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Mitchell Marsh ton helps LSG end home hoodoo at Ekana against RCB | Cricket News

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Mitchell Marsh ton helps LSG end home hoodoo at Ekana against RCB

NEW DELHI: Lucknow Super Giants (LSG) survived a late fightback from Tim David (40 off 17 balls) to beat Royal Challengers Bengaluru (RCB) by nine runs in their IPL 2026 match at the Ekana Stadium in Lucknow on Thursday. Prince Yadav picked up three wickets as LSG defended their total in a rain-hit 19-overs-a-side game. RCB were chasing 213 under the DLS method.RCB needed 20 runs in the final over, but Digvesh Rathi gave away only 10 runs to seal the win for LSG.It was a much-needed win for LSG after six straight losses this season and eight consecutive defeats at home. Even after the win, they remained at No. 10 in the points table, but there was some relief in the camp.RCB, meanwhile, missed the chance to move to the top of the table.This was also LSG’s first win in five matches in Lucknow this season and their first victory against RCB at the Ekana Stadium in three attempts.It was RCB’s first defeat while chasing in five matches this season, while LSG registered their first win while defending a total in five games.Earlier, Mitchell Marsh scored a century as repeated rain interruptions affected LSG’s innings and they posted 209/3.Three rain breaks delayed the game by close to an hour before the match was reduced to 19 overs per side.Marsh scored 111 off 56 balls and added 95 runs for the opening wicket with Arshin Kulkarni (17). He then put on another 70 runs with Nicholas Pooran (38). Captain Rishabh Pant later scored 32 not out off just 10 balls.Marsh started attacking from the beginning and hit boundaries and sixes all around the ground. His innings included nine fours and nine sixes.With LSG needing a win badly to stay alive in the playoff race, Marsh attacked the RCB bowlers from the start after LSG were asked to bat first.Josh Hazlewood faced most of the early attack as Marsh hit two straight sixes over his head before adding three boundaries in the same spell.LSG reached 95/0 in nine overs before the first rain interruption stopped play for around 30 minutes. After the restart, Krunal Pandya dismissed Kulkarni.Nicholas Pooran then got going quickly with two boundaries off Rasikh, while Marsh reached his century with consecutive fours before hitting another six over cover point just before rain stopped play again.Marsh was dropped by Devdutt Padikkal on 110 but could not make the most of it as he was later caught at deep point off Hazlewood.After Marsh’s dismissal, Pant took over and hit four fours and two sixes in his quick unbeaten knock.Chasing the total, RCB were limited to 203 for six with Prince Yadav (3/33) and Shahbaz Ahmed (2/33) sharing wickets for LSG.Skipper Rajat Patidar was the highest scorer for RCB with a 31-ball 61.For RCB, Krunal Pandya (1/31) and Josh Hazlewood (1/49) claimed a wicket each.

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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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