Showing posts with label Pick a Path. Show all posts
Showing posts with label Pick a Path. Show all posts

Friday, May 30, 2014

Zoo Lou Upgrade Paths and Damage Numbers

Zoo Lou Base Upgrades

Legendary Zoo Lou Base Upgrades

Zoo Lou Attack Damage Numbers

Zoo Lou The Bucking Boar Upgrade Path

Zoo Lou The Wild Wolf Upgrade Path


Zoo Lou is a very unique character.  He never physically attacks enemies himself, but rather relies on summoned animal friends to do the dirty work.  You have Birds, Boars, and Wolves in the arsenal.  The Birds are the primary attack, the Wolf is the secondary attack, and the Boar is the tertiary attack.  The Base Upgrades address Birds and add the Boar along with one supporting upgrade.  The Wolf is left completely out of the loop in the Base Upgrades.

Naturally, many would think, "Okay, the Wolf was left out, I should take Wild Wolf to balance things out."  The Strategy Guide even boldly states, "The Wild Wolf Path edges it out (Bucking Boar Path) because Bird Call upgrades also help out against groups and you get extra food as a bonus."  I have seen the strategy guide state the obvious and offer insights, but I can't recall seeing it blatantly tell you which path is better

And now that I have seen it...I disagree.

Wild Wolf is an okay path...in fact, it is probably a great path for those having trouble in challenges or tough portions of story mode.  Alpha Wolf increases the attack damage and health of the wolf and Hunger of the Wolf gets him to attack a little quicker.  That said, Hunter and Gatherer is the big payoff as this is where the Wolf will dig up food when your health is low.

I didn't get to check the health of the wolf, or have food dug up for me, but I feel I know enough.  I can't argue that getting food at low health is of great value, but what about needing damage support instead of the food?  My biggest disappointment is that there was never a 2nd Wolf.  Now take a 2nd Wolf into the mix and you have one aiding in on immediate protection and the other digging up food and we have something going.

That said, I still would have to recommend Wild Wolf for beginners and players who need a character with good health attributes to get them through tough parts of the game, whatever those may be...Hunter and Gatherer will definitely be worth while for those endeavors.

The Bucking Boar turned out to be a big surprise.  I'll say that just as not getting a second wolf disappointed me, the fact that the boar never got faster was also a disappointment.  What wasn't a disappointment was going from 18 to 58 Armor.  That +40 is a big deal to me and can be appreciated just as much by pretty much any Portal Master who realizes that increased armor on that scale can very well keep you from winding up at low health and needing food.  Hog Wild really didn't do much for me, but Rough Rider did.  This sounded lame and I was fully anticipating a few pebbles flying up and dealing some meager damage number like 5-8, or 10-15.  The 30-45 is great!  Plus, factor in that you are doing damage on the boar from the front via Raging Boar and then have the rocks out the back and you have a great ranged attack from what was once slow and very limited in range.

However, the biggest asset in my opinion is the fact that you get Rough Rider's rocks and Thicker Pigskin's Armor in conjunction with the simple observation that you can summon both the Wolf and Birds (even the Soul Gem Birds of Prey) WHILE riding on the boar!  That is a big advantage in my opinion and definitely shifted the tables in favor of Bucking Boar.

Again, for rookies and players needing a Skylander capable of regenerative health, take Wild Wolf.  Similarly, if you just really like the Wolf attacks, take Wild Wolf.  For those on the fence, and the small few that might honestly prefer the Boar, go ahead and take The Bucking Boar Upgrade Path...I know you will not be disappointed!

Bumble Blast Upgrade Paths and Attack Damage Numbers

Bumble Blast Base Upgrades

Bumble Blast Attack Damage Numbers

Bumble Blast Bee Keeper Upgrade Path

Bumble Blast Honey Tree Path


Bumble Blast is a very solid character and I can see why so many say he is their favorite in the game.  Granted, he is slow, but that is one of the negatives you can have on the guy.

The Bee Keeper Path is what I feel almost everyone will be initially drawn towards taking.  From that segment, I wouldn't be surprised if 7 in 10 don't wind up taking it.  While I don't think those that take it will be disappointed, I would personally go with Honey Tree.

Bee Keeper will offer up three bees at once (Bee Armada), increased damage from more bees (Stirred up a Nest), and an attack that deals anywhere from 32-62 (Queen Bee).  I equate this path to a kind of Life Element rendition of Trigger Happy.  I think most everyone will be content with this path...the only catch is to maximize damage you will want to make sure you have Honey Glob out and about.

