@@rottenmeat5934 Last time it always did 1, now it's the same as a monster attack. This means they can actually slap pretty hard with it if they get some cards.
The background music combined with your sales pitch voice... I'm sold! Where do I buy one of these suckers?! Reminds me of like a south park info/commercial parody or something to that extent. Jokes aside, I have been sleeping on this unit. Time to do some experimentation.
@@CoffeePotato my old Jug from PSP save was named ‘Gothmog’ (Ogre Blade naming fun), and used the Evil Deeds ‘set’ to great effect. I was slightly sad to see that ~ for unknown reasons ~ Reborn doesn’t let him use the Thanatos Armor from San Bronsa, any longer (part of the Set), so I had to turn him into a Terror Knight, to actually be able to recreate the ‘Set’ build 😅
At first, Juggernaut looks like the beastman version of Terror Knight with their skills but they are much more. A force to be reckoned with, the JN disrupts the focus of frontliners with their intimidation and have the good tankiness to withstand punishment for days A great pair with the juggernaut is the hoptile, I hope the next video also has the same "car dealership" vibe like here with hoptile
This inspired me to build my first lizardman juggernaut. I named him The Lizard, from Spider-Man. I am levels of excited about this lizardman that are unreasonable for an adult man who has traveled the world, seen wars, and climbed mountains.
I made a lizardman juggernaut using stun blowgun and shield and it's amazing! the stun blowgun has a luck bonus that helps proc things ( with a ring of fortune +1 of course!) and if you need melee damage haymaker and shield actually do decent damage! I use shield usually if I don't mind pushing the unit and shield does more damage than haymaker, but haymaker has it's uses if you really don't want to move a unit! I love that because of this hidden mechanic of lizardmen having an innate counter that ONLY works if you use blowguns (it's overridden by a weapon parry or counterattack, which isn't always as good as counterattack 3 until you get the good weapons.) you can sometimes counter in blowgun range and apply stun in counterattack lmao (or even petrify or charm, potentially!). another option is blowgun and bow for the huge variety of finishers (Ice, fire, thunder, light) with many debuffs (leaden, stun, sleep, charm, stop, poison). Making a juggernaut the ultimate debuffer, like it's quite competitive with ninja or a debuff mage i'd say, and if enemies rush them, they can trigger stop and their other autos, really nice! I do wish blowguns were a bit easier to use, they are my favorite weapon type and have my favorite finishers (frigid blast animation is so cool, pun intended) but since they are working of the ranged weapon modifiers, they only work well on squishies, frightened/breached units or if they got a bane applied to them and unlike an archer they lack the range to really make that work, though a juggernaut mobility helps mitigate that. The number of classes that can use blowguns is criminally low. If you have a build that makes blowguns shine, I'm all ears.
The big thing for dealing with juggernauts (and mostly, it's the Crimson Ghavial or Uruk-hai enemy variants who are making full use of these skills on the enemy side) is to not end your turn next to them (stop+silence+mana drain) or within two squares of them if a skill is active or intimidate will strip it off. Since autoskills go off at the start of a turn, you've got a big advantage over the AI here. The AI will run up to attack juggernauts (especially if they've got a spear with a dead zone) and cyclops, basically surrounding them before their turn comes. Human players can be a little more careful =] Treat them like land mines and stay away.
@@ValeVin Thanks for the tips! What I actually meant was dealing with their downsides when using them tho. For example, knights deal like no damage, so you might need good damage dealers in the back line and all that.
@@POOH_LY It’s not hard to see the flaws. They’re not as stupid tough as knights, and all of their big damage comes from weapon skills, so they won’t do standout damage unless they’re exploiting elemental weaknesses with weapon skills.
@@POOH_LY Oh! Well, I did a terrible job with that part =] The big limitation is defense (they're front-liners, but they have no defensive cooldowns other than disabling enemies and high movement). So late game, while you'll probably always want an intimidator in the party, you may be using Ozma or Hamilton instead. I should add that juggernaut skill sets are movable to other characters with an Ogre Blade. If you're not using the Ogre Blade to craft a cursed weapon for the Golyat 3 challenge or make an overpowered uber-patriarch, it can be fun to toss intimidate on a hoplite or terror knight. I find that once ogre blades flow freely, I enjoy putting Intimidate on my fontliners (knight, angel knight, ninja, etc.). But for strictly your juggernauts being deployed, the main drawbacks are that they've got no offensive or defensive skills, really. They're mobile and disable enemy units. They're sort of the WD40 that smooths your group past Dragon's Scale, Phalanx, Ivory Tower, Intercession, Evasion, and a ton of other nasty skills just by showing up... but they need healing items if they get focus fired and other than finishers, they're not the ones getting kills.
Love the lizard dudes. Sad they never gave them like a(or few) small organized tribe(s) that communicates and have at least a small sidequest or a rol in the main story. Thankfully One Vision made Chamos a lizard dude, and even the name fits. Ps: The fathers of the FFT Bangas.
