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Luc von Gott - Beginner's Guide
By Alison
A guide to getting started with Luc von Gott.
   
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Introduction


My name is Aliphant. I currently have Luc at level 4 with an overall win rate of 82.61% across all fighters. I am a Luc main and have more games with him than anyone else in BattleCON Online.

This guide will teach you the basics of how to play Luc von Gott. If you are a very experienced player, this guide will not be as useful to you. But if you are new to BattleCON Online, you may find this guide helpful. This is especially true if you want to get started with learning Luc.

Although the content of this guide is tailored towards newer players, it assumes that you know what the Bases do and are familiar with the rules of BattleCON Online. I will use as little jargon as possible in order to maximize clarity. Not all of the content in this guide will be accurate at higher levels of play. It is meant to cater to newbies. Please keep that in mind when reading the guide.
Why You Should Pick Luc
Luc is classified as a Brawler. That means that he's relatively good at fighting someone head on, and has a decent amount of mobility. He's also very speedy and has some powerful attacks. Overall, Luc is a well balanced and flexible character who doesn't have many clear weaknesses or bad matchups.

Why You Should Pick Luc
- Luc is a very versatile fighter. It's quite rare that you'l run into a tough matchup as him. In a situation where you don't know what opponent you'll be facing, Luc is a pretty safe choice.
- Luc is comfortable at all ranges. Whether you're far away from your opponent or close to them, you'll have quite a lot of options.
- Luc isn't scared of beats whether neither player hits. A lot of the times your opponent will seek to Dodge you in order to make you waste your attack, but if you're playing Luc, that's okay because you get Time tokens for free.
- Luc is a safe fighter. With some fighters you have to take large risks, and that can be scary or intimidating. But with Luc you can play a very comfortable, risk-free game.
- Luc is speedy and has a lot of explosive power. If your opponents underestimate you, they can get really pummeled into the ground.
- Luc is mobile. He's able to move around the board and dance back and forth with his opponent.
- Luc allows you to make decisions after you see you opponent's moves. So you can make the decision that's most suitable to counter your opponent.
Game Plan
As a newbie to Luc, you shouldn't be worrying too much about positioning or really precise movement. That's a key part of higher level Luc play, but fixating on it can distract you from the fundamentals, especially with the timer adding pressure.

If you are just starting out learning Luc, I recommend that you focus on trying to achieve a few key goals:

1) Stick close to the opponent with your movement effects.
2) Build up Time.
3) Use your Time to create explosive beats where you can overwhelm your opponent.

You should stick close to your opponent because Luc doesn't have a lot of range, so it's easier for him to hit the other fighter if he's close to them. He can also operate well when he's far away, but that's far trickier to handle and requires some careful positioning. So for newbies I recommend that they just stick close and try to rush down the opponent with a barrage of well-timed hits.

When building up Time, don't be afraid to use the Dodge base. When you Dodge, neither you nor your opponent hit each other, so your life totals remain the same, but you get an extra Time at the end of the beat. So you are essentially starting next beat in a slightly better position. Similarly, you will gain a slight advantage when your opponent is the one who Dodges you.

Lastly, you should use your Time to gain an edge over your opponent by activating powerful effects. I will explain more about this in the respective sections on Luc's cards.
Luc's Likes and Dislikes
In order to better understand how to play Luc, it's good to know which kinds of attack pairs and situations he likes to see, and which ones he doesn't. This will give you a hint as to what's happening in the game. For example, if you see a lot of his dislikes on the board, you know the beat is not advantageous and you should Dodge. Or if you see a lot of his likes, then perhaps the situation is quite good and you can try to take advantage of it.

Luc's Dislkes
- Burst and other Start of Beat retreats. None of Luc's Styles grant him extra range, except Feinting which retreats and thus negates its own range. Although he has Start of Beat advances, they are quite fast. This means that they will activate before Burst, which will then retreat. Therefore, even if he advances close to the opponent at Start of Beat, they will be a distance away when he activates his attack, which can be a problem since he doesn't have much range. Drive and Shot are the only cards that allow Luc to consistently counter Burst, so you need to be careful not to have them both discarded at once and have no answer to a Burst.

