Phobies – Ultimate Phobie Usage Guide

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Phobie Usage Guide (How to Use and Counter)

Phobie Usage Guide (How to Use and Counter)

Ace

Use When:

  • Your opponent has fragile mechanical Phobies you can 1-shot with Ace’s high damage.

Counter With:

  • Ranged harassment.
  • Electricity Phobies.

Akira

Use When:

  • You want the best team fight initiator in the game.
  • You have a strong team to offset Akira’s high cost as a support Phobie.
  • You are able to keep the enemy at bay for 2 turns until its ability becomes ready.

Counter With:

  • Akira.
  • Stasis Phobies.
  • Early pressure.
  • Furkin Leepricarn.

Matches:

Alastor

Use When:

  • You are in an endgame where Alastor can win an attrition war.
  • You are on a map where Alastor can control space near abyss tiles.

Counter With:

  • Phobies positioned to ensure Alastor cannot harass you for free.
  • Pull units that can pull alastor in to be killed in one turn.
  • Debuffers that stop Alastor’s lifesteal.

Alley Gator

Use When:

  • You need a massive health wall to dive into the enemy team.

Counter With:

  • Heavily grouped team positioning.
  • Heavy melee damage.
  • ‘Stop’ Phobies.
  • Fighting around Alley Gator instead of striking him directly.

Ash

Use When:

  • You have a heavy hitting initiator and you want to initiate safely and with flexibility.
  • You want to get safe ranged harassment on an opponent’s Phobies.
  • You want to pull a Frozen Phobie back out of attack range.
  • You want to pull a Stopped Phobie back out of attack range.

Counter With:

  • Proper team positioning.

Attractor

Use When:

  • You want a very high degree of map control on a Phobie that is hard to take down.
  • You want to slow the match down.
  • You want an AoE team fight initiator.

Counter With:

  • Akira.
  • Furkin Leepricarn.
  • Buffed 100% AoE damage combined with mobile strike Phobies.
  • Grouping your team together so that Attractor’s AoE pull puts you in reach to counter.
  • Buffed Creepy Devil. 

Matches:

AWOL

Use When:

  • You need the highest from-keyhole damage possible for 1 key.

Counter With:

  • A Phobie that can kill AWOL in one hit.
  • A trap.

Baaaad Sheep

Use When:

  • Your opponent has multiple high-value non-mechanical Phobies to poison.
  • You are able to poison multiple high-value targets at once.

Counter With:

  • Furkin Leepricarn.
  • Creating a wall of mechanical Phobies to block out Baaaad Sheep.
  • Having an AoE cure ready to go.

Baba Yaga

Use When:

  • You want a mobile trapper effective against all Phobie types.
  • You do not want to risk friendly fire damage from Fire Ant traps.
  • You only want a Phobie for its traps, and not its fighter value.

Counter With:

  • Attacks before Baba Yaga can set up a lot of traps.
  • Paying close attention to where Baba Yaga has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.
  • Tile disables.

Baby Snakey

Use When:

  • You need an above-average damage melee hitter.
  • You want a versatile late-game brawler.

Counter With:

  • Ranged attacks.

Bad Omen

Use When:

  • You push into the enemy formation and want to punish the counter-push.
  • You want an initiator for a team push.
  • You want to stop an enemy team pushing on your heart.
  • You can hit multiple high-value enemy Phobies with his debuff.

Counter With:

  • Spread-out Phobie positioning.
  • Furkin Leepricarn.

Bad Sushi

Use When:

  • Your opponent has no heals left, no non-mechanical Phobies, and you control space.

Counter With:

  • Ranged harassment.
  • Mechanical Phobies.

Badside Manners

Use When:

  • You want a high health sustainable turret to control space.
  • The opponent lacks high damage or poison.

Counter With:

  • Displacement.
  • Strong poison effects.
  • Long range.

Barzilla

Use When:

  • You need a fire Phobie.
  • You have access to heals to recover Barzilla’s enormous health.
  • You want a Phobie that can survive in a team fight and keep retaliating.

Counter With:

  • Debuffs.
  • Fighting around Barzilla.

Batula

Use When:

  • You need a cheap dimensional puller.
  • You want to capture a panic point and get a little free damage on an enemy.

Counter With:

  • Body blocking your own Phobie from the dimensional pull.
  • Using the dimensional pull to score a second hit on an enemy Phobie.
  • Finishing Batula off with a 1-key to minimize losses.
  • Poison Ivy’s trap can 1-shot Batula.

Beauty

Use When:

  • You need a high aoe damage flyer Phobie
  • Line attack

Counter With:

  • Smiley.
  • Burst damage – to kill it before it can retaliate.

Matches:

Benny

Use When:

  • You want a turret with high potential staying power.

Counter With:

  • Keeping a Phobie in proximity to step off and on bones without weakening your position.

Blast-0 Matic

Use When:

  • You need a tanky turret.
  • Need a line attack for backline Phobies.
  • Need to deal with mechanical Phobies.

Counter With:

  • Eratic.
  • Debuffers.
  • Traps.
  • Spreading out to avoid its AoE.

Blinky

Use When:

  • You need a tanky flyer Phobie.

Counter With:

  • Poison.
  • ‘Stop’ or action removal Phobies.

Bloat

Use When:

  • You need a cheap tank with AoE damage and a dimensional pull.
  • You need cheap electric damage.
  • You are facing multiple one key Phobies.

Counter With:

  • Ranged harassment.

Blondie

Use When:

  • You want to initiate with the largest AoE debuff in the game.
  • You can wait for Blondie to get into position.
  • You want a high-health, high-damage tank to follow up on the team initiation.

Counter With:

  • Strong electricity Phobies
  • ‘Stop’ or action removal Phobies.
  • Furkin Leepricarn.
  • 3-range harassment.

Blue

Use When:

  • You are facing AoE damage Phobies.
  • You need a cheap flying Phobie.
  • You are facing a heart rush.

Counter With:

  • Using an expendable cheap Phobie to kill it.

Blue Speedola

Use When:

  • You plan to use Red Speedola.
  • When the combined mobility of Blue and Red Speedola are valuable in your match.
  • You want a versatile threat on a map with lots of disease tiles.

Counter With:

  • High-damage electricity Phobies.
  • Ranged harassment
  • Focus-fire on one of them (usually Blue Speedola) to remove their buff.

