Which Weirdboy Upgrades Are Good?
Posted: Wed 06 Apr, 2022 8:44 am
Weirdboy has the strangest upgrades.
https://dawnofwar.info/codex.php?page=elite/weirdboy#upgrades
I'm not sure how to tell which are good or bad, for the most part the bonus health on them is just nice to have since your Weirdboy should be avoiding direct damage and can run and heal while abilities are on cooldown. "Over Dere!" has been hard for me to aim and seems like it isn't that strong even when it works so I usually pick Warpath when I want to make my green guys a bit more blurry, but it doesn't seem that useful to me in general.
Bigga Brains giving 500 extra energy is nice, but I rarely actually use Foot of Gork as I'm too busy casting Warp Vomit and Zzap to save up the 750 for stompin.
Am I missing out on Weirdboy skills by avoiding upgrading in most games?
https://dawnofwar.info/codex.php?page=elite/weirdboy#upgrades
I'm not sure how to tell which are good or bad, for the most part the bonus health on them is just nice to have since your Weirdboy should be avoiding direct damage and can run and heal while abilities are on cooldown. "Over Dere!" has been hard for me to aim and seems like it isn't that strong even when it works so I usually pick Warpath when I want to make my green guys a bit more blurry, but it doesn't seem that useful to me in general.
Bigga Brains giving 500 extra energy is nice, but I rarely actually use Foot of Gork as I'm too busy casting Warp Vomit and Zzap to save up the 750 for stompin.
Am I missing out on Weirdboy skills by avoiding upgrading in most games?