Dizzy

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Dizzy is one of the three starting characters. Dizzy's cards are blue.

His cards and artifacts allow the player to block damage through Shields and Temporary Shields, Stun enemy parts and deal damage passively and as a counterattack.

"Your science officer. His cards are mostly shielding and shield manipulation."

Strategy

Dizzy tends to favor ships with large shield capacities such as the Artemis, Ares and Gemini, and has a harder time defending the Jupiter and Tiderunner.

Statuses

Shielding

A large part of Dizzy's card pool can increase the ship's shield, temporary shields and even boost the maximum capacity of regular shields, allowing the crew to stock Evade and stay within the enemy ship's for attacks without taking hull damage.


Stun

By hitting an enemy part with a stunning shot, one can disable its intent for the turn and prevent any action they might want to take against the player. Dizzy has the most sources of stun of all characters.


Corrosion

By applying corrosion, Dizzy can deal damage to the enemy constantly over many turns. Two of Dizzy's cards can apply corrosion: Corrosion Beam and Acid Cannon, these cards have a high play cost but their effect puts a timer on the enemy's health. The player just needs to stall to win the battle.


Payback

A card and status by the same name, allows the player to counterattack after taking any amount of damage. It's preferrable that the player has enough shields to withstand the attacks from an enemy if they're to play this kind of build.


Unique Mechanics

Mitosis: Automatically turns shields into a larger amount of temporary shields. If the player has enough sources of shields, temp shields can block more cost effectively than regular shields.

Stun Charge: The next attack stuns the target, turning any attack from any card into a stun.

Stun Source: Gains one stun charge at the start of turn. As previously stated, it turns any attack into a stun, but having one per turn can deny a significant amount of enemy actions.


Artifacts

Rebound Reagent:

You can see this as one, single-use extra shield capacity, allowing you to soak up a few more hits. This can allow Dizzy to work with Drake to some extent too, allowing 1 overheat to happen without any real consequences.


Photon Condenser:

This helps with Dizzy's card low damage output. He doesn't own that many attack cards, but if the player is building a deck around him, this is always welcome.


Shield Reserves:

A simple shield capacity increase. Very beneficial with Big Shield, Button Mash, Converter, and Momentum.


Regenerator:

Low cost Dizzy cards synergize well with Regenerator. It can be used to bounce back from a use of Converter or EMP, as the Regenerator effect applies after the card has consumed the shields.


Shield Burst:

This works with any source of shield, not just Dizzy cards, so it goes well with Shield Drones too.


Prototype 22:

As a risk/reward kind of artifact, the player has to take shield damage to prevent themselves from taking hull damage. Goes very well with Mitosis.

Cards