J@[/]u5:
Challenge Level:
Hard
Backstory:
Psychic warfare was a major focus of the Super Sniper program. Selective genetic modification for psychic traits, psycho-cybernetic implants, and intensive meditation practice coupled with medically supervised psychedelic drug use, all combined to deliver the “superhuman” abilities of the Super Snipers. Some excelled more than others and took the training and technology into new directions.
J@[/]u5’ psychic abilities were completely off the charts and they became the lead of an elite team of “Mind Hackers”; soldiers capable of telepathic, telekinetic, and even mind-control attacks from great ranges.
But what happens when the Mind Hacker hacks themselves? It becomes a simple thing to segment off the self into what’s needed at the time. Pain, empathy, fear, can all simply be set aside as the situation requires. It is slightly more challenging to do the same to another’s brain, but possible for short periods of time. Further, under stress, it is possible to create a new self; a mirror image of another’s self as a temporary psychic ally. But after doing this for so long, they may have lost track of exactly who they were in the first place. Hahahaha. Why is that funny? Hahahaha. And who is laughing?
Basic Ability: Shadow Sickness
J@[/]u5’ Basic ability allows you to completely shut down your opponent’s powers for 3 whole turns. Make sure your opponent is familiar with how your power works. Place it at the end of their LOS and they will move it forward as the LOS progresses. If they cannot or do not want to place a Focus while this power is active, their only option is to skip a turn to discard the Focus and advance the LOS. Note that you cannot make a Kill until your Bullet has been returned to you.
Adrenaline Ability: Mimic
This power allows you to gain your opponent’s Basic Ability. As if that weren’t insult enough, you can use your Basic Ability to shut down theirs! This ability makes every match up unique for J@[/]u5.
J@[/]u5’ strategy changes depending on their opponent. In general, you will want to time your Basic Ability so that you have your Bullet back before or just when you need it for the Kill. Also, their strategy while they have Adrenaline will be similar to their opponent’s strategy for their Basic Ability.
Vs Archangel: Use your Basic at the very start of their Target Phase if you see multiple Time Focus in their Surveillance. Otherwise, wait until there are multiple Time Focus in their LOS to trigger it.
Vs Artemis: You have some choices here depending on whether your opponent has Adrenaline or not. You can use your Basic Ability right before completing a Locate Grid to prevent their Basic Ability from triggering for that and the next 3 turns. If Artemis has Adrenaline, you can try to time your Basic Ability to prevent them from placing Innocents in your LOS. Note: Once Innocents are already placed in your LOS they function as written on Artemis’ Adrenaline Ability Card. Your ability only impacts them being placed, not their function once placed.
Vs Gunhead: Again, there are choices to be made depending on whether your opponent has Adrenaline or not. In general, your best timing against his Basic Ability is to activate it as soon as he starts the Target Phase and prevent him from accessing and using the Bonuses right away. When he has Adrenaline, you will probably want to wait to use your Basic Ability until you want to use a Bonus.
Vs Jane VIII: Your Basic Ability functions best as either a deterrent to Jane VIII players from depending on Trick Shot, or to force a double-kill. If you see your opponent setting up a kill that requires Jane’s Trick Shot, use your Basic Ability to force them to wait 3 turns before they can make the Kill. Try to have your Kill ready to go as soon as you get your Bullet back to force the double-kill.
Vs Kuaket: It is challenging to determine when to best interrupt Kuaket’s Basic or Adrenaline, so focus instead on timing your Basic Ability to when they would most need to use a Bonus, Clear, or Tactical Advantage.
Vs MDK-02: When he only has his Basic, wait until he has earned his Exchange in the Target Phase to use your Basic Ability and force him to wait to use his Sustained Attack. When he has Adrenaline, use your Basic Ability as soon as he enters the Target Phase to completely negate it. Note: MDK-02 will still retain his Adrenaline Focus, he just won’t be able to place it with Surveillance nor cover an Innocent with it.
Vs Sirius: If you’re focusing on impacting his Basic Ability, trigger yours during the Target Phase when he has a Time Focus in his LOS. If you focus on impacting his Adrenaline, trigger your Basic Ability in the Target Phase when you have multiple Breath Focus in your LOS.
Vs. Subhuti: Subhuti’s Equanimity Basic Ability is predictable if you are paying attention. When you see a matching Focus in his LOS, you can use your Basic Ability to keep it from activating. It may be harder to determine when he will use his Adrenaline. Note: Shadow Sickness cannot prevent Subhuti from taking the Focus and adding it to his card, as this part of Equanimity triggers before the start of the round and Shadow Sickness can only be activated during a round.
Strategy When Playing as J@[/]u5:
Strategy When Playing against J@[/]u5:
In general, you want to tempt J@[/]u5 to use their Basic Ability early so that you are free to ignore it after it has passed. Familiarize yourself with the J@[/]u5’ strategies against your character. And be prepared to have your Basic Ability used against you!
AI (Solo):
Challenge Level:
HARD
AI Basic Ability: Shadow Sickness
This works just like the human version except that it is always triggered when they enter the Target Phase.
AI Adrenaline Ability: Mimic
This works like the human version except that it copies the text of the AI version of your character. Keep that card handy for reference.
While J@[/]u5 is listed as a Hard AI, the challenge varies immensely depending on who you take them on with. The AI version of J@[/]u5 is predictable; use that to your advantage.