Grimm - Doughnut-Eating Madman
Grimm is the fearless (and witless) attacker of Yellow Comet, throwing his considerable weight behind every assault for extra power, but skimping on the fiddly bits like defence.
Day To Day Abilities
- 130% attack for all units
- 80% defence for all units
COP - Knuckleduster ***
- 160% attack for all units
- 90% defence for all units
Lightning Grimm drops the doughnuts and gets ready to headbutt enemy units for 160% attack (and 90% defence). Hit the road, slick!
SCOP - Haymaker ---***
- 190% attack for all units
- 90% defence for all units
Grimm goes in for the psycho attacks at 190% power and 90% defence. Nothing fancy here, just good old fashioned brawlin'. You entered Grimm's World of Pain!
Tags
Notes & Tactics
Grimm's strength lies in....well, his strength. You want to hit as much as you can, as fast as you can, with as little comeback as you can. To this extent, use indirects as a way of delivering safe, powerful damage without fear of retaliation, but directs work fine too as long as you can get a first hit. You can try putting meatshields and other things in your way so your strong tanks don't take the first hit, but bear in mind your infantry won't last long under fire. In tags, you'll want to put him with someone who can help him get the first strike, a movement CO like Adder or Zak/Koal, or a defencive CO like Sonja/Kanbei/Javier. Or you could just bung him with Sensei and watch the copters fly. Crush those pencilnecks! Gwaaaar!