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Summary[]

"He can teleport to a friendly squad, or his orb"

Ozzy can teleport.

Ability: Teleport[]

On Attack: Drag onto a friendly squad to have Ozzy teleport to that squad.

On Defense: Set the orb position, then set a timer to determine when Ozzy teleports to that position.

Upgrades[]

Level 7: Shock Blast

Randomly adds a blast effect to his Lightning, damaging & stunning all nearby enemies.

Level 17: Delayed Arrival

Defense only - Allows for later Teleportations.

Level 23: Shocking Teleport

Defense only - Deals damage to all nearby enemies upon Teleport arrival.

Level 32: Stunning Teleport

Stuns all nearby enemies upon Teleport arrival.

Level 57: Vengeful Storm

Defense only - From time to time, Ozzy summons lightning from the sky to strike his foes.

Strategy & Synergies[]

On Defense:[]

Ozzy's unpredictable nature makes him very hard to deal with when the plan is done right. This is due to his teleport not only damaging enemies caught in his Teleport but stunning as well can make it potent, but because it's a small area of effect it's difficult to get this maximum effectiveness out of it. He also has more active abilities on Defense, making him a more Defense oriented hero.

On Defense, Ozzy appreciates Cladwall's Holy Shield on him so that he can be prepared wherever he goes. Iriel can also have her Falcon on Ozzy to add an extra squad to the teleport, so long as somebody is in range to trigger the Falcon. Freya is also appreciated, as she softly suggests players don't send squads certain directions, making hitting a target with the Teleport a bit easier.

Strong:

  • Soldiers are an extremely effective squad, capable of holding their ground against whatever they may teleport into. If they directly teleport onto an opposing squad, they can capitalize with their high damage output. If not, Ozzy has higher ranged damage output than melee, so they prove a great barrier between Ozzy & enemy troops. These troops can also possibly last an encounter or two and still keep Ozzy alive to actually use his Teleport later.

Good:

  • Archers can provide excellent ranged damage to assist allied squads. Additionally, ranged units typically avoid combat, making it more likely that Ozzy lives long enough to use his Teleport later. This isn't quite as effective as Soldiers however, as you don't want to teleport directly onto an enemy squad or you lose damage output.
  • Serfs are efficient body blockers with their high squad number, allowing decent survivability plus the ability to support an allied offensive squad. Their numbers also allow them to abuse a direct Teleport hit fairly well, thanks to their numerous attacks.

Fair:

  • Sentries can be a strong choice if given proper support squads, allowing Ozzy's squad to deal high damage output early. However, if Ozzy's squad is caught out of position, Sentries aren't very durable and can be wiped out quickly, causing Ozzy to not be able to Teleport if it's set to a later time. Furthermore, while Sentries deal high damage, their lower squad number prevents them from dealing with every squad or any situation.
  • Brutes immense Health, Armor, and Attack allows them to be wrecking balls if properly set up to do so. This squad also can't be stopped by stuns or freezes either, further preventing opponents from countering a well-executed plan. However, their squad size of two limits the abuse of Ozzy's Teleport stun, despite the high damage.
  • Knights are also surprisingly more useful than initially imagined. Despite having a teleport, Ozzy can use the speed Knights offer to give opponents the run-around, baiting them into situations they don't realize until it's too late. This squad can also Teleport behind enemy lines and quickly race through multiple Crystals that may have been taken that aren't well enough guarded.

On Attack:[]

Despite Ozzy's versatility and potential strength in Defense, on Attack he is just as potent on attack. He can quickly capture a point and return to the rest of the squad to assist further in battle, though doesn't have a complimentary stun with his quick trip this time around. Additionally, his Teleport paired with other heroes' abilities can outright diffuse entire plans if unprepared for them.

He can abuse Mason's Stone Ward by teleporting to it if a surprise stealth attacker or even enemy Ozzy shows up to re-take the Crystal. He can also assist on "stealth" missions with Baba as she sneaks into an area and Ozzy Teleports to her to add a strong attack force from a direction the player's plan isn't built to deal with. Cladwall can also be of great use in this same strategy thanks to Holy Shield and "Spirit of Justice" if unlocked, further capitalizing on the stealth infiltration. Ozzy also appreciate's Pepper's Fireball to stun as it can reach as far as his own Teleport. Taigar's "Mystical Stag" can be Teleported to, allowing Ozzy to attack an out of position squad at a moment's notice.

Strong:

  • Archers are potent this time around, as Ozzy can teleport behind an ally in need of assistance and rain down arrows on the enemy. Archers can quickly defeat enemies with lower armor values.
  • Sentries are also potent for the same reason as Archers, being that positioning Ozzy's squad to become a powerhouse to break high armor squads is as easy as Teleporting into position from wherever needed.
  • Soldiers are a great asset on the battlefield, and even better when they can be wherever they're needed in an instant. Their biggest weakness is mobility, which happens to be Ozzy's greatest strength.

Good:

  • Serfs provide a solid barrier to protect Ozzy as well as an allied squad he's teleported to, helping to achieve maximum damage output.

Fair:

  • Brutes are powerful units to teleport to a potential weak spot an enemy has. Beyond this however, their ability to ignore stuns & freezes is not great as he typically doesn't initiate on account of him Teleporting places.

Bad:

  • Knights don't work well on Attack with Ozzy. They add more mobility to the hero that has Teleport, and provides less damage and support compared to any other squad.


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