Blunky
Basic Info
- Tribe: Common (available to all tribes)
- Attack: 2
- HP: 5
- Counter: 4
- Effect: When hit, apply 1 Ink to the attacker
Rating
B-tier reactive crowd-control companion. Blunky punishes enemies for attacking him: every hit he receives applies 1 Ink to the attacker, sealing that unit's action on its next counter. This is pure defensive value — the moment an enemy commits to hitting Blunky, it loses its next activation. Against high-frequency attackers (Counter 2 enemies that attack repeatedly), Blunky can chain multiple Ink applications, stalling those enemies almost indefinitely as long as he survives.
His stats are modest: 2 Attack is below average, and 5 HP means he won't survive sustained focus. The value is entirely in triggering the Ink reaction, which requires enemies to target him. Front-row placement is almost always mandatory, otherwise enemies bypass him and his effect never activates.
In any tribe, Blunky fills the niche of a speed-bump that buys time for the rest of the team. He's rarely the best pick, but in runs lacking crowd control he provides something no other common companion does: punishing aggression rather than just absorbing it.
How to Use
Place Blunky at the front of the row. His effect only triggers when he is hit, so positioning him anywhere else wastes his primary purpose. The front row ensures enemies hit him before reaching fragile back-row companions or your leader.
The HP floor is a real concern. Five HP means aggressive enemies with 3+ Attack can remove him in two hits. Block (Shell) sources — charms or items that grant Blunky a shield — keep him alive long enough to Ink multiple attackers. Even a single Shell charge forces the attacker to break it before dealing HP damage, granting extra Ink triggers in aggressive fights.
Counter 4 is slow for his 2 Attack, so don't plan around his damage output. His counter only matters for its timing relative to enemy counters — a Counter 2 enemy attacking twice while Blunky is alive generates two Ink applications, effectively stalling that enemy for two full activation cycles.
Ink from Blunky stacks with other Ink sources. If your deck already has cards that apply Ink, Blunky's reaction layer pushes enemies past the threshold where they lose one activation per hit cycle.
Good Synergy Cards & Charms
- Block/Shell charms — keeping Blunky alive longer directly increases his Ink output; each Shield layer adds another potential Ink application
- HP-up charms — more HP means more hits absorbed before Blunky falls, translating to more Ink triggers
- Lupa — Lupa's boost effect landing on Blunky raises his HP or Attack; boosted HP extends his survivability on the front line
- Healing items — sustaining Blunky through wave fights allows him to Ink attackers across multiple enemy counters
- Counter-reduction charms — if you want Blunky to contribute damage alongside Ink, faster Counter makes his 2 Attack more relevant
In-game Effect Text
When hit, apply 1 Ink to the attacker
Synergy Cards
- Lupa — shared: reactive triggers
- Knuckles — shared: hit-reaction mechanics
- Needle — shared: utility support