The Honey Tree Path is nowhere near as flashy.  It's biggest selling point to me was Honeycomb Bark for the +40 Armor (again, I am a sucker for Armor and Speed).  That said, it turned out to deliver BIG TIME.  Honey Buzz Blast lets you charge Honey Glob and unleash not only the glob of Honey, but pre-packed angry bees.  Heavy Honey ups the damage and slows enemies, which is a very nice asset considering how slow Bumble Blast is.  Couple the instant offense, slowed enemies, and increased Armor and I think you have the superior path.

For veteran players, I would encourage you to take Honey Tree.  For rookie players, I think you would also benefit from Honey Tree, but if you really like the Beezooka, you would want to take Bee Keeper.  The Bee Keeper isn't a bad path, it is just a more direct, blatantly offensive path.

I personally, with no hesitation, back Honey Tree.  It delivers my armor, helps offset Bumble Blast's lack of speed by slowing enemies, and turns Honey Glob into a powerful attack that you can then use the base upgrade Beezook attacks with, or charge for instant bee-satisfaction.  I ultimately feel it makes him a more well rounded character.  The Bee-Pack Backpack is a big addition to either path, although some may object to it aesthetically...Despite it's less than desirable looks, it is worthwhile in my opinion due to the frequent, powerful attacks.

Wednesday, May 28, 2014

Hoot Loop and Enchanted Hoot Loop Upgrade Paths with Attack Damage Numbers Skylanders SWAP Force

Hoot Loop Base Upgrades

Enchanted Hoot Loop Base Upgrades

Hoot Loop Attack Damage Numbers

Enchanted Hoot Loop Dream-Weaver Upgrade Path (Top)

Hoot Loop Hypno-Owl Upgrade Path (Top)

Enchanted Hoot Loop Telekinesis Upgrade Path (Bottom)

Hoot Loop Escape Artist Upgrade Path (Bottom)

Hoot Loop is a Magic Element Swapper with the Teleport Ability.  The teleportation abilities alone make him very unique.  I think he and Night Shift might be representative of my favorite ability of the 8 found in SWAP Force.  Don't hold me to that just yet, but I am a big fan of teleporting in SWAP Force.

You really can't go wrong with any of Hoot Loop's Upgrade Paths, but they are very different.

Dream-Weaver is my personal choice for the top end...It plays a lot like Double Trouble's Channeler.  It hits very hard and you can hold the attack infinitely.  That said, Hypno-Owl is the more unique path and winds up doing pretty good damage while slowing enemies.  This one comes down to play style.  I think Dream-Weaver is the best choice for most, but if I just had one Hoot Loop, I think I would have been inclined to take Hypno-Owl, just because of how unique it is.  The Damage Numbers are pretty much the same (+/- 1), so this one, more than most, really comes down to personal preference.

Telekinesis is a nice path and probably the better choice for new players, or those looking for an easy way to deal damage.  Escape Artist is actually able to do similar damage, but not in the same spot...It is good for a quick hit-and-run type scenario, although I consider it more of an evasive move.  Telekinesis has to be charged, but is easy to execute.  Escape Artist, in my limited experience, can be hit and miss.  If you plan to teleport over, do damage, and escape back and it fails, you might be up a creek.  I'm sure it gets better over time, but I had some issues getting 100% success with it.

The good news, for those that have Hoot Loop and Enchanted Hoot Loop is that you can take all of the paths and see what you like best first hand.  Again, you really can't go wrong with any, the top end is almost identical damage wise and the bottom plays similar with Telekinesis being a bit easier to execute than Escape Artist.

Friday, May 23, 2014

Grilla Drilla Upgrade Paths and Damage Numbers Skylanders SWAP Force

Grilla Drilla Base Upgrades

Grilla Drilla Attack Damage Numbers

Grilla Drilla Monkey Master Upgrade Path

Grilla Drilla Drilling Punches Path
--Coming Soon, Need a 2nd GD--

Grilla Drilla Coconut Caretaker Upgrade Path

Grilla Drilla Banana Blaster Upgrade Path
--Coming Soon, Need a 2nd GD--

Please Note: This post is a work in progress until I get a 2nd Grilla Drilla...

