Black Mamba VS Shellshock

This is the forum where you will role play for any fantasy leagues going on at the time.

Moderator: Tournament Hosts

Post Reply
User avatar
GF93
Posts: 6070
Joined: Wed Dec 31, 1969 7:00 pm
Location: The Pit of Oblivion

Black Mamba VS Shellshock

Post by GF93 » Fri Apr 26, 2019 4:02 pm

______
STAT COMPARISON
Shellshock
Speed: 3
Traction: 2
Torque: 1
Weapon: 15 (Full Body Spinner with Flails)
Armour: 11

Black Mamba
Speed: 6
Traction: 5
Torque: 4
Weapon: 4 (Electric Lifting Arm with Rack-and-Pinion Forks)
Armour: 11
______
Massive FBS with optional teeth/flails, so I’ll have to be prepared either way. He hits hard, but his main weaknesses are his poor drivetrain – I'm twice as fast and have four times his torque/acceleration – and that big self-righting hoop on top. The way it's shaped, I can hook into it with my arm from either the frame/central part, pick him up off the floor, and carry him. I've got good enough armour to tank some hits, so once I get in close, I can take control from there.

Force the initial impact ASAP, then be super-controlling and aggressive. Move out quickly, keep the arm down, and get to him as soon as possible. Angle myself against the direction to which he's turning to minimise damage/knockback (moreso if he has the flails to offset the impact), then when he recoils, ram into him and raise the arm up to grapple the frames/base with the fangs, high enough to lift him off the ground . From there, get carrying; if it doesn’t work the first time, don’t panic. Lower the arm again and chase him down if he runs!

When attacking, absolutely prioritise keeping him off the ground and from moving/spinning up. Carry him over to and keep him herded near the walls/hazards, drop him under the hammers to deal damage, and when the 30-second pinning rule is up, put him down at a wall/corner to slow him down enough for me to get under/hook again; or if he has the flails, turning and lowering him on top of his own chain(s) to hang him up and stop him escaping. Constantly take the fight to him and remain in contact, block any escape routes, and if I can lift him high enough, try for an OOTA by lifting him just over the wall, then reversing to dump him in. If I get under, lift/squash him into walls and turn him over to wear down the clock. Be aware of the 30-second rule, but always position myself to immediately get him again each time I let go!

Defence is mostly the aggressive kind; keep the front facing him and protect my main body, actively pursue and stop him from spinning up, keep the arm to the ground when I'm not using it, beware of the flails in particular, protect my main body, and keep away from hazards unless using them myself.

Good luck!

Post Reply