Fast. Fast enough to even keep up with the Fishermen. Fair TAC and an average DEF, KICK and 1 ARM make her fairly standard across her stat line. Melee 1″ (BOOOO) and 2/2 INF rounds out her stats. Standard INF generation but only being able to allocate 2 means potentially unusual abilities coming up as we saw with Rage.
Back to the Shadows – If Minx does damage during the turn then a free 4” dodge is yours at the end of the activation. Minx is certainly slippery and once that is hard to get. Also helps ensure that Furious can happen more often.
Hunter’s Prey – Nasty ability as Minx does damage then the enemy gets the Snared condition which really hurts when combined with Screeching Banshee. Even the hard to hit models are going to be wary near Minx.
Momentous results for all her damage on 2, 3 and 5 hits means her play-style encourages you to be a damage dealer. Access to T and both her plays (discussed below) means she has a range of options available from a decent dice roll.
Screeching Banshee – 2 Guild Balls (5 hits). Target enemy models suffers -1 DEF and 2 DMG. Great for really making a target easier to take down or farm momentum off.
She is a damage dealer, not a huge one like Rage but she is no slouch. What makes her handy is the DEF debuff she brings thanks to Snared and Screeching Banshee.
So while not as INF efficient as Rage but she helps the rest of the team descend on one or two models like a pack of animals.
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