opponents.

Overall 8-Ball is tough and mobile, with excellent control but only limited damage output. His key issue is a lack of dice in his Actions, making him a good candidate for Support.



8-Ball brings a mix of selfish and generous Tactics. These are very focused on control and mobility, offering only limited additional tanking and clarifies the role 8-Ball fulfills in the team.

The first of these is "Badass-Boom", as this allows you to swap position with the Target, at first glance it can offer some defensive potential. Unfortunately the timing, only during 8-Balls Activation, means that it is somewhat more limited. It can be combined with "Be water, Dude" to move two enemy Aristos out of a Scoring Zone in a single activation (while putting you in) and combined with "Eat my Fa Jing!" you can potentially move up to six hexes.

Second we have "Barrel Through", which at first glance appears to simply be an unrestricted Displace, a useful effect in and of it'self. However the key to this Tactic is in its timing, it can only be played in response to an Aristo who is Displacing. This can be useful to double down on one of your own Displacements, allowing you to shift twice as far without worrying about Disengaging, but it's likely even more effective when targeting a Displacing opponent. With "Barrel Through" you can counter an opponents Displace and push them right back into the hex which they were trying to escape. As most Displacement effects are fairly limited and have restricted repeatability this is often as effective as a "NO!".

Next we have "Block", which is the second generous Tactic which 8-Ball brings to the table. This is one of several Tactics, common to Tanks, which allow you to add two blue dice to any roll. Obviously this is very useful defensively, but it is also particularly powerful for Aristos such as Mushashi and Dart who can Switch Block results for offensive use. With his own Switch drawing on a Special and Block result 8-Ball can make good use of this himself (and Green + 3 Blue is basically as good as any Defense roll is ever going to get).

Last, but not least, we have the second selfish Tactic option which 8-Ball offers team managers. This is "Dance for Me!" which hits two targets within range 1-2 within LoS and swaps their positions. This has a broad range of potential applications, both offensive and defensive. It can obviously be used for scoring purposes, pulling an opponent out of the Scoring Zone and putting one of your Aristos in. Defensively you can also pull out a threatened Aristo (especially a ranged Aristo who is engaged) and replace them, either with an opponent or a melee capable Ally. Offensively you can also pull an opponent in close to the rest of your team (and away from their support) while also putting one of your own offensive options into a better position.




Check out the video above, from Shameless Mayhem. They have an extensive range of videos on YouTube, of which their Aristeia 99 series is designed for newer players. They also regularly stream on Twitch, so be sure to check out one of their matches.

8-Ball can fill two key roles in a Team, as the Tank or a Controller. He is really a hybrid of both roles, and while not quite at the peak of either, does both well and can either enhance another Aristo who is stronger in one of these or allow the team to focus in other areas. His decent range and subtle mobility can make him relatively resistant to States, but his high Health and Defense make him a great choice to back up with a healer. Other Aristos who support by offering Dice ('through Focus, or directly like Hannibal) are also great team-mates for 8-Ball.

In terms of Scenario choice 8-Ball can work well in any Scenario which focuses on positioning over damage output. Although tough he can be an easier target than some other high Health Aristos, which can undermine his value in the likes of Carnage and his low damage output means he won't score Frags himself often. At the same time he does help to enhance melee Aristos with mobility support and thus could add to their output enough to justify a place. However most of his "threat" as a tank comes from his control, so if that's not important then opponents have much less reason to target him and undermines his tanking significantly.


The greatest rival for 8-Ball from the Hyperpower is their answer to the "control Tank", the brilliant rising star Prysm. She brings high Initiative and average Movement. While she is weaker in terms of her Health, the combination of her Defense and first Switch help to make her difficult to put down easily regardless. Although her Brawn and Agility are limited, they both have a reasonable chance of firing her Switch, which helps her to put out the Taunted State.

Thanks to "Pulsing Light", Prysm has nearly perfect control over any opposing Aristo who she can get out a Taunt on. With "Guiding Light" helping ensure that every opponent can attack her, those who are Taunted by her must, at every opportunity and using whatever Attack they have which is in range. This can particularly restrict melee and support Aristos, who will end up using the "Contender" attack.

Like 8-Ball, Prysm's "Gamma Radiation" isn't particularly good in terms of damage output, but it does have an excellent chance of putting out a Taunt on the Target. However damage output isn't what these Aristos are on your team for. They both offer Tanking and a high level of Control.


