General
Grimm, nicknamed "Lightning Grimm", is a Yellow Comet CO with a dynamic personality. He couldn't care less about the details, especially insignificant little things like defence. Consequently, his daredevil nature raises his attack power, but his couldn't care less about the details or planning attitude lowers his defense.
CO abilities
Grimm's Units have 130% firepower, but only 80% defense.
Knuckleduster - Increases Grimm's Units' firepower to 160% and defence to 90%.
Super CO power
Haymaker - This power grants his Units 190% offence and 90% defense.
Tag Breaks
Grimm has Tag Breaks with the following COs:
Quotes
Dual Strike
Power
"Things are looking Grimm for you! Haaaaar!"
"What a pencil neck!"
"Gwar har har! Go cry like a little girl!"
Campaign, Pre-Battle
Final Battle
"That gigantic blob thing is no joke... Well, I bet I can still smash it!"
(with Sensei)
Sensei: "Ah, Grimm, my old disciple. You've grown quite a bit during these battles... If you agree to train the rest of these rookies, I can finally die happy... If the battle ends poorly, you must escape! I can't outlive my finest student!"
Grimm: "Escape? Gwar har har har har! Sensei, we still need you back home! If you die on us, we're in big trouble! You're going home if I have to pick you up and carry you!"
Tactics
Grimm's weak defense makes him one of the most difficult COs to play as in the game. To play Grimm effectively, you must make full use of Grimm's ability to destroy enemy infantry on roads with his tanks or artillery and play aggressively.
Trivia
- His ability similar with Campaign Mode Sturm in first Advance Wars except he doesn't have movement cost of 1 for all units.
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Yellow Comet | |
COs: | Grimm | Kanbei | Sensei | Sonja |