Secret Ponchos

Secret Ponchos

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Lego's guide to The Phantom Poncho
By Lego Evinion
This is a guide for playing as the Phantom Poncho. It includes pretty much all the concepts you should know for mastering this outlaw.
   
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Introduction
Greetings fellow outlaws. I'm Lego and the outlaw I play mostly is the Phantom Poncho (Lego Evinion ingame name). I will describe you the basics of the Poncho's gameplay, playstyle, his strenghts and weaknesses, give you some advanced tips. So there you go, you will be able to understand and master the core of this Outlaw.
Disclaimer: this guide represents my own opinion based on a lot of matches with the top tier players of the game, but it will help you to do well with Poncho in the most variable situations.
Mysterious Legend itself.
So, first of all, who is The Phantom Poncho you ask? Well he's the most feared opponent to face in the whole region of the Lone Tree. That's already something, but let's go deeper.Ok some Pros and Cons about the Poncho.
Pros:
  • Great damage output
  • Excellent mobility (grants us good survival ability, despite the low health)
  • 2 types of dodge (long and a shorter one)
  • Abilities to control the enemy (stun, wound and disarm)
  • Completely self-sufficient (and a great addition to any team at the same time)
  • Ability to put a constant pressure on the enemy (best defence is the offense)
  • We are the only one wearing a poncho in the ponchos game (that's a sign right?)
Cons:
  • Squishiness (so going on a trade isn't about us)
  • Quite low rate of fire
  • Unforgiving to mistakes (so it takes some time to master and polish your moves)
  • Needs space to maneuver (mines map is annoying)
Movelist and Tools (deadly tools)
So as you see the Poncho is a very versatile and self-sufficient outlaw, but mastering all this takes some time.

Primary weapon: Double Barrel Shotgun (with 4 rounds actually)
Primary fire - shotgun shot. Quite self-explanatory. Wide arc (easy to hit), limited range, 4 rounds in a clip. Our main damage dealing tool. The closer you hit, the more pellets are in, the more damage you deal. Really high damage, outdamaged only by some critshots of other outlaws. But going on a trade is still not something we should do (only in some rare cases I'll show later). And remeber that you raise your weapon really faster then anyone else so circling around and hitting enemies without taking damage in return is more than possible.
Secondary fire - Lead hammer. This one takes time to charge up and shoots a single projectile in a straight line. The hit stuns the enemy and deals high damage. It also launches you backwards so you're safe from a counter (quite an impressive move). It can also be used with an alternative evasion (as every other move of the Poncho); so basically you can charge up the shot dash into the enemy, make a shot [and get out*] and there's nothing they can respond to this. I'll give more tips about this below. Also keep in mind that it's better to aim to the base model of a character (his legs).

Secondary weapon: Bullwhip
Primary fire - Rattle Venom. Our main tool to control the enemy and our main option to start dealing actual damage. Long range, minor damage and wounding move. So this is our bread'n'butter (if you wish). You hit the enemy with a whip, this leaves him open to dealing damage, close in, shoot with a shotgun and dash out. Rinse and repeat. You also want to make your enemy turn as much as possible, so make dashes in different directions, you've got a shotgun with a wide spray so you have better chances in cqc. But remember that our mobility is our main survival ability, so constant movement is all we are about. Hit and run tactics you may call it. So this way you will be slowly but surely killing your opponents, without taking much in return. And the more time you will invest in playing and polishing your moves the deadlier you will be. So switching weapons, keeping your shotgun always loaded and managing your stamina has to be top priority for you.
Secondary fire - Rattle Grip followed up by a Rattle Bite. Takes time to charge up, deals minor damage, has long range, holds your enemy with a followed up hitching and disarming. Can also be used with an alternative evade. Despite how cool this all sounds it's your most unreliable move, consider this more of a luxury and situational skillshot. Ways of dealing damage described above are much more reliable. Though it can be used as a controlling tool to hold your enemy and let your teammate to unload at him.

