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otter-man
otter-man
One day, Otterman woke up and found himself deep in the forest. Though he could not explain his strange appearance, he accepted his fate and searched for home.
Ease of Use: Medium
Ideal range: 2 - 3 squares
Strengths: High damaging attacks
Weaknesses: Short Combo strings
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movelist
Combos
Card Pref
Support cards
Teleporter
Cooldown: 4
White Effect: Sync
Blue Effect: Teleport -2
Use Teleporter to create distance between you and the enemy. By teleporting you 2 squares away, you can use Chuck Boulder or Laser Beam with less risk.
Riot Shield
Cooldown: 4
White Effect: Sync
Blue Effect: Armor
With the Armor effect you get from Riot Shield, Otter-Man becomes more durable. With Big Burp granting Gain HP and Big Fluffy Tackle granting Armor, Otter-Man becomes very hard to take down.
Extra cards
Air Spike
Cooldown: 4
Range: 1
Target: Airborne
Damage: 1
White Effect: Airborne +1
Red Effect: Hitstun, Flatten
Otter-Man does not have a natural Airborne mobility option. Air Spike can fill in that gap. Air Spike also combos with Toss Up.
Leg Sweep
Cooldown: 4
Range: 1
Target: Standing, Crouched
Damage: 1
White Effect: Crouched +1
Red Effect: Push +1
Otter-Man does not have a natural Crouch mobility option. You can use Leg Sweep to catch the enemy off guard.
Stage cards
Airbase
Air Dash has a reduced cooldown of 2 instead of 4
Airbase is the longest stage in the game with 10 squares. This gives Otter-Man space to disengage if necessary.
River Raft
If you are on the wall square, get move +1 this turn. Does not work on airborne targets.
Otter-Man can strategize to stay near the wall square. Then use the Move +1 effect of River Raft to catch the enemy with a Hitstun attack.
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