Bluelien

Use When:

  • You need sustain healing.
  • You are dealing with AoE poison Phobies.
  • You are dealing with disease Phobies.
  • You want to remove poison 4 hexes from your keyhole. 

Counter With:

  • Playing aggressively.
  • Stand in Bluelien’s spas to use them for yourself

Bogart

Use When:

  • You have an AoE pusher in play to combo with Bogart’s ability.
  • Your opponent has used Brony.

Counter With:

  • A spread-out team.
  • Limiting Bogart’s targets.
  • Positioning to kill Bogart after he uses his ability.

BoMangles

Use When:

  • You want cheap, durable, and strong space control.
  • You want offensive capability in a turret.

Counter With:

  • Coordinated team attacks that take advantage of Bo’s low mobility.

Boofairy

Use When:

  • Your opponent has a single high-damage Phobie that you need to neutralize.

Counter With:

  • Place something between your high-damage Phobie and Boofairy.
  • Lure it to over-extend when using its ability.

BOOM

Use When:

  • You need a cheap potential threat to multiple Phobies.

Counter With:

  • AoE Phobies that can kill it incidentally.
  • 3 range Phobies that can safely kill it.
  • Any 1-key.

Matches:

Boomer

Use When:

  • You are dealing with displacement Phobies.
  • You need a tanky 1 key to delay your opponent’s development. 
  • You need a Phobie to tank the damage/body block.

Counter With:

  • Poison.
  • Using its last act ability to reposition, without taking damage.

Boss

Use When:

  • You want a general high-value all-purpose damage-dealer.
  • You want to damage backline Phobies.
  • Your opponent has multiple low-health Phobies that you can group.

Counter With:

  • Furkin Leepricarn.
  • Tile disables, particularly Honeybear.
  • Damage debuffs, particularly Blue, Woolly Bully, or Oopsy Baby.
  • Traps to control Boss’s dive angles.
  • Opening up the play area with terrorform.

Brony

Use When:

  • You need to shut down a heart rush.
  • You want to lock your opponent out from defending a heart rush.
  • You want to lock down a panic point advantage.

Counter With:

  • Furkin Leepricarn; Brony has a very long cooldown.
  • Indirect damage sources such as poison, disease, and traps.
  • Debuffers, to prevent the opposing team from dealing damage while you are debuffed.

Brutewurst

Use When:

  • Your opponent has valuable high-health non-mechanical Phobies.
  • You need a sturdy tank.
  • You have some support Phobies that can help it get in to position faster.

Counter With:

  • Ranged harassment.

Cassowary

Use When:

  • You need a cheap high damage Phobie.
  • You need to protect multiple panic points.

Counter With:

  • Body blockers.

Cecilia

Use When:

  • You want a Phobie that can clear disease tiles.

Counter With:

  • Ranged harassment.

Cerberus

Use When:

  • Your opponent has low single-target damage.
  • You want to slowly push on the heart and force a response.
  • You have a puller or movement-support Phobie to help close distance.

Counter With:

  • Ranged harassment.
  • Poison and then evasion.
  • Traps.
  • ‘Stop’ or action removal Phobies such as Rusty or Dial.
  • Push Phobies.

Charon

Use When:

  • You want to delay a match by disabling enemy panic points to prevent heart damage.
  • You want to accelerate a heart rush by disabling enemy panic points.
  • You want to shut down essential map tiles as part of a strategy.
  • Your opponent is using many Phobies with fire tile effects.
  • You want to dive into an area that is covered in traps.
  • You want a mobile and continual tile disabler.

Counter With:

  • Poison or disease.
  • Direct attacks.

Chuck

Use When:

  • You can win a fight of harassment and attrition.
  • You have sufficient mechanicals on the board to protect Chuck.

Counter With:

  • Poison or disease Chuck, then try to evade
  • Debuffs.
  • A team rush.
  • Late-game: resurrect units such as Daisy that Chuck can’t directly kill.
  • Heartbreaker.

Clinico

Use When:

  • You have a high-value Phobie that has been significantly damaged or poisoned.
  • You are in an attrition-based endgame scenario.

Counter With:

  • Only attacking enemy Phobies for the kill.
  • Follow-up poison after the initial cure.

Clobster

Use When:

  • You need a Phobie that can get to the fighting zone/enemy heart quickly.
  • You need a Phobie that cannot be cornered easily.

Counter With:

  • Action removal, to prevent it moving then attacking.
  • High pressure units to kill clobster whenever he dives.

Cluck Norris

Use When:

  • You are planning to dive and can plan in advance.

Counter With:

  • Poison.
  • Ranged harassment.

Contortio

Use When:

  • You have already used Razor Mouth.
  • The 10 damage benefit over Razor Mouth makes a difference.

Counter With:

  • Direct damage.

CottonTale

Use When:

  • You want a cheap and flexible trap detonator.
  • Your opponent cannot step on bones without losing a Phobie.

Counter With:

  • Keeping a Phobie in proximity to step off and on bones without weakening your position.

Cowbell

Use When:

  • You want a slightly above average health 1-key.
  • You want to differentiate your Phobie types to avoid poison/disease.

Counter With:

  • Nothing in particular.

Creep

Use When:

  • Your opponent has an undead Phobie you want to soften up.
  • Your opponent has a 1 movement dimensional Phobie far away from the vault.

Counter With:

  • Cheap healers (especially Muffintop).
  • Healing spas.

Creepy Devil

Use When:

  • You want to snipe out a backline low hp Phobie.
  • You are on a map with a high amount of poison or fire tiles and need burst damage

Counter With:

  • Traps reveal creepy devil’s location.
  • Heavo 3.0 / Puff will reveal his location with fire.
  • Guess where he’s hiding by placing a Phobie on the tile you suspect.

Cupcake

Use When:

  • You need one-off extra damage for a Phobie.
  • You need an expendable buffer to have more room for a same-turn Phobie summon.
  • You can benefit from a quick heal or cure.

Counter With:

  • Pre-calculating possible damage received when Cupcake is used. 

Matches:

Daisy

Use When:

  • Your opponent has over invested in 1 movement Phobies.
  • You are in an endgame against a single 1 movement Phobies.

Counter With:

  • Droney.
  • 1 keys kept in proximity.
  • Playing flexible teams.

