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Balthazar Bomb-Britches, how do we start this? Just remember, if you see a man hauling a 12-pounder into action with a name like that, your best bet is to either run away or change your address.

Balthazar Bomb-Britches
20em
Details
Type Character
Group Pirates
Version 2.4
Stats
Health 85
Physical Def 5
Light Def 1
Dark Def 1
Abilities
Innate Balthazar cannot be stunned.
Attacks Load Cannon, Fire Cannon, Shot-put, Drop Kick

Kongai Card Album Description[]

A philosopher once said, "Cannons are designed to hurt." Opponents would be foolish to allow Balthazar to load and fire his favorite toy.

Attacks[]

Balthazar Bomb-Britches Stats

Equippable Items[]

Pirates Items[]

  • Captain's Grog Mug: Because of Balthazar's high health (at 85, highest out of all the Pirates) and fair defences, this item can be very useful. Below 30% is 25 Health or less. Keep in mind that experienced players can just work around the mug by using a more powerful hit, in order to kill him without triggering Grog.
  • Cursed Dabloons: Works good on a monoranger with a range-change attack. Good choice.
  • Navigator's Sextant: Make Fire Cannon less risky. Good choice. However consider that good players may switch out beforehand in an attempt to destroy the item.
  • Ornamental Egg: Make Shot-put a 45% stun move. OK choice.
  • Polished Spyglass: All his moves already have high hit rates. On the other hand, this lets him hit dodging characters like Popo, Tafari, and Ranec, and compensates for his reliance on only Physical moves and turns a bad matchup into a good one.

General Items[]

  • General's Insignia: All his moves are single-hit moves, so it seems like a good choice at first sight, but Fire Cannon really doesn't need a 4 point buff. It does turn Shot-put into an amazingly efficient move however, and makes Drop-Kick somewhat bearable apart from resetting to far range.
  • Girdle of Iron Will: Bad choice, because he is already immune to stun, and because his main attack is already at speed 10 and hence cannot be interrupted.
  • Healing Salve: B3 is not bad for tanking, but, most of the time, the Captain's Grog Mug will prove more useful.
  • Mindreader's Chalice: Good choice, because it threatens the deadliest 50/50 guessing game when you have the cannon loaded at far, and the restore to full energy would let you push far again, readying another Fire Cannon or Intercept.
  • Stoneheel Totem: Good choice on a monoranger.
  • Yellow Rock of Cowards: OK choice, because opponents often like to switch when you have the cannon loaded.

Strategy[]

General use[]

Cannon can be loaded more than once (unlike Tafari's Hide/Ambush), and will last even if you switch out. Try and fire cannon only if they can't switch characters (because they've just switched, or are stunned from Shot-put). Navigator's Sextant will help. At range and at full energy, you can push for range and then fire cannon (only 50 Energy).

Strengths[]

  • Immune to stuns
  • Has a cheap stun move.
  • Drop Kick is cheap, and interrupts many slow close-range moves.
  • Fire Cannon can be done after range change and it can do splash damage

Weaknesses[]

  • Close-range combat
  • Bad against characters with decent physical resistance since he has only physical moves. However, Fire Cannon is designed to bypass those defenses specifically, as it ignores them, and Polished Spyglass prevents any attacks from being dodged.
  • Vulnerable to characters with dodge abilities like Popo or Tafari, unless Polished Spyglass is equipped.
  • More susceptible to light or dark attacks.

Known bugs[]

None

Full Art[]

Balthazar Bomb-britches, the Cannoneer