Ascend CGR or Galan for BGs
Polygon
Member Posts: 4,711 ★★★★★
Feel like Galan is pretty easy to take down and not as much of a defender as people make him out ti be, but the main advantage he has over CGR is working for more metas since CGR has to parry and do 5 hit combos.
With that said CGR takes on far more meta defenders outside his class advantage such as Maestro, Onslaught, KM, Korg, Photon and more.
That ascenscion can help for the tanky defenders . When ascenscion was new he wasn’t who youd go to, but we will have more r2 and r3 defenders. 7* korg and km are pretty tanky so that extra damage could help
With that said CGR takes on far more meta defenders outside his class advantage such as Maestro, Onslaught, KM, Korg, Photon and more.
That ascenscion can help for the tanky defenders . When ascenscion was new he wasn’t who youd go to, but we will have more r2 and r3 defenders. 7* korg and km are pretty tanky so that extra damage could help
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I'm wondering who needs it more for offensive purposes. (yes Galan needs it for harvest, but CGR takes on more meta defenders like Korg/KM/Maestro/Photon and Onslaught). There's not too many top defenders you would want to use a Galan over CGR for aside from the obvious tech champs.
I have 0 in petrify , correct me if i'm wrong but CGR needs at least r4 with 1 in petrify or r5 to pull off the heavy into power gain into vigilance rotation without them being at a bar of power?
Petrify reduces the amount of power your opponent gains while they're stunned.
Each Rank on a Champion beyond 1 increases their base Combat Power Rate by 5%, with Rank 1 being at +0% and Rank 5 being at +20%. (Note that 7-Stars are actually different, in that they're always at the +20% from Rank 1, and do not increase).
TL;DR: Petrify will prevent the opponent from gaining too much Power, and Rank 3 or higher will give CGR enough Power to pull off the Rotation. They're two different elements that enable the Rotation to work - one decreases the opponents Power while the other increases CGR's.
Like for example if theres a node that limits you from doing 5 hit combos (for instance mix master) but that ones a bit more extreme.
If its something where you can’t really stun them , but you want to either cause theres ebb/flow knockdown or for his aptitude , does his heavy have long enough reach for heavy countering?
I could be overlooking certain things if his playstyle can be maneuvered to accommodate various BGs nodes
If you don’t know how to fight Galan, you’re in for a surprise or 2…he got the nuclear option to, but it takes more time. So i would ascend Galan to make his sp1 do more damage, and possible be a fast nuclear option on attack in BG.
For Tunnel Vision, I usually do:
Parry then Heavy,
Parry then LLMLM
Then MLLLL for Power Gain then Sp2
Mix Master, I'm pretty sure you can still Parry and alternate LLMLM and LLLML to get your Judgements and you'll be just fine.
over r4 makes a noticeable difference for him in BGs?
It’s probably more important for him than for Galan to say the least