- Effects that punish range 1 attacks. As mentioned before, Luc doesn't have much range. So if he needs to hit an opponent, he frequently gets into range 1 by moving close to them and then hitting them from there. (That's why I advise you to stick close!) However, this can also be dangerous for him if the opponent has effects such as Sarafina's Implosion ("Dodge all attacks at range 1") and Seven's Reserved ("Opponents may not move into spaces adjacent to you"). These effects will prevent him from trying to hit at range 1, and are thus very dangerous to him. As Luc, you have to carefully watch out for your opponent using tactics that prevent a range 1 hit, because such attacks are your bread and butter.

- Large amounts of Soak. Luc often has to expend precious Time to carry out his strongest attacks. This means that if the attacks only hit for one or two points of damage, he might have made a bad trade. Even worse, a lot of his ability to prevent the opponent from hitting him back revolves around stunning them. Large amounts of Soak make this really hard to do. In the past, Luc was so weak to Soak that he was considered a bad and ineffective fighter. Since then, he has been buffed so he deals with Soak better, but he still retains some of his old weaknesses.

- Fighters that can consistently go faster. A lot of Luc's ability to brawl with opponents revolves around the fact that he's pretty speedy and can thus smack them first. If he stuns them, that's great. If not, he can at least exchange blows and try to deal as much or more damage. But Luc himself has no defenses on any Style except Eternal - so, if a fighter can outspeed him consistently, he'll find it difficult to avoid being stunned if he gets hit first. He can try to hold them off with Eternal, but once that is discarded, Luc is quite reliant on his speed.

- Fighters that gain more from beats where neither fighter is hit. Because Luc has such low range and depends a lot on his mobility to hit his opponent, he will frequently Dodge. Dodging allows him to move around on the board safely (because he can't be hit), so he can put himself in a good position to hit his opponent and effectively use his mobility. It also allows him to cycle through his discards, which can be useful for getting his Drive or Shot back - as mentioned earlier, they are very important bases for beating Burst. Normally, when Luc Dodges, he is quite happy with the outcome as he gets a free Time token. In fact, sometimes he even Dodges just to accumulate Time (like I suggested earlier). The problem comes when the opponent gains more from this kind of "neither player hits" beat than Luc does. For example, Marmelee gaining an extra Concentration counter, or Magdelina gaining a Trance counter, is far more valuable than Luc gaining an extra Time token. If that happens, then the Dodge beat will be disadvantageous for Luc, forcing him to choose between letting go of a useful tool for positioning and getting his good cards back and giving his opponent too many resources.

Luc's Likes
- Fighters that have a hard time hitting opponents. Between Feinting, Time Rush, Chrono, and the ability to push opponents away with Fusion, Luc has the mobility to dance all over the board. Such opponents will find it exceedingly difficult to even land a solid hit onto Luc.

- Fighters that are very predictable. Luc is so versatile that he has an answer to almost any problem or threat that you can throw at him. If his opponent is obvious about what threats they intend to play, then he can easily play the corresponding solution.

- Fighters that have a lot of minimum range. Time Rush, Chrono and Flash allow Luc to advance right into the opponent's face Start of Beat, thereby easily sneaking past their minimum range.

- Fighters that do not have solid defenses. Luc likes to go fast, and if you don't have any defenses, he'll stun you out easily, while gaining Time to do it again next beat. The natural Stun Guard on Shot and Strike simply aren't enough to defend against Flash's Ignore Stun Guard or Memento's ability to stun even a Strike (at 6 damage) if played with Drive or Shot.

- Fighters that are very immobile. Not only does this mean that Luc can easily manipulate their positioning (for example, by pushing them against a corner with Fusion and then stunning them with Flash), it also means that they won't be moving away from his attacks, which is his greatest fear due to his bad range.
Luc's Unique Ability


Temporal Battery is Luc's Unique Ability. It guarantees that he will always receive some sort of benefit from the beat, even if nothing happens and neither fighter hits the other. It also acts as a continuous income flow, generating Time for him to use against his opponents. There are two points to note about this Unique Ability. Firstly, Luc has a maximum of only 5 Time, and any Time gained when he's at 5 will be wasted. Secondly, Luc will always start a beat with at least 1 Time. Even if he spends all his Time last beat, he'll gain 1 at the End of Beat step to use next beat. Keep this in mind when planning out your Time usage.

