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Trap Team Repose Reviews
AzarianGO Blue Sparx Gems: 719
#1 Posted: 03:35:14 11/11/2014 | Topic Creator
Since theres such a small amount of legitimate reposes this time around, I've decided to review them all to help people decide a bit on if they want to buy them. I go as in depth as I can in these reviews, so that even people who've never played a version of the character can have an idea of them.

I own all the reposes, I just haven't finshed 2 of the reviews yet. I'm just posting them here now, and i'll finish the last one tomorrow.


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Tidal Wave Gill Grunt (Series 4)
Wow Pow: Ride the Leviathan
Rating:Top and Bottom 6/10
Tier: Top B Bottom B

STATS
Max Hp:840
Armor:6
Speed:50
Crit:50

Top Path

In Trap Team, using a TWGG is somewhat clunky as well as underwhelming. His primary attack (harpoons) does acceptable damage (Right and Left shots: 56 Middle: 112), has nice coverage, piercing and a slight push back to smaller enemies, but the rate of fire is quite abysmal and calls for alot of hit-and-run fighting and patcience. The water jet pack allows for some slight speed boosts, but can't replace jumping to dodge in effeciency using the top path due to water supply, and it makes jumping problematic when in use. The water hose while on the top path is utter useless, doing a mere 56 damage per hit and doing no push back or staggering to enemies. GG's Anchor Cannon is a powerful (224 damage) attack, resulting in quite a fair bit of pushback to smaller enemies, but requires roughly a second and a half to charge. The AC slows your pace to a crawl while held, meaning its best to have the shot lined up before its charged, or you will easily be open for a hit. Overall, the AC is far more handy than RtL (Wow-Pow) due to its range, allowing for its chage to be less impactful on reducing your survival chances, and the damage AC does is comparable enough to negate the 26 damage diffrence. Both AC and RtL are quite awkward and clunk to use however.Overall, this iteration of Gill Grunt has nothing that seperates it from its Series 1-3 iterations in any real way.

Bottom Path

On this path, you only fire a single harpoon, with no peircing that deals 96 damage, setting its use back quit a bit. Additionally the damage done by Anchor Cannon has dropped to 192. GG can now use his water pack, and hose attack without a water limit. Your water hose now does 112 damage per hit and a considerable amount of push back. Occasionally you will fire a starfish during a contiuous stream, which deals 80 damage in a radius and does some slight pushback. By using the primary attack button during a stream you can continously fire starfish in rapid succesion (they do 40 damage if they impact an enemie before hitting the ground), and a continue doing damage from the stream as well. This can rack up massive damage real fast, but has a small range, and takes some practice to aim properly and get used to how you use the attack. Overall, I think this path is just a viable as the top path, as the trade offs tend to equal out quite well. The Wow-Pow remains the same in this path.

Wow-Pow (4/10):The main attraction of TWGG, Ride the Leviathan is quite strong (250 damage), and pushes back small enemies, however, you are not invalnurable when using it, you cannot push back large enemies, and dismounting takes roughly a second, leaving a very wide window for you to take a hit.

Figure: The Leviathan makes this version of GG's figure stand out quite a bit, and how the "base" actually incorporates into the figure makes it quite pleasing to look at. I give the figure itself an 8/10.
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228 figures, 26 traps, 24 magic items, 480 games, 19 consoles.... I have a habit.
Edited 3 times - Last edited at 03:44:34 11/11/2014 by AzarianGO
AzarianGO Blue Sparx Gems: 719
#2 Posted: 03:37:34 11/11/2014 | Topic Creator
Fizzy Frenzy Pop Fizz (Series 3)
Wow Pow: Oversize ME!
Rating: 5/10
Tier: C

STATS
Max Hp:840
Armor:18
Speed:60
Crit:30

To start, this iteration of Pop Fizz will start off in Beast form for at the start of a level, arena, or doom challenge. Its not particuarly useful, especially if you use villians, as tagging out causes you to revert back to Potion form and sometimes your meter will be deminished before you fight anything anyway. Sometimes however when tagging back to PF, you will be in beast mode. This only seems to occur if the villans timer is wiped out, or below the "tag out" thresehold Since this iteration of Pop Fizz is focused on the Beast form, I am reviewing him based on his top path. Pop Fizz easily possess one of the largest move pools of any Skylander, as several of his attack have variation based upon what potion is equiped. This review will be "organized" a bit diffrently to outline these diffrences better

Potion Form
Potion Lob (primary attack)
Orange: Fire based, does 88 damage but has a bad rate of fire, overall "acceptable" damage.

Purple: This potion will spawn minions that follow you. Hitting an enemie directly with these will do a mere 36 damage, as well as spawning a minion. These minions will occasionally fire a projectile at nearby enemies, dealing 32 damage, and possibly hitting 2 enemies at once if they're close enough together. This minions will vanish immedietly if hit by anything.
I do not find them very useful due to their attack speed being rather spastic and unpredictable.

Green: Throwing this will leave a puddle of acid on the ground, that damages enemies for 44 damage, and also deals the same with a direct hit. I've always found it most useful to just stick with the potion the entire time dues to the puddles it leaves behind for some time.

Shake It! (Soul gem ability)
This attack deals a large amount of damage (320), has a rather large blast radius around Pop Fizz, and does fair push back to smaller enemies. While this sounds amazing, it has one massive drawback. It takes almost a second and a half to use, leaving a very massive opportunity to be hit, and disengaging from the attack resets the use time. It can be useful, but only in very select situations

Beast Form
Primary attack: This attack itself is kinda nameless, but its a pretty decent melee attack. It deals 72 damage, twice, in roughly a second, resulting in a rather good dps of 144. Small enemies are knocked back and staggered with every hit, and large enemies are quite easy to takle with it. With Berserker Boost, staying Beast Form while utilizing this attack is quite easy.

