Yomi 2/Gems: Difference between revisions
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[[image:Yomi_2_RedGem.png|thumb|right|200px|]] | [[image:Yomi_2_RedGem.png|thumb|right|200px|]] | ||
===Overview=== | ===Overview=== | ||
Red gem is a well-rounded gem that works solidly in almost any match-up, in addition to being very beginner friendly. Its gem special fireball, gives characters an additional low-risk poke that allows them to more safely build a hand than blocking. This special doubles as many characters only projectile and the added versatility of this option can improve their kit against zoners in neutral, or allow them to more oppressively pressure grapplers | Red gem is a well-rounded gem that works solidly in almost any match-up, in addition to being very beginner friendly. Its gem special fireball, gives characters an additional low-risk poke that allows them to more safely build a hand than blocking. This special doubles as many characters only projectile and the added versatility of this option can improve their kit against zoners in neutral, or allow them to more oppressively pressure grapplers. Red ability is also straightforward to use, only requiring that you wait until you have a relatively open main phase to use it; in most cases, just waiting until a turn you naturally wouldn't take a main phase action is a perfectly fine application of it. Red burst works similarly, only offering extra damage; its only application is to be a free universal reversal and you do not need to time it otherwise synergize strategies around it. Red storm is a little more interesting as it deals damage when the opponent attacks or blocks - this means that waiting to use it until the opponent may not have a dodge or throw is a great idea. Red storm does not otherwise change your options, so playing around this small facet is all you need to do to get your worth out of it; if you knock the opponent down on their turn, going for red storm on your next main phase is often a solid plan. | ||
===Gem Storm=== | ===Gem Storm=== |
Revision as of 16:33, 1 March 2024
What Are Gems?
Each character brings one of 8 gems with them into battle. Each gem adds a unique burst card, ability card, and two specials to your character's deck; in addition to this, once per match your character may activate gem storm during their main phase to receive a powerful buff lasting two combats.
Both players blind select a character and gem at the start of each match. Due to this, most characters have one or two gems that are solid blind pick, an option that is generally useful against all the cast. If you lose a match, you may re-select your gem, ideally selecting a counter pick that will give you an edge against your opponent's character for the next round.
Listed below are all of the gems available and their unique traits. In addition to knowing your character, understanding what gems will synergize best with your strategy is an important aspect of securing a victory.
Red Gem
Overview
Red gem is a well-rounded gem that works solidly in almost any match-up, in addition to being very beginner friendly. Its gem special fireball, gives characters an additional low-risk poke that allows them to more safely build a hand than blocking. This special doubles as many characters only projectile and the added versatility of this option can improve their kit against zoners in neutral, or allow them to more oppressively pressure grapplers. Red ability is also straightforward to use, only requiring that you wait until you have a relatively open main phase to use it; in most cases, just waiting until a turn you naturally wouldn't take a main phase action is a perfectly fine application of it. Red burst works similarly, only offering extra damage; its only application is to be a free universal reversal and you do not need to time it otherwise synergize strategies around it. Red storm is a little more interesting as it deals damage when the opponent attacks or blocks - this means that waiting to use it until the opponent may not have a dodge or throw is a great idea. Red storm does not otherwise change your options, so playing around this small facet is all you need to do to get your worth out of it; if you knock the opponent down on their turn, going for red storm on your next main phase is often a solid plan.
Gem Storm
Firestorm. When the opponent opens with an attack, they take 8 damage. When they open with a block, they take 4 block damage.
Gem Moves
Red Burst
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Fireball
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Hot Coals
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