If you like getting personal with your enemies, Clark is a great character to use in Metal Slug Tactics. He has a variety of Special Actions that involve grabbing units that are close and dealing damage to them. You would think that this game plan would leave him exposed, and that’s true, but Clark also has some tools to defend himself.
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Let’s go over all of Clark’s Special Actions and loadouts, his best Passives, and what you should keep in mind when selecting this unique character in Metal Slug Tactics. You’ll end up loving Sidestep in a matter of seconds.
Clark’s Core Abilities – In The Ring, Stargazer, And Argentine Backbreaker
It doesn’t matter what loadout you select with Clark or how you want to play with him — In The Ring should always be one of the first Special Actions you get with him. The reason is simple: it’s most likely that you’ll get close to your enemies, ready to be attacked. In The Ring applies Fragile to enemies in range, which means they will receive two more damage with anything you attack them with.
The best part of In The Ring is that it will give you a Bonus Action if you don’t affect more than two enemies at once, and this amount will be increased with upgrades.
The other most used Special Action would be Argentine Backbreaker, which moves units close by, ignoring Cover and buffing your Synchronization attacks. When you don’t have ammo in your secondary weapon, this is a good attack to use after activating In The Ring and having an extra attack.
Stargazer is the last Core Ability, and it’s basically like Argentine Backbreaker, with the difference being that it has more range, and instead of buffing Synchronizations, it gives Bonus Move. Personally, we prefer Argentine Backbreaker, but considering how much you need to move with Clark, this extra effect is not a bad one and can help you.
Regardless of the Core Abilities you choose, the Special Action Sidestep should be one of the extra ones in your stock. This will give Dodge to the selected unit, and possible attackers will receive Fragile. A deadly combo with all the aforementioned abilities.
Clark’s Special Actions
Moving units and applying Fragile are Clark’s specialties. You can see why in the table below.
Name |
Cost |
Range |
Effect(s) |
---|---|---|---|
Argentine Backbreaker |
5 |
1-2 |
Moves an adjacent unit to a tile within range. Deals 3 damage. Ignores Cover. If it triggers Synchronization, the units synchronizing deal 1 extra damage. |
Flying Kamikaze |
6 |
1-4 |
Moves an adjacent unit to a tile within range. If the unit dies, it deals 5 damage to adjacent tiles. Deals 4 damage. Ignores cover. |
Stargazer |
5 |
3-6 |
Moves an adjacent unit to a tile within range. Deals 3 damage. Ignores Cover. Gives a Bonus Move at the end of the action (also applies to characters synchronizing with this move). |
Jump Into Action |
2 |
1-4 |
Moves Clark to a tile you select. Adds Bonus Action. |
Little Help |
6 |
1-4 |
Moves an adjacent ally to a tile within range. Deals 3 damage to adjacent rivals to the moved ally. |
Sidestep |
4 |
2 |
Adds 1 Dodge. Adds Sidestep to any unit within range (when attacked, the attacker receives Fragile). Gives Bonus Action to Clark. |
In The Ring |
5 |
Self |
Applies Fragile to enemies within range (they receive +2 damage when attacked). Can give Bonus Action if it only affects 2 units. |
Defense Reversal |
8 |
1-1 |
Deals 4 damage. Damage is increased by your Dodge number. |
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Clark Classic Loadout
Nothing too fancy, Clark will start with a Handgun and Shotgun. The former is a standard business, but it’s one of the few characters that can start with a powerful close-range weapon like a Shotgun. Add that to the fact that his initial Special Action is Argentine Backbreaker and you’ll understand quite quickly why he is a close-range beast.
As explained before, Sidestep should be a Special Action that you get as soon as possible. Its best detail is that it can be applied to any character, and you can use it more than once if you have enough Adrenaline.
Jump Into Action is another ability that goes well with this loadout, since you’ll gain some more range with a very low Adrenaline cost. Excellent for pursuing your targets.
Recommended Passives
* If you will be moving around as much as possible, we can’t recommend Parkour enough. Being able to move over obstacles like they are nothing is a must.
* Another usual suspect in your passives will be Thrill Seeker. As Clark is expected to be attacked multiple times, earning one Adrenaline for each of those attacks is not a bad deal.
* As Argentine Backbreaker should be your way of attacking enemies, either finishing them or triggering Synchronization for your allies to finish them, Special Rush is an excellent choice. It gives you a Bonus Action when you get a frag with a Special Action.
Clark Overtime Loadout
A mix of a close-range weapon with a long-range one, Punisher is a knife that deals four damage and Musket deals four. The former, naturally, asks you to be next to the target, but the latter has six range, and it also can deal a total of six damage if it attacks with a Bonus Action.
This loadout comes with In The Ring, perhaps Clark’s best Core Ability, and a perfect combination with your Punisher. The game plan is to move close to your enemies, apply Fragile, earn a Bonus Action, and finish the deal with a melee attack.
Add Sidestep to the equation and you’ll be earning more Dodge, letting you protect Clark from nearby units, and applying more Fragile to attacking ones.
This loadout can only be unlocked by successfully finishing one run with Clark.
Recommended Passives
- If you get the chance to mix Versatility with the next passive, you’ll create a great synergy. This one earns you a Bonus Move when Clark gets Bonus Action.
- The only bad part of Special Rush is that using it means you need to get either Argentine Backbreaker or Stargazer, because it gives you a Bonus Action when getting a frag with Special Action. But you should get one of those after leveling up once or twice. Perfect passive for Musket.
- Build your Adrenaline with Unstoppable, giving you 2 Adrenaline for each frag you get with Clark.
Clark Fired Up Loadout
We are not a fan of the Automatic Handgun, a primary weapon that attacks twice but only does one damage and has less range than a regular Handgun. Sure, it can get spicy with only a few upgrades, but it’s not a safe option.
However, Gale is a secondary weapon that attacks twice, has All In (three extra damage if Clark has any movement available), and already deals three damage with each hit. This is a gun that can quickly let you deal a lot of damage without upgrades in the early stages, although it will hurt your movement until you get good passives.
Stargazer is the Core Ability here and it’s just fine. The Bonus Move you get would do wonders with Gale’s buff, but as you don’t get a Bonus Action from the get-go and Bonus Move doesn’t stack after your turn, this won’t be useful at first.
Recommended Passives
- We will repeat ourselves and add the duo of Versatility and Special Rush again. The reasons should be crystal clear: let’s get those Bonus Move and Bonus Action so you can buff your secondary weapon.
- Another cool Passive to get is Cooperation. With your mind on getting bonuses, earning a Bonus Move after performing a Synchronization with a Special Action is not a bad deal. Plus, it will synergy with your other two passives!
Clark Big Bad Bomber Loadout
Clark’s last loadout has the unique feature of letting you ignore whether the enemy is at your height or not. Both the Molotov Cocktail and the Glass Launcher ignore elevation differences and obstacles. Plus, the former gets Flame if you finish a unit with it, which leaves the tile with the Burn effect.
On the other hand, while Glass Launcher is great on itself, note that it has Burst, so each attack adds your current Dodge value to the damage you make. This means that you can have a powerful weapon here if you build Dodge, but clearly this is a loadout to use more cautiously, taking your distances with your rivals.
Recommended Passives
- Let’s start with adding more Adrenaline, as you might not move as much with this version of Clark. Unstoppable and Team Leader are solid picks: the former gives you 2 Adrenaline for each frag you get and the latter gives one Adrenaline to anyone participating in a Synchronization.
- As you might be far away from your enemies with this loadout, let’s close the deal with Max Speed. If not attacked, you don’t lose your Dodge at the start of your turn.
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