I am not even going to try a pun this one out…Just let it go!!! Its Skatha.
Her speed is average as is he TAC (perhaps a little low for a captain) while her KICK has a healthy dice pool but only average range. She brings the usual amount of INF to the board for a captain and she has good DEF but no ARM.
Winter’s Night – A legendary that increases the teams manoeuvrability. All enemy models within the pulse get a frost token. This means when they get hit by a hunter you can remove the token from them to gain an additional push-dodge playbook result. The uses are pretty interesting as you can really get you team moving either out of trouble or into a better spot for a cheeky goal. Worth doing when you want a player to be in a certain spot, will certainly make hunters better at some crazy goal scoring vectors, hope you have brushed on your trigonometry.
Nature’s Chill – At the start of her activation she can drop an AoE of fast ground. Which is great for some of the slow team members. Do be cautious using it though as it sticks around till the end of the turn. So is a viable option for your opponent as well.
Light Footed – Seen before means her average speed is less of an issue as she can go where she likes.
Decent playbook for her with great MP generation (all columns). She brings a little of everything but pushes in her playbook. From momentous damage, tackle and dodges but also she has access to knock down (probably only on the charge though), while the play she can trigger is a nasty one so you will only see that on charges unless she has help.
Cold Snap – Costs 2 INF or 1 guild ball (5 hits), this is an AoE with a decent range on it that hands out a little bit of damage and also Snared. That is pretty nasty as she can tag multiple models with the DEF debuff which helps the entire team out.
Snowball – Costs 1 INF, really unusual play this one. She basically creates a new ball to kick around during her activation (no sneak goals though). What it does allow her to do is generate some MP by passing and as such lets you gain some extra movement from herself or a friendly by spending said momentum. It also allows you to get a certain mascot into a different position should you need it.
Blessing of the Moon Goddess – Costs 1 INF, nice little bonus to the hunters (as it can be given to multiple models), the next time the make a successful attack against an enemy they can add an additional dodge to their playbook result. That is pretty powerful as it allows the entire team to be a bit more manoeuvrable, it can also ensure you generate MP. Lets say you hit a model with tough hide and your only chance of MP is that 1 DMG that wouldn’t get you any MP as no damage. But with this you get a dodge as well so is now a viable choice still and gets you that MP you would have missed out on.
An interesting captain that brings a lot utility to the team. You have someone who can easily speed up the team in the right places, via Nature’s Chill which is direct increase in speed. But her ability to grant additional dodges to anyone is pretty powerful as it allows the team to be in better positions if planned right but also allows them to quickly get out of trouble or unfavourable engagements. She also hands out Snared at a good range which helps everyone get the results they need more often while the uses of Snowball are interesting and something that could take a while to fully unlock.
She is also a decent threat herself but it is her plays that will help drive the rest of the team towards victory.
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