Looking for some input(looking at you Issac) for some Froggy G setups.
I usually run max CD/Stun on dash. I'm not sure how I feel about it yet. It's crazy annoying for the receiving end but feel that unless I'm with a team of competent people I know, all the stunnage just doesn't get taken advantage of enough.
For whirlwind I usually run Attack speed, Movement Speed, and Shield. I feel pretty good about that, but I'm open to suggestions.
Now the blaster upgrades I'm having issues with. Usually I'll do something like, Speed, Range, Dmg, but I find I hardly ever upgrade any of it until really late game, because Dash and Tornado are so important. I tried going for a "shotgun build" from the start doing +shots, speed, and dmg, but it was expensive and I didn't like not having an upgraded dash. Should I get some blaster upgrades earlier in the game? What kind of shotgun builds do some of you like to run?
Then typically I run Pills, Speed, and Piggy Bank while opening Piggy + Speed + Dash. I haven't tried it yet, but I'm considering dropping speed for Solar tree. I saw it suggested in another thread and it made sense on paper. Froggy is already rather fast and has dash. Getting more solar gain might be beneficial? So I would open Piggy + Solar + Dash. Haven't done the math but I think there's enough for it. Thoughts appreciated.
I am running again the dual cooldown stun setup. The disruption and CC of it is just to good to pass up I even asked they removed one of the Clocks but oh well. Cool by me if they don't.
But if that isn't your cup of tea. Then you are better off with the last Hydro Smash 315. This skills you want to get after at minimum 1 rank in Ice and Clock Necklace as well as Tornado Move and Can't Touch This and Power Pills Turbo. It's a mid to late game upgrade and upgrading to it too early can mess your strategy as a disruptor. Basically you want to be the guy who disrupts the enemy team and CC for your team. Although even random both setups work well. The dual cooldown has slightly more survivability while the hydro smash stun cooldown setup has damage.
Tornado sadly is mostly three good moves:
Can't Touch This because you are forced to be in the midst of things and Tornado without it... Well...
Turbo Tape you can have at least 1 Rank and it works fine.
Bio Fuel Cells because increasing duration increases it's DPS.
For the gun you definitely want Piranha, Mutant Worms LNE and Thorn Fish; this is the Shotgun setup. If you have a competent team you can get at least all your Splash upgrades to CC and at least Can't Touch This and Turbo Tape for survivability then build Shotgun with two ranks in Piranha and 1 rank in Thorn Fish. From 5 you'll deal 20 and that's solid enough for pushes. E forewarned this is best taken as a late game option and works better in the dual cooldown stun setup.
Now general wise you have three options after Piggy Bank and Power Pills Turbo Max
Space Air Max which can be redundant given you can use Turbo Tape on Tornado and move at an insane speed. However despite this it's quite usable thanks to the teleport jump.
Power Pills which along with Power Pills Turbo will turn you into a tankier frog but despite this if you are not wary you can die easily.
Solar Tree. Despite the bad rap I have used it a lot and it makes me have, usually 5+ levels over everyone, that isn't a Voltar. This allows you to build faster but only if you know what you are doing.
How you upgrade depends on what you are looking for. But I personally like CC, disrupting and stun early game since Froggy G early game is not very good. Once you have Ice 2 ranks and at least 1 cooldown you can build Tornado with Shield and Move Speed then health. From there choose depending on situation and on the setup.
Could use more damage on the Splash? Then save for Hydro Smash. 40 damage is pretty solid
Need more juice to disrupt and escape? Then grab both clocks early game.
Need Tornado to last longer? Get Fuel.
I have 90%+ win rate, for EVERY SINGLE CHARACTER, across my....1800 games played?
Clearly every character needs a nerf