I am going to resist any puns with this one don’t want them snowballing towards the wolf..
Standard speed really and low TAC as you would expect from a mascot. Her DEF is average and no ARM. While INF is pretty standard for a mascot while the KICK is actually not bad even if the distance is very poor.
Pack Mentality – A small-sized aura around her but very powerful, as long as guild models are not knocked down if they take damage they can take a dodge towards her. Pretty powerful if it gets the friend out of range. Easily forgotten ability for both Hunter and opponent. But one worth remembering.
Oooh…Ball – If the ball is free during the turn and within her Jog she gets to make a free Jog towards the ball. A nice ability that means you can control the ball a bit better. Can leave her open though so use it cautiously.
Lots of momentum generation from the wolf. And a 1 hit momentous tackle is always handy while on the charge you could expect a wrap which is going to give you 2 momentum, which is nothing to sneeze at.
Feral Instincts – Costs 1 INF, a pretty nasty ability to have around. Possibly even greater than Tooled Up as having anatomical precision on tap is very nasty. Removing ARM from anyone is going to make them nervous with some of the players the Hunters have around.
A real support piece of a mascot is the faithful hound/wolf, she wants to be almost central to the team to get the most out of Pack Mentality but also means she has greatest scope to use Oooh Ball.
While her play can really ruin one models day but does throw up some tough choices. Ooh..Ball is more powerful if she hasn’t activated yet as she can move the ball into a safer place when she does activate rather than being stuck somewhere with a large target on her.
But then her play wants to go early so the rest of team can abuse it more. But this will like most things come down to timing her activation just right.
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