

BRING THE MUSCLE
Active skill - Deals 475% damage to all front-line enemies. Additionally, increase the Block Chance and Armor of 3 random allies by 30% and 40% respectively for 3 rounds.
Worst natural elite in the game for mech content. Bring the Muscle's front-line AoE is irrelevant against a single boss. Block and Armor buffs to allies don't translate to mech damage output.
Come At Me's Taunt and counter-attack are defensive tools in a damage-race format. No multi-hit, no scaling, no team damage buffs. Commonly used as food — investing in Sarge for mech is never recommended.
Taunt tank with some Smash utility. Come At Me's 60% counter-attack with Taunt forces enemies to attack Sarge, protecting high-value carries. Thick Skin's +60% HP, +60% Armor, +45% Control Resist make him hard to lock down.
Bring the Muscle's Block and Armor buffs to 3 random allies add team durability. Winning Momentum's +40% ATK and +35% Armor on enemy deaths provides scaling. But extremely low damage contribution and outclassed by Gorongo as a tank.
Worst natural elite for PvP. Taunt forces enemies to target Sarge, but his low damage means he can't capitalize on the attention. Counter-attack at 60% is unreliable disruption.
Thick Skin's Control Resist prevents CC lockdown but Sarge's total lack of offensive threat means enemies can ignore him. No debuffs, no CC, no team damage buffs. Crane PvP slots are far better spent on any other fighter.
No role in Crane hard mode. Taunt draws boss attacks to Sarge but he can't survive repeated boss hits at higher floors despite Thick Skin's defensive stats. No CC to control minions, no boss damage.
Sometimes used to tank Fenrus one-shots in specific sewer/HM scenarios, but that's a desperation play. Pan and Sarge are considered the worst natural elites in the game.
Primary use is tanking Fenrus one-shots in sewers — a last-resort utility. Commonly used as food rather than built for sewer content. Taunt and counter-attack have minimal sewer value.
Thick Skin's defensive stats provide raw survivability but sewers demand team sustain and damage output, not solo tankiness. Not recommended for any Crane sewer lineup when better alternatives exist.
No campaign value. Bring the Muscle's front-line AoE is too weak for wave clearing. Taunt draws damage but Sarge lacks the self-healing to sustain through multi-wave campaign stages.
Winning Momentum's kill-based scaling is too slow — campaign stages that Sarge survives don't need his scaling, and stages where scaling matters kill him. Commonly used as food. Build any other Crane fighter instead.
