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Guardian.

Thwart: 1. Attack: 2. Defense: 3.
Health: 10. Hand Size: 5.

Flora ColossusForced Interrupt: When Groot would take any amount of damage, remove that many growth counters from him. For each growth counter removed this way, prevent 1 of that damage.

Galaxy's Most Wanted(은하계에 가장 필요한 일) #1. Groot #.
Groot
Alter-Ego

Outlaw.

Recover: 4.
Health: 10. Hand Size: 6.

Growth SpurtAction: Place 2 growth counters on Groot (to a maximum of 10). (Limit once per round.)

Galaxy's Most Wanted(은하계에 가장 필요한 일) #1. Groot #.
Groot
  • Groot Galaxy's Most Wanted(은하계에 가장 필요한 일) #1
  • Groot Galaxy's Most Wanted(은하계에 가장 필요한 일) #47
Reviews

Groot is in hero form and has 2 growth counters and a tough status card. If he takes 2 damage, I'm thinking I have to remove 2 growth counters first, as it is a forced interrupt, before I would get to discard the tough status card. Likewise, if I took 3 damage, I would discard 2 growth counters first and then the tough status card for the remaining 1 damage. Rules gurus, take it away! Thanks!

jedimattb · 3
This is addressed in the GMW rules insert - tough always takes precedence. Say he has 2 growth counters and a tough status, 3 damage incoming. The tough is removed and he keeps the growth counters — Stretch22 · 716
Awesome, thanks! — jedimattb · 3
But maybe not the case anymore, see https://hallofheroeslcg.com/latest-ffg-rulings/#october2022, entry #162 — Polpoy · 1
Tough still has priority according to the most recent rules reference, which I realize is in direct conflict with the ruling you've cited. On page 12 under Damage and page 48 in the red text, tough clearly takes precedence over effects that interrupt the taking of damage — Stretch22 · 716
What if Groot also has a Forcefield Generator? Generator first, then Growth Counters? — Jobu · 3
You would get to choose which triggered first, the Forcefield Generator or Flora Colossus, but you'd have to fully resolve one before resolving the other. (So if Forcefield Generator had 3 Energy counters and Groot had 3 Growth counters and he got hit for 4 damage, he would have to lose 3 counters from one source and 1 from the other. He doesn't get to freely divide the damage.) — Leethus · 22

Groot is an interesting puzzle. Half of his kit wants to stack counters and the other half wants to spend them resulting in a bit of a dilemma. After some testing I think burning through the counters is the answer. You can spend several turns stacking for a big event just to have everything ruined by one bad encounter card.

The ideal scenario would be blocking for a partner, getting hit directly, and ultimately ending up around 2 HP (5 or less if you have endurance). This gives you an excuse to stay down for a couple turns to stack counters. When you flip up you’ll have 1 turn to play your events with your freshly stacked counters before repeating the process of spending them. Obviously this strategy really only works in 2-4 player and really needs to be paired with Justice to help enable your semi-frequent flipping.