Dial

Use When:

  • You are facing tanky melee Phobies.
  • You want to limit a high-value Phobie’s options.
  • You want to minimize the enemy’s retaliation opportunities.

Counter With:

  • Positioning your Phobies to kill Dial when it tries to debuff.

Matches:

Doctor Dermic

Use When:

  • You can benefit from his full heal value.
  • You are not worried about recurring poison sources.

Counter With:

  • Continued pressure while Dermic recovers.

Doom Doom

Use When:

  • You are dealing with multiple trapper Phobies.

Counter With:

  • Damage Doom Doom when it’s deactivating traps.

Doughzer

Use When:

  • You are dealing with tanky melee Phobies.
  • You need a very tanky turret.
  • You can afford the tempo loss incurred by his slow movement.

Counter With:

  • Multiple coordinated turrets.
  • Long-range push Phobies to keep it at bay.

Droney

Use When:

  • You need to step on a resurrect Phobie’s bones.
  • Need to take a further panic point.
  • You need emergency positioning for a push/pull orientation.

Counter With:

  • General mindfulness of a potential Droney snipe from the vault.
  • Traps that can instantly kill Droney.

Edgar Allen

Use When:

  • You can benefit from multiple Phobies receiving individual damage buffs.
  • Your team is spread out or far away from the vault, and you need damage support.

Counter With:

  • Positions that limit your opponent’s engagement options.

Electricat

Use When:

  • Your opponent is playing heavy mechanicals.
  • You need a 1-key with above-average health.

Counter With:

  • Body blockers.

Eternal Knight

Use When:

  • To deal high dimensional damage upon dying.
  • Using the pull effect to your advantage from AoE attacks.

Counter With:

  • Use a fire Phobie to avoid receiving the last act damage.
  • Use another Phobie to body block to avoid the pull.
  • Kill him with a 1 key to minimize impact of dimensional damage.

Eratic

Use When:

  • Your opponent has played at least one high-value mechanical Phobie.
  • Your opponent has played several low-value mechanical Phobies.

Counter With:

  • Poison or disease (eg from Sheeping Gas), then outmaneuver it.

Fantome

Use When:

  • You need a cheap teamfight initiator.
  • You have a Phobie that can devastate a team, but has difficulty approaching.

Counter With:

  • Ensuring that Fantôme dies on the turn after it uses its ability.
  • Rushing before its ability lock is done.
  • Furkin Leepricarn.

Fetch

Use When:

  • You need a pusher that also has high damage.
  • There is a slow melee Phobie on the enemy team.
  • The board is generally empty and you need a powerful 1v1 Phobie.
  • You need high melee damage with 2 movement.

Counter With:

  • Poison.
  • Ranged harassment.

Finnigan

Use When:

  • You need a cheap pusher.
  • You are on a map with damage or abyss tiles.

Counter With:

  • Understanding the push rules so you can control Finnigan’s displacement.

Fire Ant

Use When:

  • Use in a stale game to plant multiple traps.
  • You are dealing with a freeze Phobie.
  • You are playing on a map with a lot of obstacles.

Counter With:

  • Attacks before Fire Ant can set up a lot of traps.
  • Paying close attention to where Fire Ant has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.
  • Tile disables.

Matches:

Fishtank

Use When:

  • You want a high damage melee tank.

Counter With:

  • Any electricity option.
  • ‘Stop’ or ability removal Phobies.
  • Tanky melee units that can survive and retaliate against Fishtank.

Fleshcrawler

Use When:

  • You want a melee AoE damage initiator.
  • You want large AoE damage.

Counter With:

  • High range.
  • Defensive positioning that allows you to punish his dive.
  • Furkin Leepricarn, to lock out an incoming dive or enable one.

Flopsy

Use When:

  • You want a cheap and flexible trap detonator.
  • Your opponent cannot step on bones without losing a Phobie.

Counter With:

  • Keeping a Phobie in proximity to step off and on bones without weakening your position.

Fowl

Use When:

  • You need a high damage melee fighter.
  • The disease could also come in handy.

Counter With:

  • Positions that ensure Fowl dies when he dives.
  • Bluelien to stop the targets Fowl diseases from dying.

Furkin Leepricarn

Use When:

  • You need to deactivate an enemy Phobie’s ability
  • Use to protect your own Phobie’s ability from an enemy’s Furkin Leepricarn.
  • You want to play a turret and there are abilities you can disable.

Counter With:

  • Furkin Leepricarn.
  • Using Phobies with no ability, or ones with a short cooldown.
  • Using multiple strong abilities, as Furkin can only disable one.

Furnaceface

Use When:

  • You want to defend against a heartrush.
  • You are facing multiple aoe damage Phobies.

Counter With:

  • Furkin Leepricarn can stop its ability in a key situation.
  • Use displacement Phobies to pull enemy’s out of the smoke or away from your Phobies.
  • Placing your own Phobies in the smoke (Greylien works well for this).

Frosty

Use When:

  • You need high single target damage to mechanical Phobies.
  • You need to freeze multiple targets.

Counter With:

  • Furkin Leepricarn.
  • Avoid positioning in perfect lines.
  • Kill it with burst damage (eg electricity) due to its low health.

Matches:

Gargles

Use When:

  • You can use Gargles’s ability to lock out an essential part of the map.
  • You want a temporary obstacle that you can still move and fire through.

Counter With:

  • Furkin Leepricarn.
  • Ranged harassment.
  • Terrorform to open up the map and remove valuable choke points.
  • Prepare enough damage to kill it when it transforms back.

Gesundheit

Use When:

  • You want a cheap sacrificial damage Phobie.
  • The combination of ranged and flying are important to you.
  • Your opponent is too close to your vault.

Counter With:

  • AoE damage.
  • 3-range Phobies such as In-oculus to prevent it approaching.

Giggles

Use When:

  • You want a high damage turret.
  • Your opponent has poison and disease on the board.

Counter With:

  • Electricity Phobies that can survive its attacks, such as Eratic.

Ginsting

Use When:

  • You need a flexible damage dealer.
  • You need a lower-cost 2 movement ranged unit.
  • Your opponent has grouped Phobies close to your keyhole.

Counter With:

  • High-stat turrets.

Goon

Use When:

  • You need a line attack Phobie.
  • You need a tanky unit with high sustain.
  • You want a melee unit that has a ranged option for versatility.

