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IPL 2026: ‘Clarity is missing’- Rishabh Pant opens up on LSG’s disastrous season | Cricket News

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IPL 2026: ‘Clarity is missing’- Rishabh Pant opens up on LSG’s disastrous season

Lucknow Super Giants captain Rishabh Pant admitted that a lack of clarity around roles and constant chopping and changing within the batting order has hurt the team badly during their disappointing IPL 2026 campaign. Speaking at the toss before LSG’s crucial clash against defending champions Royal Challengers Bengaluru in Lucknow on Thursday, Pant said the franchise had struggled to maintain clarity within the squad, something he believes played a major role in their poor season.

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Justin Langer finds positives in LSG defeat, praises Nicholas Pooran and backs Rishabh Pant

“The only thing is moving with more clarity. We know we are the top players, but at the same time, when clarity is missing sometimes, it can happen in cricket,” Pant said. “So most of the time, the talk is about clarity, and there are a few changes in the batting order, so hopefully we can figure out and take it for the next season,” he added. LSG find themselves in a desperate situation heading into the match. While RCB sit third on the IPL 2026 points table with 12 points from nine matches, Lucknow have managed just four points in the same number of games and are staring at elimination from the playoff race. A defeat against Bengaluru would make LSG the first team to be officially knocked out this season, while an RCB victory would take them to the top of the standings ahead of Sunrisers Hyderabad and Punjab Kings. Pant, who has been under immense pressure both as captain and batter, also stressed the importance of maintaining stability within a T20 side, though he admitted that the team had been forced to explore changes due to their position in the tournament. “Having a stable environment in T20 cricket is essential, but at the same time, when the changes are needed, you should be able to change something, because every time, doing the same thing might not give you the same outcome,” Pant explained. “So trying sometimes, especially where we stand now, trying is not a bad option for sure,” he added. Pant also gave his assessment of the Lucknow surface before the must-win clash and predicted a comparatively better batting wicket than what teams have experienced at the venue this season. “It looks like 180-190 wicket for sure. It’s a better wicket than a lot of the matches for sure,” he said. The season has been equally difficult for Pant personally. The wicketkeeper-batter has struggled to make a major impact with the bat and has scored 204 runs in nine matches at an average of 25.50 and a strike rate of 128.30.

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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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