Thunderhead is a Green-blue unit.
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Strategy[]
With 4 attack and an astounding 11 defense, Thunderhead is easily one of the strongest units in the game. However, it's lifespan and frontline attributes make it vulnerable to chill, burst damage, and especially absorb denial. Even if these aren't in the Random Set, Thunderhead must be bought at the right time to maximize its value. Buy it too early, and it won't absorb as much damage as it could. Buy it too late, and the opponent will destroy it early. A well-timed Thunderhead can absorb 18-21 damage and deal 8 damage, more than making up for its cost.
It's worth noting that in some mid-late game situations, buying Thunderhead is worthwhile even if it's killed immediately. A guaranteed 4 damage and 11 soak for 15 is quite good.
If the enemy is committed to a strategy that is locked on ramping attackers to gain value, this unit can quickly counter it while opponent is stalled on paying for defense.
A good point to have it bought is when the Opponent has 5-7 constant Attack, since it will be near the full Attack value that Thunderhead can soak by the turn it dies. User should be over enemy Absorb as well for effective counter pressure.
Builds based on heavy Red or low Economy are weakest to Thunderhead, since they can't commit to defense efficiently or add value back. However, the pressure of such a set may impede getting it cleanly, or at all.
If you buy a Thunderhead followed by a Redeemer, the Redeemer's Gauss Charges arrive right before Thunderhead's lifespan runs out.
Counter Units[]
Units that can create a burst of attack for a low cost are a threat to Thunderhead. Such units include Gaussite Symbiote, Grenade Mech, The Wincer, Tia Thurnax, and Venge Cannon.
Arka Sodara, Bloodrager, Lancetooth, Mega Drone, and Thermite Core all deny absorb, which is where Thunderhead gets most of its value.
Change log[]
- December 9th, 2015
- August 8th, 2015
- Added to the game.
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