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#-his special attack stat is absurd
tigirl-and-co · 9 months
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I am a huge fan of 'No Kill like Overkill' like yes babe make sure that guy has DIED TO DEATH take no chances vaporize his ass!!!
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Justkeepdodgingjustkeepdodging-
@legendofzacian
WELL THE GOOD NEWS IS WE AREN'T DEAD YET! BAD NEWS IS I FORGOT POISON IS SUPER EFFECTIVE AGAINST FAIRY, AND ONE OF THE FUCKERS KNOWS THUNDERBOLT!
I think I still have my dynamax band somewhere in my bag-if I can just-..
..YES-YES!! OH THANK ARCEUS!
(..And thank you too Volo. Wherever the fuck you are now.) OK BUDDY, GET READY-BECAUSE THIS TOGEKISS IS PACKIN' HEAT! And by heat I mean SHADOW BALL-!
VOLO, USE MAX PHANTASM-!
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crystalelemental · 11 months
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Unit Teambuilding - Sygna Suit Piers
*sigh*  Okay, I promise I'll stop being a hater, just let me have this one.  Dual Toxtricity is lame, because "It's the same Pokemon twice as our event!" is the lamest possible outcome.  It was the fatal flaw of the otherwise wonderful NC Kalos duo, it was the major problem with third anniversary, it is never, ever an interesting idea.  I'm sorry.  It sucks.  There were other musically themed Pokemon.  Do better.
General Overview Piers also gets Toxtricity!  This is the other kind though.  He is Roxie's counterpart, identical yet different in every way.  Piers opts for Electric Striker, which is a bold fucking move from a guy who's got mid-300s Sp Atk.  Piers' Buddy move gets no penalty AoE and costs less in gauge, but in exchange, doesn't do the fun Sp Def debuffing utility Roxie's does.  So I like it less.  The condition is much easier though, just needing a field effect.  His secondary DPS for Poison is Sludge Bomb, which is cringe but so is the type's special damage move selection.  Piers calls Electric Terrain the instant he attacks, and his trainer move is 2MP with Poison Zone.  Problem: that's his setup.  Which is bad.  So Piers is much more support reliant than Roxie.  He does get Piercing Blows, but like all Piercing Blows users, his actual damage numbers are complete ass in compensation.  Unless you're Red, who never suffers a flaw.  Piers' grid is where things get a little nutty.  SMUN each field effect is fantastic, that's Tapu level good and he partners with SS Hau beautifully as a result.  Dirty Sync 6 is funny because he's bad at status without his 3-bar moves, and has the same Poison Zone Sync Up 9 inversion that Roxie does.  He also resets Electric Terrain on first sync if desired.
Okay so real talk, show of hands, how many people are struggling with Electric?  It's gotta be just me by now.  Great, then I can safely say you don't need this guy.  SST Red is better and everyone has him.  I'd hear out the argument for this guy over SS Hau, though that depends on whether his damage is more important than Hau's debuffs and speed generation. He shares Roxie's oddities, where Electric damage wants Poison and vice versa, and his Poison DPS is kinda crap? I fully expect it to be worse than Drasna, who wasn't even doing that well with it. Piers seems fine if you really need damage, but mostly for Electric. Which...almost no one does. His decision here is questionable. Probably should've stuck with Poison, my dude.
EX, Role, and Move Level? No penalty AoE spam, he does not need EX.  His role is Support, which I actually respect given the dual damage types, even if the stat boosts are awkward.  Move Level is similar to Roxie.  1/5 will get all the utilities you need, but as someone a bit more primary in damage, he appreciates higher move levels.
Team 1: SS Piers, SS Roxie, NC Blue/BP Janine The Toxtricity duo were made for each other, thanks to the ability to consistently call both field effects that are required for full performance. Personally I find stuff like this boring, but it is effective. SS Piers has garbage self-setup, but it's nothing that Janine can't manage with one use of his TM. If you're going hard on the Electric damage, NC Blue is the obvious best pick, whose gauge management also allows Roxie to easily spam her 4-bar Electric move.
Team 2: SS Piers, SS Hau, BP Janine "Recommending BP Janine a lot with these two." Not my fault they made her so good. Another big emphasis is SS Hau, who extends Electric Terrain that Piers can set for absurd times. Moreover, Hau has access to Mind Games, powering up Piers' AoE spam, while Hau's damage compresses once sides are down. I recommend BP Janine because Piers' self-setup is garbage, but anything that can handle Sp Atk and at least 1 point of crit is sufficient for the team's needs.
Team 3: SS Piers, Petrel/H!Iris, SS Brendan Anyone else pull Petrel? It can't just be me. Anyway, Poison-types are awkward when it comes to special, because they all need so much and are kinda bad. I actually kinda like Petrel, and I think it's worth noting that he also has Piercing Blows to bypass gimmicks, as well as flinch and Sp Def debuffing. The team still needs some quick boosting, and I'm mentioning SS Brendan because his trainer move perfectly complements Piers'.
However, I'll also note H!Iris here. If you wanted a special Poison damage partner, Piers is an option. However. Despite what he has, his low base stats suggest to me that as far as a partner for her specifically goes, Drasna's...likely better. She has a heavier multiplier and better base stats, I don't see Piers outperforming her at the secondary Poison DPS game.
Final Thoughts It's admittedly harder to find use for Piers compared to Roxie, because his entire life focus is the damage, but he's bad at self-sufficiency. This makes partner selection difficult, because there really aren't great options for managing his needs in the F2P pool. I'm sure his damage output will be great for the types he's in, but I also just don't think Electric needs much, while Poison has made a really good comeback, and his own contributions to that type are astonishingly minimal. Of the two, I prefer Roxie. I think her utility contributes more. But he is a good Electric damage dealer if you didn't have one of those.
But can I also just say, Masters is kinda running on fumes with Electric? Like aside from the fact it's got some of the most overpowered bullshit, we also had the High Score event for this type. It's not like we need to worry about it. High Score events run every other month, and there's 18 types; that's 35 months to get all types in just one time. Electric like just happened, we have almost three years before that becomes relevant again, and I promise you, it won't be relevant by the time we get there. There's more relevance in the notion of pulling him for Extreme Battle events than High Score.
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dravidious · 9 months
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You're more amazing than a fallen off dick
That reminds me of today when I styled on an overpowered boss fight so hard that I blew his dragon-dick clean off by killing him on the first turn
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For context, all my guys are attacking, and the -35 over the red crystal shows how much damage I'm about to deal. I lost 4 games in a row to this boss, all of which consisted of several turns of the boss throwing out overpowered units for free every turn and eventually grinding me out. And how do you beat a boss that gets a free overpowered unit at the end of every round? By killing him before the first round ends. Obviously. Why didn't I think of that sooner.
Anyway, this is why cost reduction is the most overpowered thing ever.
To give a play-by-play of how exactly this turn went down, this is from Path of Champions, so I have passive powers and my cards have special items to buff them. The 9/9 up there is The Poro King, my champion who I stacked a ton of items on over the course of the run. One was Farsight Alteration, which makes me draw a copy at the start of the game. I also had that item on a Poro Snacks. I also had 2 copies of a passive power called Quick Draw, which makes cards cost 1 less on the turn that I drew them. Poro King normally costs 5, so it got reduced to 3. And I had 3 mana on turn one because of Normal Progression Mechanics and also another passive power.
I also had a Mana Deposit on Poro King, which makes it refund the mana I spent on it when I play it, so it's basically free. It also also had a Shadow Totem, which makes it summon a copy of itself when summoned that dies after it attacks. It also also also had an Iceborne Gauntlet, which makes it Banishing Light the strongest enemy unit when it's summoned. The opponent had 2 blockers, so with the King and its shadow totem copy, it got rid of them both.
