Overview[1]
Wild Psychic is a public roster character in The Strongest Battlegrounds. The wiki index lists 4 base moves: Crushing Pull, Windstorm Fury, Stone Coffin, Expulsive Push. Its Berserk list currently names Cosmic Strike, Psychic Ricochet, Terrible Tornado, Sky Snatcher. Access: Public roster.
How to get it
Free — available to every player from the character menu.
Stats
- Access
- Public roster
- Awakening Name
- Berserk
- Base Move 1
- Crushing Pull
- Base Move 2
- Windstorm Fury
- Base Move 3
- Stone Coffin
- Base Move 4
- Expulsive Push
- Roster Status
- public
- Ultimate Move 1
- Cosmic Strike
- Ultimate Move 2
- Psychic Ricochet
- Ultimate Move 3
- Terrible Tornado
- Ultimate Move 4
- Sky Snatcher
Character select moves
Base: 1. Crushing Pull · 2. Windstorm Fury · 3. Stone Coffin · 4. Expulsive Push. Berserk: 1. Cosmic Strike · 2. Psychic Ricochet · 3. Terrible Tornado · 4. Sky Snatcher. This is the community wiki index list; check the linked article and game for current balance and access.
Wild Psychic
Wild Psychic is a playable character in The Strongest Battlegrounds. This character’s moveset centers on grappling and multi-target attacks, allowing them to seize opponents from a distance; additionally, they are equipped with two combo-linking moves to compensate for the relatively low damage of individual strikes. Suited for a playstyle that punishes mistakes, the character excels at both escaping dangerous situations and effectively pursuing fleeing opponents. They leverage fast-executing moves—which serve as both potent combo starters and linkers—to capitalize on opponent errors or launch surprise attacks. During Awakening, the user gains a bright green aura. Wild Psychic is based on both Tatsumaki and Fubuki from the anime, One Punch Man. Their passive can also block ultimate moves.
Pros and Cons
Has the fastest M1 startup in the game, making M1 trades much easier than other characters. All-around strong offensively and defensively and can be used in 1v1s, against runners, and even against multiple targets. Psychic Barrier Can auto-deflect projectiles and won't be broken by them. Can be used to deter enemies from attempting to hurt you. Can even block some ultimate moves. (, etc) Has access to 2 combo extenders. (, ) Great for making combos due to all the moves being able to hit ragdolled opponents. Has access to 1 mobility and range attack (, ). Has access to 2 moves that can literally make you fly up in the air to be safe. (, and 's Variant). Has access to 2 safe defensive moves (, ). and cannot be countered by basic counters (, ). can be used to gain more combo priority by using it to catch opponents off-guard and start a combo for those who like to fight up-close. Able to do some of the longest combos in the game, buying you time to regenerate, regain evasive if on cooldown, lowering skill cooldown. Benefits greatly from using Uppercut Dash due to having access to 2 M1 combo extenders and can pull the opponent back to you even if you fail to combo extend using Uppercut Dash. Can do 3 Uppercut Dashes at max in one combo. (Starter M1 Uppercut Dash, Post- Uppercut Dash, Timed Uppercut Dash). Easiest awakening to inflict full damage on start-up. Awakening can't be blocked nor evaded if caught. Can deal with multiple targets. Has access to an aerial mobility skill with. Has access to for easy punish on non-armor skills.
Tier ranking
Trivia
This is BY FAR the most nerfed character coming in with 6 (technically 7) nerfs. Damage: 20% > 13% Damage: 18% > 7.9% Damage: 22% > 11.7% Damage (In-Air): 12.5% > 5% (Unblockable) > (Blockable) (Cannot be countered) > (Can be countered) (Never gets cancelled) > (Gets cancelled in some conditions) This is one of the four characters whose wall combos have been reworked, alongside with, and. was a move in ultimate moveset. It was replaced by, but remained in her moveset until was implemented as the final move. This makes it the second character to have a move deleted from its kit, the first being. When was first added, players weren't ragdolled for long enough to perform a downslam afterwards. However, a few hours after the update's release, the time players were ragdolled for was increased allowing for the player to perform a downslam after the attack. was originally able to be countered by if it was used at close range. This was changed during one of the updates after the base moveset was completed. will slow down if it comes into contact with a wall, as opposed to going through. The rock from wall combo does not change based off terrain, unlike most moves that implement use of rocks like Normal Punch, and from. when first added, the attack was unblockable and traveled at much further distance. can double as a wall spawner, staying for around 10 seconds if missed. It can block projectiles and let you do wall combos. This is useful for ranked, as you cannot perform a wall combo on the invisible walls. 's teeth will change color depending on what surface it was used on (e.g.