Evasion moves. Just a couple of words. We have 2 types of dodges. Primary dodge is the fast long-length dash, helps you to get in and out of different situations you come across. Secondary evasion move is a mid-length dash that leaves you able to aim and use all your other abilities. So this move doesn't interrupt your various combos. Also this may sound obvious but you have to be concentrated on a game. You always have things to keep in mind. Remember the ranges and capabilities of outlaws. Manage your stamina wisely (you have 4 bars of it). Keep your gun loaded. Use covers to quickly recover and avoid some hits you may take. Listen to ingame sounds they can give you some vital info.
Matchups against other outlaws. Part 1.
Deserter
The big tough guy. Lots of health (+ the ability to regain health), lots of quite dangerous abilites. But let's go more into details. The first thing I want to say is that it is never a bad thing to try all other outlaws to learn their ranges and movelists. So this fellow will try to greet you with his snipeshot most of the times you encounter him. His snipeshot outranges everything you have, but it doesn't mean it has to to hit us, right? You can always dash into him (but don't go in a straight line towards him, because this snipeshot will stun you and leave you open to some pain he has to offer) so you go in a diagonal trajectory whip him do 1 shot with a shotgun and retreat. The hit and run tactics you do most of the times. But remember that this guy will punish you if you give him more than the half a second he needs to recover. In a cqc after he recovers from the whip he usually goes for his shoulder bash and shoots you to death. He has lots of hp so he doesn't mind trading hits with you. So this technique may be not your best option this time. Much more safer way is using your Lead Hammer attack. So you charge up your shot (but keep in mind that he can use a snipeshot instantly after his dodge without a need to charge it again) dash in an unpredicted trajectory (always to the side of him, not straight into) shoot and repeat it till his death. This will take some time but it's the most reliable way to deal with him. And don't let him heal ofcourse, so turn on your audio (quite usefull to hear your enemies actions) and everytime you hear he tries to heal (recognisable bottles sound) go in and punish him. And he can use his medkit for a short speed burst. Whip interrupts healing. Also keep in mind that he has quite a devastating ability to impale enemies, but we are too mobile to let him do this trick with us. Just don't let him lure you into narrow spaces. And remember that going into cover is the best way to regain stamina (our most vital resource), but this guy can smash destructable covers with his shoulder-bash dodge and catch you behind it.
Gordo
The big fat guy. Has something in common with deserter, but he can move quite fast (the more he runs the faster he goes). Has lots of health and an unforgiving minigun. Ok be sure to keep moving, but we already know all this, right? So being mobile already keeps us safe from his molotovs. Next thing is his gun, it outranges us, but only like a pixel away from the tip of our whip. So we have 2 aproaches for him (like always though), just the same situation as with the deserter but this guy turns around very slow with his minigun. So circling around blasting him with a shotgun is more reliable then with a deserter, but keep in mind that he can do something like a ground slam that stuns and knocks back everyone around ( it goes through covers too) and follow up with a devastating unload from a minigun. Aproaching with a Lead hammer is also a way do deal with him but keep in mind that recieving damage interrupts our attack (yes even a single bullet from his minigun). The bright side is that he can't heal himself and some of them have intentions to cook themselves with molotovs. So we can end them faster.
Gunman
Well this guy might not be such a problem, since he has no control options, but we get them all serious it is a wild west after all. So gunman has no ways to get us (except for his bullets ofcourse), no stuns, no wounding tools, no nothing really. So with all our mobility and tools he can't do pretty much any damage to us (if we won't stand afk ofcourse). Ok he has an 8-shot revolver, medium range, medium damage, ability to rapid-fire all his clip. Alternative is his badge that marks you for 4 seconds and makes you recieve double damage. But if you got marked nothing stops you from just avoiding him till this will drop off. So most of the times he will try to mark us and get us with his burst fire. But as I said we are mobile and he lacks any contol options. This makes him rather dependent on his team, and only really shines in team matches. But he has medium health, a long range dodge and quite decent speed. So there's nothing hard to kill him any way you like and after he runs out off bullets he's dead. Because he can't run away from us (only a few outlaws below are capable to do it) and without bullets he's harmless (facing the shotgun xD).
Kiddo
Kid Red (not because of the hair colour, but because of the blood he spilled, huh till the point he meets us). So this guy is also a risk taker like us, also quite mobile (4 bars of stamina) and with quite high damage output, low health, fast on his legs but our dodge is longer than his. Okey first things first. His dynamite, well pretty much the same situation as with Gordo's molotovs, with all our mobility - not a problem to avoid. Some of them also may try too "cook" it and throw it a second before the "bam" goes. So the best thing in this situation is to punish them with a whip hit, this may cause his self-exploding xD. Ok so in most situations fighting him will be some sort of a deadly dancing around. This includes dodging, trying to land a stun (he has the twinblast with his pistols that stuns you, but your whip has longer range) and dealing an actual damage. But we all remember that our gun raises faster, deals more damage per shot, is easier to hit (though the kid has a quite small hitbox) and he's not a fan of going into trades at all. So we can actually just outdamage in him cqc, just beware of this twinblast. And listen to the ingame sounds and punish his long time reloads. Oh and the last thing is that some of them are crazy enough and may try to put a tnt into your pocket, well in this case just follow him and blow himself too.
Killer (old creepy weirdo suits him better)