The Poro Snacks I mentioned costs 3, but because I drew it that turn it costed 1. It gives all my poros +1/+1 for the rest of the game, but the main benefit is that it had 2 Hextech Fabricator items on it, each of which make it give an item to my strongest unit, so it gave the king a huge stat boost. I also had a Pouty Poro, which costs 1 but through a combination of powers and cards I made it a 6/6. The 2/2 is a 1-drop with a farsight alteration but it didn't matter.
Finally, the boss started with 50 health. This is my 2nd attack of the turn, because I topdecked a 3-drop spell (1-drop because Quick Draw) that revives all my units that died this turn and gives me an extra attack. The king's shadow clone died after the first attack, so this revived it, which made it spawn its own shadow clone, thus the 3 poro kings. The revival also triggered the Mana Deposit again, thus why I'm at 3 mana.
In conclusion: I blew the cosmic dragon's dick off.
There's also this other FTK I screenshotted.
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Another Shadow Totem and also a passive power got me 3 of my champion Samira on the board and another passive gave me those other 2 units, and I blasted this stone golem to bits with a barrage of 0-cost cannonballs that also triggered my units' buffing abilities. Didn't even need a 2nd attack for this one.
The hardest adventures in this gamemode give you a lot of time to collect items and powers, so the power level gets absurd enough to do shit like this.
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sara-scribbles · 2 years
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Can I request idia who has a very lucky gamer s/o?
Luck Stat Maxed!
Fandom: Twisted Wonderland Idia Shroud/GN!Reader Word Count: 1,081 Note: I had a difficult time writing this. I hope it's not too bad. Warnings: None
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The sound of the intense battle music is drowned out by the furious mashing of keyboard buttons and numerous clicks of the mouse. Your eyes are focused on the screen as you watch your character take a fireball attack. Thankfully the attack does minimal damage as you had planned meticulously for this special raid boss.
You could hear your boyfriend muttering obscenities in your earpiece. “Idia?”
There’s a pause before he answers, his voice almost a low growl. “What?”
“Breath,” you tell him calmly. Another pause before you hear him breathing deeply. Sometimes he got too into the game, and you needed to remind him to take a step back.
“Sorry…” he mumbles once he’s calmed down enough. “This boss has been causing me so many issues.” You can almost see him chewing on his thumb as he glares at the screen.
Said boss is dubbed ‘The World Destroyer’ and is a cute little dragon. Honestly you and many of the community members thought the boss was a joke. That is until you heard about how many people got slaughtered in the first few minutes. Even Idia, gamer extraordinaire, was finding the boss difficult to beat. Everytime he had been so close, only to die when the boss was at 1% health.
He had asked you a few days ago to help him since you seemed to have godly luck when it came to the game. So tonight’s movie night has become a gaming night. You in your room and Idia in his as you two tackle the boss.
“He’s gonna do a sweep attack that has a high chance to place a DOT,” he says, drawing your attention back to the screen.
“How much do you have your comet charged to?” you ask, already putting your character on the defensive.
You can see his character a few feet away. The blue glow lets you know he’s still not ready. “Just give me a second.”
“Alright.” You taunt the boss and he directs his attention to you. Like Idia says, the boss does his sweep attack, which you do your best to put up your highest shield. You still take significant damage, but your character is still alive.
You hear Idia mumble something but can’t make him out. “I’m ready.”
Before Idia casts his spell, you provide a few buffs just to maximize the amount of damage. The screen goes blindly blue so you have to close your eyes. It’s Idia’s soft exclamation that makes you open your eyes once more.
“We did it!?”
Smiling at the screen, you cheer, “Congrats, Idia!”
You’re both presented with separate chests. You can hear him chanting, “Please let rng be on my side…”
“What is the drop rate for this boss?” you ask as you open your chest.
“0.9%. Most of it’s junk you can get from low level raids. The good stuff barely drops and very rarely is it more than one.” He groans loudly and you hear a faint thump. “All junk!”
“Sorry, Idia. Maybe we can fight the boss again? I’m sure we ca-” Your screen lights up with multiple legendary drops. “Oh…”
“What?” You don’t respond as you stare at your haul. “(Y/N)? Did you get a legendary?!”
Nibbling your bottom lip, you respond very slowly. “Yes…maybe a few…”
“A few?!” You take a quick picture of your screen before sending a text to Idia. You watch as the three dots appear and disappear multiple times. Then nothing. “Idia?” you call his name a few times on the headset, but receive radio silence.
You finally notice his character has logged out of the game. Sighing, you wonder if you should go to his room and comfort him. Your absurd luck when it came to chance based things was always a shock no matter how many times it happened. Before you can do anything, you hear a rapid knock on your door.
Leaving your desk, you open the door. Surprise is etched on your face. “I-” He’s a blue blur as he rushes past you and to your computer.
He’s staring intently at your screen. “Five…five legendary drops in one go…”
Coming up behind him, you hesitantly call him. “Idia, is everything alright?”
Idia turns to you, his mouth stretched in a wide-sharp tooth grin. “We can farm this boss for legendary mats! Then we can finally build those six tier weapons and armor. And then we can take on the abyss boss…”
He’s already counting off the many things you two can do. Shaking your head, you sit down at the foot of your bed. “Idia?”
“Hmm?” He manages to pull himself from his thoughts.
Smiling, you shake your head. “I’m glad you’re not mad.”
“Why would I be mad?” His brows pull together. 
You pat the spot next to you. He shuffles over before slowly sitting down. You fall back with a bounce on the bed with your legs hanging off the side. He follows suit though at a slower, more careful fall.
“Just that sometimes people get upset with how lucky I can be when it comes to chance based games. I know you’ve been working hard to beat this boss and not getting any good drops must sting,” you explain.
Whatever adrenaline he had been on seems to fade as he’s suddenly a lot quieter. “It’s not your fault your luck stat was maxed out. Anyways I like doing co-op with you,” he admits, mumbling the last part. “Plus, I wouldn’t have gotten the Hana SSR without your help.”
Rolling on your side so you’re facing him, you beam. “We should play together more often! I don’t mind if you need my luck to get better items or cards in games.”
He frowns. “I don’t want you to think I like you because of your luck. Even if you weren’t lucky, I’d like you.”
“Oh? Is this a confession?” you tease.
Idia’s blue hair suddenly turns a shade of pink. “N-never mind!” He rolls away from you so his back is to you.
Laughing, you gently reach out to him, giving him a chance to pull away. Wrapping your arms around his stomach, you snuggle into his back; you reset your chin in the crook of his neck. His hair tickles your cheek and continues to stay a shade of pink. “I like you too, Idia. You have my heart meter maxed out~!”
He covers his face with his hands and mumbles incoherently. “...charm stat…!”
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thegrandlinesimp · 3 years
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For your Pokemon Crossover event, can I please get Katakuri with either 2 or 5 plz?
Yessss first mochi husband ask! I chose 5 because the answer is the same for both but I can go into some cool details with this one. Thank you so much for the ask (it’s one of the ones I’ve thought a lot about, as you can probably tell).
Kataturi: Which Pokémon do they consider their ace?
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· Many think that Katakuri’s Bisharp is his ace, others say it’s his Hisuian Lilligant, while the rest argue it is his Rhypherior. Literally, no one knows what Katakuri’s ace Pokémon is, save for the inhabitants of Whole Cake Island.
· When people outside the population of Big Mama’s kingdom do find out, they laugh at the absurdity.
· Here’s the thing, on their fifth birthday, every Charlotte child receives a Pokémon, this Pokémon is the offspring of their mother’s beloved companion that Caramel gave to her, a Rainbow Swirl, Heart Sweet Alcremie.
· Yes, Katakuri’s ace is none other than the 30cm tall, half a kilo, soft little Alcremie. Specifically, a Salted Cream, Star Sweet variant; but this particularly chosen form is not without reason.
