It’s all about destruction on today’s Insider! We are focusing on the changes coming to the Destroyers’ Agenda with the upcoming dynamic update. If you haven’t seen the announcement for the first-ever Monsterpocalpyse dynamic update, I suggest hitting this link and checking it out.
Of the sixteen models getting changes in the update, ten of them are Destroyers: six units (two of which are elites) and four monsters. One of the four monsters you already know—Globbicus. So, today I’ll share two more monsters as well as one unit with you. The remaining monster and units will just have to be a surprise!
Let’s get this started with several A’s all clumped together.
This poor robot has been somewhat left behind. We considered trying to make him 1 cost by altering some of what he does, but ultimately we couldn’t find a right balance while still getting him to do the same approximate things he did in the past. So instead, he just does everything he used to do but better; +1 SPD and an extra Boost Die on his brawl let him get out there and smash to his iron heart’s content. We also feared—wrongly, I should note—that Flak Field [2] was going to end up being too much. Through more playtesting, we determined it was just the right number.
And now… It’s monster time! Welcome, Yasheth!
Yasheth only gained one new ability (in hyper); however, its abilities got pushed around all over the place. Arcane Void replaces Side Step in its alpha form. It also personally gains Siphon in alpha. And finally, its brawl attack got 1 extra Boost Die in alpha, making for one heck of a brawl attack. It is the most accurate alpha brawl in the game, not to mention that it steals both a Health and Power Die from your opponent.
I suspect you thought since it got Arcane Void in alpha, it would lose it in hyper, didn’t you? Definitely not the case. Yasheth also has Side Step in hyper, where it had the better defensive stat anyway, so that just made sense. Its brawl in alpha gained a Boost Die, so in both alpha and hyper it is the most accurate brawl attack in the game. Finally, we added an interesting new rule, Drag. Drag lets you reposition a monster that Yasheth hits with a brawl attack. And Drag is an extremely powerful and unique ability; it can be used to pull enemy monsters out of a screen to set up a power attack. If you are really crafty, you can even Drag a monster twice in one turn using Lightning Attack. This will be extremely costly, both in Power Dice and Action Dice (as you’ll have to step at least a few times in between your attacks). It does permit you to move an enemy monster most of the way across the map, however, if you are willing to pay the price. Yasheth is a brawler through and through—instead of hitting hard, it uses those brawls to create advantageous situations throughout the entire game.
And last but not least…
Blastikutter was actually in a pretty good place before the update. It ended up getting in because of a major change to one of its abilities in hyper. While we were working on that, we decided to return briefly to the lovable two-headed mole. Changing Earthworks to make it a global effect just made sense. We tested some other very minor changes, but in fact, Blastikutter brings a ton of utility to the game. Having Earthworks protect your backline makes Mollock Brutes down right mean to remove. DEF 4 versus brawl attacks and cloak versus blast attacks makes it mighty survivable.
Further, Follow Through got a notable upgrade. In hyper, Blastikutter drops its focus on actions and becomes a dancer instead. Without spending any Action Dice on steps, Blastikutter can move 12 spaces! If I understand how numbers work (and I think I do), that’s the second largest number in the game. But, of course, we all know Gallamaxus cheats to be first by damaging himself to pull off his 14. And I very much doubt any monster will be beating that number, certainly not a certain Zor.
For more information on what the dynamic update will bring to the Destroyer Agenda, keep checking back for the new Monsterpocalpyse starters coming soon!