Counter With:

  • Poison.
  • Avoid lining up to allow devastating line attacks.
  • Furkin Leepricarn, if you need to line up your Phobies when attacking Goon.

Gonzo Bonzo

Use When:

  • You have an AoE damage Phobie.
  • You want to need additional damage on defense to deter a dive.
  • You want to extend your damage potential in multiple map directions at once.
  • One of your Phobies will get to attack twice in the same turn.

Counter With:

  • Furkin Leepricarn.

Grave Digger

Use When:

  • You want to remove obstacles in a map for superior positioning.
  • You have an opportunity to place a wall to shut down your opponent’s options.
  • You can remove a wall to enable a kill.
  • You are playing AoE Phobies that can benefit from targeting the terrorform obstacle.

Counter With:

  • Early pressure.
  • Cheap poison.
  • AoE Phobies that punish his obstacle placement.
  • Your own terrorform Phobies.

Greylien

Use When:

  • Your opponent plays a very high-value target that must be pulled.
  • You are willing to sacrifice 7 keys to remove a target.
  • Your opponent plays Furnaceface and uses his cloud ability.

Counter With:

  • Positions that place your high-value targets behind low-value targets.
  • Furkin Leepricarn.

Grimes

Use When:

  • Your opponent is using an excessive number of 1 key Phobies.
  • You are playing pullers that can guarantee Grimes as the last hit.

Counter With:

  • Positioning to ensure that Grimes will take damage or die after last-hitting.
  • Dimensionals, for their pull on death.
  • Baiting Grimes into a position where you can kill it.

Haphe

Use When:

  • You want a cheap blocker.
  • Your opponent is using AoE Phobies.

Counter With:

  • Indirect damage, like traps and lava tiles.
  • Ignoring Haphe if you can play around his positioning.
  • Knowing when it is safe to damage it.

Hazmat

Use When:

  • You want to remove poison tiles to comfortably play non-mechs on those tiles.

Counter With:

  • Coordinated strikes that make Hazmat fall back.

Heart Breaker

Use When:

  • You are on a map with abyss tiles so Heart Breaker’s ability can instant-kill.
  • Your match is at a stand-still and you can pick off targets one at a time, slowly.
  • Your opponent has a high-value target that you want to remove.
  • You want to combo with strong abilities such as Freeze or mind-control

Counter With:

  • Low-value body blockers.
  • Stasis body blockers.
  • Ensuring that Heart Breaker dies on the turn after his pull.
  • Rushing Heart Breaker before his ability lock is done.
  • Furkin Leepricarn.

Heavo

Use When:

  • You want a cheap, tanky lobber.
  • You are playing on a map with a good number of walls to profit from Heavo’s lob.

Counter With:

  • Coordinated strikes that make Heavo fall back – he has low damage.

Heavo 2.0

Use When:

  • You have other high-impact Phobies to combo with in a coordinated strike.
  • Your opponent has Phobies out who are particularly susceptible to push.
  • You are on a map where push effects are strong due to abyss, lava, etc., tiles.
  • You want to limit enemy retaliation options.

Counter With:

  • Furkin Leepricarn.
  • Spacing your team out to minimize AoE push combos.

Heavo 3.0

Use When:

  • You want a general high-value all-purpose damage-dealer.
  • Your opponent has weaker backline Phobies that Heavo 3.0 can soften up for your team.
  • You are in a position to continually AoE harass the opponent’s team.
  • You are in a map where lobbing is strong.
  • You have a terrorformer.

Counter With:

  • High HP electrical Phobies like Eratic.
  • Tile disables.
  • Damage debuffs, particularly Blue, Woolly Bully, or Oopsy Baby.
  • Traps to control Heavo 3.0’s dive angles.
  • Strong single-target Phobies.

Heavo Plaid

Use When:

  • You want a mobile lobber.
  • Your opponent is playing low health mechanical Phobies.
  • There are a lot of angles for you to abuse Heavo Plaid’s flexible approach.

Counter With:

  • High HP electrical Phobies like Eratic.
  • Traps to control Heavo Plaid’s dive angles.
  • Protecting your low health mechanicals.

Matches:

Hematic Ginsting

Use When:

  • You want a general high-value all-purpose damage-dealer.
  • Your opponent has weaker backline Phobies that Hematic can soften up for your team.
  • Your opponent is susceptible to high-value burst damage.
  • You have a terrorformer.

Counter With:

  •  A damage debuffer Phobie.
  •  Furkin Leepricarn.

Henrietta

Use When:

  • You can get value from Henrietta’s poison.
  • You want to control space vs cheap undead Phobies such as Creep and Gravedigger.

Counter With:

  • Aggressive play. Henrietta’s damage and poison are both weak.
  • Mechanical Phobies.

Hercubees

Use When:

  • You want a general high-value all-purpose damage-dealer.
  • Your opponent has weaker backline Phobies that Hercules can soften up for your team.
  • Your opponent is susceptible to high-value burst damage.
  • You have a terrorformer.

Counter With:

  •  A damage debuffer Phobie.
  •  Reposition to avoid taking the maximum damage.

Hi-Five

Use When:

  • You want to heart rush.
  • You need something more durable than Squiggles.
  • You want a tanky melee brawler.

Counter With:

  • Body blocks.
  • Debuffs.
  • Ranged attackers.

Honey Bear

Use When:

  • You want to delay a match by disabling enemy panic points to prevent heart damage.
  • You want to accelerate a heart rush by disabling enemy panic points.
  • You want to shut down essential map tiles as part of a strategy.
  • Your opponent is using many Phobies with fire tile effects.
  • You want to dive into an area that is covered in traps.
  • You need a long-range, flexible trap disabler.

Counter With:

  • Direct attacks.

Hoovey

Use When:

  • You want to play a stall strategy and keep your heart healthy with safe pulls.

Counter With:

  • Normal play.

Hydra

Use When:

  • You want a very high HP, high damage Phobie for a full team dive.
  • You plan to use a puller or movement support Phobie to increase Hydra’s threat.

Counter With:

  • Solid electricity Phobies eg: Eratic.
  • ‘Stop’ or action removal Phobies.
  • 3-range harassment.
  • Push Phobies, especially ranged ones.

I-Scream

Use When:

  • You want cheap space control.
  • Your opponent has not played fire Phobies.
  • You expect your opponent to dive with high HP Phobies.