· While his other siblings only treat their Milcrey/Alcremie like a symbol of their status as a Charlotte, he took it a step further. While his sisters dressed theirs up and his brothers paraded around with their little friend on their shoulders, he trained his. For if he was to be Big Mama’s perfect son, then his Alcremie – the symbol of House Charlotte – would be the strongest.
· He trained Alcremie in both special stats, not bothering with her speed or health as he knew exactly what he wanted to do with his companion.
· His Alcremie is one of the very few Pokémon alive capable of using Haki, namely Busoshoku Haki, this makes up for her lack of training in her Health stat.
· Her moves were carefully chosen: Energy Ball for the common Water-Type enemies, Mystical Fire for crowd control, Hyper Beam for sheer power and the coup de grace, due to being a STAB move with zero drawbacks – Dazzling Gleam.
· Yet even though she has insane temporary defense thanks to her Haki, and immense attacking power thanks to her training and move set, she is still very slow and equally tiny.
· This is where her particularly chosen form comes in, the thing is, Alcremie has a whopping 72 different forms! But Katakuri specifically chose Salted Cream with Star Sweets…because it’s as white as he could make her.
· You see, Katakuri will let out his other Pokémon during a battle, but no one sees his Alcremie till it’s too late. Because, like his famed trident – Mogura – Alcremie resides inside his mochi body. (Out of battle she sleeps in his scarf though)
· While he wields Mogura with his one arm and punches with his other, Alcremie will appear out of his wrist the millisecond she feels his fist connect with something as it is usually an enemy. Then – at point-blank to the foe‘s face– fires off one of her four powerful moves.
· With this strategy, she doesn’t need Health or Speed as Katakuri’s speed is hers and she is safeguarded by his malleable body, and with her colouring she can safely remain camouflaged whenever he fully turns his body into mochi.
· But that’s not all, Katakuri’s Alcreime is the only one out of all the Charlotte children’s Alcreime capable of Gigantamaxing, and thanks to her Haki, even though she is out of Katakuri’s body in this form, she is near untouchable. It took Luffy’s Rillaboom Gigantamaxing for the first time ever to defeat her, and even then, it was close.
· As for those fools who laugh, well, they’re not laughing anymore after their teams get curb stomped by a cake.
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kurolini909 · 3 years
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💝*Name: Mad Mew Mew/Mad dummie.
• Nickname: Maddy.
💝*Classification: Ghost Monster- fixed into a body at last. Ghost Possessed body.
💝*Gender: Uh. Genderless - ghost- currently goes by she/her/them, in the body she finally chose. (Trans? I'm not sure)
💝*Age: Nobody knows. ~•-•)~
💝*Stats: *"alive"/active. Lives with her cousin again. Will fight you just because.
*check * Mad Mew Mew is Mad.
💝*Skills: She can use her claws to unleash powerful attacks and finally move freely onto her new body. (Managed to fix without the player's help by reconciling with her cousin.
As her body is artificial, her light patterns are dull and somehow fake-looking. Haven't got any special abilities since the common UT.
💝*Currently: Maddy lives in Downfall with Napstablook. She decided to go back and talk again once they reached the Secondground, and feels immensively guilty for having left the snail farm in the first place, once knowing how solitude affected her - already shy- cousin.
She quarrels with Mettaton openly. It didn't take long for her to connect the dots, seeing how desperate Napstablook was to get to the Secondground, once knowing the star robot was missing. As soon as she realized it was their cousin, she was furious. SHE never promised Napstablook she would stay. But HAPPY did. And yet he left??? Not even TELLING he was leaving?
She thinks it's an absurd that he won't even bother to meet the 'new robot', that one who was actually THEIR LITTLE COUSIN staying in a body for HIS SAKE in the first place! Unbelievable! Unbelievable!!! Blooky has to hold her back each time on the rare event they stumble on Mettaton. She WOULD scratch the hell out of him.
Maddy is EXTREMELY protective of her cousin to make up for leaving him, but her personality remains. She will fight anyone and has a very short temper.
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hiccanna-tidbits · 3 years
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The RotBTD+ Gang Plays DnD! (Feat. my ships, sorry not sorry XD)
So highkey I’ve actually been wanting to do a “The Gang Plays DnD” type post for AGES now, but then I saw @hobie-brown and @ohlooksheswriting-wips do DnD AU posts for RotBTD, and then I was like “Ah shit, I really should finish mine, eh?” So thank you to both of you for inspiring me to get off my ass and actually write the post!!!
Hiccup DMs. He comes up with this super complex plot revolving around dragons (because of course) where the party has to dismantle this society ruled by evil knights who want to genocide all of the dragons. Imagine his chagrin when the party wants to do nothing but fuck around in towns and aggravate NPCs 90% of the time.
They usually end up playing at Jack’s apartment, mainly because Hiccup’s dad doesn’t really want a bunch of loud nerds yelling about 20-sided dice in his household while he’s trying to work, if he can at all help it. Jack’s sister regularly barges into their living room and roasts the fuck out of Jack and his friends for being such damn nerds and eats all of their DnD snacks they’ve set out. If they’re in the middle of a combat session, she always gleefully proclaims that they’re all going to die. While Jack is annoyed by this, the rest of the party finds it deeply hilarious.
Jack Overland plays the absolute mayhem warlock Jack Frost, who got his powers through making a deal with the archfey Prince of Frost and has absolutely no qualms about being an evil god’s mortal Sower of Chaos. He spends the vast majority of the campaign doing such useful things as creating ice slicks under annoying NPCs and freezing people’s drinks. He also plays a Tiefling because absolutely no one can talk this boy out of playing the creepy demon race.
Rapunzel plays a woodland nymph druid who is also the party healer (because of course she is). Her name is probably Sunlily or something else suitably hippie-esque. Whenever there’s downtime (or whenever the rest of the party is also dicking around, and she can get away with it), Rapunzel likes to go into the nearest forest and pick the best berries and nuts for the rest of the party. She also loves baking fruit pies and cooking the best nymph food for her companions when given the chance. Definitely the party Cinnamon Roll (every party has one!). She often will turn into cute animals to distract the guards while the party infiltrates a building.
Merida’s character is the party archer and general ranged weapon master, as well as a raging lesbian. Hiccup learns very quickly that any male NPC who tries to flirt with her will very quickly get impaled with an arrow. She can’t ever decide if she wants to be a ranger or a rogue, so she multiclasses in both for flare. She also plays a Tiefling, and continually insists that her character is both scarier and sexier than Jack’s. In combat, she either Leeroy Jenkins her way in with a sword and just starts slashing every which way, or just shoots 90% of the enemies with arrows before the fight even starts. There’s really no in between. She can get away with this because she’s highkey one of the party tanks, and consistently deals a shitton of damage.
Anna plays a human bard, basically having read over the class options and going “Wait, in this one I get to make stylish medieval music??? And wear dramatic and garish outfits and a dumb hat??? And cast wacky illusion spells??? And do silly little magic tricks??? And INSPIRE EVERYONE??? Hell yeah, I’m in!!!” She mostly uses magic attacks in combat (definitely favors Tasha’s Hideous Laughter), but occasionally when she’s out of spell slots she’ll just take to slamming enemies in the face with her lute. She also has WAY too much fun with Vicious Mockery, let’s be real.
Elsa, upon hearing Jack’s character concept, rolls her eyes so far up in her head she can see her damn brain, and vows to play his concept, but serious–solely out of spite. She rolls up a super OP elf Chaos Sorcerer, filled with lots of brooding angst about how uncontrollable her winter powers can get if she isn’t careful. She combines it a bit with Storm Sorcerer so she can create literal blizzards, and Hiccup ends up allowing it just because he thinks it’s cool. Although Elsa’s character is undoubtedly aggravated by the rest of the party’s antics, she starts becoming grudgingly protective of these idiots and can deal some pretty crazy damage when her companions are threatened. She also contains one of the party’s only brain cells.
