Type: Animal
Hit Points ✯✯✯✰✰
Attack Power ✯✯✯✯✰
Mobility ✯✰✰✰✰
Utility ✯✯✯✰✰
Learning Curve ✯✯✯✯✰
Grub is a bionic slug mobile who launches a variety of explosive balls from its cannon. Grub is among just three tanks to utilize the game's 'bounce mechanics', along side Lightning and IceBall. The unique mechanic makes Grub challenging to learn and master in comparison to most other mobiles. When Grub's shots land optimally, very few mobiles can unload as much damage as can Grub. It has moderate HP. One of Grub's primary weaknesses is that its shots are highly dependent upon the shape of the battlefield and positioning of the target. Some situations can easily cause Grub to have very limited or difficult options. Additionally, Grub suffers from having one of the lowest movement points in the game. This is problematic on certain stages where Grub will have difficulty reaching totems or evading bungable areas. On the flip side, Grub has one of the highest mount ratings in the game, meaning it can climb up very steep inclines. Grub has very limited general bunging or land-destruction capability, but can make excellent use of offensive clouds and has high shot power, enabling it to quickly unlock its SS.
Grub's S1 launches a single green ball which will explode upon contact with the ground, a mobile, or a totem for moderate damage. Upon detonation, two secondary balls will eject from each side and bounce on the landscape for a short duration until contacting either a mobile or a totem for small additional damage. S1 will deal around as much damage as S2 if one of the secondary balls connect, less damage if none do, and more damage if all three connect. With all three balls connecting to the target, S1 will deal upward of 300-340 damage or more. With only the primary explosion landing, it will deal around 140-170 damage. S1 is useful for double-hits and damaging through shields (as the secondary balls will land and damage after the shield is broken with the primary explosion). S1 is valuable as an SS-meter builder as you can (super)sky-shot it easily and often gain multiple bonuses from double hits and shield breaking.
S2 launches a burst of three purple balls in an arc, following in succession. Unlike S1, S2 will not detonate until it after it has made contact with the ground at least once. After this, each of the balls will continue either bouncing or rolling for a short duration, or make contact with either a mobile or totem, at which point they will detonate. At any point after the second bounce, any of the balls may detect a target nearby and attempt to home in on them. S2 is favorable over S1 in close range or situations that risk splash damage to yourself or an ally, situations where S1 cannot reliably land any of the secondary balls but S2 can reliably land, or to bounce off of land into spaces where S1 cannot reach.
Grub's SS launches a single ball that will begin sustained bursting (10 explosions) upon contact with the ground, causing no land destruction in the process. The bursts have a relatively large area of effect and as such, do not need to be directly on top of a target to damage them. Even if the SS can only be bounced near the target for only a couple of hits from the bursts, it will deal appreciable damage exceeding either of Grub's standard shots in most circumstances. If the full brunt of the SS is dealt to an exposed target, the result will be enough damage for a knock-out, even if the target is at full health. If a well placed SS is lands on a shielded target (assuming no shield-break from a pet or item), only the final few bursts from the attack will penetrate the shield but for damage that will generally exceed a well placed S1 in the same situation.
1. Any of Grub's bouncing balls, including the SS, may stick onto stray pixels or corners. This is generally undesirable but can be used to stick the SS on or near a target in otherwise inaccessible areas. Additionally, S2 is susceptible to being 'split apart' when fired onto or very near corners or edges. Edit: this has since been patched and can no longer be done consistently.
2. All of Grub's bouncing balls are susceptible to wind forces, by a light amount, after they begin bouncing and should be taken into account.
3. S2 can often be controlled with precision in close-quarters where there is a wall or ceiling nearby by bouncing the attack at full-power directly off of the wall or ceiling.
4. When looking for opportunities to use the dual+ item with Grub, there are different options depending on which attack you lead with. Leading with S1 can be used to create a divot for the following S2. Leading with S2 can be preferable if S2 needs to pass through a mobile and bounce off of a wall that might be disturbed by S1. Leading with S2 can also be preferable when bouncing S2 off of land at the feet of one target and unto another, with S1 following to strike the first target.
5. S2 can be used to bungee if it comes into a target by rolling rather than bouncing as each ball will destroy land directly underneath the target. To achieve this, the S2 balls need to come into a slope or hole at a very slight angle to the land.
6. SS can be landed perfectly on top of a target standing on level, undisturbed ground via super-sky-shot. The shot will land on top of them from directly downward and bounce in place for full damage. The wind must either be low-power, vertical, or against your shot. Higher winds going with the direction of the shot will always carry the shot away after it begins bouncing.
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