Counter With:

  • Furkin Leepricarn.
  • Fire Phobies.

In-Oculus

Use When:

  • You want cheap, high-damage, far-reaching space control.
  • You are willing to play high-health Phobies to protect In-Oculus from dives.

Counter With:

  • Flexible assault Phobies that you are willing to sacrifice.
  • Pushes in on In-Oculus once it chooses to engage.
  • AoE damage to make it more susceptible to single strikes.

Jackalope King

Use When:

  • You have another Jackalope out, and King’s damage buff will land you a kill.

Counter With:

  • Keeping a Phobie in proximity to step off and on bones without weakening your position.
  • Droney.

Jammy Fish

Use When:

  • You want to sacrifice early game tempo for mid game value.
  • You are willing to protect Jammy Fish so you can generate value from him.
  • You can ensure the game does not go late.
  • You can make use of a defensive flier.

Counter With:

  • Aggressive play.

Jar Cannon

Use When:

  • You have a vault snipe opportunity.
  • You are on a map with many protective walls.
  • Your push needs flexible 3 range support.
  • You are on a map with a defensive stimpad.

Counter With:

  • Phobies that can kill Jar Cannon in one hit.
  • AoE phobies. 
  • Buff units that enable other Phobies to kill Jar Cannon in one hit.

Jaws

Use When:

  • You have a wounded Phobie you would rather sacrifice than heal.
  • You need a tanky Phobie to urgently cap a point from spawn.

Counter With:

  • Careful positioning.
  • Attacking Jaws before he can buff.

Jeeves

Use When:

  • You want to slowly lock down the map. 
  • You think your opponent is saving up for a big push later.
  • Your opponent is not playing trappers.
  • Your opponent is not playing fire Phobies.

Counter With:

  • Attacks before Jeeves can set up a lot of traps.
  • Paying close attention to where Jeeves has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.
  • Tile disables.
  • Setting up an AoE or beam fire Phobie ahead of time to defrost your Phobie.

Jill

Use When:

  • It is hard for your opponent to step on bones.
  • You can spare turns to position her.
  • You want a cheap tanky option.
  • You want to detonate traps.

Counter With:

  • Phobies positioned to safely step on and off of Jill’s bones.
  • Displacement on to lava tiles (destroys bones).
  • Terrorform on bones.
  • Keeping potential surprise bonus damage from Ted in mind.

K-9000

Use When:

  • You need a cheap, flexible melee option.

Counter With:

  • Ranged harassment.

KABOOM

Use When:

  • You are playing a puller or movement support Phobie.
  • You want to eliminate a high value target with a single strike.
  • You want to deal high damage then free up a space for another attacker.

Counter With:

  • Furkin Leepricarn can prevent its ability for 1 turn – when it really counts.
  • AoE, if KABOOM is hiding behind friendly Phobies.

KERBLOOM

Use When:

  • You want big cheap AoE damage, but cannot afford KABOOM.
  • Your opponent is playing melee that you can push back.
  • You are on a map with damage or abyss tiles.

Counter With:

  • Furkin Leepricarn can prevent its ability for 1 turn – when it really counts.
  • AoE, if KERBLOOM is hiding behind friendly Phobies.

Klepto

Use When:

  • You want a general high-value all-purpose damage-dealer.
  • Your opponent has weaker backline Phobies that Klepto can soften up for your team.
  • You are on a map with walls to lob over.
  • Your opponent has space issues so it’s hard for them to spread out.

Counter With:

  • Debuffers.

Le Shovell

Use When:

  • You want a cheap teamfight initiator.
  • You want to be able to poke the enemy team for free damage.
  • You have a heavy hitter that you want to give free movement to for a double strike.
  • You want to give your carry what is effectively a 3rd action in one turn.
  • You are playing a slow heavy hitter and want to boost their approach.

Counter With:

  • Being wary of your spacing.
  • Having knowledge of the game’s push mechanics.

Leshy

Use When:

  • Your team has taken a lot of damage.
  • You have a lot of poison to cure.

Counter With:

  • Attacks that kill, not wound, enemy Phobies.
  • Poison/disease targeting Leshy.

Lila

Use When:

  • You want to turtle against non-mechanical Phobies so the disease can pay off.

Counter With:

  • Attacks before Lila can set up a lot of traps.
  • Paying close attention to where Lila has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.
  • Tile disables.

Maestro

Use When:

  • You have a team of mostly undead.
  • Your opponent is trying to wear your undead down with poison or disease.

Counter With:

  • Minimizing leech opportunities through positioning.

Maggie

Use When:

  • You need cheap sacrificial damage.
  • You need the flexibility that flight provides.

Counter With:

  • Attacking Maggie before it strikes – it has low health.
  • Positioning your Phobies away from walls that protect Maggie’s approach.

Medibot

Use When:

  • You need an emergency heal from 4 tiles away from the vault.
  • You are fighting on two fronts and want to be able to heal wherever it’s needed.

Counter With:

  • Assuming your opponent has Medibot access and can pull off an emergency heal.

Mike Roscopic

Use When:

  • You want a cheap flying turret.
  • You are on a map with walls and abyss tiles to perch on.

Counter With:

  • Coordinated team threats.
  • Poison.

Mildred

Use When:

  • Your opponent has low health Phobies that Mildred can one shot.
  • You are in a match of attrition.
  • You can slow the match down to negate Mildred’s cooldown time.
  • You have terrorform on your side.

Counter With:

  • Furkin Leepricarn, then pushing in while it can’t retaliate.
  • Smiley.

Minotaur

Use When:

  • You are confident that you can dive and hit multiple targets.

Counter With:

  • Positioning Phobies to limit Minotaur’s approach options and reward.
  • Positioning to ensure Minotaur dies when he dives.

Misanthrope

Use When:

  • You have immediate need for a high-health tank.

Counter With:

  • Positions that limit the effectiveness of Misanthrope’s body blocking.
  • Attacking around Misanthrope.

Miss Moffat

Use When:

  • You need a cheap pull to initiate.
  • Your opponent has a high-value target.
  • You are on a map with abyss tiles.

Counter With:

  • Stasis Phobies.
  • Offering low-value pull options, after which you are able to kill Moffat.