Eugene of course plays dashing rogue master thief Flynn Rider. Although his high deception and lockpicking skills certainly come in handy, he’s the most chaotic neutral fucker you’ve ever met and will take any excuse to rob NPCs blind or cheat them out of every cent they have in a tavern card game. It’s nigh impossible to get him to cooperate with the rest of the party much of the time, and often Elsa’s character has to either bribe him with some of her family’s gold or threaten to freeze him to stop him backstabbing one or more party members. Eugene’s character forces Hiccup to add in many more heist plotlines than he originally intended. This delights Eugene immensely, and sometimes he goes a bit crazy planning elaborate heists.
Moana plays a sorcerer water genasi. She can control any body of water, but she has a special affinity for controlling saltwater (i.e. the ocean lol). She also requests an animal handling bonus, but only with marine animals, solely because she thought it would be funny. She’s also an ex-pirate who robbed a lot of wealthy merchant ships and freed their slaves back in the day, which Merida thinks is incredibly badass. Moana tends to get bored and unengaged when there are no bodies of water to play around with, so Hiccup ends up having to add a lot more lakes, rivers, and oceans to the campaign than he originally planned on. Moana also takes a sailing skill, and thus the party often ends up traveling by boat. Typically Eugene and Rapunzel will infiltrate and hijack it, and Moana will sail it. Moana probably contains the party’s only other brain cell.
Astrid plays a gigantic berserker orc barbarian who is never without his trusty axe. Astrid is hands down the party’s top tank, and unquestionably deals the most damage every combat session. Much like Merida’s character, Astrid’s character is absolutely a shameless power fantasy. Hiccup pretty easily picks up on this, but is too polite to say anything about it. Jack also picks up on this, but is hardly as courteous as their DM, and teases Astrid mercilessly. Astrid is not amused.
Rapunzel requests that her weapon of choice be a frying pan, her justification being that her character found a discarded one at the edge of a human village outside her woods and mistaked it for a highly-dangerous human weapon. Hiccup is like “…you know what? Fuck it” and rolls up stats for a goddamn frying pan. Jack has nigh-endless admiration for Rapunzel for choosing such a goddamn memey, absurd, yet oddly effective weapon and it definitely makes the poor boy even more smitten with her than he already is.
Eugene and Merida have a bet going on who can sleep with more sexy barmaids. Merida is currently winning, much to Eugene’s chagrin. She’s not even inherently better at seducing NPCs, she and Eugene have the same charisma stat–she just consistently rolls better than Eugene. Eugene is incredibly salty about this.
Anna and Elsa want to be sisters in-game as well, but neither want to change their race–so Anna decides her character was adopted. Hiccup and the rest of the party go along with it, mainly because there’s something deeply hilarious about a regular human bard being adopted and raised by a family of high-powered elf ice mages.
Astrid is absolutely the sort of player who tends to get bored and restless outside of fights, and tends to fidget and twiddle her thumbs waiting for the next combat session. Jack picks up on this, and purposely does more roleplay for longer just to piss her off. He’s also just a very dramatic fucker and highkey loves roleplay.
When she’s not causing mayhem around the town or sleeping with hot women, Merida tries to entertain Astrid between combat sessions by offering to spar with her. Unfortunately, this does not usually end well for poor Merida, as even the most hardcore and badass of tieflings is prone to getting dumpstered by an 8-foot-tall barbarian orc with an axe. Astrid is, nonetheless, grateful to have someone to fight.
Rapunzel, Elsa, and Moana will humor Hiccup and attempt to actually play the main plot. Meanwhile, Jack, Merida, and Eugene are a DM’s worst nightmare. They constantly derail the damn campaign to fuck around, cause mayhem, and do inane shenanigans in every. Damn. Town. They go to. Anna is kind of a wildcard–she’ll typically go with whatever group looks like they’re going to be doing something more interesting. Astrid will go along with whichever group is more likely to get into a fight–which, often as not, is Jack and his posse of terrible Chaotic Neutrals (who have definitely pissed off a number of NPCs into attacking them).
As the campaign goes on, Elsa and Eugene become the beleaguered Party Mom and Dad. Both are quite aggravated by this–especially poor Eugene, who just wanted to play a morally-gray charming rogue who stole everything and got away with it and then accidentally ended up caring about these idiots he got stuck with.
Anna initially joins the campaign because she has a planet-size crush on Hiccup, and inevitably is the one who dragged Elsa into it too. Being the hopeless romantic that she is, Anna writes a love interest into her backstory. Hiccup eventually has the party run into said love interest, and Anna is overjoyed. He starts flirting with her as the love interest, and it’s easily the best 30 minutes of Anna’s life.
Moana and Elsa also give Hiccup pretty detailed backstories, and he works in little subplots for them. Moana gets to bring water back to a dying part of the jungle in the middle of a draught, while Elsa gets to go on a whole sidequest to explore her family history and how they came to be sorcerers.
Jack, Merida, and Eugene also give Hiccup fairly elaborate backstories, but Jack’s and Merida’s are like 99% memes and Dumb Shit. Hiccup tries to give all of them backstory-related plot hooks, but inevitably any hooks he provides are either stabbed, robbed, or frozen. Honestly any plot hook offered to these 3 will be all but spat in the face of and tossed off a cliff.
The one relevant part of Eugene’s backstory is that he and Rapunzel decide they used to be partners in crime before the campaign started. Rapunzel would infiltrate and scout out places he wanted to rob as small, unobtrusive animals (her preferred Wild Shape is a chameleon) and later distract the guards as a bunny or kitten while he went in and took every gold coin in sight. In return, Flynn Rider would bribe builders to not develop into Sunlily’s forest. Rapunzel and Eugene partly came up with this For Funsies, but also it was Rapunzel’s sneaky way of tricking Eugene into having prior connections in the party so he’d be less likely to betray them. It works pretty well–although the entire party is protective of Cinnamon Roll Sunlily, Flynn is certainly especially protective of her.
Astrid does the absolute bare minimum as far as backstories go. She is literally just here to smash stuff, slice people, and beat some fuckers up.
Rapunzel has a backstory, but she’s typically so invested in the main plot and the other party members that Hiccup rarely needs to bring it in to keep her engaged. She’s highkey the party emotional rock, and probably the only one keeping them all together.
On that note, Rapunzel’s character is the ONLY one who can get Jack’s character to take the plot even REMOTELY seriously. Like he’ll be dicking around in the nearest tavern challenging the nearest orc to a drinking game, and Rapunzel will come in and ask him to help them on a Main Plot Quest. And he’ll be like “come onnnnn I’m having funnn” and she’ll be like “Jack pleeeeeease?” and you just. Can’t resist Sunlily’s puppy dog eyes. At all. Also, whenever Sunlily is genuinely threatened, any silliness immediately goes out the window and Jack Frost is OUT FOR BLOOD.
For better or for worse, Rapunzel is not immune to being looped into Jack’s shenanigans. Occasionally if either Merida or Eugene have a particularly hare-brained scheme she’ll go along with it, but by and large Jack is the most successful in convincing her to temporarily abandon the plot and cause mild mischief with him. They once wasted half a session creating an elaborate “ice theme park” for some squirrels in the forest.
Hiccup tries to get Merida to play the main plot by eventually having there be no more sexy female NPCs to seduce in the towns they go to. Unfortunately, this backfires–Merida just hooks up with Moana’s character instead. When asked to roll for how good the lay is, Merida gets a nat 20–and thus her character and Moana’s character end up hooking up regularly throughout the rest of the campaign.
Hiccup introduces a few Wise Old Mentor-type NPCs to guide the party throughout the campaign. While Rapunzel, Elsa, Moana, and Anna actually try to listen to them and take their advice, Merida, Jack, and Eugene absolutely refuse to take them seriously and mercilessly play pranks on them.
