Scout Trait Combination

I just pulled this guy. I'll hug him and squeeze him and call him George. Besides being relatively good looking and stylish he has an interesting combination of traits. I'm not hung up on Retaliate missing as I already have a really well traited Scout with it. So George is different from any of my other Scouts. To me it looks like he can stand next to a walker, dish out a bone splitting blow, and then stand there a take a heavy hit just in time to turn around and go on the offensive again. Interested in thoughts on this combination of traits.
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I agree your scout can take a pounding and dish one out also. Defensive stance only works on overwatch (which will work handily with interrupt. I would use that scout for farming outposts. That's typically what my scouts get used for.
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Use her to kill walkers mercilessly. Swift strike and threat reduction are the tried and true weapon traits to make great use of scouts. Run and stab, baby.
But Power Strike works especially well with Interrupt weapons and overwatch - like interrupting a fatty, then killing without moving on the next turn. With ruthless armor, your charged critical hits will be massive in those situations.
As for badges - I focus on damage and critical damage, ideally percentage-based since scouts have high damage to start. Throw on one or two flat health badges to make your scout a little sturdier, and you'll be in business.
Thanks Mabiki. I guess defensive stance was the one throwing me off since you have to be in overwatch for it to activate. So I struggled between attacking enemies or going next to them and sitting in overwatch. What's the better way to go?
My assault/scout are a good duo, one is for crowd control the other finishes any stragglers, deals with tanks and does most of the leg work
In terms of badges I would go with a blend to make her a nice all rounder. 2 damage reduction, 3 damage and 1 crit damage. If you can get her to about 40-50% when not in defensive stance that would be a nice base and on overwatch you will hit the 80% cap and she'll be a tank.
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The reason I ask, is because until body shots, my top scout (lvl 24, 1 pink) is already doing 35-40K on a charged crit (double ruthless, damage/crit damage badges) and can take out a +5 Spiked/Tank walker in one turn, without power strike, and taking no damage. Beyond +5, with near 100% body shot, I cannot get the scout charged to use ruthless/power-strike. Why expose my scout to harm using the strategy described?
Power strike is good imo as it deals additional damage on your turn even without the critical chance at high levels. With defensive stance and iron skin + a damage reduction or health badge most probably you won’t go into a immediate struggle and still help you complete the mission with two stars.
Scouts are particularly useful for drawing one walker out of a group; use the scout's first ap to move close enough to the pack to aggro one walker, then move her straight back to your team. It can keep working for some time after that, depending on the nature of the mission. Some ways to help: