SRDX/Gears/The Crazy: Difference between revisions
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[[Category:High Boosting Gears]]< [[SRDX/Gears|Back to Gears]] | |||
{{Overview/navigation}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=3 | |||
|header=Overview | |||
|content=The Crazy is a High Boosting Ring Gear which makes use of its effects and aggressive playstyle to perform consistently in competition.<br> | |||
It has expensive costs for Boosting and using Tornadoes, but this is compensated by the Pickpocket effect, which grants Rings when an attack is landed. Coupled with its statistical consistency as a Ring Gear and offensive utility, The Crazy proves to be a devastating threat in a race. | |||
}} | |||
{{card|width=2 | |||
|header=The Crazy | |||
|content=<div style="text-align: center;"> | |||
|content= | |||
[[File:The crazy.png|250x250px|center]] | |||
'''Gear Archetypes:''' | |||
[[File:High Boosting Icon.png|100x200px]]<br> | |||
'''Fuel Type:''' Rings <br> | |||
'''Special Effects:''' | |||
- Trick Payout | |||
- Picpocket | |||
}} | |||
__TOC__ | |||
</div> | |||
=Pros And Cons= | |||
{{FP Box | |||
|content= | |||
{{ProsAndCons | |||
|intro ='''''The Crazy sports a similar playstyle to High Booster by design, but as a Ring Gear it possesses it's own particular qualities which give it an edge in races.''''' | |||
|pros= | |||
*'''Ring Gain:''' The Crazy gains rings from performing Tricks, entering a QTE or stealing them from opposing players. This makes it very sustainable despite its high Boost and Tornado costs. | |||
*'''Level 2 Performance:''' The Crazy maintains Level 2 throughout the race, retaining the same stats and wielding significant offensive power. This makes it consistent with its solid Boost Speed and grants it a particularly strong early-game presence. It is especially effective when used with Late Booster characters as they can make constant use of their devastating Area-Of-Effect attacks. | |||
*'''Strong Catchup:''' If the user is adept at maintaining a sufficient ring count, The Crazy is effective at catching up when behind as long as it has enough rings to keep itself going. | |||
|cons= | |||
*'''Overreliance on Turbulence:''' Although The Crazy makes effective use of its Ring Gain and Catchup, often the player is encouraged to keep rings for Lap 3 where it can unleash its power. This frequently requires the player to stay behind and gain Rings from Turbulence which is easily countered. If care is not taken, more Rings may be spent trying to compensate than earned through this strategy. | |||
*'''Glass Cannon:''' While The Crazy has an aggressive playstyle due to its offensive utility, it is heavily threatened by attacks. Taking a hit will drain around 50% of a single Boost Cost or more (Depending on how many Rings you have at the time of attack). | |||
}}}} | |||
=Raw Stats= | |||
{{card|width=3 | |||
|content= | |||
<iframe key="thecrazy" width= 100% height= 200 /> | |||
}} |
Latest revision as of 03:21, 25 January 2023
Overview
The Crazy is a High Boosting Ring Gear which makes use of its effects and aggressive playstyle to perform consistently in competition.
It has expensive costs for Boosting and using Tornadoes, but this is compensated by the Pickpocket effect, which grants Rings when an attack is landed. Coupled with its statistical consistency as a Ring Gear and offensive utility, The Crazy proves to be a devastating threat in a race.
Pros And Cons
The Crazy sports a similar playstyle to High Booster by design, but as a Ring Gear it possesses it's own particular qualities which give it an edge in races. | |
Pros | Cons |
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|
Raw Stats