Jumbo
Basic Info
- Tribe: Common (available to all tribes)
- Attack: 4
- HP: 10
- Counter: 5
- Effect: Also hits ally behind; Barrage
Rating
B-tier defensive anchor with Barrage. Jumbo has the highest base HP among common companions at 10, making him a natural frontline wall. His Barrage means every activation hits all enemies in the opposing row for 4 damage simultaneously — solid wave-clear on a durable body. The "also hits ally behind" property is the wrinkle: every time Jumbo activates, the companion directly behind him takes 4 damage as collateral.
The ally-behind damage limits positioning flexibility. Jumbo can't be freely placed in front of fragile companions without those allies taking 4 damage every Counter 5 cycle. Running Jumbo with a tank directly behind him (another high-HP unit) nullifies this downside. In rows where Jumbo is the sole or rearmost unit, the ally-hit never fires.
Counter 5 is slow, but with 10 HP Jumbo stays alive long enough to activate 2–3 times in most fights. The Barrage value over those activations provides meaningful total damage against wave enemies. He's not flashy but he's consistent, and consistent high-HP frontline walls are valuable across all tribe types.
How to Use
Position Jumbo at the front with intention about who stands behind him. The ideal setup is either Jumbo alone in a row, or Jumbo in front of an ally with 8+ HP who can absorb the 4 collateral damage. Placing a fragile (4 HP or less) companion behind Jumbo means that companion dies after Jumbo's second activation.
The Barrage effect is best utilized against enemies that cluster in a row. In wave fights where 2–3 enemies line a row, Jumbo's 4 Barrage hits all of them simultaneously, softening or finishing the wave without requiring item use. Against single-target boss fights, Barrage provides no extra value — just single-target 4 damage per activation.
HP charms are highly effective on Jumbo. At 10 HP already, additional HP extends his frontline presence further. A 14 HP Jumbo survives long enough to fire 3–4 activations in boss fights, providing consistent damage and collateral-ally protection through sheer durability.
Attack charms increase Barrage damage proportionally. Each Attack point added hits every enemy in the row, so Attack +2 on Jumbo translates to +2 damage per enemy per activation — multiplicative value against multi-enemy rows.
Good Synergy Cards & Charms
- HP-up charms — the single best investment; more HP means more activations and longer frontline uptime
- Attack charms — every Attack point multiplies across all Barrage targets in the row
- High-HP allies positioned behind — companions like Gojiber or another tank absorb the 4 collateral per Jumbo activation without consequence
- Bombom — both have Barrage; combining them clears rows twice per respective activation, but keep them in separate rows to avoid Bombom's self-hit
- Naked Gnome — reducing Jumbo's Counter from 5 to 4 significantly increases fight-long damage output
In-game Effect Text
Also hits ally behind
Barrage
Synergy Cards
- Bombom — shared: Barrage
- Nova — shared: Barrage
- Lupa — shared: all-tribe support