FANDOM


Grimm
Awds-grimm
Appearances Advance Wars: Dual Strike
Specialty Firepower
Affiliation Yellow Comet
CO power Knuckleduster
Super CO power Haymaker
Power Meter AdWar-SmlAdWar-SmlAdWar-SmlAdWar-MedAdWar-MedAdWar-Med
Hits Donuts(/Octopus Balls)
Misses Planning

General

Grimm (Japanese: コウゾウ, Kouzou), nicknamed "Lightning Grimm", is a Yellow Comet CO with a dynamic personality. He couldn't care less about the details, especially insignificant little things like defence. Consequently, his daredevil nature raises his attack power, but his carelessness about the details or planning attitude lowers his defense.

CO abilities

Grimm's Units have 130% firepower, but only 80% defense.

CO power

Knuckleduster - Increases Grimm's Units' firepower to 160% and defence to 90%.

Super CO power

Haymaker - This power grants his Units 190% offence and 90% defense.

Tag Breaks

Grimm has Tag Breaks with the following COs:

Quotes

Dual Strike

Power

"Things are looking Grimm for you! Haaaaar!"

"What a pencil neck!"

"Gwar har har! Go cry like a little girl!"

Campaign, Pre-Battle

Final Battle

"That gigantic blob thing is no joke... Well, I bet I can still smash it!"

(with Sensei)

Sensei: "Ah, Grimm, my old disciple. You've grown quite a bit during these battles... If you agree to train the rest of these rookies, I can finally die happy... If the battle ends poorly, you must escape! I can't outlive my finest student!"

Grimm: "Escape? Gwar har har har har! Sensei, we still need you back home! If you die on us, we're in big trouble! You're going home if I have to pick you up and carry you!"

Tactics

Grimm's weak defense makes him a difficult CO to play as. He works best when used in situations where the enemy is unable to fight back (such as with indirect-attack units), thus negating the disadvantage of his weak defense. When attacking with direct-attack units, the player should try to use powerful units that are able to severely damage or wipe the enemy out in one hit. This will minimize the damage the enemy is able to inflict when they counterattack.

Grimm is very effective in the campaign missions “Muck Amok” and “Means to an End”, since the player will encounter lots of enemy Oozium units, but not many regular units. When attacking Oozium, Grimm’s high offense will help the player destroy them quickly. Since Oozium’s attack will destroy any unit regardless of how strong its defense is, Grimm’s weak defense is much less of an issue on these levels.

In competitive play, Grimm is not one of the best CO's. Less defense for you means more offense for the opponent. Combine the 30% offense with the 20% defense, and it's only a 10% net offense. Low defense makes it harder for your Infantry to capture properties. On the upside, it is also true that vehicles and Copters are devastatingly powerful during his Super CO Power. However, Jess is often preferable to Grimm in ground battles due to the movement boost (in addition to just a firepower boost).

Trivia

  • His ability similar with Campaign Mode Sturm in first Advance Wars except he doesn't have movement cost of 1 for all units.
  • Hachi in the Battle Maps shop, praises Grimm for being offensive without having pricy units like Kanbei, but also notes that his portly figure is because of donuts. 
    Advance Wars Dual Strike Grimm's Theme-0

    Advance Wars Dual Strike Grimm's Theme-0

    full

Orange Star: AndyMaxSamiNellHachiJakeRachel
Blue Moon: OlafGritColinSasha
Green Earth: EagleDrakeJessJavier
Yellow Comet: KanbeiSonjaSenseiGrimm
Black Hole: FlakLashAdderHawkeSturm
JuggerKoalKindleVon Bolt
Yellow Comet
COs: Grimm | Kanbei | Sensei | Sonja