Monday, May 19, 2014

Blast Zone & Dark Blast Zone Upgrade Paths Skylanders SWAP Force

Blast Zone Base Upgrades (Top and Bottom)

Blast Zone Attack Damage Numbers

Blast Zone Ignition Upgrade Path (Top)

Blast Zone Reaction Satisfaction Upgrade Path (Top)

Blast Zone Fuel Injected Upgrade Path (Bottom)

Blast Zone Temperatures Rising Upgrade Path (Bottom)

Dark Blast Zone Fully Upgraded 


Blast Zone is an absolute beast in box stock form.  My Nephew loved being him in our Battle Tournaments because he could almost always win with just Bomb Throw, unless of course he was facing Dark Blast Zone!

I never understood why I didn't hear more chatter about him...I figured the Upgrade Paths must have been lackluster for him to be that ignored in chatter amongst Portal Masters.

However, after upgrading him I know that can not be the case.  Blast Zone has some great Upgrade Paths.

Up top, I think the obvious choice for most people is the Ignition Path.  This takes the already potent Bomb Throw and further enhances it.  Only catch is you have to have a fire wall to throw through.  This is the best choice for most people.

I prefer Reaction Satisfaction.  It might actually  be easier for rookie players to master as well.  Flame Breath, his tertiary attack, was left untouched in the base upgrades.  Reaction Satisfaction allows you to complete a circle and be rewarded with an explosion.  Phase 2 of the path increases both damage and area.  This to me is the best option not only because it does great damage, but because I felt it balanced him given how potent Bomb Throw was with just Power Bombs factored in...

On the bottom end I prefer Temperatures Rising.  It is a path that generates a fiery aura after dashing that allows you to drift towards enemies you want to target and do additional damage past your other attacks.  In other words, I feel it is a bit more precise than Fuel Injected.

Fuel Injected, however, hits much harder on the face value than Temperatures Rising.  At the end of  a dash you shoot off a fireball that does big damage to enemies.  The only issue is the lack of control.  You may want it to cascade towards a geargolem, but if a Greeble sneaks up from the side, it can auto-lock on the less than formidable enemy and fail to deliver like you had hoped.  That said, it is a minor issue and I think most will prefer Fuel Injected.

That said, any upgrade path for Blast Zone is well done and easy to follow, I just personally prefer Reaction Satisfaction for the balance and Temperatures Rising for the control.

Smolderdash Upgrade Paths with Damage Numbers Skylanders SWAP Force

Smolderdash Base Upgrades

Smolderdash Attack Damage Numbers
^Click the Spreadsheet to make it Larger^

Smolderdash Sun Forger Path

Smolderdash Sun Forged Path


Smolderdash upgraded very well.  I am surprised I haven't heard more people taking about her.

Sun Forger is going to be the path of choice for those who really like the concept of her flame whip and dividing up the Super Giant sun.  You also get a bump in Critical Hit.  I think this might be slightly better for PVP.

Sun Forged is my path of choice.  As always, when Speed or Armor is tied into a path, 95% of the time I will prefer it for that reason.  That said, Solar Blast is more effective to me and despite not being a fan of Sun's Core overall, it is a nice aura ability that you can control more precisely.  I think this path would be better for story mode than Sun Forger.

Ultimately, Smolderdash upgrades very well with just the base enhancements.  You can't go wrong with either path...You ultimately need to pick if you want Critical Hit or Armor and if you like Super Giant or Solar Blast better.

Sunday, May 18, 2014

Pop Thorn Upgrade Paths with Damage Numbers

Base Upgrades

Pop Thorn Attack Damage Numbers


Tough and Puffed Upgrade Path

Controlled Breather Upgrade Path


For most players, especially rookies, I would suggest Tuff and Puffed.  I think most prefer the roll attacks you get with Rollerpuff and Prickly Body is a huge asset to counter mobs of enemies as it seeks out who hits you and delivers big hit points.

I myself perfer Controlled Breather.  Aero Trampoline is very hard hitting amplified and the biggest deal to me is Scattered Winds.  I'm a big fan of his gusts (ie while Popped), so this path makes sense to me.

If you also prefer his gusts and the speed Pop Thorn has while popped, take Controlled Breather.  If you prefer his Puff state and spike attacks take Tough and Puffed.