Ok now we have an old man to kill. Well don't underestimate him anyway. So this guy has medium health, medium mobility (closer to being slow actually), medium range dodge with 3 stamina bars. His tools are: a long range (same as our whip) 6-shot revolver with high damage and a knockback per bullet and the big (scared?) toothpick which he can either swing or throw for a really long range (also he can control it midair, but he's open to damage at the same time) anyway if the thing hits you it's painfull (stuns and deals high damage). But the way to deal with him is quite simple. As always we have our 2 standart aproaches. I advise you to go for the 1st way (whip it'n'shoot it) though. So you circle around doing your usual stuff and slowly but surely he ends up dead. Just avoid being hit with a knife (so not too close or just wait for him to throw it away), cause usually he will be able to go for at least 2 revolver shots after stunning you with a knife and this is really painfull. And if you will catch a knife in the middle of a teamfight you're dead. Also remeber to punish his reloads. So after all going really agressive on him usually pays off. But remember that being agressive doesn't mean being reckless.
Matchups against other outlaws. Part 2.
"Craziness in the eyes" fellow
Okay this strangely looking guy is quite dangerous on his own, so you have to be quite methodical with him. But first of all I recommend you to try himself (at least learn the range of his gun). Ok he has decent speed, low health (really low health), medium range roll. His main weapon is the hunter's rifle (longranged shotgun). It has the longest range in the entire game (but projectiles still have their travel time). So it usually goes for the one thing. And the thing is your ability to aproach him without recieving damage while doing it. So dash in, avoid being hit and destroy him in cqc. His hp amount won't let him to do anything with you. But he's a trapper, so there are traps. And usually he will try to camp in some corner with hidden traps. In this case just try to lure him out into some open space or wait till the traps go off and don't let him burry another ones (there's a sound when he tries to do it). In the shootout itself he's pretty easy to deal with. Just go in face to face and anhiliate him (he's too sqiushy to survive anything you have). And remeber the fact that he can roll over his own traps and you can't. Also 1 thing in some teamfights you can save your allies that stepped into the trap by hitting them with a whip. This will deal a small bit of damage, but will release them from a trap and let them escape from Trapper's devastating elephant shot.
Matador
Well this lady is no joking with you, despite the way she looks she will just execute you if you'll do any mistake. So she has lots of health (not a deserter but still), really fast feet (she's actually the most mobile character in the game), dodges that can blind you (4 bars of stamina). She has 2 darts each can wound (slow) you and the 2nd dart you get is a critical damage. She can throw them at quite long range, so avoiding them is always the thing to keep in mind, because beleive me being slowed down against her is never a good thing. Most of the times though she may try to pounce with a 2 darts hit on you that will be followed up by a blind and execution. So being mobile, mobile and mobile is our everything. She also has a rapier, it's quite damaging + she has more health than us, but we can punish her for that because it has really short range and each swing consumes her stamina. And she's not a fan of being left out in the open without any stamina. So first of all you have to understand what kind of a player you face. So take your time, dance around a bit, gather some info about your opponent. If she acts unconfidently just go into the brawl and do your usual stuff. If you're facing an agressive matador that goes for you, just do your best at dodging and punish every mistake (every missed dart and sword swing) she makes.
Hulk..Smash..
The big, the red and the angry guy. Quite a dangerous opponent for us, because he can burn our stamina with a double tomahawks hit. So he's fast, he's tough and he's angry. But it's a wild west and bringing a club to the gunfight isn't too smart, right? Ok jokes aside. This guy has 2 axes to throw at you (similar to matador's darts) and a bigass bat to smash your face. Usually he will try to jump on you, bash you with a bat and finish you with a double tomahawks throw. In this case you have 2 options. 1st stun him with a Lead hammer or a whip if he's going in a straight line towards you and then follow up with your shotgun blasts, while circling around him. 2nd option (more safe way) is to just roll aside (aside, not backwards cause he'll get you) and do your usual whip and shotgun combos. Also keep in mind not to face him too close and that he can throw his club (it flies slowly but on a long distance). And the fact that he runs very fast without his bat.
That Handsome Fellow
Ok this time it will be short. Poncho vs another Poncho, so the best Poncho survives. Just the same thing as with matador players, take your time and act accordingly to the situation.
The Beast
Ok this is one of the hardest fights you may have. This humble girl can do terrible amounts of damage, so any mistake you make will be punished. Her arrows are very unforgiving, usually it takes about 4 critshots and you're dead. But we are here to kill them all ain't we? So she has low health, fast couple of legs (ridiculously fast with her knife out), mid-length roll (3 bars of stamina). Her main weapon is her bow. It has a long range (the full range almost the same as our whip, but she has to charge it up 1st). 2 types of arrows. Normal arrows do critshots after her rolls. Each stone arrow hit wounds and slows you, but she charges them up longer. Also every 2nd arrow you get will be a crit shot (so every arrow stacked in you after the 1st one will deal crazy amount of damage). Her secondary is her knife with which she may try to pounce on you, but they rarely rely on this move, cause it's too predictible and if she misses a pounce she's open to recieve a damage. And her amount of health doesn't make her suitable for any mistakes either, so we're good on that. Oh and she also can do some sort of a stunning backflip, but again it's too predictable, meleeranged and animation takes it's time. So basically they will just try to spam you with arrows after their rolls to deal critshots most of the times. And again knowing your opponent isn't a bad thing. So if the player is unexperienced and can't withstand your pressure go for it. If she's capable of standing her ground then do your best at dodging, punish mistakes and remember that our gun has better chances of hitting her.
Acting in a teamfight
Ok I'll try to explain all this in a laconic way. We remeber that we are quite self-suffiicient on our own, but we are a great addition to the team also. We have ways to control the enemy and let our teammates do the damage. We can also take the heat off our teammates (if they are caught in a bad position), by distracting and stunning enemies.