At one point, Hiccup gives the party the option to attempt to tame a group of wild dragons and use them as mounts. They all have to make animal handling checks. Anna, Rapunzel, Elsa, and Moana pass. The rest of the party fails, with Jack and Eugene crit-failing. Hilarity ensues.
Hiccup ends up bringing back Anna’s backstory love interest as an NPC regular. Anna thinks he’s just being a good friend and a good DM and trying to incorporate her backstory as much as he can, but really, he just wants an excuse to regularly flirt with her. He hardly has the balls to out-of-game.
Merida comes out as gay toward the end of the campaign. Everyone in the group is extremely supportive, of course, but everyone is also like “Merida…with the amount of barmaids you’ve banged…and the amount of times you and Moana’s character hooked up…this isn’t exactly surprising.”
Hiccup actually finds a way to use Jack and Elsa’s same-concept-opposite-execution characters to the plot’s advantage. He decides one of the main villains will have a prophecy saying he’ll be taken down by a powerful ice mage. The party manages to fool this guy into thinking this ice mage is Jack, and sends Jack to fight him. As soon as the villain sees Jack, he’s like “WHAT??? THIS clown???” (word has absolutely spread throughout the land of Jack not using his ice powers for anything besides mildly annoying trolling). Naturally, the bad guy lets his guard down after thinking he’s going to fight this literal joke, and then Elsa crashes in from the side and absolutely dumpsters him.
Jack tries to defeat the final boss by just annoying him so much that he leaves. Unfortunately, he just annoys him so much that he attacks Rapunzel’s character. Jack’s just like “oh HELL no” and attacks with absolutely nothing held back. Turns out he’s pretty terrifying when he’s not using his magic for Dumb Antics.
During the final boss of the campaign, the Big Bad tries to one-shot Moana’s character, and Merida’s character super theatrically jumps in front of her to take the blow instead. Rapunzel just barely manages to heal Merida’s character, but it’s a really close call. During all this, Merida is like “ah shit...maybe I’m NOT just in this to get fantasy-laid.” After the fight’s over, her and Moana’s characters have a big dramatic love confession and share a Big Damn Kiss in front of everyone. It’s pretty epic.
After the final session of the campaign, Merida drags Moana outside Jack’s apartment and sputters and trips over her words for a solid minute before she finally gets out that through all this nonsense...well...maybe it’s not just in the game that she thinks Moana is hot. Moana just gets this HUGE grin on her face and says “c’mere, Leeroy Jenkins” and just pulls Merida in and kisses her. Cue the rest of the party barging in on them. Merida and Moana freeze, and there’s a moment of terrified silence...and then the entire party starts cheering them on like “took you long enough!”
The entire rest of the party could detect the sexual tension. Literally all of them.
But Eugene is like “HA, THIS MEANS IF WE DO A SEQUEL CAMPAIGN I’M WINNING THAT BET! BECAUSE YOU’RE GONNA BE DATING MO’S CHAR AND THUS NOT ABLE TO SLEEP WITH ANY MORE BARMAIDS!”
By the epilogue session, Jack and Rapunzel are dating. Merida and Moana are also dating. Hiccup and Anna STILL haven’t figured out why they’re so prone to spending half the session flirting when Anna’s love interest shows up, and Hiccup STILL hasn’t figured out why he likes to have Anna’s love interest show up so often. Bless their souls. Maybe they’ll figure it out next campaign...?
Damn I actually really like this...maybe if people like it I’ll do some incorrect quotes or a drabble or something??? Or maybe some HCs from next campaign???
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megasoniczx · 3 years
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Hey, so, this was an idea I had. Fate/Grand Order is one of the few other gacha games I constantly play aside from FEH, and that ultimately led me to the idea of “What would a collaboration between the two games look like?”, and that’s what led to this, a full on Fate/Grand Order themed banner in Fire Emblem Heroes with SIX possible units they could add, including two legendary heroes and a mythic hero. Unlikely? Yes, this is incredibly unlikely in many ways. But the idea still seems fun, so let’s stretch our suspension of disbelief and have fun with this idea.
Now, I’m in no way a hardcore player, so the explinations of what exclusive skills these heroes have won’t be super in-depth. I’m just going to explain what kind of role I’d think they could play and give a general idea of what their skills would do.
So, let’s start with the poster child of Fate-
Artoria - King of Knights:
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The Legendary King Arthur, Artoria Pendragon, who is in fact a woman in the Fate Series. As a Saber Class Servant, Artoria had to be the Sword Infantry of the banner, there was no other option. Her PRF Weapon would of course be Excalibur, the legendary sword of light. I imagine Artoria would be a fairy balanced across the board unit, only really excelling in her attack stat with her flaw being low speed. 
Her Exclusive Skills:
Excalibur - Raises ATK/DEF by +4, would have Distant Counter built in.
Sword of Light - Exclusive Special Skill, has a charge of 4 and boosts her ATK damage by 75%
Avalon - PRF B Skill, Raises DEF by 25%, doubles to 50% when Special Skill is used for 2 turns
EMIYA - Nameless Hero:
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A Nameless Heroic Spirit who formed a contract with The World, he has seen many battles, enduring pain to create weapons. As an Archer Class Servant, EMIYA would be a grey archer unit, excelling in his ATK with his personal bow with high SPD, but having low DEF/RES. 
His Exclusive Skills:
Mystic Bow -  Effective against flying units Raises ATK by +5, has Desperation 2 & Quick Riposte 3 built into it.
Caladbolg - Exclusive Special Skill, has a charge of 3 and boosts his ATK damage by 50%
Projection - Boosts ATK by 10% after every turn not spent in combat (only activates after player phase)
Cú Chulainn - Beast of Culann:
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The original Lancer infamous for dying in the original Fate/Stay Night visual novel, Cú Chulainn is Irland’s child of light and famous for his absurd endurance. He excels in high ATK & SPD with moderate HP and RES, low DEF being his main weakness. 
His single Exclusive Skill is:
Gáe Bolg: Raises ATK & SPD by 5, Accelerates Special trigger (cooldown count-1).
Gilgamesh - King of Heroes:
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The first Heroic Spirit and King of Babylon, Gilgamesh is among the most powerful heroes in Fate, so no doubt he’d be powerful here. He excels effectively in every stat, save speed due to being an armor unit. He’s also an armor tome unit, something we don’t see a whole lot of. 
His Exclusive Skills are:
Gate of Babylon - Raised ATK/SPD/DEF/RES by 5, has Close Counter built in, and is effective against Dragon/Beast units.
Enuma Elish - Exclusive Special Skill, has a charge of 5 and boosts his ATK damage by 150%.
Golden Rule: Raised ATK by 4, grants him Vantage 3, Desperation 2, & Quick Riposte 3.
Yes, I know, this man is broken as shit. What are you gonna do, throw F!Edelgard at me?
Mash Kyrielight - Chaldea’s Shield:
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A Demi-Servant with the powers of Sir Galahad from Fate/Grand Order, Mash is best described as a complete fucking tank. As the sole member of the Shielder Class, Mash’s entire job is to soak up damage like a sponge and then beat the shit out of you. 
Her Exclusive Skill is:
Lord Camelot - Raises ATK/DEF by +5 and has Obstruct 3 built into it.
Jeanne d’Arc - Saint of Orleans:
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Our mythic hero for this banner is Jeanne d’Arc as a staff unit (do we even have a mythic staff?). She excels as an offensive healer, poor resistance being her only fault. Her Exclusive Skills are:
Flag of Orleans - Raises ATK by +5 and foes cannot counterattack. Has Close Counter & Time’s Pulse 3 built into it.
Luminosité Éternelle - Grants +5 DEF to unit and all allies within 3 tiles of unit. Saint’s Blessing (A Skill) - Boosts healing equal to that of unit’s attack
So, funny thing. I'm a dumbass who forgot to give Jeanne an actual recovery skill, so pretend she has one as well. What's funnier is that I gave her Distant Counter, remembered she couldn't inherit one, then remembered she's supposed to have CLOSE COUNTER!