Although Luc can spend Time on his Styles, he can also ante them for different effects. Generally speaking, you won't be using these effects too often because they're expensive and usually not that efficient a use of your Time tokens. But when they do matter they can have effects that completely change the outcome of the beat, or even the game.



Time Surge is the most common Time ante you'll be using. It costs 1 Time and gives you +1 Priority. You will usually use this in order to get a slight burst of speed. For example, say you want to play a Memento Drive, which is 5 Priority. But you're afraid your opponent will play Grasp and clash it. So you can ante Time Surge and become slightly faster. If it's uncertain whether you'll be faster or not, you can ante Time Surge to err on the side of caution.

If you end a beat at 5 Time, your extra Time will be wasted. So rather than just letting it overflow at no value, you should consider using it for a free Time Surge. That way you start at 4 Time (because you spent one for Surge). You still end at 5 Time after gaining one End of Beat, but you got a Priority boost to your attack pair at no cost.



Time Rush costs you 3 Time. It's an expensive ante, since 3 Time is a lot. Since the game lasts only 15 beats, you can only gain up to 15 Time over the course of a game. Spending 20% of the all the time you could ever gain - even discounting the fact that most games end well before 15 beats - is still quite a large investment. You shouldn't use this Time ante without good cause.

Time Rush lets you advance up to 2 spaces at Start of Beat. This is good for advancing into your opponent's minimum range. It's also good if you need to be closer to hit and you don't have any good way of advancing except via Time Rush.

Time Rush is inferior to Chrono in many ways. Chrono does the same thing except for far less cost. For Time Rush, even if you end up only advancing 1 with it, you have to pay the full price, unlike Chrono. It also costs 3 Time to advance 2 rather than 2 Time, even if you advance the full distance. If you're playing Chrono already, don't bother playing Time Rush. The only advantage Time Rush has over Chrono is that you can switch sides with your opponent with Time Rush. If you want to do that, then you have to play Time Rush.



Time Stop is the most expensive Time ante. It costs 5 Time, which means you have to build up a full, maximum supply of Time and then spend it all on a single ante. It allows you to become the active player, meaning that even if your opponent has more Priority you will go first. As Luc is already natural speedy, this is a very redundant effect most of the time. It also leaves him without any Time to spare to activate the effects on his cards, which make them pretty weak in comparison.

Time Stop can be used to guarantee that an opponent cannot outspeed you. For example, if they are at low life you wish to kill them without risking that they'll be faster and stun you out of your win, you can use Time Stop to guarantee the lethal blow. Also, you can sometimes sit at 5 Time to bluff that you're using Time Stop. If your opponent is scared of you going first, they'll sometimes play badly or use their Dodge to prevent it. In this manner you can use it as a bluff to make them waste their Dodge.

Most of the time you shouldn't be using Time Stop. Think long and hard before deciding to use it. It's a very expensive ante and if you get Dodged or were going to go first anyway, then it's totally wasted. Only use it when you are absolutely sure you can demolish your opponent with it.
Luc's Finishers and Unique Base


Temporal Recursion is an amazing Finisher. Not only does it allow you to move in close to your opponent, meaning that you can play it even if at range 2 or 3, it also hits for a ton of damage at very high speed. Remember you can still ante regular Time antes with this Finisher. Usually Time Surge is the only useful one, since the others are a total waste. You should use this Finisher when you have a stockpile of Time built up. It's really good as a way to swing games or make comebacks.

Since the movement is Start of Beat, it is still weak to Burst as it will advance, and then the Burst will retreat again to make it too far to hit. To counter this, you should try to use Temporal Recursion when your opponent's Burst is down, or when they are cornered and cannot Burst.



If you are a newbie (and thus the target audience for this guide), you shouldn't be using Stasis Charge. It's an inferior Finisher in most situations and even when it's better, it requires decision making and setup that is too difficult for most newbies to accomplish. I suggest ignoring this Finisher entirely and just using Temporal Recursion.