So there are some basics:
  1. Focus your targets. Quite obvious that 3 of you will kill the enemy much faster.
  2. Divide and conquer. Try to cut off your enemies from their team.
  3. Keep an eye on the flow of the battle. Support your teammates with your amazing arsenal of abilities.
  4. Positioning and knowing the capabilities of each character is always a good thing.
  5. Despite the fact that we are quite independent with our awesome Poncho, we still don't want to go into the brawl.
  6. Leave the face to face fights to your bigger and tougher teammates.
  7. Shoot the backs, kite the enemies, pursue separated targets. Typical hit'n'run stuff. Someone finds it annoying but this is the way we are.
Managing the skill points
Well there's nothing much to say about it. Exploit your stronger sides, smooth your weaknesses.
  • Damage - always a thing to go. You can never have enough damage, so it's never a bad thing to add some more.
  • Stamina Regeneration - mobility is all we are about, so that's another good stat to invest your points in to. (Remember that you regain stamina in cover much faster).
  • Speed - well you may think that putting some into this is also quite reasonable but we are about dodges mostly, so stamina regeneration has higher priority to us. And yet again you are free to do it your way, nobody can judge you.
  • Fire rate - we use a shotgun, it has quite low rate of fire so putting points into this won't have much of an effect. Completely up to you (but you usually do 1 shot per dodge and trading hits with enemies isn't about us).
  • Health - very self-explanatory, more health you have, longer you live, more usefull you are. But putting lots of points into this still won't have much of an effect on us. And the more experience you gain, the more polished your moves become, the less hits you recieve. So consider putting some points into this at the first stages of your awesome outlaw career.
Personally I went to putting 8 points into damage and 4 points into the stamina regeneration. But you may change it whenever you want and test the best set up that suits you.
Thank you!
Thank you for reading my guide! Feel free to leave any comments.
I hope this will help you to see the way of The Phantom Poncho.
Special thanks to an awesome Switchblade Monkeys[secretponchos.com] studio. And thanks to the great community we have. Thank you Ghin, Dio, Lunar, Aecius (for lots of notes), Sir Dukes (for the ideas and materials from your guide), eNfO, Codex, Arakhar and everyone else I had a great time playing with. Thank you fellows for all the matches and the experience I gained to make this guide possible. Good luck & have fun. Enjoy your time in the Lone Tree.
8 Comments
Lego Evinion  [author] 3 Apr, 2017 @ 11:20am 
There are some changes going on. I'll update the guide when the changes will be finalized and we'll have the patch notes.
Hals 21 Dec, 2015 @ 9:08am 
The Lead Hammer launchback can also be used as a dash in situations where you're not going to take damage and want to save your stamina, sometimes good for getting in position before a fight or just moving around maps. You reload the spent round so quickly it doesn't really matter and you'll regen stamina while charging the shot. Plus it'll deter some enemies from going near you if you wanna try using it to back off from a fight.
Umbi 20 Dec, 2015 @ 1:39pm 
hopefully i can figure out how to beat those legendary killers now XDDDD (im desperado phantom btw)
D E E S E A 20 Dec, 2015 @ 12:07pm 
Fantastic guide! Really helped me to understand his mechanics!
Sushi 17 Dec, 2015 @ 4:53am 
Good guide, explains all the basics and more. thank you for the indepth thought process for fighting each character.

Goodjob,

Sushi
Lego Evinion  [author] 22 Nov, 2015 @ 8:58am 
Yeah, sure. I'll fix some things.
Arakhar 22 Nov, 2015 @ 8:36am 
btw. normal wolfs arrow wont wound you or slow you.... only the stone arrows knock you down and wounds you
Bunjo 21 Nov, 2015 @ 8:27am 
Good job! Very well done on the guide!!