I'm sorry Jeanne, you deserved better.
...
And that’s the general idea I had for this “FEH X FGO” banner. Maybe I’ll make another one of these, maybe I’ll spin it the other way around and design some Fire Emblem characters as Fate/Grand Order units.
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pathfinderunlocked · 2 years
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Mythdriven Blade - CR9 Intelligent Item
“Oh cool, a mag-- Wait.  Why does this magic item have a challenge rating?”
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Artwork from Dissidia Final Fantasy, copyright Square Enix.
The standard advice for GMs running boss fights against a single enemy in Pathfinder and D&D is to not do that.  Add minions and other targets.  It makes the fight more interesting.
Sometimes that’s just not reasonable from a story perspective though.  But from a mechanical perspective, I find that you can always come up with an excuse if you’re creative enough.  Whether that means turning the boss’s energy spells into elemental orbs that can be attacked and stopped before they deal damage, or treating certain body parts as separate creatures with their own initiative, or in this case, giving the boss an intelligent sword as a weapon.
Intelligent weapons have a long history in both D&D and the fantasy genre in general, and used to be extremely common in older editions of the game.  But they don’t often have the ability to do anything on their own when they’re not in someone’s hand, except possibly compel people to pick them up.  There’s a good reason for that - giving them their own initiative and their own actions is absolutely busted when they’re in the players’ hands.  But in an enemy’s hands, and totally unwilling to be wielded by the PCs?  Sure, seems fine.  At that point, it’s not that different from a construct.
I don’t actually recommend the enemy boss wield this in its hand during a fight against the PCs though.  It should plant the sword in the ground as soon as it’s obvious where the fight will take place.  Drawing the sword from the ground and using it as a weapon again is a last resort if the sword’s about to be destroyed.
The Mythdriven Blade is meant to be a longsword, a fact that's buried pretty deep in its stat block.  A one-handed weapon sized for a medium creature is a small object, so that’s what this is.  If you want to change it into bigger or smaller weapon, it won’t actually affect anything except its AC and CMD, and technically the price, so go wild.  2000 GP of the price comes from the 2 pounds of mithral, so modify that as appropriate if you change the weapon size.  The players can’t actually sell this thing, of course, since nobody can wield it, so the comically absurd price is effectively meaningless, but they might actually destroy it and melt it down into a block of mithral.
I calculated the CR as if this were a monster, but don’t be surprised if your players just pick it up and chuck it out of the room instead of trying to attack it.  It has some defenses against that, but it’s still a solid plan.
Mythdriven Blade - CR 9
The enemy paladin closes his eyes, and with both hands, drives his sword straight down into the ground at his feet.  Waves of radiant energy are cast out from it like shockwaves from the impact, and it begins glowing with the light of judgment.  And as the energy tears through you, you hear a telepathic voice in your mind that isn’t the paladin’s, stating, “You are not worthy.”
Aura moderate evocation and conjuration; CL 7th; Slot weapon; Cost 147315 gp Weight 2 lbs.
XP 6,400 LG Small construct Init +0 Senses sight and hearing 120 ft.; Perception +0 Aura radiant waves (40 ft., DC 16)
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 Cha, +4 natural, +1 size) hp 66 (7d10+28) Fort +6, Ref +6, Will +6 Defensive Abilities hardness 15 Immune construct traits
OFFENSE
Speed 0 ft. Melee none Special Attacks cleanse owner
STATISTICS
Str —, Dex —, Con —, Int 12, Wis 10, Cha 18 Base Atk +7; CMB +10; CMD 24 Languages Common, Celestial; telepathy 120 ft. SQ ego, wield or plant, chooses its wielder, planted daylight
SPECIAL ABILITIES
Ego (Su) The Mythdriven Blade has an ego of 16, and its purpose is to be used by its owner to defeat any opponents who are willing to do battle.  Any time its owner attempts to perform an action contrary to this purpose, its owner must succeed on a DC 16 Will save or be compelled to fulfill the sword’s purpose.  This compulsion lasts for 1 day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on).  This is a mind-affecting compulsion effect.
Mythbuilt (Ex) The Mythdriven Blade uses its Charisma in place of its Strength, Dexterity and Constitution for the purposes of all calculations.
Wield or Plant (Ex) As a standard action, a creature wielding the Mythdriven Blade can plant it in the ground, allowing the blade to act on its own initiative as if it were a creature.  While not planted in the ground, it functions as a +2 holy mithral longsword, and cannot perform any actions of its own except to speak telepathically (though it can still influence the mind of its wielder, as normal for an intelligent item).
While planted in the ground, any creature except for its owner must succeed on a DC 20 Strength check to pull it from the ground.  Its owner can draw it effortlessly.
Chooses Its Wielder (Su) The Mythdriven Blade has a specific owner.  Any creature other than the owner of the Mythdriven Blade who attempts to touch it must succeed on a DC 16 Will saving throw (based on its ego) or be unable to even touch it.  This is a mind-affecting compulsion effect.
If the Mythdriven Blade is wielded by a creature it did not choose as its owner, the wielder takes 2d6 damage immediately upon wielding it and again at the start of each round it continues wielding it, and gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including by restoration spells) while the sword is wielded.
Planted Daylight (Su) When planted into the ground, the Mythdriven Blade sheds light as the Daylight spell.  This light vanishes when it is removed from the ground.
Radiant Waves (Su) When planted into the ground, the Mythdriven Blade emits a 40 foot aura of radiant energy.  Each round at the start of the Mythdriven Blade’s turn, all non-good-aligned enemies of the blade’s owner take 3d8 damage and are compelled to stay at least 30 feet away from the Mythdriven Blade for 1 round.  Good-aligned creatures take no damage but are still compelled.  A successful DC 16 Will save halves the damage and negates the compulsion.  This is a mind-affecting compulsion effect.  The save DC is Charisma-based.
Cleanse Owner (Sp) As a standard action, once per day, when planted into the ground, the Mythdriven Blade can cast Cleanse as a spell-like ability, targeting its owner instead of itself.  Its owner must be within 40 feet of the Mythdriven Blade.
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pengdaw2nd · 3 years
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boomerang monkey appreciation post (page 2)
Previous Page
Bottom Path
Bottom Path focuses on utility and Anti-MOAB specilization.
>xx1 Long Range Rangs increases the tower’s range by +6.45 and also increases the curve the thrown boomerang follows. >xx2 Red Hot Rangs allows the tower to pop Lead and Frozen Bloons, as well as increase it’s damage by +1.
xx3 Kylie Boomerang replaces the main boomerang with a heavy Kylie that follows a straight path instead of a curved one. Pierce is increased to 18(+14) and can damage the same Bloon multiple times every 0.3 seconds.
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xx4 MOAB Press gains a secondary attack that targets MOAB-class Bloons. These special Kylies knockback MOABs a short distance, has 200 pierce and deals 1 damage to Bloons and 5 damage to MOABs can rehit every 0.1 seconds.
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Demonstrated below is the special Kylies hitting a MOAB.
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xx5 MOAB Domination buffs all the stats of the previous upgrade from before. Main Kylie now does 12(+10) damage and attacks twice as fast. Special Kylie now triggers twice as often, have increased MOAB damage, increased pierce to 300(+100), double range, and produces a powerful explosion that sets nearby targets on fire when the special Kylie expires.
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Demonstrated below is the special Kylie exploding and setting a BAD on fire.
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Paragon
Finally, we talk about the Paragon, the perfect combination of all 3 upgrade paths combined.
Behold, the Glaive Dominus!
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Glaive Dominus combines the grouped Bloon damage of top path, the absurd attack speed and damage of middle path, and the Anti-MOAB utility of bottom path, multiplies it tenfold, and gives all this power to one perfect being.