Moley Bully

Use When:

  • You need to reach a walled-off area, and do not want to use a flyer or terrorform.
  • You want a solid melee fighter who can reposition effectively in a cramped fight.

Counter With:

  • Ranged harassment.
  • Ensuring that Moley Bully dies after a dive.
  • Protecting areas behind walls where Moley Bully might sneak an attack.

Mopsy

Use When:

  • You want a cheap and flexible trap detonator.
  • Your opponent cannot step on bones without losing a Phobie.

Counter With:

  • Keeping a Phobie in proximity to step off and on bones without weakening your position.

Morty

Use When:

  • You can snipe a Phobie straight from your vault.
  • You need an emergency panic point capture from a Phobie that can fight.
  • You need immediate heart rush backup.
  • Your opponent is relying on one high-cost Phobie that you need to burst down

Counter With:

  • Positioning your Phobies so that they cover one another if Morty attacks.

Motherload

Use When:

  • You want a high health ranged attacker.
  • You see potential to dive the enemy team for high AoE damage.

Counter With:

  • Team coordinated strikes that force Motherload to dive or back off.

Mount Crushmore

Use When:

  • You need a terrorformer with solid combat ability.
  • You need a flexible lobber.
  • You want to remove obstacles in a map for superior positioning.
  • You have an opportunity to place a wall to shut down your opponent’s options.
  • You can remove a wall to enable a kill.
  • You are playing AoE Phobies that can benefit from targeting the terrorform obstacle.

Counter With:

  • Coordinated team strikes that force Crushmore back.
  • AoE Phobies that punish his obstacle placement.

Mr. Tramples

Use When:

  • Your team is diving into enemy territory and you need fast backup.

Counter With:

  • Team positions that control Mr. Tramples’s charge targets.

Muffintop

Use When:

  • One of your Phobies has been poisoned.
  • A high-value Phobie needs a cheap heal.
  • You do not want to spend a substantial number of keys on a dedicated healer.

Counter With:

  • Plan around your opponent potentially using Muffintop once per match.
  • Do not sacrifice Phobies to apply poison that can be conveniently removed.

Mummy

Use When:

  • You can capitalize on multiple Mini Me spawn opportunities.
  • You want to negate dimensional pulls.

Counter With:

  • AoE targeting the Mini Mes.
  • Glob.
  • ‘Stop’ or action removal Phobies.

Murder Wing

Use When:

  • You need a cheap, flexible, high-damage striker.
  • Flight is important.

Counter With:

  • Cheap or AoE poison sources.
  • AoE damage dives.

Numbskull

Use When:

  • You want a tanky 1 key Phobie.
  • You can afford to wait for Numbskull to position himself.
  • You want a 1 key Phobie that is capable of pushing and tanking for the team.

Counter With:

  • Ranged harassment.

Noxious

Use When:

  • Your opponent has a significant number of non-mechanical Phobies.
  • Your opponent’s team has to respond to a dive by grouping.
  • You are on a stage with a lot of walls or abyss tiles to strike from.
  • You already have a supporting team ready to make up for Noxious’s downtime.

Counter With:

  • Spreading your team out.
  • Pre-playing healers.
  • Playing mechanical Phobies.
  • Ensuring that Noxious dies when he dives.
  • Furkin Leepricarn.

Octo Naughty

Use When:

  • You want a more flexible puller than Moffat.
  • You think the additional health over Moffat will let Octo survive a pull.
  • Moffat is already dead.
  • You are on a map with lots of abyss tiles and want multiple pullers

Counter With:

  • Body blockers.

Ogre

Use When:

  • Your heart is low but heart rush is controlled.

Counter With:

  • Body blockers to absorb his high damage.

Omega

Use When:

  • You are about to make a major team push.

Counter With:

  • Furkin Leepricarn.
  • Brony.

Oopsy Baby

Use When:

  • Your opponent has a high value damage dealer.
  • You want a tanky 3-range harasser.

Counter With:

  • Team dives to overwhelm Oopsy.
  • Pullers to threaten Oopsy’s ranged advantage.

Paddles

Use When:

  • You have a high-damage Phobie that can benefit from additional movement.
  • You want a cheap initiation tool.

Counter With:

  • Carefully positioning your team around the additional options Paddles offers.
  • Attacking the enemy team during Paddles’s substantial cooldown period.

Pasgetti

Use When:

  • Your opponent has a Phobie near your vault that you cannot kill, but can disease.

Counter With:

  • Ensuring that Pasgetti will die for any disease it applies.
  • Offer a high-value Phobie for bait / a trap.
  • Healing spas to counteract the disease it applies.

Poison Ivy

Use When:

  • You want to slow the match down.
  • Your opponent is playing high-value non-mechanical Phobies.

Counter With:

  • Mechanical Phobies.
  • Attacks before Ivy can set up a lot of traps.
  • Paying close attention to where Ivy has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.
  • Healers to remove the poison.
  • Tile disables.

Matches:

Primate #9

Use When:

  • You have already lost Cassowary and want another melee diver.
  • You are fighting in multiple small skirmishes and want a flexible melee option.

Counter With:

  • Positioning to kill Primate #9 when he dives.

Prometheus

Use When:

  • You need additional positioning on lava tiles to stage an attack.
  • You want to remove lava tiles for a positional advantage.
  • You want an easy way to destroy resurrection Phobie bones.

Counter With:

  • Ranged harassment.

Psyclops

Use When:

  • You want a solid well-rounder.

Counter With:

  • Coordinated team strikes.

Puff

Use When:

  • You need a flying Phobie with good damage.
  • Your opponent is using freeze Phobies.
  • You can force or trick your opponent into lining up their Phobies.

Counter With:

  • Avoid positioning in perfect lines.
  • Checking across the whole map before submitting your turn, just in case.

Matches:

Quagmire

Use When:

  • You need a panic point tanker in a big map with hard to defend panic points.
  • You need a “hard to punish” body blocker.
  • You want a Phobie who can easily survive in the endgame.

Counter With:

  • Coordinated attacks to make Quagmire retreat.
  • High damage poison to slow down his passive ability healing.

Radihater

Use When:

  • You want a flexible melee initiator.
  • Your opponent has multiple low-health Phobies susceptible to AoE damage.

Counter With:

  • Phobie body blocks.
  • Harassment on Radihater’s cooloff turns.