Mutant Beast: This attack grants the Beast Form a new attack to the special attack button (x on wii u) based on what potion was equipped when you transformed. This effectivly gives the Beast Form 4 attacks, but only allows for the use of 2 at a time.

Orange: You will shoot flames from your mouth, resulting in 129 damage. You are locked in place for a full second using this attack, making it utterly useless in my opinion.

Purple: You will lunge forward a slight bit and slash the enemie, resulting in 158 damage. There is no knockback or staggering with this attack, and the damage it does is pretty equivelent to the Primary Attack. Again, another useless attack in my opinion

Green: You spin rapidly, doing the same damage output as the Primary Attack, but in a radius around PF. This attack has no knockback or staggering, but due to having a decent area of effect, I feel its the only attack you should have mapped to this button.

Supersize ME! (Wow-Pow) 3/10 : This Wow-Pow is activated by tapping the secondary attack (transformation) rapidly to swallow the potion whole. The result of this is doubled size (hit box included), and increased damage in what is known as "Super Beast Mode". Starting your movement in this form is incredibly slow, and overall, the size and speed of this form really negates its useablitiy, despite the much larger damage output. Its also problematic in that it takes as much time as "Shake It!" to excute, and the transforming animation leaves you open for an addition second if you need to use it in a pinch.
Primary: 180 dps
Orange: 161 damage
Purple: 198 + 40 spash damage
Green: 180 dps


Figure: Its nice to have a figure of Pop Fizz in his Beast Form, and it looks quite nice overall. It definetly stands out among the other Pop Fizz figures, even a bit more than Punch Pop Fizz. This is another figure I quite like. 8/10
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228 figures, 26 traps, 24 magic items, 480 games, 19 consoles.... I have a habit.
Edited 1 time - Last edited at 03:41:35 11/11/2014 by AzarianGO
AzarianGO Blue Sparx Gems: 719
#3 Posted: 03:39:02 11/11/2014 | Topic Creator
Full Blast Jet-Vac (Series 3)
Wow Pow: Double Barrel!
Rating: Top 7/10 Bottom 3/10
Tier: Top A Bottom C

STATS
Max Hp:747
Armor:120
Speed:70
Crit:30

Right off the bat, you should notice an immediate difference with FBJV in the fact.... He's actually wear red armor, and without having to upgrade! To me, this make this version of Jet-Vac not only a repose, with path switching and a new power, but in a technical sense, also a variant. Theres no other figure currently like this I believe, minis are close, but they are more of series 1 variants. This uniqueness I feel is the route reposes should take, because it give just enough extra reason to consider buying the same character again.

Top Path (Blaster)

Jet-Vac can "fly", this is like most flying in that is a bit dodgy in controlling, but can be used to completely hover over certain attacks, its primary use in this iteration is to activate your Wow-Pow. Jet-Vac's primary attack is quite good over-all, being able to hit roughly 3 times a second resulting in 180 damge (60 damage per shot), and pierces enemies making it even more efficient as a main attack. This attack is the focus of the top path. Jet-Vac's secondary is his suction vacuum. While using this, you stay in place and reel in enemies into the fan blade of you gun, dealing 96 damage. On this path, defeating an enemy with the suction vacuum charges up a Super Suction Air Blast, a large shot that pierces enemies and deals a whopping 240 damage. This attack can be leathal as all hell if you have an area of chompys to farm for shots.

Bottom Path (Vacuum)

On this path, your primary attack drops to roughly 88 damage per second and loses its ability to pierce enemies, making very inefficient. As a trade off, you can fly longer and your suction gun now does 144 damage per hit. This, in my opinion is a pitiful trade off, and is enough to invalidate this paths use, as the suction gun is more of a "locked in place" melee attack causing it to be highly inefficient. The only notable attack added via this path is an aerial corkscrew attack, dealing 120 damage a hit, and staggering smaller enemies. Its a good attack, but doesn't make up for the severely lowered blaster damage. The Wow-Pow remains the same. A very poor path choice in my opinion.

Wow-Pow (7/10): The Wow-Pow unleashes 2 blasters while flying, unloading on an enemy with these deal more damage as you fire it off continuously. The range of this is about 120-260 dps, up until the guns overheat, resulting in a large explosion dealing 150 damage and knocking back any enemies around you. Its a bit awkward to use the Wow-Pow, but when you do, its well worth it. Overall, this path is quite good.

Figure: The figure, a red Jet-Vac, adorning 2 blasters roughly his own size looks quite powerful from the get go, but doesn't really stand out to much compared to say, Legendary Jet-Vac. Its a nice looking figure, but its not like Pop Fizz or Gill Grunt in overall appeal. 6/10
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228 figures, 26 traps, 24 magic items, 480 games, 19 consoles.... I have a habit.
Edited 2 times - Last edited at 03:53:56 11/11/2014 by AzarianGO
AzarianGO Blue Sparx Gems: 719
#4 Posted: 03:39:19 11/11/2014 | Topic Creator
Sure Shot Shoomboom (Series 2)
Rating:
Wow-Pow:
Tier:

STATS

Top Path:

Bottom Path:

Wow-Pow:

Figure:
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228 figures, 26 traps, 24 magic items, 480 games, 19 consoles.... I have a habit.
AzarianGO Blue Sparx Gems: 719
#5 Posted: 03:39:35 11/11/2014 | Topic Creator
Hog Wild Fryno (Series 2)
Rating:
Wow-Pow:
Tier:

STATS

Top Path:

Bottom Path:

Wow-Pow:

Figure:
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228 figures, 26 traps, 24 magic items, 480 games, 19 consoles.... I have a habit.
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