8-Ball is a great all-rounder, with some damage output, solid defense and control. He can bring a lot to any team and enhances a lot of different Aristos. Particularly benefiting from Support Aristos, more so than many other Team options, 8-Ball is a choice who comes to life when you begin to exploit synergies.

Doubling down on his control, alongside hEXx3r, can make it difficult for any opponent to keep their Team in the Scoring Zone. With Hannibal 8-Ball begins to have high damage output, with a repeatable attack which will begin to score solid Successes. Laxmee, on the other hand, will help to enhance his mobility, allowing him to hit his Switches more often. He also synergizes well with Melee Aristos, who he can help get up and into position at key moments in the game, and pull opposing Aristos into positions where they won't be able to escape, and are exposed to close ranged attacks.



Be sure to check out the In Depth article on 8-Ball from Corvus Belli and let us know what you think about this master of melee!

Is he an Aristo you use regularly?

How does he work in your Teams?

Let us know in the comments below, on Facebook or in the Corvus Belli Forums for Aristeia!

Wednesday, 27 November 2019

Aristeia! - The Rivals - Miyamoto Mushashi

"KNOW YOUR ENEMY, KNOW THEIR BLADE."

If you were to synthesize pure combat prowess, the formula would have to contain the mind of the most renowned fighter in history, plus the most advanced artificial body ever designed. Luckily for us, Aristeia! has already gone to the trouble of manufacturing this volatile concoction, and all that's left for us is to kick back and enjoy the spectacle that is Miyamoto Mushashi.

Miyamoto Mushashi is a faithfully rendered biosynthetic Recreation of the emblematic 16th-century Japanese master swordsman. ‘Project Duelist’ was carried out at the request of the VissioRama media channel for their Aristeia! venture. After a fig-leaf renaming for legal reasons, VissioRama deployed an ambitious branding scheme to make a channel-wide star out of their very own Recreation. They requested an updated version of the historical personality so he could star in a modern-day musha-shugyo, the warrior’s pilgrimage undergone by Miyamoto between 1605 and 1612. The show has followed the Recreation’s exploits across the Human Sphere, including his duels against other Aristos he’s encountered in his travels.

The first few seasons have been nothing short of a smash hit. Mushashi has ridden a wave of critical acclaim, audience retention and fan engagement all the way to the top of the rankings and the title of Bahadur faster than any fighter before him, but his future is uncertain. His austere, composed personality is ill-suited to the frivolity of Aristeia! stardom and his efficient, no-frills dueling style makes for unsatisfactory fighting sequences. Increasingly, commentators are starting to wonder: What does VissioRama have in store for Miyamoto Mushashi?
Mushashi is one of the most outstanding Aristos in the game, and this begins with his raw attributes. High Initiative, high Movement, great Defence and Hit Points, above average Brawn and Agility, he's strong across the board.

With the best offensive generic Switch of any Aristo, allowing him to swap a single Block result into a Success on any Roll, only the restriction to use on adjacent targets holds this back. Watch out for opponents who can Displace with their own Switch, as if you allow them to do so before you Switch then you won't be able to fire this.

Ken No Sen is somewhat expensive for its damage output, but with the Generic Switch backing it up and the Action Switch allowing repeat attacks (especially if you can pull in a Yellow Die, making Mushashi particularly love Focus), Mushashi has near peak damage output. He isn't the most consistent, with some high spikes being matched with equal dips, but overall he's a deadly melee Aristo.

One of Mushashi's limitations is that he doesn't have any secondary Attack or other Action options. This does limit his ability to multi-attack or act other than combining a Move and Attack. It also limits his utility beyond Scoring and damage output. This can also limit his options when he is returning from the Infirmary, as the combination of a 3-Energy Attack and no secondary options leaves him only able to Move unless he can deploy next to an opponent on returning from the Infirmary.

Last but not least Mushashi brings an Automatic Skill, Kaze Tachinu, which is another key element in both his damage output and his scoring. Allowing him to Displace hexes equal to his damage dealt Immediately can let him deploy his follow up attack to another target or dive past and away from the opposition to score.
















In terms of his Tactics Mushashi is another relatively Generous Aristo (in common with most from the Core box). He has three options which are available for the use of his team mates, and just one of his own, but there are a couple of outstanding options which most managers will lean into.

