In my opinion siege+range+acid Scorpions is one of the strongest standard endgames. It is a harder carry than Arclight or Marksman, which is generally what I use it against.
@@montyalb8788 Yes it's a standard, long-rage greed game. I saw 201 players doing the MM fang summoning in standard so I stole that. They like to get a lot of them in a large line. I think techs are: ER, EM, Fang Spawn. I don't think the other ones like double shot, quick fire seem to be needed, at least not what I saw 201 players doing. I'm at 1850 so I spectate high level games to see what I might be up against.
@@groundhog-plays EM, Fang squad, ER makes sense. Do you think they were doing something to get around the need for the Marksman anti-air tech or were they massing Marksmen early so Wraith is not viable? I don't think Wraiths are usually good but when a leveled Wraith shows up the alternative Melter option is an expensive segway for a role already covered on the ground by Scorpion and by anti-air Marksman. My intuition is that the standoff Scorpion tech set makes Elite less useful, and quick fire has a bit more value with so many but there are better dedicated chaff clear options.
I run: Elite MM, Air spec, Firing squad, Extended Range. I typically only tech ER and firing squad and have a long line of fangs basically 100% from left to right. What makes it strong in my opinion is that it is a very asymetical upgrade. Instead of just making MM go big, you are making MM go wide. The answer now involves dealing with late arriving fangs, which block so much high damage, slow fire rate from opponent carry units that are common in standard: MM, Scorps, storm callers. By adding that tech, you have added a very hard thing to easily answer. They can get stangs but hard to keep them alive late game to kill late arriving MM. It changes the board state suddenly.
That comeback was impressive , i faced that today i managed to beat it using fang shield with fortress fang spawn + shield + punch and i put fangs in front of the line to absorb the acid , tho i had range frotress card not sure it would have worked otherwise it was close
While worms can work into ranged comps, rooster's opponent just made too many mistakes to truly showcase the power of worm/arc. See my analysis here: ua-cam.com/video/r1v3UOS2mbw/v-deo.html
In my opinion siege+range+acid Scorpions is one of the strongest standard endgames. It is a harder carry than Arclight or Marksman, which is generally what I use it against.
6+MM with the fang spawn tech and 4 acid siege ER scorps is my fav standard endgame scenario.
@groundhog-plays that does seem like a strong endgame. But, Marksman is squeezed for tech slots, how do you fit Fang spawn?
@@montyalb8788 Yes it's a standard, long-rage greed game. I saw 201 players doing the MM fang summoning in standard so I stole that. They like to get a lot of them in a large line. I think techs are: ER, EM, Fang Spawn. I don't think the other ones like double shot, quick fire seem to be needed, at least not what I saw 201 players doing. I'm at 1850 so I spectate high level games to see what I might be up against.
@@groundhog-plays EM, Fang squad, ER makes sense. Do you think they were doing something to get around the need for the Marksman anti-air tech or were they massing Marksmen early so Wraith is not viable? I don't think Wraiths are usually good but when a leveled Wraith shows up the alternative Melter option is an expensive segway for a role already covered on the ground by Scorpion and by anti-air Marksman.
My intuition is that the standoff Scorpion tech set makes Elite less useful, and quick fire has a bit more value with so many but there are better dedicated chaff clear options.
I run: Elite MM, Air spec, Firing squad, Extended Range.
I typically only tech ER and firing squad and have a long line of fangs basically 100% from left to right. What makes it strong in my opinion is that it is a very asymetical upgrade. Instead of just making MM go big, you are making MM go wide. The answer now involves dealing with late arriving fangs, which block so much high damage, slow fire rate from opponent carry units that are common in standard: MM, Scorps, storm callers. By adding that tech, you have added a very hard thing to easily answer. They can get stangs but hard to keep them alive late game to kill late arriving MM. It changes the board state suddenly.
I love siege scorp. I think it has some great applications, as it can pivot to acid to take out warfactories and giant balls
That comeback was impressive , i faced that today i managed to beat it using fang shield with fortress fang spawn + shield + punch and i put fangs in front of the line to absorb the acid , tho i had range frotress card not sure it would have worked otherwise it was close
rooster showcased the worm carry arc build, worm nullifies the range techs
While worms can work into ranged comps, rooster's opponent just made too many mistakes to truly showcase the power of worm/arc. See my analysis here: ua-cam.com/video/r1v3UOS2mbw/v-deo.html
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