Thursday, May 15, 2014

Doom Stone Upgrade Paths and Attack Damage

Doom Stone Base Upgrades

Doom Stone Attack Damage Numbers

Doom Stone Column Clubber (Top)

Doom Stone Jaded Fighter (Top)

Doom Stone Serious Spinner (Bottom)

Doom Stone Carved Belt (Bottom)


As mentioned several times, Doom Stone was my most anticipated Skylander Swapper.  Aesthetically he is awesome, at least in my opinion.  He is quite unique in his upgrade abilities and follows along the Chop Chop route with a sword and shield.

If I just had one Doom Stone I would be heavily inclined to go with Jaded Fighter up top.  Why?  Simple, Column Club is quite impressive with just the base upgrades.  Adding the abilities of Jaded Fighter to the shield (tertiary attack) it makes a for a nice combination.

Column Clubber is what I would suggest for most people...It takes a hard hitting attack and adds even more damage.

I would recommend Jaded Fighter to those who think like myself and view Column Club good enough as is...Jaded Fighter takes the shield and enhances it greatly with Cracking Up, which does 25-38 damage to surrounding enemies in a very nice radius.  It also takes advantage of his unique ability with the shield.

On the bottom end I would have to say Serious Spinner is definitively the better path.  I hate it when something is so clear, but Carved Belt was a severe disappointment.  Part of this might have been from the pictures and descriptions conveying it was going to be a 360 degree projectile emanating from the belt.  I honestly have to say, Spin the Tables (the Soul Gem) would have been better suited here with Carved Belt than Jaded Spin and Belt Pelters.  Honestly, just making Stoney Spin/Revolutionary Belt do even more damage would have been a bigger asset than Carved Belt as a whole.

Serious Spinner upgrades the Spin Right Around attack and takes it up to the 65-98 range.  It is hard to appreciate in the training grounds at Woodburrow, but works quite well against tougher enemies in arenas and story mode.  Similarly, just The Harder They Fall does more damage than the Carved Belt Path...that is ridiculous and should not have been...

If Carved Belt shot off multiple projectiles from your belt, simultaneously, and in all directions, I would have no qualms with it.  As is, one at a time with minimal damage and cast from the same serving point is supremely lackluster.

I had it pegged as the perfect compliment to Jaded Fighter as I had anticipated it to have good range and be multidirectional.  It was neither.  Up top you can honestly pick between Sword and Shield...On the bottom there is really no contest.  Carved Belt offers little benefit in any phase of the game.

That said, Doom Stone is a great Swapper and can be a charged, heavy hitter with Column Clubber and Serious Spinner, or a defensive whiz with Jaded Fighter and Serious Spinner.  My main advice is simply to avoid the Carved Belt Upgrade Path.

Thursday, May 8, 2014

Scorp Upgrade Paths with Damage Numbers

Scorp Base Upgrades

Scorp Damage Numbers

Scorp Stinger Path

Scorp Crystal Venomancer Path

Scorp has hard to document attacks like a few other newlanders, but his upgrades are all well thought out and orderly.  I haven't upgraded many SF Newlanders, but thus far I'd have to say he has been my favorite.

I was initially drawn to Crystal Venomancer, but Cracked Crystals and Crystal Shards both offer only minimal gains...not quite what I had in mind.  Venomous Crystals in the stand out of the path, but it is sadly tied in with Crystal Ball, which requires about a 4 second charge time.  I don't really see myself using it that much in story mode just due to the fact the base attacks would be more efficient.

Stinger turned out to be a really solid path given the big increase in both the initial damage and poison damage, especially factoring in the increased number of hits (duration).

I don't think either path is bad, but I would probably have to suggest the Stinger Path for most as he will become a more menacing opponent for enemies in Story Mode and other Skylanders in PVP.  If you are solely going for PVP it is still probably the most beneficial, although if you prefer to stay "at range" Venomous Crystals would likely be more useful.

My only real complaint is that "Avalanche Dash" seems like it should have been named something else, lol...I hope that Scorp returns in Trap Team...I think he has a lot of potential options for a repose AND a Wow Pow!  Overall I am pretty happy with Scorp and he definitely makes me that much more proud of the Earth Element!

Wednesday, April 23, 2014

Rubble Rouser Upgrade Paths and Damage Numbers

Rubble Rouser Base Upgrades

Rubble Rouser Damage Numbers

Rubble Rouser Drill Pitcher Path

Rubble Rouser Excavator Path

Rubble Rouser Bolder Boulders Path

Rubble Rouser Miner Foreman Path



Alright, so this one is fairly easy for me to offer up suggestions...

