Ototo

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 * Ototo, Ten Thunders Minion [[image:Ototo4.jpg width="381" height="286" align="right"]]**

=__Overview__= Wielding a literal beatstick, Ototo is a medium based monster when it comes to hand to hand combat. While below average with speed, walking human-speed, with no built-in mobility tricks, once he gets to a model, this model excels in slowing down his target, and wrecking face.

Ototo cannot be hired by Zoraida, due to Animosity

=__Mobility__= Human-speed walk, with a charge that gives him an 8-inch charge range when combined with his Tetsubo, Ototo is better at resisting opponents attempts to move him than moving. If you do want to surround him with other models though, he can Shove Aside Height 1 and 2 models, allowing him to dive out of crowds.

He also has a (0) Action which will lock him in place if an opponent wants to force him to move, while still allowing you to mess around with his movement.

=__Offense__= In front of his Massive Tetsubo, enemies that rely on durability tricks should be running in fear. The club he carries is considered Magical, allowing him to put Spirits in their place, as well as ignoring Hard to talents. He also has the Melee Expert stat, and a Flurry action, for you know for sure that you want something dead. What's more, Ototo also has the Enraged ability, raising his CB (Which wasn't too shabby to begin with), and replacing Melee Expert with Melee Master.

His triggers are also situated around crippling the enemy, and both are activated by the same suit, Rams. Staggered will inflict Slow on a weak damage flip, or inflict a penalty if the opponent is already Slowed, and Pulverize will help you damage non-living enemies.

=__Resilience__= When it comes to taking hits though, the "little brother" of the Ten Thunders is not as good. Hard to Kill ensures it'll take at least two large hits to put down his high wound count of 11, but and a spell that lets him perform a healing flip seem to be his main ways of staying alive, but baiting your opponent into attacking him to trigger Enraged can still backfire, especially if they focus fire. Coupled with a Defense of 4, it won't be too hard for Offense-oriented models to hit him.

It does seems like Ototo's main form of defense is ensuring that everyone around him has Slow, or a penalty if they're already suffering Slow. He even gets a (1) Ability to force non-Ten Thunders within 3 inches to pass a check, or get Slow. Even still, it seems like Ototo's more of a glass cannon, especially while Enraged.

Also to take into consideration, is his low WP. He does a (0) Action to raise it in duels, especially when Enraged, but it's in competition with his other (0) Actions.

=__Tips and Tricks__= (with subheadings, usually referencing specific spells, abilities and important combos)

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against [Minion]__= Threat level, how to kill/neutralize it, what to watch out for etc.

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