If you absolutely must use Stasis Charge despite my advice, then use it against Rukyuk. If he is low on Ammo Tokens and you use it on the same beat he uses Reload, you will win the game instantly. Even if the Rukyuk does not concede on the spot out of shame, you will be able to bully him as much as you wish for the next two or three beats. If you play properly it should be at least 10 free damage.



Flash is your Unique Base, and it's one of the best Unique Bases currently implemented in BattleCON Online. Flash is extremely fast and will outspeed the vast majority of attack pairs. It only deals 1 damage, but that's okay - if you stun the opponent out with it, which is quite easy since it ignores stun guard, they will deal 0 damage in return. Not only that, but whatever fierce attack they sought to hit you with will be totally wasted and put into discards for the next two beats. Finally, you will gain some Time while not letting the opponent retaliate, putting you in a better position for next beat.

As usual, it is weak to Burst since its movement is Start of Beat. That's why you should seek to play Flash when their Burst is discarded, or when they are cornered, just like Temporal Recursion. Another weakness that Flash has is Soak. Although you can stun attack paris with only Soak 1 by anteing FG Power, you will lose to most attack pairs that have Soak 2 or higher. They will completely absorb the damage and you will not stun them. Don't use Flash if your opponent is able to gain Soak.

Flash is most commonly played with Fusion and Chrono. Fusion is very strong because it's easy to use the On Hit on Fusion to make the opponent lose 2 extra life, turning the 1-0 trade (which is already favorable for reasons mentioned above) into a 3-0 trade, exacerbating their losses. As for Chrono, it's an easy way to cross long distances and then stun the opponent.
Luc's Styles

Chrono is one of Luc's weaker Styles. It is fast but has no added power and can thus be easily outtraded. However, it is very useful for closing the distance between you and your opponent. If you are far away from your opponent, you can advance into melee range with Chrono in order to hit. Furthermore, many long-range attacks have a minimum range. You can bait your opponent into playing such an attack in order to hit you at long range, and then advance into the minimum range with Chrono's Start of Beat effect.

Chrono is best used with Flash and Strike. Chrono's movement compensates for Strike's low range and lack of mobility, while its poor trading potential can be mitigated by stunning your opponent first with Flash.


Feinting is an evasive Style. It's slow, so you don't really want to try to go first with it, but it hits decently hard and has range to let you hit from far away after you retreat. Generally, you want to use the Start of Beat retreat to make your opponent miss, thus rendering your lack of speed irrelevant, then retaliate with a hefty 4 or 5 power hit. In addition, the advance at the End of Beat will allow you to close in next beat in order to get in a good position to hit your opponent. In this manner, you won't accidentally put yourself at too wide a distance to hit your opponent with Feinting's retreat.

Feinting works well with Burst, since you can retreat a maximum of 3 spaces with it. This can make it very difficult for opponents to hit you unless they have a ton of range. After you hit with Feinting Burst while they miss, you can then close in and continue the onslaught next beat with a Drive or Shot as usual. Since Feinting does not cost any Time tokens, you can use its dodge as a good way to gain some Time tokens without spending any, and while avoiding any damage to your life total.


Fusion is a strong Style. It's speedy, so you can use it to go first. More importantly, it can deal up to 2 extra life loss with its On Hit effect. You should note that life loss cannot kill an opponent, but it applies before damage is dealt. So for instance, if the opponent is at 5 life and you hit and push them to the wall with Fusion Drive, you will reduce their life to 3 before dealing 3 damage with Drive and killing them. Life loss is very strong because it cannot be reduced by soak, which reduces Luc's weakness to soak. In addition, it can act as a way for Luc to better trade with his opponent by acting as an extra two points of "damage" in trades.

Fusion's push is also very useful. Since Fusion is speedy, you will use it to go first. If you use it to go first, then they will need Stun Guard to avoid getting stunned. This usually comes from Strike or Shot. If the opponent chooses to use Strike, it has no range, so they will often miss if you push them two spaces. In other words, Fusion can allow you to stun attacks that are capable of hitting even after being pushed, such as a Drive, while pushing more defensive but low-ranged attacks out of range. Even if the opponent plays a Shot with Stun Guard on their Style, which would allow them to both avoid getting stunned and avoid being pushed out of range, you will still not lose out because dealing an extra 2 life loss On Hit makes it easy for you to come out ahead in life even after they counter attack.

