Type: Shield
Hit Points ✯✰✰✰✰
Attack Power ✯✯✯✰✰
Mobility ✯✯✰✰✰
Utility ✯✯✯✯✯
Learning Curve ✯✯✯✰✰
JD is an electro-magnetic-bomb launching mobile. JD is one of three mobiles to utilize the unique 'magnetic pull' mechanic alongside DarkRaon and Beetle King. JD's main draw is as a mobile who threatens to pull opponents from the stage for an untimely knock-out at any stage in the battle. While JD's main focus is looking for opportunities to bungee its opponents, it also features a strong offensive attack which can threaten high damage even when its targets are safe from its pull. Counteracting JD's high utility and offensive power are its very low HP and weak mobility.
JD's S1 is its strongest offensive weapon. Three electrical bombs are launched in an arc in a vertical formation. When these bombs contact a mobile, a totem, or the ground, they deal contact damage and then, a moment later, a second electronic burst for additional damage. With all three bombs landing, S1 will generally deal around 240-260 damage. S1 is one of the most effective attacks in the game at damaging through shields. S1 can be fired at a low angle to split the bombs wider across the battlefield for double hits, or launched at an ideal, high angle so that all three bombs land on the same target for maximum damage.
JD's S2 launches a magnetic bomb that will detonate upon contact with the ground. Upon detonation, a small, hexagonal area from the center of the bomb will pull any mobile to its center. This weapon does moderate damage when landed directly on a target at around 200-220 damage, but its primary attraction is its use as a bunging tool that does not require land destruction; if a target is sufficiently close to an edge, S2 can be placed against an opposing wall or the side of the edge by the target's feet to pull them off of the ledge for a full knock-out in one shot.
JD's SS functions exactly like its S2 except for that the hexagonal area of attraction is significantly larger and it will deal slightly less damage.
1. Either of JD's magnetic shots will pull opponents directly through the ground. This means that not only can JD use its shots to bungee a target through a platform, but opponents can be dragged directly into the ground itself under certain circumstances, which can greatly disrupt their ability to shoot or move for one or more turns.
2. To properly land all three bombs of S1 onto a single target, JD must arc the shot through the sky. When wind is going against the shot, the angle must be lowered, and when the wind is going with the direction of the shot the angle must must be heightened.
3. JD can make highly effective use of most items. Leading a dual, dual+, bungee drill, or bomb cluster with S2 will guarantee direct hits and more probable bunging. Firing S1 with a bomb cluster or dual through a lightning, Thor, or power+ cloud will result in exceptionally high damage.
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