Great clan combination, never see either one of these in ELO. well played.
Thanks. It was a very fun deck to play, I found it to be extremely flexible! My sole motivation for using Ulu was exactly that most people feel that they are unplayable.
I am not an expert but first: good result man! And second: why is Ulu Watu considered unplayable?
Most Ulu Watu cards need both their bonus and damage to be effective. ELO is more about control than just doing raw damage, so you will see either your bonus or ability blocked often. Furthermore, they do not have very many cards that can create a high life gap.
Sorry about that, the above should read "need their bonus and ability to be effective."
I see what you mean, but doesn't the same apply for Sentinel, All Stars, Uppers, Sakrohm, etc?
Sentinel have a lot of 8 power equivalents, which allows them to do fine with their bonus blocked. All Stars have a lot of 7 powers and high utility with cards that can serve multiple functions, like Saki, Marina, Karen, etc. Uppers suffer more from SoA than anything else; without their bonuses most of their cards are still very solid for their star level. Sakrohm do have a problem with this, which is why they are also unpopular in ELO unless Uranus is unbanned.
+2 Power type clans are the ones who are in the most awkward position, generally speaking. If you give a 2* or 3* 6 power, they are at a huge disadvantage against SoB. If you give them 7 power, they are at a considerable advantage when they are not against SoB. You can't give a 3* 7/5 base stats, as that would generally be overpowered... So any high-gap low * cards in a +power clan have to be extremely reliant on their abilities, or have 6 power or less.
Take a look at Ulu Watu's George, who is one of their best 3* gappers. Without bonus, he becomes a virtual 7/5. Not great, but not bad. Without ability, he becomes a 9/3 wall -- not what you want from your 3*s, as the damage is too low, and he still needs to be pilled relatively high to block a strong card. Compare him to Uppers' Oxen: a virtual 7/6 without bonus (although with a high min) and a 7/3 with -10 attack min 3 without ability. He is suitable for forcing pills, and a better low-pill wall than George. It takes George 5 pills to catch up to Oxen.