GG2/Dr. Paradigm

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Overview
Overview

Dr. Paradigm has very strong Servant ClearWhen a Master takes time to clear massive swathes of enemy Servants, often by abusing strong single-hitting attacks with wide reach. but without Servants or Minions nearby Dr Paradigm is bad at Master vs Master combat. Dr. Paradigm has a limited moveset with almost no combos or blockstrings, but you don't need combos or blockstrings against Servants and Minions since they cannot block. Paradigm's Tribe has very cheap Basic Servants and very powerful Elite Servants meaning Paradigm can flood the map with units early game to snowball resources into a strong advantage mid to late game.


Playing as and against Dr. Paradigm forces one to have good map awareness as picking strategic high value targets not defended by the enemy Master is a key part of Dr. Paradigm's strategy. Paradigm's cheap Servant cost, Minion summons, and the purchasable ability Stratagem Provides a movement speed buff to all of Paradigm's units including himself. give him the ability to spread units all over the map faster than his opponents can which leads to a strong Mana economy and map vision for paradigm. Once Paradigm gets enough Mana his Elite Servants are powerful enough to give even an experienced player trouble and Paradigm needs no longer fear direct confrontation.

 Dr. Paradigm  Dr. Paradigm is a mid-range zoner who relies on his cheap yet effective army to keep space between him and enemy while providing high AoE damage, Minion summons, allied buffs, and enemy debuffs.

Pros
Cons
  • Pure Utility: Paradigm can counter any Servant type in the early game because he has his Mobile Servant Bower unlocked from the start while being able to summoning Magic Minion Kokopelli and Ranged Minion Gate Gunner. With Paradigm's Ability (Stratagem) he has a universal speed buff to all units including Dr. Paradigm himself.
  • Cheap Servants: Many of Dr. Paradigm's Servants are dirt cheap, letting him get units out faster than other factions. He can form a strong foothold in the early game.
  • Fast Servant Clear: Surprisingly, Dr. Paradigm can pump out alot of damage over a large area very quickly. Gate Gunners last a long time, L8X deals alot of damage, and with some tricky placement of Bombs and Bonnie Paradigm's Servant Clear is arguably best in the game.
  • Bad at 1v1 scenarios: Without using items or attacking with allies, his combos and blockstrings are non-existent. Dr. Paradigm has trouble defending himself if the enemy Master can get close to him. The pros 'Cheap Servants' and 'Pure Utility' generally mean that a good Paradigm player can avoid 1v1 scenarios though.
  • Mediocre Army: While the Gears are not a bad tribe by any means, they technically aren't as strong as Ky/Sin's or Valentine/Raven's armies when you compare even numbered scenarios of similar types.
Dr. Paradigm
GG2 Dr. Paradigm Portrait.png
Health
450
Skills
Gate Gunner, Stratagem, Aegis Field, Get Out of Here
Tribe
Gears

Combos

-Basic Combos- 5X, X, X The third x hit will apply a debuff to the targets hit in the circle. This debuff pairs well with Dr. Paradigm's y abilities. If an enemy is pulled into an explosion with this debuff they will effectively explode twice dealing tonnes of damage and launching Masters.

8+X Drops a giant apple on their head. Spam for profit.

2X Creates a field on the ground which knocks the enemy backwards ever so slightly. Quick, will apply a debuff which works in conjunction with his explosive y abilities.

5X,4X Knocks his target away.

6X, X, X Another 3 hit combo.

5X, X, Get Out of Here 5B The tracker doesn't say, but I estimate about 230 damage.

5X, X, Gate Gunner 5B Can help you apply pressure and put down a gate gunner safely on your opponent giving you more options. Also feels the smoothest when summoning the gate gunner compared to the variants below. 65 Damage.

5X, X, X, Gate Gunner. 5B 109 Damage.


To do: come up with item combos, unblockables, and setups. Might need to dive into JP wiki for more info on advanced techniques with Bonnie Bombs.

Navigation

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