Kaze-Do is an excellent Tactic, but also the one choice for Mushashi which is restricted to his own use only. Adding additional Movement can allow a first-turn attack by allowing Mushashi to close with a target which expected to be out of range after moving into the initial Scoring Zone. It, obviously, also has utility in terms of allowing him to get to a distant Scoring Zone which he otherwise wouldn't have been able to reach. However it can also offer an additional chance to Disengage, and the opportunity to move to a target and also attack after coming out from the Infirmary.

Mizu-Do is also outstanding as a Tactic. Picking up a single Action Point might seem minor, but it opens up a lot of options. It can allow Mushashi to attack twice against already Adjacent opponents, or move three times to cover more of the Hexadome in a single activation. It also offers another way to mitigate the impact of returning from the Infirmary. While the initial activation is very likely to still be somewhat sad, on the following turn this will allow him to Move and Attack as usual. But, also, don't overlook that you can use this on anyone!

Sora-Do is effective as it's one of the only ways to cancel an opponents Critical Block, or even a Critical Success. It can help to mitigate good luck on an opponents part countering and cancelling out your own good roll. However it can also be useful defensively, cutting out one key Success or the symbols needed for a Switch. As one of only a few options for interacting with your opponents roll, it is a great compliment to your own ability to enhance the rolls you are making yourself.

Last, but certainly not least, Tsuchi-Do offers more dice than any other Tactic. On the other hand they are Black dice, so significantly less useful than most others. It's very useful for any Aristo who can swap Black dice into something more useful, and can offer Mushashi and other Aristos who can make use of Block results for Switches a boost. One limiting factor is the hard limit of three of any one type of dice, which means that this won't work with Cover (or, at least, makes it slightly less effective).



Check out the video above, from Shameless Mayhem. They have an extensive range of videos on YouTube, of which their Aristeia 99 series is designed for newer players. They also regularly stream on Twitch, so be sure to check out one of their matches.

Mushashi is by far the most streamlined dedicated melee Striker in the Hexadome. While his high initiative and mobility also help him act in a scoring role, basically every element of this Aristo is structured around making him as effective as possible when dealing damage to an engaged target.

Initiative penalties which allow a ranged Aristo to act before Mushashi can make him more vulnerable, but his toughness helps to mitigate that quite well. Movement penalties and Immobilization are far more significant issues for him to overcome and represent the best response to his capabilities.

In terms of team building, Mushashi benefits a lot from adding a Yellow die to his Attack, so any source of Focus is highly valuable to him. He's also got the toughness to be able to make good use of healing. Like all Aristos he'll need support to deal with opposition Status effects and he certainly doesn't mind extra movement when he can get it. Unlike some other Strikers his attacks are less likely to max out on dice, so any bonuses he can pull in there are helpful. But particularly Smoke can make him even more challenging for opponents to manage, restricting their ability to respond before they are within his deadly engagement range.

As to the Scenarios he suits, there is a strong argument to put Mushashi into your Team for any of those which exist now. He's mobile for scoring, has high damage output to score with Frags, and is tough enough to make scoring a Frag off him to be particularly difficult. He even has high Agility and Brawn for Human Target or similar Scenarios. There are good reasons why he is literally the most picked Aristo of all.
From the halls of the Hyperpower comes a true challenger for the title of ultimate melee Aristo. The first human Aristo, the woman who transformed entertainment in the Human Sphere, Shona Carano.

Shona trades away defensive strength and mobility for better range and utility. With both a two-Energy and a three-Energy attack option Shona has a better range of tactical choices. She also has Displacement options, and State control for herself.

Her damage output is the most reliable of any Aristo in the Hexadome, but this high level of reliability comes at the cost of the burst damage which the multi-attack opportunity provides Mushashi. She does also have to be careful of engagement distance however, 'though in her case it's more because of the risk from opponents pinning her down rather than getting away.

In her Tactics Shona picks up an amazing bonus attack, which can also be useful for turns returning from the Bench. Likewise a damaging Action which is useful for chipping off opponents already weakened or those with low base health. She has an offensive Defense boost which lasts for a Round, and an attack discount which can allow her to attack up to five times with the right support.

Mushashi is one of the fastest Aristos in the Hexadome, which only makes him all the more deadly. There are few targets who can stand toe to toe with him and hope to live.



Be sure to check out the In Depth article on Mushashi from Corvus Belli and let us know what you think about this master of melee!

Is he one of your crutches?

Do you think he needs to change?

Let us know in the comments below, on Facebook or in the Corvus Belli Forums for Aristeia!