Definitive Guide to Beater
By JMauler
Do you want to decide who gets a free 60 points? Beater is the role for you! Don’t be fooled by the killing nature of beater, as it does not score points thus it is the ultimate support role.
Broom
The broom choice for beater is mostly personal preference.
I’m still torn between Oakshaft, Firebolt, Shooting Star, and Stormrider, all of which have different benefits and weaknesses that are very playstyle centric.
- Oakshaft – Presence on the field, use this to never die.
- Firebolt – Tackle broom, use this if focused more on tackles than bludgers.
- Shooting Star – All rounder, good at most beater things master of none.
- Stormrider – Evasive broom, use this if good at dodging. Be warned, this can be oneshot.
Speaking of oneshots, let’s talk about damage numbers.
Knowing these like the back of your hand will help tremendously.
- Bludger = 6 (+6)
- Beater tackle = 2 (+1)
- Keeper charge kick = 5 (+2)
- Keeper tap kick = 2 (+2)
- True damage of keeper hero kick = 5
- Chaser tackle = 0 (+2)
- Seeker bump = 0 (+3)
- Highest health broom (firebolt, oakshaft) = 15.
- Maximum health broom (none in game) = 16.
In order to maximize our potential as beater, we must use these numbers to our advantage.
You don’t have to know these builds by heart; these are what the additions above are based on.
- Most keepers use 6/1/3 or 6/0/4, which gives +2 to all kicks excluding hero kick.
- Most chasers use 6/1/3, which gives +2 to tackles.
- Some chasers will use 5/0/5, which gives +3 to tackles.
- Some seekers use x/x/5, which gives +3 to bumps.
There are 3 viable builds, only the first is usable is high mmr: 5/4/1, 5/0/5, and 3/1/6.
Builds
5/4/1 – Oneshot. Use red bludger to do 12 damage. Blue bludger does 9
Enemy’s will constantly be in tackle (3 health) range. Use any combination of above damage numbers to get the killing blow.
Many ways to get the red blug, some include:
- Tackle will its idling (flying on its own on the pitch).
- Intercept the beater’s throw (look at red blug in enemy’s hand -> when thrown a bar will fill -> press summon key when prompted).
- Tackle enemy beater while blug in hand.
- Tackle blug while in thrown state.
Useful combos
- Red blug keeper oneshot. Most keepers will use swiftstick (11) which gets oneshot by red blug (12).
- Red blug seeker -> beater tackle. (12) + (3) = 15
- Red blug seeker -> seeker bump. (12) + (3) = 15.
- Keeper charge kick -> blue blug. (7) + (9) = 16.
There’s way more combos that would take too long to list out here. Find what works best for you!
The next two builds use x/x/2, tackle deflect node. If you asked me if I would rather use 6/6/6 or 0/0/0, my answer would probably be 0/0/0.
Tackle deflect is awful, as it gives up the ability to tackle grab the red blug.
5/0/5 – Noob killer. +3 bludger damage (9), +3 tackle damage (5)
Cannot oneshot anything, cannot reasonably intercept bludgers. Uses tackle deflect.
- If you can get past those downsides, it is still a decent build.
- Takes advantage of non 15 health brooms, as 9+5=14 clears anything but firebolt or oakshaft.
- Flowchart here is: … -> summon blue -> throw blue -> tackle -> …
- Assuming enemies are bad at dodging, this will likely give you the highest personal score, or near it at the very least.
3/1/6 – Seeker tackle. +2 bludger damage (8), +3 tackle damge (5)
Does not kill. The only reason this build is viable is it reasonably gives your seeker a free win.
- Assuming equal skill on seeker, and same amount of tackles from you and enemy beater, the seeker will win every time.
- Does the build do anything else? Play for fumbles to take advantage of x/x/4.
- Same flowchart as 5/0/5 if seeker is not out.
UPD. Thoughts after all changes in the game
I think our role has definitely evolved with all the changes, but we’re still the pivot of the team, in my opinion.
What I mean is, yes, respawning happens quickly now, so the impact of knocking someone out is more limited, BUT if we target the opposing seeker, we still reduce (even if less so) their Golden Snitch bar, and when we knock them out, they still lose precious time. That’s valuable seconds for our seeker, and from experience, it works!
Similarly, targeting the opposing beater, yes, they respawn quickly, but by hitting them or sending our Bludgers at them when they summon theirs, or by knocking them out, we buy our seeker time when they no longer have to deal with the opposing beater.
Finally, from what I see, other beaters only have eyes for the seeker, but I think that’s partly a mistake. By doing that, they’re also leaving the field open for the opposing chasers to do as they please.
Personally, I think as a beater, we should be everywhere when there’s action. We shouldn’t get fixated on the opposing seeker.
Your chasers are rushing towards the opposing goal to score? Position yourself next to them to protect them from opposing chasers so they can move safely. Are they going for a shot? Send a Bludger at the opposing keeper to annoy them or stunt them so they can’t catch the Quaffle.
On the other hand, the opposing chasers are rushing towards your goals? Get in pursuit and target them so they drop the Quaffle, giving your team the chance to recover it.
You always need to keep an eye on the Snitch bar, but you have to know when you have time to handle other tasks and when you need to return to focus on the opposing seeker. It’s all about balance.
Hit everything and everywhere, but with intelligence!
Fun fact: I often annoy the opposing keeper or chasers so much by targeting them, that they start tackling me out of the blue when I pass by because they must be getting frustrated, even though at first, they ignored m
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