Blasters – Boom Here It Comes
Blasters are the most simple and straightforward archetype. They have a incredibly simple plan: blast the opponent out of the ring immediately at match start.
Weakness: Just make sure you have some method of getting out of the way, and watch them launch themselves out of the ring.
Beyblades – Let It Rip
Beyblades are the second most common archetype in many ways. While they tend to be smarter than Blasters, they have an equally simple strategy: build up rotational momentum, and use it to keep the opponent from being able to occupy the center of the map. They tend to be big, bulky, and get going pretty fast.
Weakness: There are two things about Beyblades that can be exploited. The first is the fact that until they get spun up, they can be attacked pretty easily. The second is they are massive fuel hogs. If you can outlast a Beyblade, it’s possible to simply run it down to the point it won’t have fuel to move.
Authors Note: After writing this, I ended up encountering a bunch of Beyblades that couldn’t be outlasted, because they were 1. Massive and jammed full of fuel, and 2. Didn’t really start spinning until something got close/the circle closed. Against these, I think you just gotta try to punch them out of the ring before they get any momentum.
Survivalists – Gotta Drink My Own Fuel
Unlike the other archetypes, Survivalists don’t really have a plan to win. What they do have is a plan to not lose. Typically, they’re fairly small, fast and lightweight. Coupled with a few extra sensors, they try to just run quick loops around the edge of the Sumo circle, baiting various other types of drones to trying to knock them out, causing their opponent to launch themselves out when they do, or just outlasting a few others.
Weakness: Survivalists don’t usually have a plan to win, and their lightweight size makes them easy to punish with anything that tries to occupy the center.
Summoners – Who Let The Dogs Out?
Summoners are easy to identify. If you go up against something that immediately detaches half a dozen mostly identical mini-drones at your ship, you’ve found a Summoner. Summoners use smaller mini autonomous drones to launch aggressive offensives via core seekers, and blast their opponent out of the ring. As the core isn’t attached to these mini-bots, they can move with impunity, and without the problem Blasters have, launching themselves out of the ring. This means that even if the first charge misses, they’ll turn around and launch themselves back again and again.
Weakness: Sumo, like all other modes, has a parts limit, and the parts spent on their minions means that the Summoner core itself tends to be far less protected then almost any other ship type in Sumo. If you can weather the attack of the little guys, they can be very easy to take out. In addition, because of their small size, hybrid builds with strong core ships that launch maybe just one or two summons of their own can easily push their opponents out of the ring.
Pushers – Lets Get Ready To Rumbleeeee
Pushers are the most strategically straight forward, and in some ways, the most technically complex of all the Sumo drone archetypes. Their battle plan is simple: Line up on the opponent, and smack em. Unlike Blasters or Claws however, Pushers tend to be equally focused on defense, with some of their many sensors allocated to making sure that they don’t launch themselves out of the ring when they try to do so. While this sounds simple, it means that Pushers tend to require a lot of sensors, buttons, and logic to make sure everything fires and triggers when it should.
Weakness: Pushers tend to be solid, well made ships. The only real way to exploit them is to hit them hard, and keep them off balance. A Pusher that itself is getting smacked may not have the time it needs to set up a good angle on the enemy core, and if some of its sensors end up outside the ring, it can start to misfire its thrusters.
Claws – Blasters Smarter Big Brother
Claws are a little tricky to identify. Usually, they look mostly like Pushers, right up until the bit where 75% of the drone decouples and charges your core at about a billion miles per hour. Unlike Blasters, Pushers don’t usually immediately launch. Instead, they have a variety of sensors and triggers that try to line up and hit with accurate shots. The launched claw itself often includes magnets or tricky geometry to increase the chance of a successful strike.
Weakness: Despite the extra sensors, Claws can be fooled, and usually if you can dodge the single claw strike, you can fairly easily win the match. Consider ways to jettison your core away from your ship if it gets hit, or mini-drones to try to bait the Claw into launching on bad targets. Against Claws that are only targeted on Cores, mini-drones can often just ram them, throwing off their aim, and disrupting their plans.
Hybrids – Jack of All Trades, Master of None
Many ships don’t fall into a single one of these categories. They might have Beyblade-like cores, but launch mini drones. They might be Summoners with Survivalist bases. Or they might be Claws that turn into Beyblades. Whatever the case, Hybrids are usually pretty strong, incorporating several aspects of the designs mentioned above.
Weakness: They tend to share the same general weakness as Summoners. The large number of parts spent on multi-stage launches, mini-drones, claws, or other odd behaviors means that they have less parts to really commit to any single strategy. If you can weather their onslaught, you have a decent chance to take the win.