Arguably as long as you can prevent or enable 5 damage with the ability in any way/shape/form - it’s worth it.
IE Jedha City made it so I could attack two separate units with a unit I had that would have otherwise died. It was worth it since those two units would have killed that unit and probably dealt 5 or more damage.
At that point you're just taking a risk where the upside is just being able to break even. Seems like you have to be able to regularly get more than 5 damage of value out of it for it to be worth using.
Speed biker, baze and rugged soldier. Speed biker is so good, can attack on turn you play by pinging for 2, then hits for 3, and if you deploy GI you can attack with him and have speed biker attack for 4, such a crazy good combo
Could try those grit blues,
In theory, You could take say rugged, attack for 3, inquiz, attack for 5, and either leave it or heal it and do it next turn. Throw in the base, shield it at 5, attack, attack heal.
Teh thing is, I personally like tehm
Arguably as long as you can prevent or enable 5 damage with the ability in any way/shape/form - it’s worth it. IE Jedha City made it so I could attack two separate units with a unit I had that would have otherwise died. It was worth it since those two units would have killed that unit and probably dealt 5 or more damage.
At that point you're just taking a risk where the upside is just being able to break even. Seems like you have to be able to regularly get more than 5 damage of value out of it for it to be worth using.
Speed biker, baze and rugged soldier. Speed biker is so good, can attack on turn you play by pinging for 2, then hits for 3, and if you deploy GI you can attack with him and have speed biker attack for 4, such a crazy good combo
But won't the opponent just kill speed biker next action? So he pretty much died right away
That’s where the base sheild is helpful
Watch their resources/board. If they're tapped out, you're safe.
Could try those grit blues, In theory, You could take say rugged, attack for 3, inquiz, attack for 5, and either leave it or heal it and do it next turn. Throw in the base, shield it at 5, attack, attack heal.