I would NEVER recommend Drill Pitcher.  The game's upgrade screen and strategy guide for Nailed It!  both state "Press Attack 1, Attack 1, and then hold and release Attack 1" to throw a charged hammer attack!"  The problem there is that it does not work, at least for me and at least on the Wii U version.  Sledgehammer makes the hammer do increased damage, but what good is that if you can never get it thrown?

The only way I got it to throw is by charging ahead of time (holding primary attack), quickly releasing, holding again (if you lose the charged state it won't work), quickly releasing, holding once more (again, if the hammer isn't bigger and glowing you have to start over), and then releasing to throw.  Not only is this insanely slow, but it might not work...The damage 36-54 and then 54-81 would be nice...It would be a great path if it actually threw the hammer with any consistency.

My original logic was "Bolder Boulders" looks the best to me because it is the most unique...It would be best complimented by a long range projectile which I had hoped Drill Pitcher would provide.  As is, I can not suggest that path.  I will try it on Xbox One to see if it works better, but I doubt it.  The real slap in the face is that I discovered (while trying to figure out how to throw the hammer) that charged hammer hits do increased damage.  I assumed this was probably tied in with Drill Pitcher and the combo aspect...I was wrong!  Using my 2nd Rubble Rouser, I discovered that you could charge the hammer with the base attacks.  That, to me, makes Drill Pitcher one of the few paths I have ever seen that I can consider broken.  By the time I got a hammer to throw I would have either A-Taken serious damage, or B-just used other attacks to defeat the enemies.  Thus the 54-81 and ranged nature of a hammer throw means nothing.

I was also disturbed by Happy Hammering claiming "All Hammer Attacks do Increased Damage."  At the time you have your Primary and Tertiary attacks, both being hammer attacks.  Happy Hammering only addressed the damage output of "Hammer Swing" and left "Tools of the Trade" as is.

The great news though is that Excavator (misspelled in the Strategy Guide's picture box), works quite well.  You shoot off 6 rock shards that wind up doing 28-42 Damage and seem to have the range of the hammer throw (when it would work).  Plus, the 6 shards kind of fan out and actually cover a much broader range than just a single straight forward hammer throw (did I mention it was hard to aim that?...Again, that discourages use in long range situations).

Up top, I would DEFINITIVELY suggest you take Excavator...no questions asked.  I will try Drill Pitcher in XB1 and maybe other can get it to work as intended, but I sure can't and as such I would never use it...Excavator offers a nice, broad attack radius with some nice damage numbers...and it WORKS!

Down low, I initially thought Bolder Boulders would fit my play style the best and that Miner Foreman, despite not "liking" those upgrade paths, would probably be pretty good as well (Sonic Boom and Double Trouble come to mind).  I was basically right!

Bolder Boulders is not what I had hoped...but it is still very unique and offers up some distinct advantages for Rubble Rouser.  I had pictured a drilling ability that let me go underground and stay there a long time while offering up a way to move from A to B underground AND having a crosshair (kind of like Zook) to aim the boulders.  I must say, that would have made Rubble Rouser a true beast.  That said, you get basically 7 seconds of dig time and the boulder's wind up doing 14-21 damage, although you can't really control where they go.  That said, it ties in perfectly with the Pop Rock Soul Gem.

Miner Foreman offers up exactly what I thought it would...4 Minor Miners that do increased damage.  You do have to use Deep Dig 4 times to summon all 4, but they wind up bashing out 7-11 Damage on each hit and they each hit a lot of times.

On the bottom end I would have to suggest Miner Formean for most people as it would likely be the most beneficial for a straight forward play style.  Plus, you still have Tunnel Expedition and the Soul Gem to pick up some aspects of Bolder Boulders.  For veteran players, or those who are a fan of the 7 second damage free time I would suggest Bolder Boulders.

Pairing Bolder Boulders or Miner Foreman with Excavator up top makes for a pretty solid and unique character.  I am still disappointed in "Happy Hammering" doing half of what it advertises and Drill Pitcher being virtually useless due to it's inherently complex launching system, but the fact remains that Excavator and either bottom path will add up to make a very nice Swap Force Skylander!