Rambolina

Use When:

  • You need a 3 tile mover in large maps.
  • You want to cause chaos in a team fight or expose weaker Phobies.

Counter With:

  • Stasis Phobies – just be mindful of the splash. 
  • Fliers that Rambolina can’t knock into the abyss.
  • Remembering that Rambolina’s ability can target obstacles or the heart.

Ray Chargels

Use When:

  • You want flexible electricity damage to take down mechanical Phobies.
  • You are on a map with walls and/or abyss tiles.

Counter With:

  • Direct attacks – Ray has low health.

Razor Mouth

Use When:

  • You want a solid option to start your match.

Counter With:

  • N/A

Red Speedola

Use When:

  • You plan to use Blue Speedola.
  • When the combined mobility of Blue and Red Speedola are valuable in your match.
  • You want a versatile threat on a map with lots of disease tiles.

Counter With:

  • High-damage electricity Phobies.
  • Focus-fire on one of them (usually Blue Speedola) to remove their buff.

Repeller

Use When:

  • You have other high-impact Phobies to combo with in a coordinated strike.
  • Your opponent has Phobies out who are particularly susceptible to push.
  • You are on a map where push effects are strong due to abyss, lava, etc., tiles.
  • You want the flexibility offered by 3 range harassment.

Counter With:

  • Furkin Leepricarn can disable it when it really matters.
  • Spacing your team out.
  • Buffed AoE damage.
  • Flexible sacrificial damage Phobies.
  • Invisible Phobies such as Creepy Devil.

Matches:

Rocketman

Use When:

  • Your opponent has a high-value target you can freeze.

Counter With:

  • Furkin Leepricarn.
  • Placing your high-value Phobies behind others.
  • A fire Phobie that is kept near Rocketman’s potential targets for instant defrost.

Rockus

Use When:

  • You need to protect your team from pulls.
  • You can benefit from a flexible tank that does AoE damage and a dimensional pull.

Counter With:

  • Ranged harassment.
  • Positioning your Phobies so that Rockus cannot hit AoE.

Russell

Use When:

  • Your opponent has excessive undead.
  • Your opponent has no healing options.
  • The match is at a standstill, and offense is difficult.
  • You want to force your opponent to make a move against you.

Counter With:

  • Playing a team of balanced types.
  • Keeping 1 Phobie slot open to play an emergency healer in a standstill.

Rusty

Use When:

  • Your opponent plays a high-health, high-damage melee Phobie.
  • You want to stop an enemy Phobie from retreating.

Counter With:

  • Keeping your melee or over-extended Phobies away from Rusty.

Sabian

Use When:

  • You need a flying mech.

Counter With:

  • Ranged electricity harassment.

Sasquatch

Use When:

  • Your opponent plays a high-value target that can be sniped.

Counter With:

  • Traps.
  • Heavo 3.0 / Puff’s fire can reveal his location if it hits.
  • Unpredictable movement patterns.
  • Protecting your low-health Phobies.
  • Offering low-value trades.

Scritch

Use When:

  • You need a flexible buffer for a spread-out team.
  • You already have Gonzo and Cupcake in play and want more buff power.
  • You have an AoE damage Phobie.
  • You want to need additional damage on defense to deter a dive.
  • You want to extend your damage potential in multiple map directions at once.

Counter With:

  • Furkin Leepricarn.
  • Direct attacks.

Sheeping Gas

Use When:

  • You need to counter high health undeads

Counter With:

  • Use cheap high tanky mechanical Phobies to body block.
  • Use healing if the poisoned Phobies are not undead.

Sir Probesalot

Use When:

  • You want to protect a high-value target from attacks and effects.
  • You want to limit retaliation options when you plan to push.

Counter With:

  • AoE damage to remove shield charges.
  • Weak attacks to remove shield charges before your heavy hitters strike.

Skinwalker

Use When:

  • You want to go all-out on the attack.

Counter With:

  • Freeze.
  • Stop.
  • Damage debuffs.

Slammer Head

Use When:

  • You need a pusher that has high health.

Counter With:

  • Ranged harassment.

Slayerrrrrr

Use When:

  • You need to protect a Phobie from poison.
  • You want a cheap tank but it’s not urgent.

Counter With:

  • Ranged harassment.

Smiley

Use When:

  • Your opponent is playing high-value AoE susceptible to disease.
  • Your opponent is using a lot of non-mechanical Phobies grouped together.

Counter With:

  • Mechanical Phobies.
  • Poison Phobies.
  • Healing spas to keep diseased targets alive.
  • Aggressive play.
  • Freeze Phobies (such as I-Scream) if it comes too close.

Matches:

Smother Mother

Use When:

  • You want a high health, flexible puller.
  • You want massive flexible damage.

Counter With:

  • Limiting Smother Mother’s pull options.
  • Positioning to ensure Smother Mother dies when she pulls.

Snappy

Use When:

  • You want a high health turret to control space and soak damage.

Counter With:

  • Fighting around Snappy – his damage is low.
  • 3 range harassment.

Snowball

Use When:

  • You can kill a Phobie straight from a vault summon.
  • You need an emergency support attacker during a push.
  • You need a long-map runner.

Counter With:

  • Poison, especially if Snowball will die from one tick.
  • Attacks during Snowball’s cooldown period.
  • Sturdy Phobies that force Snowball to back off.

Sockassin

Use When:

  • You want to control space with a cheap Phobie option.
  • You want to force your opponent to use Muffintop early.
  • You want to apply very high poison damage at a low sacrificial cost.

Counter With:

  • Murder Wing and other options that threaten to 1-shot Sockassin.
  • Traps, especially if they can 1-shot it.
  • Mechanical Phobies.

Sparky

Use When:

  • You need immediate high electricity damage in a team fight.
  • Your opponent has a single, high-cost Mech with limited support.

Counter With:

  • Direct attacks from non-mechs.

Squiggles

Use When:

  • You need a heartrush supplement.

Counter With:

  • Body blocks.

Spud

Use When:

  • You want a flexible and fast lobber.

Counter With:

  • Direct damage – Spud has low health and damage.

Sssizzzle

Use When:

  • You need to counter freeze Phobies
  • You want very high last act damage.

Counter With:

  • Kill with an expendable Phobie.
  • Fight fire with fire: use fire to get the last hit.

Stabby

Use When:

  • You want cheap, durable, and strong space control.
  • You want defensive capability in a turret.

