File:HeatCross art.png | |
Heat Cross | |
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Description | Fire Chip Attk+50! Buster Attk +1! |
Element | Fire |
Weakness | Aqua |
Charge shot | |
Damage | 50, 70, 90, 110, 130 |
Charge time (frames) | 70, 60, 50, 45, 40 |
Get goin' and use the awesome power of HeatCross!
— Mr. Match
Heat Cross is the first Cross linked in Gregar using the power of HeatMan. As a Fire element Cross, Heat Cross utilizes the power of Heat arm to deal massive damage. Heat Cross adds +50 damage to any real time Fire chip without the need to charge them. The Charge shot lasts 67 frames with the fire traveling the first 3 panels on 1f, 5f, and 9f and disappearing from the field on 61f, 62f, and 63f.
In competitive play, the fast charging allows for threatning chargeshots especially on grass. For Gregar builds without AirShoes, Heat Cross can provide an effective way of dealing consistent fire damage without the need to worry about broken panels. The very fast Charge Shot startup time and long attack lingering time mean that it can be very easy to get hit by it. Going into Heat Cross can provide for a good Beast out option next turn if you find yourself without a way to remove LifeAur
While in Heat Cross:
- Non-screen dimming Fire chips gain +50 damage.
- Your Attack value increases by 1
- Charge Shot turns into Fire Arm.
Fire Arm: Attacks 3 panels ahead, creating a lingering attack that lasts for 67 frames, dealing Fire element, Flashing and Flinching damage.
Attack Formula (20 × Attack level + 30) | |||||
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Attack Level | 1 | 2 | 3 | 4 | 5 |
Damage | 50 | 70 | 90 | 110 | 130 |
Notes
- The Attack increase gained by Heat Cross does not apply to his Charge Shot past level 5.
- However, this can increase your Buster Shot past level 5.
- This increase does not apply to Buster Bug
File:HeatBeast art.png | |
Heat Beast | |
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Element | Fire |
Weakness | Aqua |
Chip charge | |
Damage | 80, 110, 140, 170, 200 |
Charge time (frames) | 90 |