Fryno Upgrade Paths and Damage Numbers

Fryno Base Upgrades

Fryno Damage Numbers


Fryno Bralwer Path

Fryno's Hot Shop Path


Fryno is another newlander where on attack is based on enhancing the other.  That carries through his base upgrades and upgrade paths.  In all honesty, I am not a big fan of either upgrade path.  I say that with a lot of disappointment.  I feel like a lot of great things could have been done for Fryno and instead they were just very poorly thought out...I notice this is a pattern with several of the later released characters.

Brawler basically adds Hot Hands, which will deal a quick 7 hits of damage, but only when you hold your primary attack...The issue I have with Hot Hands is that it isn't much incentive over his standard Brawl attack in my opinion.  Spiked Up slightly enhances Hot Hands and then Temperature Tantrum does minuscule damage...it will be useful, but nothing to write home about.

Fryno's Hot Shop does nice damage, but is overall disappointing.  First off, the motorcycle is more or less a scooter and there aren't many motorbikes of any sort with an engine mounted in such a manner...all of that is frivolous and unrelated to the path and game, but it bothers me and is a sign of just how short sighted Fryno's upgrades were...

Born to Ride basically lets you turn into the motorcycle automatically, which is cool, but it takes away "The Horn" from "The Horn and the Hog" and it isn't accented with increased speed, armor, or damage...Hot Rod delivers the extra damage that could have come with Born to Ride in the first place.  Crash and Burn is cool and has a nice radius, but my issue is that I can't imagine using it much outside of just wanting to...Born to Ride/The Hog will go on perpetually and deal 40-60, which is more than this final upgrade.

Imo having an Armor Bonus down Brawler and a Speed Bonus down Hot Shop would have even been better.  I can think of a lot of ways to have made both paths better with very little effort.  Giving Brawler a simple combo with increased damage and letting the Hot Shop have a flame thrower or flame trail come to mind.  I just kind of feel like Fryno was rushed...

I would much rather sit here and sing the praises of two paths and wrack my brain making a suggestion for you...I can do that with most Skylanders, but not Fryno.  I think he is a neat character and in all honestly he has some cool attacks, but it just seems like he got the short end of the stick and was likely the victim of time constraints.

That said, I would have to give the nod to Fryno's Hot Shop for most players since it does more damage and offers a quicker way of getting from A-B.  Brawler would be good for those who prefer close quarters action and don't mind the process of "heating up" and waiting to unleash Hot Hands.  The good news is that his Soul Gem enhances Temperature Tantrum quite a bit.

I think a Wow Pow would greatly help his cause in any future releases.  I plan to play as him a lot, I just think he has a lot of untapped potential. 

Sunday, April 20, 2014

Wednesday, April 16, 2014

Free Ranger Upgrade Paths with Damage Numbers

Free Ranger was the 2nd SWAP Force Upgrade I initially recorded, and subsequently we have his Base Upgrades packaged with Storm Focus and Lightning Linguist.  Luckily, I had left Legendary Free Ranger box stock and he will appear in the correct format.

Legendary Free Ranger Base Upgrades

Free Ranger Damage Numbers

Legendary Free Ranger Wind Slasher Path

Legendary Free Ranger Tornado Thrower Path

Free Ranger Base Upgrades+ Storm Focus Path + Lightning Linguist Path

Up top, I don't think you can go wrong with either path.  His Stormblades are so powerful with just the base upgrades, no one could fault you for enhancing his tertiary attack with Storm Focus.  Going that route will gie you a great range to soften up enemies before heading in with Ride the Wind, or Stormblade attacks.

Wind Slasher basically just adds a combo to the base upgrades on the Stormblades...that said, it is an insane combo that deals tons of damage.

Ultimately, I would suggest Wind Slasher for rookie players and those looking for an easy and effective way to upgrade Free Ranger.  If you are more of a defensive player and value range, go with Storm Focus.

For the bottom end you kind of have to pick your poison.  Lightning Linguist offers a single lightning bolt at the START of Ride the Wind.  Tornado Thrower shoots out a tornado AFTER Ride the Wind.  Overall, the Twisters to more damage, but they are limited to a straight line...So if you don't anticipate the move finishing, or have it lined up right ,you could blow your chance...literally.  Lightning Linguist is probably most helpful to beginners while Tornado Thrower will yield greater benefits to experienced players.  That said, either path is cool and you wouldn't have me object if you picked one because you like the looks of it...