As a great childhood friend of Karl, Kurt let himself become embroiled in a stupid and dangerous dare... He had to break into four chosen HQs and steal an object from each one of them as proof of entry. But on seeing all those presents, Kurt, who’s a massive fan of Christmas, couldn’t resist taking more than just one...
Ability

Ability

Growth: -1 Opp Damage, Min 1
The opponent’s Damage are reduced by 1 extra points with each Round up to a minimum of 1. (This increase corresponds to the number of the round being played multiplied by 1)
Clan bonus

Clan bonus

Power +2
Bangers’s Power is increased by 2 points. (Remember: Power * Pillz = Attack)
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    BangersKurt
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    3
    1
    Unlock ability at starstarstarstar
    Power +2
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    BangersKurt
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    3
    3
    Unlock ability at starstarstarstar
    Power +2
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    BangersKurt
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    5
    4
    Unlock ability at starstarstarstar
    Power +2
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    BangersKurt
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    7
    5
    Growth: -1 Opp Damage, Min 1
    Power +2
Bangers
Bangers Bangers
66 characters
missions icon 25 missions
Clan's bonus Power +2
Founded by the venerable Bodenpower, the Bangers gang is made up of fun-loving youngsters who sometimes get a little unruly. This bad reputation, perpetrated by the government-controlled media, makes people cross the street when the Bangers arrive in town. But they're out to change all that - even if they have to beat it into people’s heads!
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    offline yaoihuntresse Colossus Wise Men Distracted
    Friday 23/12/2016, 19:06

    I love how Kenjay's pet rats are pulling at Kurt's legs and trying to stop him in the third level (if you click on the art to see the expanded version).

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    offline La Couronne Guru Masters of Battle
    Thursday 26/01/2017, 05:04

    Kurt Review

    Pros:
    - 7 power with bonus will always be welcomed here
    - 5 damage not to shabby either- especially for a DR

    Cons:
    -He has a lot of competition. Blidgey and Bubbles have that ever welcoming Pill manipulation. Shogunn pumps out damage constantly, Chlora has a wonderful SOB ability, and Duke has a solid atk manipulation.
    - Not really a problem in T1, but in T2, by the time you get into the 4th round, his ability won't matter. In T2, usually by the time, it's round 3 or 4, the game is already decided. Sure the min 1 is nice, but most often than not, the damage will be equal or greater than 6- resulting in a potential K.O.
    -That being said, it's Growth ability is predictable.

    Rating:
    ELO: 8.5/10
    T2: 7/10

    There's no doubt about it. Kurt is amazing card. In ELO, pair him up with Dixie and B-Ball, and some sort of heavy damage dealer like Zoe, perhaps, and you got yourself quite a killer hand. With the introduction of Kurt, it'll allow cards like Zoe to go all pills and fury with Dixie, B Ball, and Kurt to soften everyone else's blow. Or, you could use Kurt offensively, either way is fine, since his 9 power makes sure his damage will be delivered.

    In T2, however, there is simply too many choices and sadly, Kurt won't be one of them. Maybe in an alternative, happier, universe Kurt will find a place in T2 decks, but as of right now, he's a "stuck" card if he gets banned from ELO. Basically, a card that is too good for ELO, but not good enough for T2.

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    offline Marvelier Novice  
    Monday 09/01/2017, 09:17

    @Guts
    You predict a Vermyn N ban, well, um, Kurt got the ban instead.smiley

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    offline Jedi_Lrd Fuse Colossus Organized Konfusion
    Sunday 09/06, 02:39

    In his second level, The word of the day is "OUCH!"

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    offline Wayne21Ray Guru Open Casket
    Thursday 30/03/2017, 17:15

    Kurt review;

    Pros:

    7 power is stable.
    5 damage is good for a 4-star card.
    Ability of Growth: -1 Opp Dmg, Min 1.
    The artwork is great.
    SoA doesn't weaken him much.

    Cons:

    4-star card, so takes a lot of space in decks.
    Has competition such as Joy, Lucas, Dixie, etc.
    SoA doesn't weaken him, but takes out his damage reducing ability, which is useful against many powerful cards.

    Overall- 9/10. In a T2 or Elo Mode, this card is just fine for a clan like Bangers. However, the only real problem for me about this card is that it's a 4-star card and takes quite a bit of space in decks. But except that, this card is a great new addition to the Bangers clan.

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    offline dXm_Chemist Moderator Deus eX Machina
    Saturday 01/06, 16:35

    The references in other cards are amazingly genious!

    {she grabbed her hand}

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    offline Rowdy MOB Cr Moderator Masters of Battle
    Friday 23/12/2016, 10:43

    Picture References:
    Lv 1: Sean East`s are in the Uppers City with his East Productions
    Lv 2: El Divino`s Huracan Wrestling Props.
    Lv 3: Riotspolis Technology. Maybe some of Lenora`s works
    Lv 4: Hive Antlers. From the Mother Queen.

    Stat wise, he is an inverse Lv 4 Vermyn N and is somewhat predictable. Between him and Dixie, he is more for T2 Players while Dixie is suited for T1. Of course growth is more predictable than support. If you want to pick between him and Geoffrey of the Sentinel who have the exact same stats and abilities here is an opinion:

    If you are on High Pillz fights, use Kurt or if you need a wall after dealing heavy damage with other characters.
    If you are on low Pillz fights (tends to be the case in Round 4) use Geoffrey as he can still inflict damage or block damage. Also makes for unpredictability in Round 3

    Merry Christmas.