They have high power already, so Ambre wouldn't be the best choice.
I would suggest going with Hugo, but Morphun is good too, because of the extra pillz, that can really decide a match (plus they are three extra pillz in the end, after a KO if you only use 12)
it also depends on which La Junta, and Uppers cards you use.
Let me set the record straight, Ambre is a terrible Leader. While she does give +3 courage, that only comes twice in a battle (when you play the first card). While this ability is nice, you also have to consider that her stats are only 6power/4damage. If you go with Morphun instead, he is an 8power,5damage.
Consider this, lets say 2 players are in the last round of a battle where no pills have been spent, Ambre plays first, Morphun plays second and each player will spend all of their pills:
Player 1, playing first with 12 pills
Ambre, power=6 + 3 from courage ability = power 9 * 13 pills (1 pill from playing card) = 117 attack for 4 damage
Player 2, playing second with 15 pills
Morphun, power= 8 * 16 pills (1 pill from playing card + 3 pills from Leader ability) = 128 attack for 5 damage
While its pretty close to even, Player 2 with Morphun has a 52.24% chance to win, while Player 1 has a 47.76% chance to win. If this was a tie game then, the damage of these cards would not matter, but otherwise Ambre does one less damage than Morphun. So, Ambre is surely the weaker card. I personally think she is only good for use with a Montana deck or for buying low and selling high on the market.
Hmmm Ambre is not bad and not terrible
its mind games actually,some people attacks and some people doesn't,anyway i prefer Morphun,overall power and ability:+1 pillz per round
But baron didnt consider if he will be facing all 4 rounds?What if your opponent knock you out on 2nd round,havent you asked this question to yourself?Oh well we just play the game,good games to all
Hugo's only good factor, is that when a player bluffs, and you don't play too many pillz, you have an extra +6 attack to worry about.
that +6 attack can decide matches, especially in the Danger zone.