Now that I’ve discussed each and all of the upgrade paths, you now have an idea of what each upgrade path does, and what it specializes in.
Crosspathing
Each of these upgrade paths can additionally be crosspathed for even greater improvements!
>420 increases the attack speed greatly. >402 increases the range of the tower, as well as give it double damage.
Generally, 402 is the better crosspath for MOAR Glaives, but with external buffs, 420 is much better.
>240 increases the tower’s pitiful pierce greatly, allowing it to handle groups of Bloons and MOABs easily. >042 increases the tower’s range and damage, allowing it top pop MOABs and other single targets sooner.
Middle path is already a very general-use tower, but each crosspath allows it to lean towards grouped damage or single target damage, depending on what you need. 052 also has the additional benefit of it’s base damage being increased to 8(+4), and the activated ability now increases it’s damage to 10(+2).
>204 increases the special Kylie’s knockback by 50%. >024 increases the special Kylie’s attack speed by 66%.
It usually depends on the Boomerang Monkey’s placement on what you should crosspath MOAB Press, but 024 is usually the go-to.
As I’ve said before, all of the Boomerang Monkey’s upgrade paths serve a very specific role, with crosspathing adding onto that role, or making the tower lean towards a different specialization, and it shows in gameplay.
Design
This is very likely subjective, but I love how all of the upgrades look.
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Demonstrated above is the upgrade progression of the Boomerang Monkey in game. From left to right, the base tower, tier 1 to tier 5, and the paragon.
They all look amazing honestly, a hooded edgelord, a jumpsuit-wearing cyborg and an australian with a crazy haircut, it’s so much fun. The Glaive Dominus especially leans towards the Glaive Lord’s edgy hooded look, especially with that spiked cape, but you can still see his cybernetic eye from Perma Charge.
With higher Paragon Degrees, the Glaive Dominus does change in his appearance slightly, most notably is his cybernetic eye becoming this magical eye thing with a black sclera and green iris, and his cybernetic arm having a brighter green neon glow instead of it being metallic.
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Here’s Degree 100 Glaive Dominus in-game, image from the wiki.
Plus, Glaive Dominus’ upgrade description is so edgy and villainous that I fucking love it.
“The Bloons will look upon my Glaives, and they will know fear.” - Glaive Dominus in-game description
It doesn’t even describe how much better the Paragon is compared to the Boomerang Tier 5s, if anything, it’s worded like Glaive Dominus is talking to himself and it’s amazing.
In conclusion, the Boomerang Monkey is a very flexible tower, fit for many strategies, and looks good while doing it, that’s why the Boomerang Monkey is my absolute favorite tower for Bloons.
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Photo
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original post - gameplay post - full sized yuma + astral art
PREVIOUSLY: yusei info
this panel was sitting unfinished for two whole-ass years. but since december is apparently “kick gale in the nads with old au feels” month, here’s paper au yuma and astral! 
(”gale this isn’t one of the aus that people asked for” yes? and?)
Yuma Tsukumo: A young, energetic boy with a zeal for life and an apparently infinite supply of willpower. One of the first people the party meets in the XYZ World, he immediately gives them a seemingly random clue in the form of a pendant given to him by his late father. According to the boy, it unlocks a mysterious door he’s been recently seeing in his dreams, so perhaps it holds a clue to their search. With nothing better to go on, the group opts to let him lead them. Little do they know, this abrupt encounter will take them on yet another strange journey...
Astral: A mysterious being that was released when Yuma opened the mysterious door using the Emperor’s Key. The shock of releasing his seal seems to have displaced his memories in the form of various “Numbers” cards, but he does seem to remember that at least one of them may be the Legendary Card that they are seeking. Which Number it is, however, eludes him. Despite his amnesia, he appears to be widely knowledgeable in a great number of things, and often spouts trivia at the oddest occurrences. 
After Yusei manages to get the shrine to spit out a viable portal, the gateway leads them to the XYZ World. A bustling, colorful city, Heartland proves to be very disorienting at first to the party, and Yuma’s accidental crash-into-hello certainly doesn’t help matters. Despite the rocky start, however, Yuma proves to at least be very earnestly empathetic, and while the group doubts that the dreams of a random fourteen year old they met on the street would be of any help, it’s not like they have any other leads. Yuma himself doesn’t seem to be very helpful - despite his almost manic zeal in pursuing various “hints,” they don’t seem to actually lead anywhere. It’s almost to the point that the party considers blowing off his help, despite him being the only one in the XYZ World who’s actually been willing to listen to their strange story so far.
Then Shark, the local bully, snaps Yuma’s key in half; and the party is immediately, personally invested in his well-being, ineptitude be damned.
It’s during Yuma’s ensuing fight with Shark that the Key suddenly activates, releasing Astral and the Numbers. Thanks to Astral’s help in pointing out Shark’s weaknesses, Yuma’s able to turn the tides of his battle and win. Astral’s arrival brings a brand new clue to the table as to the whereabouts of the XYZ Legendary Card - it’s apparently one of the Numbers that was released, and they have to find the components to rebuild it scattered around the world. Since Astral can apparently only move around the world when Yuma carries his key, Yuma’s officially inducted into the party at this point - not that they would have had the heart to refuse him, after all that happened! 
Gameplay
Yuma is the party’s dragoon - his attacks largely focus around jumping and dealing piercing or counter damage; evading or enduring attacks and retaliating all the harder for it. The polar opposite of Yusei, who is oddly squishy health-wise for his age, Yuma has far more endurance and can make his short health bar last a long, long way for a kid so young, and lends himself to more risky, breakneck styles of fighting. Yuma’s monsters all tend to congregate around a certain level, so while he does use more DP per attack compared to most characters, he’s still easy to manage in terms of calculating or estimating your DP usage. He’s the first character whose stats lean heavily towards attacking, so he’ll likely be a great damage dealer if used correctly - but if not he can go down just as quickly.
XYZ Summoning is the first special summoning method to really start playing with the cooldown mechanics beyond simple addition and subtraction, and starts adding layers to the system. Like the methods before it, it does require using two or more monsters as materials, this time around using monsters that are the same level/DP cost. However, instead of immediately going into cooldown, the monsters are instead locked to the XYZ monster, and the XYZ monster itself is added to Yuma’s available monster list. This means that the monsters used as materials can still be used, however their effects themselves will be weakened. The XYZ monster itself, when Yuma chooses to invoke its attack, will put one of the locked monsters into cooldown instead of using DP, and when all of its locked monsters are used up, the XYZ monster will disappear from Yuma’s list for the rest of the battle. This summoning method essentially gives Yuma an extra summoning slot compared to other characters, and can make him incredibly useful for quickly taking down enemies or setting up defensive plays - but due to this easily exploitable method, Yuma is only allowed to have one XYZ monster out at a time, and cannot summon any other XYZ monsters until that monster slot is used up, so choose carefully!
Astral is a non-combatant - he doesn’t fight at all in battles and doesn’t have a weapon! Instead, he acts as the party’s Tattler - analyzing opponents and giving information about their stats, strengths and weaknesses. Because of this, using his Tattle ability does not use up the partner’s move for the turn, so he can easily be swapped in for a quick note before switching back to the partner you want to use for that turn.
High Five the Sky! is basically that - Yuma can perform a “Long Jump” to leap higher than other characters, reaching ledges and other hidden areas that they wouldn’t be able to get to. This unlocks many hidden areas around the game, and lends itself well to exploration. 
Shoes are Yuma’s primary weapon - he doesn’t actually have a second attacking command like the other characters (instead reserving that for Astral’s Tattle) and only has the standard jumping command. However, because of his absurd determination to power through literally every single crisis that comes through him, his jumping isn’t affected by paltry things like spikes or other mechanisms that would render other characters’ jumping impossible. His jumps also ignore defense buffs, which means no matter what he’ll deal consistent damage even to the hardiest of tanks. It makes him a useful guy to have around if you’re finding yourself needing to save DP, at least. 