Counter With:

  • Cheap poison Phobies.
  • Use fire or lava to get the last hit.

Staremaster

Use When:

  • You want high, ranged damage for a heart rush.
  • You need a good vault sniper.

Counter With:

  • Direct damage – Staremaster has low health.

Subnoxious

Use When:

  • You need poison straight from the vault.

Counter With:

  • AoE cure effects.
  • Healing spas.

Suckee

Use When:

  • You need a cheap tank.
  • You want a solid pusher.

Counter With:

  • Ranged harassment.
  • Fighting around Suckee.

Ted

Use When:

  • It is hard for your opponent to step on bones.
  • You can spare turns to position him.
  • You want a cheap tanky option.
  • You want to detonate traps.

Counter With:

  • Phobies positioned to safely step on and off of Ted’s bones.
  • Displacement on to lava tiles (destroys bones).
  • Terrorform on bones.
  • Keeping potential surprise bonus damage from Jill in mind.

Temptresss

Use When:

  • You need a cheap, flexible electrical damage source.

Counter With:

  • Non-mechanical Phobies.
  • Positioning your mechanical Phobies behind your non-mechanical Phobies.

Terrordactyl

Use When:

  • You want a high-damage flyer to control space with.

Counter With:

  • Displacing Terrordactyl onto obstacles when reducing his health to 0.
  • Droney to stomp the bones after killing terrordactyl.

The Collector

Use When:

  • You want to severely limit your opponent’s retaliation options.
  • Your opponent has a composition weak on damage output.
  • Your opponent is lacking in 3-range Phobies to harass The Collector.
  • You have movement support Phobies to help The Collector get in position.

Counter With:

  • Ranged harassment.
  • Stop.

The Glob

Use When:

  • You need to disable a high-value target.
  • You need a very high-health tank.
  • You can coordinate The Glob with a puller or movement support Phobie.
  • Your opponent is low on keys and has limited counter options.
  • Your opponent has low team damage.
  • Your opponent has mostly slow Phobies that cannot avoid The Glob.

Counter With:

  • Cheap poison.
  • Dial.
  • Ranged harassment.
  • Ranged push Phobies.
  • Displacement to pull The Glob off of a Phobie he is digesting.
  • Flyers on walls.
  • Stop.

Thunder Rocks

Use When:

  • Your opponent has an expensive mechanical Phobie you are certain to land a hit on.

Counter With:

  • Positioning your mechanical Phobies away from Thunder Rocks.
  • Ensuring Thunder Rocks dies when it strikes.

Tick

Use When:

  • You want a cheap source of disease damage.
  • You need a cheap 100% AoE damage Phobie.
  • You need to zone the enemy.

Counter With:

  • Keeping your vulnerable Phobies out of range.
  • Ranged harassment.
  • Avoiding to group all your Phobies.

Matches:

Tickles

Use When:

  • You want a tanky 1-key, and are not so concerned about potential damage.
  • You can potentially capture a panic point for free due to Tickles’s high health.
  • You have traps on your side of the map that you want to safely disarm.

Counter With:

  • High-damage ranged Phobies, positioned so Tickles dies on a panic point capture.

Matches:

Tiny Tim

Use When:

  • You want to try and run wild by capturing back-end panic points.
  • You want to continually recapture a contested point, on a map with a healing spa.
  • You want a super wall for a relatively cheap cost, with the ready threat of high-damage.

Counter With:

  • Poison.
  • Disease.
  • Fire.
  • Traps.

Tooth Fairy

Use When:

  • You want a cheap defensive flyer.
  • You can benefit from Tooth Fairy’s combined flying and dimensional pull.

Counter With:

  • Poison.
  • Direct strikes that make Tooth Fairy fall back.

Tri-Volta

Use When:

  • You want a flexible Phobie that can fight at range and debuff as well.

Counter With:

  • Direct damage – Tri-Volta has weak stats.

Unbearable

Use When:

  • You want to control space around a wall with a cheap option.

Counter With:

  • Harassment from 3-range Phobies.

Uni Corn

Use When:

  • You want a cheap turret that can set up a strong defense.
  • You want to start a map with a 1 key while also setting up a turret.
  • You want a cheap trap disabler.

Counter With:

  • Attacks before Uni Corn can set up a lot of traps.
  • Paying close attention to where Uni Corn has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.

Venus

Use When:

  • You want a solid tank that has a pseudo-ranged attack through its traps.
  • You want to detonate enemy traps safely.

Counter With:

  • Attacks before Venus can set up a lot of traps.
  • Paying close attention to where Venus has been.
  • Trap detonators.
  • Terrorform.
  • Flyers on walls and abyss tiles.

Werewolf

Use When:

  • You want a runner that can also join in the fight later.
  • Your team push needs fast backup power.
  • You have healing available to top Werewolf up between phase changes.

Counter With:

  • ‘Stop’ Phobies.
  • Action removal Phobies.
  • The Glob.

Whiskers

Use When:

  • Your opponent has an abundance of traps out.

Counter With:

  • Ranged space control.

Whuffalo Will

Use When:

  • Your opponent has a high-value Phobie to steal.
  • You have other Phobies to coordinate with Whuffalo will to land his ability.

Counter With:

  • Furkin Leepricarn.
  • Dial.
  • Staying away.
  • Offering low-value Phobies to steal.

Wiggy

Use When:

  • You need cheap sacrificial damage.
  • You can land a solid melee hit during a push.

Counter With:

  • Ranged harassment.
  • Space control.

Woolly Bully

Use When:

  • Your opponent is using an AoE damage Phobie.
  • You can benefit from a flex tank.

Counter With:

  • Place your AoE damage Phobie behind another low-priority target.
  • Coordinate your team to punish Woolly Bully when he tries to debuff.

Yeti

Use When:

  • You need to freeze a high damage Phobie.
  • No fire Phobies present on the board.
  • Your opponent only has 1 Phobie left.

Counter With:

  • Furkin Leepricarn.
  • Fire Phobies.

Zappy

Use When:

  • Your opponent is playing high-value mechanical Phobies.
  • You want to soften up high-health mechanical Phobies with Zappy’s damage reflect.

Counter With:

  • Eratic.

Zomboni

Use When:

  • You need AoE poison removal.

Counter With:

  • Poison.

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