ARBITR: Difference between revisions
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==Tips== | ==Tips== | ||
{{BCS last updated|5. | {{BCS last updated|5.2|section=y}} | ||
*If the opponent is about to win next turn, ARBITR can prevent it, assuming the opponent lacks burst damage or removals against the ARBITR. Use it to temporarily stop the opponent's board, gain turns to defend, and send your own counterrushes if possible. | *If the opponent is about to win next turn, ARBITR can prevent it, assuming the opponent lacks burst damage or removals against the ARBITR. Use it to temporarily stop the opponent's board, gain turns to defend, and send your own counterrushes if possible. | ||
**Don't get complacent with the ARBITR; the opponent may still try to pop or remove it. For instance, [[Sticky Bomb (BCS)|Sticky Bomb]] is a cheap counter, and [[Robo Monkey (BCS)|Robo Monkey]] with damage buffs can pop it in one turn. [[Long Range Rang]] can chip its HP gradually but consistently. | **Don't get complacent with the ARBITR; the opponent may still try to pop or remove it. For instance, [[Sticky Bomb (BCS)|Sticky Bomb]] is a cheap counter, and [[Robo Monkey (BCS)|Robo Monkey]] with damage buffs can pop it in one turn. [[Long Range Rang]] can chip its HP gradually but consistently. | ||