Type: Animal
Hit Points ✯✯✰✰✰
Attack Power ✯✯✯✰✰
Mobility ✯✯✯✰✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✰✰✰
Goss is a needle-launching hedgehog mobile. Goss is altogether very well balanced, featuring slightly below average HP and above average attack power and utility. While Goss' main focus revolves around straight-forward damage and pitting targets in holes, its SS gives it the unique ability to teleport without the use of an item. Goss can fit into almost any role with competency and, despite precision requirements with its shots, is relatively easy to learn to use.
With its S1, Goss launches a large spine, accompanied by two smaller spines to either side, in an arc. The primary spine will deal the majority of the damage but landing all three onto the target is crucial for doing consistent and above average damage, which will average in the 240-260 range. The S1 spines will cause negligible land destruction and must directly strike the target's body to deal any damage. S1 functions very well through offensive clouds.
S2 launches a single spine in an arc that will plant into ground it comes into contact with. A moment after planting into the ground, it will burst, dealing around 200-220 damage to any mobile or totem it is touching at the point of contact with the ground, and cause a sizable hole of land destruction directly underneath it. S2 will be preferred over S1 for bunging or tactical purposes.
With its SS, Goss launches a circular saw blade in an arc which will deal high damage (around 300-350) in a large area of effect around the point where it contacts the ground. Immediately after landing, Goss teleports to the location the blade landed. It is important to note that damage is dealt before Goss teleports, meaning that Goss will be damaged itself if it is inside of the damage-area of the attack as the attack lands.
1. To avoid damaging itself with its SS in close-quarters, Goss should be sure to both move away from the target and/or slightly over shoot the target, if possible and all else being considered.
2. Goss has consistent access to bungee shots with its S2, especially when using a dual or bungee drill.
3. To maximize the window needed to land all three spines of S1, a 45 degree angle of descent or greater is optimal.
4. Because S2 is so narrow and passes directly through mobiles and totems, it can be used as a 'surgical strike' against opponents who located very near an ally without damaging them.
5. If Goss is on top of an opponent but very slightly back, one or two of the S1 spines will strike the opponent Goss is on top of while the remaining spine or spines continue normally. This is a powerful weapon for achieving double hits and perfect games.
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