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Goliath Beetle

Beetles

The biggest, buffest beetle

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HistoryRevision from Updated 2 months ago - Ategon

Goliath is primarily used in a Goalie position. It is able to stop balls easily and has strong abilities but lacks mobility when it does not have a ball.

On-Ball Ability: Dungball Vault

Goliath Beetle launches forward in an arc and drops the ball. (25s cooldown)

This is commonly followed up with some other tech to regain control of the ball but with additional speed gained from the vault. Two ways you can regain control of the ball is to instantly do a Headbutt Grab or Ground Pound and then grab.

Off-Ball Ability: Brace for Impact

Goliath Beetle braces for impact for approximately 3 seconds, and any beetle or ball that touches the shield will get repelled away very fast. (25s cooldown)

This is primarily used to defend against a shot on net. It is useful especially when there is multiple attacks in a row so you can defend against the first with a headbutt, block using offball against a second while headbutt is on cooldown, and then defend again with headbutt. It can also be used offensively to re-shoot the ball at the net when the defender tries to headbutt it away.

Passive: Ground Pound

Instead of gliding, Goliath ground-pounds, releasing a shockwave that stuns enemies.

This passive severely reduces the off-ball mobility of Goliath as it replaces the ability to glide. However, it is extremely good to mess with enemies to then steal their balls or prevent them from using tech.

History

D.0.0 - Goliath offball changed to be a wall that lasts for 3 seconds instead of using charge to extend arms out and jump while being used. This buffed the size of the block a large amount but puts it fully on cooldown after use.

D.6.0 - Nerfed Goliath beetle shield bash tech (it doesn't add any new force, it only redirects.) Goliath beetle parry now only flips players camera's around if they are going above a certain speed threshold. Goliath can now use its on-ball ability while aiming. Fixed Goliath beetle's parry aim direction being based on current camera direction instead of initial camera direction

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