Revives vs health potions vs units for the 6.4.6 GM fight
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Currently preparing for my first go at 6.4.6 grandmaster. Trying to figure out how many revive potions, health potions, and units to hoard first. Planning on bringing in team of
5/65 colossus sig 120 for most of the fight
5/65 professor x sig 40 for reversed controls
6 star rank 1 OR for synergies
5/65 magneto for path clearing (mainly warlock)
5/65 archangel for path clearing
Is the GM a fight where there is no point using health potions to heal to 100 percent each time? What’s the most efficient use of potions?
What’s the most revives someone could use for this fight? 100? 300?
5/65 colossus sig 120 for most of the fight
5/65 professor x sig 40 for reversed controls
6 star rank 1 OR for synergies
5/65 magneto for path clearing (mainly warlock)
5/65 archangel for path clearing
Is the GM a fight where there is no point using health potions to heal to 100 percent each time? What’s the most efficient use of potions?
What’s the most revives someone could use for this fight? 100? 300?
Post edited by Kabam Zanzibar on
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Comments
In total I used around 20 40% revives and 8 team revives
I watched this video a lot to prepare for the fight and it really helped. Used a couple of single revives mainly due to Dex bug