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Sports

Terence Crawford says the man tipped to be his ‘replacement’ couldn’t lace his boots

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Terence Crawford hung up the gloves late last year, calling time on an unbeaten professional campaign that spanned 257 rounds and five divisions.

Following his victory against Saul ‘Canelo’ Alvarez to become a three-weight undisputed champion, the 38-year-old retired at what many viewed as the perfect time. He left behind an opening for an American star, having occupied the top spot on most pound-for-pound lists.

The likes of Shakur Stevenson and Devin Haney will continue to stake their own claims, but are stylistically more comparable to Floyd Mayweather than Crawford.

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Another man many tip to become America’s next pound-for-pound star, and whose attributes can be likened to Crawford’s, is Jaron Ennis. In fact, promoter Eddie Hearn said that his charge is the man to ‘replace Crawford’.

“I’ve seen all the top fighters. I truly believe that Jaron Ennis is the pound-for-pound number one in waiting … I think this guy’s going to go through this division, move up to 160, three-weight world champion. I think he’s the guy to replace Terence Crawford. I think he’s that good.”

Crawford, however, is not sold just yet. Speaking on X recently, he said that Ennis ‘can’t even tie my shoes.’

Ennis still has time on his side. Though a fight against Crawford did not materialise, with ‘Bud’ moving to super-welterweight as ‘Boots’ was picking up his old belts at welterweight, he has now moved to 154lbs himself. He is less than two months away from challenging to become a unified champion against Xander Zayas.

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It’s a fight Crawford has backed Ennis to win, however he has said that he believes another champion in the division, Sebastian Fundora, has the beating of the American.

The Zayas fight is another opportunity for ‘Boots’ to step out of his countryman’s shadow and carve his own path. At 28 years old, it’s a journey fans will be watching for some time yet.

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Sports

Best Shotgun build in Far Far West

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Far Far West has plenty of weapon options to experiment with, but the best Shotgun build in the game is something else entirely when it gets going. The combination of clip size, fire rate stacking, and the right jokers turns what is already a close-range destroyer into something that barely resembles a shotgun by the end of a run.

Here is the full breakdown for the best Shotgun build in Far Far West.

Note: The article is subjective and based on the writer’s views.


Far Far West: Best Shotgun build

The Shotgun setup

Shotgun upgrades (Image via Fireshine Games || YouTube/@BullsGuidebook)Shotgun upgrades (Image via Fireshine Games || YouTube/@BullsGuidebook)
Shotgun upgrades (Image via Fireshine Games || YouTube/@BullsGuidebook)

The base for this build is a fully maxed Prestige 5 Shotgun, which unlocks two extra Joker slots and five additional upgrade slots. Without those extra slots, the build simply does not reach the same ceiling. Here is how the upgrades are distributed:

  • Damage: 8 bars, giving +40%
  • Clip size: 16 bars, giving +160 rounds
  • Accuracy: 1 bar, giving +5 (leftover point, but accuracy is the best use for it)

The clip size investment is not accidental. It is the entire reason the primary Jokers work the way they do.

Also read: How to farm Souls in Far Far West


Jokers

Overblast Joker in Far Far West (Image via Fireshine Games || YouTube/@BullsGuidebook)Overblast Joker in Far Far West (Image via Fireshine Games || YouTube/@BullsGuidebook)
Overblast Joker in Far Far West (Image via Fireshine Games || YouTube/@BullsGuidebook)

The Joker selection is what makes this build click:

  • Overblast: Fires an extra pellet for every round missing from the magazine. The more empty the clip, the more pellets go out with every shot. This is why clip size is maxed out – more bullets means more missing rounds means more bonus pellets at the end of the magazine.
  • Machine Gun: It grants 0.3% fire rate for every 50 damage dealt. This stacks continuously through a fight, and with how much damage is going out per shot, the fire rate climbs fast. Later in a run, this joker alone turns the shotgun into something that barely pauses between shots.
  • Reload Mastery: It reloads an empty clip 50% faster. Since the clip empties quickly, especially when the Machine Gun Joker is firing at high speed, this Joker keeps the downtime low and ensures the Overblast pellets are always cycling.
  • Ammo Supply: It gives a +5% chance for enemies to drop an ammo box on death. At this fire rate, ammo runs out faster than expected. This joker patches that gap.

Secondary weapon options

Sheriff Star in Far Far West (Image via Fireshine Games || YouTube/@BullsGuidebook)Sheriff Star in Far Far West (Image via Fireshine Games || YouTube/@BullsGuidebook)
Sheriff Star in Far Far West (Image via Fireshine Games || YouTube/@BullsGuidebook)

Two secondaries work well alongside this build, depending on the situation, and they are:

  • Sheriff Stars goes solid with the Jump Star Joker (+2 jumps while holding the Stars) and the Scavenger Star Joker (+30% move speed and +100% pickup range). The extra mobility and pickup range make it easier to stay aggressive and collect souls and ammo mid-fight.
  • Bow goes well with the Ultra Draw Joker, which charges for 4 seconds to fire a massive explosive arrow. This is particularly useful for a ghost house where the shotgun is not the ideal tool. It pertains more to utility than damage output, but it fills the gaps the shotgun leaves.

Read more: 7 best Far Far West mods worth installing


Hero build and Jokers

The hero side of the build is built around survivability and air mobility:

  • Moon Gravity (x2): It offers 25% lower gravity. This build spends time in the air, so lower gravity helps with spacing and positioning.
  • Soul Siphon (x2): It increases pickup range and gives +2 HP per soul collected. Since souls drop constantly during fights, this provides a steady stream of health recovery.
  • Bouncing Ball: It grants +15% extra damage while airborne. Since jumps are frequent with this build, that damage bonus is almost always active.
  • Rage: Upon reaching 25% HP, it releases a wave that burns nearby enemies with a 60-second cooldown. Of course, this also serves as a clear warning indicator when health is getting dangerously low.

Upgrade Spread

  • Health Max: 6 bars, +30
  • Spell Cooldown Reduction: 6 bars, +12%
  • Speed: 2 bars, +8%
  • Jump Height: 6 bars, +42

The jump height investment works directly with the Moon Gravity Joker and Bouncing Ball Joker, keeping the aerial playstyle active throughout the run.


How does the best Shotgun build in Far Far West play?

The firing rate of the best Shotgun build (Image via Fireshine Games || YouTube/@BullsGuidebook)The firing rate of the best Shotgun build (Image via Fireshine Games || YouTube/@BullsGuidebook)
The firing rate of the best Shotgun build (Image via Fireshine Games || YouTube/@BullsGuidebook)

When the Machine Gun Joker starts stacking and the Overblast pellets fire at the tail end of the magazine, the output is genuinely difficult to deal with as an enemy. Finding two Camper Jokers during a run, or one Camper Joker alongside a Copy Machine, makes it even worse.

It is a strong weapon build that starts slow, builds momentum, and eventually becomes a complete problem for anything in its way.

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