They have counterattack!? Edit: I see. So the unarmed has counterattack. If you equip a parry weapon, it gets overwritten. But if you equip a weapon that has neither ability, aka 1h bows, you keep the counter. Fascinating.
As someone who only recently picked up the game (bit stuck in Chapter 3 right now^^), this video series has been incredibly informative and entertaining at the same time! I hope you'll eventually cover all the units/classes there are in Reborn. :) One thing I struggle with a bit is to decide what weapons to give my various classes - as in: should my Rune Fencer/Valkyrie use spears, or would they be better off using sword and shield, etc. - is there any general advice you could give in that regard or is it a "whatever you like" thing?^^
Use what you like as long as your team fits well with one another. My main team has: 4 spear units 1 dagger unit 1 fist unit 1 whip unit 3 cudgel units 1 1H sword unit 1 Beast unit (griffin) Spears are my personal favorite, obviously but it's good to have access to different finishers with other debuffs and elements. I never use shields but they are actually pretty great. Especially later on in the game where you have a lot of opportunities to simply push people off of cliffs for a one shot kill (be careful though because you won't get the loot).
Sword and shield will make a valk a front line unit. Consider using an upgraded sword that gives false strike. The base 20% reduction to enemy accuracy might be worth reduced power if you use the valk to body block an enemy advance. Spears will make them a durable supporter/skirmisher, and you definitely want to upgrade the spears that give status effects. Volge for breach (sharply reduces defenses) and scorpion for poison. If you have a soldier nearby with vigorous attack, you can regularly proc debilitating status effects.
Generally, I'd say it's more "use whatever you'd like...but pay attention to useful quirks". Like Sword and Spear have different answers to the same issues, if we were to compare them. High health, poison scales, so poison works great there. Swords might see that as Falsestrike with Counter from a bow, and Vile Wound. Spears might see that as "Counter poison, and keep distance", but generally everything can become good once studied enough. I have a knight running an Iron Fan to prove that point on the background of every video 😂. But yeah, shields also bash units backwards, which can also be handy. Feel it out, use what feels cozy, don't worry about the stats or minmaxing, using mundane stuff in a tricky way is always an option. Oh, and absolutely. I'm covering every single one.
I was fully expecting a stop hammertime joke. Its the only build I use on them. Fun fact: There is one lizardman that does actually speak. Its in CODA 1 port brawl and just there to make a FFTA reference.
I just noticed this, unfortunately, and I hope there's some sort of explanation for this: First and foremost, not all battle abilities show up on the "status screen," such as Swift foot and Jump. Juggernaut specifically automatically comes with Counter III and Wade I. I wanted to add a single-handed hammer so that I could gain Parry II. Visually, the Counter disappears, and you get Parry instead. I didn't give it much thought and assumed it was like Swiftfoot (again, this doesn't visually show on your status screen), but he completely loses his ability to counter. Is there a reason for this?
I just managed to recruit my first Juggernaut and noticed that when you equip a weapon with a lower level Counterattack, it will overwrite the Juggernaut's Counterattack 3 in the status screen. Does that mean I'm effectively making my Lizardman worse by equipping lower level Counterattack weapons or will the game still use his innate Counterattack 3?
It should always use the highest available, but may prioritize the one in the main hand. Usually double counter weapons don't come up, or it stacks then side by side. It's an easy thing to test, how much do they do compared with their normal damage? 2 should be 75%, 3 should be 100%.
I kinda miss watching the all-one-unit army go into the first San Bronsa level and do their thing at the end of these videos =] It'd be fun watching a million autoskills go off. Also, I had no idea about the Counterattack III! Did you mention they can counter-throw-boulder, too? That can be handy in a few rare occasions.
I'm getting back to that soon, just really preferring my latest save file, which hasn't reached Coda 2 just yet. Yeah, their unarmed stuff is shockingly useful..I thought 50 damage was nothing until this shield guy was punching for 300s later that fight.
@@CoffeePotato Hello I really like your passion for this game! I want a little piece of advise, which one is the best class for a lizard, juggernaut, I just got my first one, so I dont know if keep it as a Warrior (the one that he had at the moment) or turn into this JUGGERNAUT. Thanks again for this content , great work.!
@@arnoldwolf6 Depends on what you're looking for. Warriors are hands down the best at pushback and applying secondaries consistently, Juggernauts are for getting whatever you need, wherever it's needed with that extra movement, as well as passively disabling units nearby them with Autos. Warriors are better for your front line, Juggers are more of a chaos agent with a big weapon. They're dang good fun.
Zombie mind control drone, Angus, the lizard man who I thought was a Patriarch because of no sleep, but he's now a fireball shooting scaly roman god. He wears the tower shield as a status symbol, it's far from the best 😂
@@warpfrenzy My favorite part of doing silly Ogre Blade stuff is when I return my lizards and gremlins to life =] It looks like I ran them through the carwash and now they're bright and shiny again.