Head Rush is an Earth Element Trap Master who looks like a Viking
version of Stealth Elf. With her Nitro
counterpart, we are able to explore both paths freely. My initial impressions from Head Rush was
that it was a rather unique way to bring another female Skylander into the mix,
and given her name and Traptanium Horns, I had high hopes she would bring an
element of speed AND the classic, brute strength to the Earth Element.
I feel like before we begin, I need to disclose some information. Nitro Head Rush does have a stat boost, but
not where you would want it. Nitro Head
Rush has an Armor Rating of 72, which is +24 over her standard
counterpart. This, however, comes at a
price…a price to the tune of -40 in Health.
Yep, you read right. NHR sports a
Health rating of 300, while Head Rush boasts 340! The key element I was hoping to have
increased, Speed, is sitting at 60 for both characters. Critical Hit is also shared at 10. I love the Armor Boost, but I feel like the
Health offsets it considerably…it basically takes what would be a great
advantage, and almost levels it out. If
I had to pick, I would still take +24 Armor over +40 Health, but it is a trade
off I’d rather not be forced to take. I’m
not sure why we couldn’t have had a Nitro Head Rush with perhaps +12 Armor and
+12 Speed. The Speed, being a “Nitro”
variant, just seems mandatory. That
said, it is what it is…let’s take a look at the attacks.
Head Rush’s Traptanium Horns are a simple, straight forward
force. She can head bash (tap), or dash
(hold). The damage numbers are
respectable at 65-97 and 30-45 while dashing (the dash lasts roughly 5
seconds). Stomp does great damage and is
just really cool to me personally. I
really like the impression of the crater she creates while stomping. Stomp has no “jump” attack at this point, but
you can execute the head slam…sadly, it does no additional damage (now or fully
upgraded).
Head Rush Base Upgrades
Head Rush has very nice base upgrades. Mega Stomp offers up a 1-2-3 combo that
finishes off with a 200-300 devastater.
Yodel is her tertiary attack and adds a nice, uniqueness to her move
set. “Stomping on Air” allows us to jump
and pound the ground for a 100-150 dealing of damage…I found myself using this
quite frequently while playing with Head Rush.
Charge Control effectively doubles the length of the charge from 5 to 10
seconds. It also bumps the Head Slam damage from 65-97
all the way up to 92-138, which I thought was very impressive for not being
path specific. The charge damage also
goes up, but it can do so incrementally depending on how many times you cut and
turn….It will max out at 86 (129 Critical).
Please note in the spreadsheet I just include the standard attack damage
number as Critical Hits from her are abysmally low (guess that 10% rating is
optimistic, lol).
Head Rush Lungs of Steel Upgrade Path
I chose this path for regular Head Rush because I wanted
Nitro to have a chance at speeding up a bit down Stomp Harder. I will also concede that I thought “Forget
Breaking Glass” was going to be a killer, screen cleaning upgrade. We start off with “High Note” that takes the
Yodel (40-60) and elevates it to 52-78. “Modulate
Yodel” offers you the ability to change the pitch of the Yodel and more importantly
sends the attack damage up to 68-102. “Forget
Breaking Glass” takes damage from the Yodel to a max of 85-127 and finishes off
with a few 136-204 bursts. My main
interest was the ground breaking, boulders flying up, and smashing down on things. This does happen, but very slowly and I never
saw damage surpass what the yodel does…I was honestly hoping for some torrent
of boulders to cascade down upon enemies all over the screen WITH extra
damage. Maybe I over hyped it. The attack is good enough with just the base
increase, but I feel it could have been really great with my desired additions.
Nitro Head Rush Stomp Harder Upgrade Path
I took Nitro down this path because the strat guide
mentioned increased speed and I was really optimistic. You do speed up, but it is only when cutting
and dashing…there is no majestic +8 or +12 to add to the base stat of 60. That said, this is a pretty cool path in my
opinion. “A Stomp to Remember” bumps the
standard stomp all the way to 108-162!
Similarly, the combo deals 108-108-280 with a critical ensemble being
162-162-420! Power Steering had me
worried because I’ve seen attacks before that mirror a base upgrade and they
usually disappoint. This one offered the
same escalating damage, but up a bit.
You take the charge from 43-53-64-75-86 up to 43-61-80-99-118! Both sets have critical numbers, but you just
don’t see them often. “Omega Stomp”
finishes things off with a really nice 140-210 and 140-140-364 Combo
(210-210-546 Critical). You can also
take advantage of damage while jumping.
Head Rush Attack Damage Numbers
(Click to Enlarge)
Soul Gem
Head Rush’s Soul Gem offers up an upgrade to her Primary Attack that hasn’t been addressed since “Charge Control” in the base upgrades. The head slam moves from 92-138 all the way up to 130-195! This is a huge boost for either path! The charge also sees increased damage, but it is much greater if you already have the increases from “Power Steering.” Just to compare,
Lungs of Steel + Soul Gem = a dash string of 60-75-90-105-120
Stomp Harder + Soul Gem=a dash string of 60-86-112-138-165
Conclusion
Head Rush is a unique Trap Master and one worth owning. The base upgrades are very well rounded and
leave her with a solid 1-2 punch and unique 3rd attack. If you are a fan of the yodel, or opera type
stuff, Lungs of Steel is for you. The
yodel winds up doing decent damage and in a respectable radius. I would not consider it “long range” but it
would certainly be justified as a good midrange option. If you hate the yodel, or prefer dash
attacks, I would go with Stomp Harder.
The path just delivers good increases at each upgrade interval.
There is also a significant variance in paths here. Yodel is more of a remote attack. I don’t want to say defensive because you are
frozen while yodeling and enemies can survive the damage on higher difficulty
settings, or if they are hardy enough.
If you are a timid player, or like safety over risk, Lungs of Steel is
the way to go. If you are more of the aggressive
type who just likes to get in, smash buttons, and see what happens, Stomp
Harder is the way to go.
Personally, I prefer Stomp Harder. I’m a fan of speed, the incrementally
increasing damage is a cool twist, and I just love the craters generated from
stomp. I also still hold a little
animosity for overhyping “Forget Breaking Glass.” Either way, Head Rush offers two relatively
diverse paths that turn out to be quite contrasting. I just feel that the Stomp attacks, head
bash, speed from the dashes and that sweet boost from the Soul Gem favor Stomp
Harder…plus, I don’t really get into opera stuff…That said, Lungs of Steel
remains her most unique outlet. Those
craters from stomp though…so cool!