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- Judge Lavender (Logic)
- Both strats make robust use of their “jumping” abilities: Jag to chase, Roxanne to escape. While I was skeptical of The Blender, it and the Rider Punt do make creative use of the environment. Roxanne’s use of tightropes and sniper nests are unique for her, and the narrative gloss on her role as a performer ties it up quite nicely. While I can understand giving a delta, I found that both characters solidly performed the Jojolity within the relative capabilities of their kits. [7/10] to both.
- Judge Hibiscus (CPU)
- For Jag, this is solid enough work. The use of the tools is serviceable, and though it’s not necessarily extremely feasible the blender idea works. I feel that the biggest thing of note was actually the use of leaves; creating a barrier for sap, decreasing the effectiveness of nets. I’ll give this a 7/10.
- For Roxanne, I think that the tightropes was the stylish centerpiece, and tied together a lot of ideas. I don’t have too much to say here; I think that the work here is eminently solid and ties together well. I’ll give this a 7/10.
- Judge Oolong (Extra)
- Starting again with Jag, this is a similar **6.** I think you have the silo on lock; even if some of the ideas aren't critically effective (notably covering the sap with tea leaves, since it can just be desummoned) there's clear consideration given to subtle things, such as the bars being made of a different material than the rest of the silo and thus being magnetic. Where I find some fault with it is in the variety section; the mobility feels formulaic, with large chunks of it being primarily "voltage leap @ Roxanne and go from there." Using Voltage Leap as a backbone isn't a bad thing, and it can definitely enable a large swathe of mobility options, but I think you go a bit beyond using it as a backbone and instead use it as a crutch. The Mag-Dash is a good start, but its use case is left somewhat vague, rendering it significantly less convincing as a variety option. Committing to the Voltage Dash has potential, but your applications of it in-strategy aren't quite dynamic enough to justify the approach.
- As for Roxanne, I'm going to give this an **8.** I don't have much in particular to comment on, because everything here is eminently solid. You make good use of the tightropes to add an extra vertical layer to your mobility, and the grappling hooks are a simple but effective way to leverage the shape of the silo and its environmental features. Using some of these mobility tools as occasional attacks helps make the movement feel more spontaneous and varied, and the use of the Tea Leaves in an impromptu tar-and-feathering is an interesting way to incorporate a difficult-to-use resource into your plans. On the whole, just really solid Jojolity work here.
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