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The Prevalence of Boost Dash in Flesh and Blood

From making waves at Battle Hardeneds, Callings and now Pro Tours as well, Boost Dash has come into her own as a relevant mid to top-tier hero in the game. Although not the “sexiest” playstyle by any means, her ability to be extremely efficient while attacking, extend into long powerful chain links if left unchecked, and equally have a time and battle tested sideboard into control decks makes it one of the most competent decks in the meta in the right player’s hands. For those who are new to the hero, or maybe just haven’t seen her potential yet, let’s breakdown exactly what has allowed Dash to be so solid in recent times. 

 

 

Header - Teklo Pounder

Teklo Pounder (Regular)

The Everfest Majestic has been critical to the success Dash has had as of late. Being a two-cost item, you can be all but sure this item comes out with Dash’s hero ability in almost every match. Looking at it objectively, Pounder represents an extra six damage you get right from the start of the game, spread across three attacks. However, once you really get into match play, you’ll realize that what Teklo Pounder really brings to the table is tempo. Since you’ll likely be outpacing the opponent’s damage output in the early game, it’s more than likely that you’ll be able to force uncomfortable blocks turn after turn, especially if you’re able to pair the damage buffs into cards like Combustible Courier (Red). This additional blocking for your opponent opens room for Dash to really seal out games by playing additional Teklo Pounders or Teklo Cores at the end of chain links, or simply setting up the bigger Overblast or Maximum Velocity turns with your Arsenal. 

In the odd case the opponent is one of those heroes who can slow you down substantially in the early portion of the game, Teklo Pounder allows you to play a solid game with even one or two-card hands. Something like a Throttle into a pistol swing can present 10 damage off two cards, as can lines like Zipper Hit into a Talishar swing, which comes in for 11 with the aid of the Pounder. This sort of efficient damage keeps you in the game versus disruptive decks, which are usually low on damage output. Once their disruption cools off, you have lots of options to finish the game just by regularly boosting or playing another pesky Pounder. 

 

Header - Extenders and Finishers

Every deck needs to do something that is fundamentally unfair. As much as some may hate it, this is a cornerstone of any sort of competitive deck in a TCG. Even through the ability to boost is a great way to extend chains, its still key to have further ways to compliment it. Luckily, Dash has these in spades. Although her suite of pay off cards like Overblast, Maximum Velocity and now Payload has always been there, it’s the addition of the rainbow suite of T-Bone which has really helped the class go uber wide and allowed the play of these cards to be so consistent game to game. 

Once the Pounder clicks run out, it’s critical to have that finishing game plan in place. The ability to do an unfair amount of damage across a single turn with her finishers, or simply come in for a dominated attack with Payload is what has made the Boost Dash deck so tricky to deal with once it gets its rolling. 

 

Header - Flexible Sideboards

Before there was Boost Dash, there was control Dash, and her memory still lives on within the sideboard of today’s aggro Dash players. Against heroes like Oldhim, Iyslander or even Ice Lexi, it can be difficult to impossible to get any sort of significant damage or tempo rolling throughout the entire match. In these sort of trying times, it can be useful to have a sideboard which includes the Induction Chamber, Plasma Purifier and of course the trusty Teklo Plasma Pistol for consistent damage throughout the match without having to fatigue out in the way that regular Dash would.

Induction Chamber (Regular)Plasma Purifier (Regular)Teklo Plasma Pistol // Viserai, Rune Blood (Regular)

For those new to the playstyle, this sort of “control Dash” playstyle looks to set up as many of these Purifiers and Chambers as she can throughout the match, all while reducing damage taken through blocking. Eventually, the ability of these items will allow her to swing multiple times with her weapon in a turn, coming in each time for three to five damage. The unique part of this whole process, however, is she loses no cards to do so, and only requires the pitch to set the whole process up and shoot her gun in this manner. As one can expect, this is a great way to finish off games as your opponent loses cards to blocking and you lose nothing by swinging with your weapon over and over. Against those pesky fatigue-type heroes, this is a solid way to get around that strategy and force them between a rock and a hard place as you start playing their playstyle better than they can!

 

Header - Wrapping Up

Between strong offensive support pieces and items, great offensive payoffs and an incredible ability to switch into a defensive game plan, Dash is a fan favorite for many reasons. Though not always the hero that’s going to light up a table with complex sequencing, there’s equally a lot of nuance in her gameplay once your get started. Knowing when to boost and when to lay off the gas, and when to simply block out and give your opponent some extra space to operate, makes Dash a great hero to pick up right now and be competitive with. Add in that she has one of the cheaper equipment suites in the game and you got yourself a real winner! If you’d like to know more about Dash’s gameplay or simply want to share your Dash experiences with me, feel free to reach out on Twitter @a_dedanwala.

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