Another thing to note is that Luc's opponents are much weaker when they are cornered. This is because a cornered opponent cannot Burst and make use of one of his greatest weaknesses. Fusion can allow you to corner your opponent by pushing them against the edge of the board.

Fusion is best used with either Flash, Drive or Burst. Flash will allow you to squeeze extra damage out of your Flash beat since the On HIt will apply even if you only deal 1 damage and stun. Drive gives Fusion the extra ability to hit opponents that try to evade Luc with its Before advance, since Fusion has no range or movement. Lastly, Fusion Burst can be used to try to push opponents very far away from you. By retreating 2 with Burst and then pushing 2 with another Burst, they'll end up at range 5. If they are a melee fighter, they'll often be unable to hit you and you can punish them by using a Shot while they try to close back in. At the very least, it buys you some breathing room to regain Time while not spending any yourself.


Memento is Luc's most explosive Style. It allows him to spend 2 Time tokens to essentially double his power. Please note that this only works on printed power and will not double the power you gain from FG Power, Chivalry tokens or similar bonuses. Nevertheless, it is a significant power bonus that can really take down an opponent's life total. Memento Drive, which is a fast move that beats Burst and can hit from a distance away due to Drive's advance, is a very solid pair. In addition, it deals 6 damage if you spend the 2 Time tokens, which is enough to stun out even a Strike. You can use this in order to severely punish opponents for large amounts of damage and stun them.

Memento Strike is another option. Since Strike has higher printed power, this increases the value of Memento's effect. For example, Memento Drive gains +3 Power if you spend the Time. On the other hand, Memento Strike gains +4 Power for the same amount of Time. This is obviously a more efficient way to spend your time. Also, if you manage to go first (which can be quite easy since Memento Strike agumented by a Time Surge is a respectable Priority 5), all but the most defensive fighters will surely be stunned by your whopping 8 damage hit. The only weakness is that it has very little range. Thus, a fast Grasp or a Burst will easily beat Memento Strike. Try to make sure your opponent is cornered and has no access to Grasp before playing a move like Memento Strike to make sure that it connects.


Eternal is Luc's most defensive Style. It's also a very important Style because it's an extremely safe one that can be comfortably played if your opponent is threatening a variety of disruptive threats. Since it can gain access to so much Soak, it can almost certainly negate the damage from your opponent's attack and retaliate afterwards. Eternal's effect will consume more Time than any other effect in the course of most Luc games, but that is quite a reasonable trade since you are happy to be constantly soaking up so much damage and mitigating your opponent's hits.

Another benefit of Eternal is that it's extremely slow. While most of the time Luc wants to be quite fast, being slow can have its benefits. Because most fighters do not have substantially slow cards, Eternal is often unclashable. The -4 Priority on it simply means that the opponent does not have access to any attack pair that would be as slow as it. This allows Luc to play predictably with Eternal without fear of being clashed. It's hard to punish even if you predict it because it'll just soak up all your damage. However, please do not play this card if your opponent has the Ignore Soak effect. That's a very troublesome effect for Luc and might put a dent in his plans to use Eternal to negate damage. In such a case, you should try to use your other cards first and only play Eternal once they discard their Ignore Soak effect.

Eternal is best played with Shot. It will soak up the opponent's hit and deal 3 damage with the extremely wide range from Shot. In this manner, Luc can easily trade 3-0 with his opponent, which is extremely favorable from him and has few counters.

Conclusion
I hope that I've helped you get started with playing and understanding Luc. Hopefully, my guide will allow you to start learning Luc's unique mechanics and rack up some wins with him. If you have any questions, comments or feedback, feel free to contact me at Aliphant#K2185 in-game or A/I/R#4694 on Discord.
1 Comments
Foolswalkin 8 Sep, 2018 @ 7:52pm 
Is there any Luc counterplay against Evil Hikaru? He's coming soonish and looks like he has just about all the things Luc dislikes.