Pinchfist

Pinchfist is an Iron Bear Alliance commander. His theme revolves around efficiency in rushing and firing weapons.

## Abilities - Passive

100% metal reclaim on all materials, devices, and weapons.

Mines and turbines generate 5% more resources.

## Abilities - Active

All weapons cost 50% less metal and energy to fire.

## Overview

Pinchfist is an extremely adaptable commander in the early game, especially on maps with a large amount of starting Armour; thanks to his 100% metal reclaim, Pinchfist gets 2x the typical amount of metal from selling Materials, Devices, and Weapons. With Pinchfist, the starting Armour alone on the Vanilla map yields an extra ~750 metal, for a total of 1500.

Using this extra early-game metal allows Pinchfist to heavily prioritize quick rushes, by forgoing early-game Mines in favor of a quick Technology. With the leftover metal, he can then easily catch up on the economy game.

Additionally, Pinchfist benefits from better collectors; his Mines and Turbines (Propellers and Smokestacks in High Seas) produce 5% more income. While not a massive change, it grants extra flexibility with how he can use his resources.

## Playstyle

Opening with one of the T1 techs (the workshop or armory) is almost a guarantee when playing Pinchfist. You get so much metal at the start from selling the starting armor on your fort that delaying mines will not prevent you from having enough metal when you need it. Following up an early tech with two or even three turbines will ensure you have enough energy to keep up with your metal count.

Since Pinchfist builds the T1 tech at the start of the match, he will certainly be the fastest to the T2 tech (munitions plant or factory) as well. This can lead to an early victory by hitting someone with either cannons, a howitzer, or lasers before they can prepare properly.

Even if you don't win with your heavy rush, you'll still be making 5% more than anyone else with an equal amount of mines and turbines, and whenever you can get your active ability, you can use it to fire your weapons for half the cost. This means you can get away with fewer turbines, freeing up metal for additional weapons or defences.

Pinchfist can use early game weapons like mortars, rockets, and especially nukes more effectively than most commanders as well. A quick rush with those weapons and the reduced energy cost with the active allows you to hit them faster and more often, helping you snowball a victory.

## Drawbacks and Counters

Despite his early game being the fastest and most efficient of all the commanders, Pinchfist can struggle if your opponent capitalizes on your greedy rush. If your opponent makes an early buzzsaw and hits you where you don't have any metal or sandbags, you could lose those precious turbines, stunting your progress.

Additionally, if your opponent can survive the first few hits, they will likely be able to overcome your speedy weapons and start winning the match. Commanders such as Hurricane, Buster, and especially Warthog have a much higher damage ceiling than Pinchfist, and can break him using better weapons. Architect and Overdrive will benefit from being shot early too, as it charges their abilities, leading to rapidly building weapons and much more productive collectors during their each of their actives respectively.

## Synopsis

Getting a good build order with Pinchfist can help you play him to his best. Taking extra risks by selling more metal and making more early turbines can be key to a smooth build. Make sure not to overdo it though, as an early buzzsaw or EMP can substantially slow you down.

Pinchfist's active ability and more efficient collectors are also beneficial, but not as strong as many other commanders in the late game. Therefore, getting an early advantage with faster weapons and using your extra metal to constantly expand is necessary for achieving victory.