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Juju

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Juju, the Shaman
TypeCharacter
GroupVillagers
Kongai Version1.9
Main Information
Health80
Innate Ability30% chance to cure a debuff on himself every turn
Defense
Physical0
Light4
Dark5

Contents

[edit] Attacks

Image:Ju.PNG

[edit] Equippable Items

[edit] Villager Items

  • Deadly Poison An OK item for Juju as Hex is a spammable move, but there are better items.
  • Death Mask A decent item on Juju, as he has the ability to kill in a single attack at close range, and to do large amounts of damage at long range. This guarantees 1 extra turn of life, while feather will usually provide at least that much or more, so it is generally a better choice.
  • Elusive Feather By far Juju's most commonly used item. He's generally in it for the long haul, and this helps him survive longer to wait out Touch of Doom, get in another heal, etc.
  • Tiger's Claw Completely worthless, as he has no physical attacks.

[edit] General Items

  • Girdle of Iron Will: Touch of Doom is likely to be interrupted often, so the Girdle of Iron Will can be useful. However, aside from the very specific case of Lightning Arrow vs. Healing Touch at far, Elusive Feather has a chance to prevent all relevant interrupts (often enough that some opponents won't even attempt to use them) and is still useful against non-interrupting moves.
  • Healing Salve: Juju is built to last a long time and this could help, but feather will increase his lifespan more in almost all cases.
  • Stoneheel Totem: Sub-par on Juju. It can increase the energy cost for enemies attempting to go long to avoid Touch of Doom, or go close to avoid Hex.
  • Yellow Rock of Cowards: Many characters will switch rather than risk a Touch of Doom, but 6 damage isn't a lot.
  • Mindreader's Chalice: Touch of Doom may intimidate enemies into switching, so Mindreader's Chalice can raise the stakes.

[edit] Strategy

[edit] General Use

Juju is a very versatile character. He can use Touch of Doom to pretty much guarantee kill any enemy (except another Juju) within four turns. He can also kill from away with Hex. His innate ability allows him to have a chance each turn to cure himself of a debuff, including a Touch of Doom or Spirit Assistance. Whatever style of play you pick, he can be one of the most dangerous characters to play against.

Because all of his attacks cost more than 20 energy and Curse of Juju works from either range, Juju doesn't normally need to change ranges unless being at a different range will significantly harm the opponent's strategy. The threat of Touch of Doom often forces non-tank characters to push far anyway, at which point Juju should enjoy the energy advantage.

[edit] Strengths

  • Higher than normal HP.
  • Can heal himself.
  • Touch of Doom can be incredibly powerful, but needs to be used carefully, as it's slow and costs a lot of energy.
  • Curse of Juju is pretty cheap and can be cast at any range.
  • Innate ability is very helpful for debuffs.
  • Enormous damage on Hex if opponent has low or no dark resistance.
  • Curse of Juju ignores damage reducing effects and armor.

[edit] Weaknesses

  • Touch of Doom takes four turns to take effect and Juju's Curse one turn, he might not survive that long himself.
  • Touch of Doom has a very high energy cost, so it's not possible to go to close range and Touch of Doom in the same turn.
  • No physical resistance.
  • No fart moves.

[edit] Known bugs

None

[edit] Changes scheduled with next versions

[edit] v. 1.9