Fighter

Valrik

The Immovable Object

Valrik portrait
Attack
Defence
Agility
Range

Who he is

The noble shield knight who laughs in the face of danger. He also, might be the strongest.

Valrik is the tank. He has the toughest idle armour on the roster, a shield that turns projectiles around, and a grab that lets him carry someone across the arena and use them as cover. He is also the fighter people forget to walk behind. Do not let them remember.

How he plays

Valrik's idle armour is a step above Rostam's. Standing still, he shrugs off jabs, Powerballs, Freya's basic arrows, and even Kinto and Feng's chain finishers and sprint attacks. It only breaks to genuinely heavy hits.
Then he raises the shield, and it gets better. Energy attacks bounce back at whoever threw them. Physical hits drain your energy instead of your health.

The catch is the word front. Every shield Valrik has covers the front only. A hit from behind drops it and staggers you. So the whole game with Valrik is facing the right way, and the whole game against him is getting round the back.

Specials

Shield Hold

W (hold) free to hold, drains when hit

Raise the shield and keep it up as long as you like. It costs nothing to hold. Energy projectiles reflect straight back at the thrower. Physical hits drain your energy one for one instead of hurting you. When your energy hits zero, the shield breaks and the next hit knocks you down. You can turn to face the other way while holding, but you cannot move.

Shield Burst & Dash

D + or 30 energy, then 10 a second

An explosive forward burst that launches anyone it hits as a projectile, then a charge with the shield up that knocks down whoever you run into. Steer the burst by holding or during launch. Energy drains while you run. Press the opposite direction, press block, or run dry to stop.

Overhead Grab

D + 10 energy, then a slow drain

Grab an enemy and hoist them overhead. Walk wiht them, run with them by pressing S. Hold them in front of you as a human shield by pressing W, and anything that would have hit you hits them instead. Or throw them as a projectile by pressing A. Energy drains while you hold, and faster if they mash attack to fight free. Goes through armour and shields, and it can grab someone who is blocking.

Fisticuffs Combo

D + 10 energy

Five stages. Three wide swinging punches, a drop kick that lands you crouched, and a shield swing that launches. Cheap for what it does and your best way to turn a shrugged jab into damage.

Fisticuffs!

Basic attacks & natural chain

Tap A. Each landed hit leads to the next.

  1. Punch
  2. Punch
  3. Heavy strike
  4. Finisher

The finisher is the heaviest basic hit on the roster and knocks down, turning the target into a projectile.
His sprint attack and his fast-jump air attack both come with the shield up, so they reflect projectiles on the way in.
In the air, A = Overhead downward slam
Sprint, then A = Heavy shield swing.
Sprint, jump, then in the air, A = Heavy aerial shield swing.
Sprinting into a Powerball is a legitimate plan.

Natural combos

Specials or attacks that flow straight into the next:

Strengths & weaknesses

Strengths

  • Toughest idle armour in the game
  • Shields that reflect energy attacks back at the thrower
  • A grab that carries, protects and throws
  • The shield even destroys Kinto's Ultimate Powerball from the front

Weaknesses

  • Every shield is front-only. A hit from behind drops it
  • Slow, and the shield roots you in place
  • Lower damage output than most
  • Holding the shield or a person burns energy you need for specials

Matchups

vs Kinto
Your dream matchup. Face him, raise the shield, and his Powerballs and Chaseball fly back at him. If he charges the Ultimate, keep the shield up and facing him. It will not get through. Punish with the burst when he is empty.
vs Feng
He is trying to get behind you, and his Triple Kick break your guard from the front. Keep turning. When he commits to the kick, grab him out of it, your grab breaks through his armour. The disc is just another thing to reflect.
vs Rostam
The mirror. Both of you have armour, both of you have a grab that beats it. His beam bounces off your shield, but the Large Beam drains it to empty. His grab ignores your armour, though it cannot take you while the shield is held up. Hold, let him commit, then grab first. If you see the charge-up for the big beam, shield up!
vs Freya
Arrows and bombs do not reflect, and the Light Arrow pierces the shield. She is the one ranged fighter you cannot turtle against. Use the Shield Burst to close the gap in one go and grab her before she slides away.

Quick tips