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At the peak of her up special she will release her wings as an attack. If Bat Bat hit a Lv3 ball, she pick up the ball and store it until she perform her next normal or strong attack, this state is know as "Sage Mode".īat Bat covers her body with her wings and twirls around. This attack upgrades a baseball on hit, up to 3 levels. Can be charged up to 2 levels.īat Bat will use her echolocation skills to create some kind of shockwave. The ball will have no hitbox until it is striked. This is to setup and attack the ball itself. This move cancels on hit.īat Bat releases a baseball from her hand. Ball will travel in a zig zag motion vertically until it launches backward.īat Bat spins forward in the air sticking her bat outward. Ball will travel in an upward loop and home in on the opponent.īat Bat swings her bat around her while spinning. Ball will travel in a zig zag motion horizontally.īat Bat swings her bat with both arms above and around her. Curve Ball - Strong attacks hitting balls make them fly with impossible trajectory.īat Bat reaches out and swipes her bat upward.īat Bat releases her wings and points them above her.īat Bat swings her bat with both arms upward.Sage Mode - Can access a state which make her next normal or strong attack shot out a ball.Everyone can hit the ball to claim ownership. Can be hit by other moves, dealing 6%/8%/10% based on charge. Baseballs - Only one baseball can be on screen at a time (with the exception of Sage mode and down special).Strongs will launch the opponent out of the screen as it would a baseball Custom KO Effects - Triggers on galaxy.Glide - Bat Bat's roll and air dodge are replaced with glide, which provides aerial momentum and always travel horizontally.Each attack has a unique way of interacting with baseballs. She is a highly offensive character that overwhelms opponents with her powerful attacks and range.īat Bat can release a baseball and attack it, launching it as a projectile. May have trouble against quick up close charactersīat Bat is a powerful slugger that can summon baseballs to hit and launch at opponents.Plus, there’s still plenty of room for innovation and growth, as the metagame is just starting to form. This Standard format is looking wonderful so far, with aggro, midrange, and control all seeming like good choices to win a tournament with. I’ve had a blast with this deck so far and recommend it for anyone wanting to do ridiculously powerful things. Noxious Gearhulk fills a vital role of giving the deck both removal and lifegain while being difficult to block because of menace. Most of the time the opponent can’t risk losing to the trigger, meaning your 6/6 first striker is entering the battlefield with an Ancestral Recall attached. I’ve won a game before with my opponent taking 26 damage from one trigger, but most of the time it’s dealing around ten damage, which changes the outlook of the game immediately. The deck has an incredibly high curve, making putting cards into your graveyard via the Combustible Gearhulk trigger a liability.