Numbers 39: Aspiring Emperor Hope matches Yuma’s battling style to a tee, and its easy monster cost is only balanced out by its high DP cost, making it a fun and interesting Legendary Card to use under certain circumstances. Although...when initially acquired by Astral near the end of the XYZ storyline, it only apparently has attack blocking properties. It’s Yuma’s own innovation in the final battle that leads to it also acquiring the counterattacking ability - which is pretty strange, when one thinks about it. After all, all evidence points to the XYZ Legendary Duelist being Astral, so how could Yuma influence it at all? Odd. 
Ah well, that probably doesn’t mean anything. Time to move on to the next world! 
(will i ever make the writeup? who knows.)
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crystalelemental · 1 year
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Sync Pair Retrospective - Sygna Suit Wally
Was anyone else surprised by SS Wally? I sure as hell didn't predict it. Though it was a nice surprise. Shiny Gardevoir is fantastic, and I like Wally well enough to want the best for him. More importantly, I always liked it better when he had Gardevoir. He's a soft boy, and I feel like the decision of Gallade was just to try for the cool boy approach and it's not working. He's baby.
Wally was the first Buddy move we got beyond the anniversary pairs that got to be absurd, and kinda set the stage for what we might be looking at going forward. Specifically, his Buddy move kinda sucks. It's mediocre damage, one use, and only usable after his first sync. That said, Wally was a man of many firsts. Which I think is the real problem. Once again, DeNA over-valuing certain tools that would become commonplace on much stronger threats later on. The first was rebuff, which only applied after his Buddy move was used. Too little too late, really. Wally, despite his absurd special attack stat, wound up being fairly middling as a damage dealer. His sync was good, but the setup a disaster. Devastation is hard to set up generally, and much, much harder for him, given the Buddy move condition. So a lot of Wally relied on his supportive effects.
Which were good! Another first in Fairy Zone, and boosting team speed on entry. Faster access to first sync through Head Start, and to second sync as well, made him particularly valuable. The flexibility of any mega evolution also meant he didn't need to take sync himself, and cemented him as the best partner to Diantha. It was a good showing! Not necessarily in the way people wanted, but Wally did pretty well for himself.
The last first was the 5/5 grid. Loathed as a horrible, greedy practice, I...always kinda rolled with it. The decision seemed obvious; this is not necessary, all the good tools to play as you always have are at 3/5. But 5/5 offers tools that improve, in general, Gauntlet viability. Particularly as far as Solo/Duo clears go, which is something whales do. This was never needed, and to provide examples of this, Wally's 5/5 grid offered...very little. Slight extension of Zone, maybe a Head Start 1 if you want. But nothing exceptional.
And time has been...reasonably kind.
Wally isn't really winning any awards, but he carries a kind of routine consistency to the table. Speed boosting for the team will always find value, and Zone effects are always good. Wally faced competition in this realm from SS Hau and SS Mina, with Hau having only two applications, and Mina getting application on every sync with extension 5. While competition exists, Wally remains the only good one. Mina takes up the support space, and is frankly not that good at her job, but is in particular terrible for Fairy types due to the lack of crit buffing. Meanwhile Hau's focus is Electric-type damage, with his Fairy DPS being surprisingly poor, so his Zone really exists just to push the damage of his Electric-type Buddy move. Despite three Fairy Zone setters, only one claims significant benefit for the Fairy type.
Which makes it all the more embarrassing that Wally does not support the top Fairy well. In his defense, none of the three do, it's an embarrassment for the type. But their current damage champion, NY Lisia, is physical. And none of the three support physical at all. They're all specially oriented. I think this is how they intend to keep people pulling for Diantha. Lisia is stronger in aggregate, but has much weaker team compositions because of the lack of synergy.
Wally has been...good. I hesitate to say great, there are a lot of weaknesses in his kit. But he's a solid option for a Zone setter, there have definitely been worse. I think Wally's problem is really that he was brought in with the idea of supplementing another PokeFair for their eventual 5/5 grid, and as a result his tools are fairly...specifically crafted, and unlikely to immediately contact similar success. The Buddy move in particular just really fucks him up.
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grailfinders · 4 years
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Fate and Phantasms Side Story 1: Tohno Akiha
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Recently a user on Reddit, Magical-Biche, said that they were inspired by what I’ve been doing for FGO on Fate and Phantasms, and they wanted to do something similar with Tsukihime characters, and they were nice enough to let me post their work here! As always, there’s a spreadsheet for the build here, and a level-by-level breakdown below the cut. Everything past this point comes from Magical-Biche, because I am useless when it comes to Tsukihime.
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Today, on Fate & Phantasms’ special crossover episode, we’ll cover Tsukihime’s objectively best girl, Akiha. Obviously, there will be quite a lot of spoilers in this text, as you don’t know until pretty much her own route that Akiha can actually fight. For this build, I will use what we see from Tsukihime, Kagetsu Tohya and Melty Blood to create a character that plays like Akiha Tohno, Shiki’s little sister. 
Akiha is a Half-Demon, but that doesn’t make her a Tiefling. She has a human appearance at all times, but her ancestors did unholy things with filthy demons, so her family members all have some kind of power. While SHIKI can control his own blood and just… not die when he is killed, Akiha’s thing is stealing. Stealing heat. For that, she uses her own hair, which is her main way of using her powers. They can be used in various ways, as she can extend them, wrap them around people and channel her powers through it. 
We’re going to focus on three things for our build:
We want to deal lots of damage, preferably temperature related. We’re getting a lot of fire spells, but the least possible amount that creates actual fire, unless it has some niche effect, like delayed fireball or bonfire. Also, we want offensive spells that can be used as traps, like Delayed fireball or bonfire.
We want to steal and give life force. We will get a few necromancy spells to be able to share and steal life force to our allies and from our enemies.
We want to have some control of the battlefield. Our hair is a powerful weapon that can imprison foes, and we’re gonna need spells to do it.
Race and Background
Not-so-obviously, because of her demonic ancestry, we’re going to play as a variant human. We get to put one point in Charisma, our main stat, and one in Constitution, which will help keep our concentration, and get some more HP. We are going to take the Elemental Adept (Fire) feat, because as you probably already guessed, we will be using a lot of fire. We’re taking the Noble background, because well, we ARE a high-class lady. This gives us proficiency in History and Persuasion. 
Stats
Going with the standard array, we should get our Charisma as high as possible. It’s our main way of dealing damage, not really a choice here. Besides, it does fit our character very as well, as we’re used to ordering people around, to get what we want and more importantly, scold our beloved brother. Next, we’re taking our Constitution as high as possible, because we might not look like it, but we’re pretty damn tough. We lived for two person for 8 years, possibly more depending on the route, after all. It will also tremendously help with all our concentration spells, and our HP pool. Next up, we’ll of course go with Dexterity, for the AC, but also because we’re nimble and pretty agile, as a young lady in her prime. We don’t really want to dump Wisdom and Intelligence, as we’re pretty smart and wise, but we can’t just build a character as perfect as we should be, sadly. Finally, dump strength. We’re not here to flex our muscles. 
Class Levels
1. Akiha is a pure sorcerer. The Tohno blood as a dangerous one, prompt to going wild at any time. Your sorcerous origin is logically going to have to be the wild magic. 
At level one, sorcerers get their Spellcasting, their Wild Magic surge and the tide of chaos. The tide of chaos won’t be really useful, but it can help you with some pesky checks once in a while, so it’s always an alright perk. The wild magic surge is the wild magic surge, as always; we could very well cheese our way through the first levels, or die at our first spell. Such is the way of the wild. Or something like that. 
For your spells, we will go grab our first fire spells : Firebolt, a cantrip, and Burning hands, a level 1 spell. Keep in mind that our power is NOT to set fire to things - we are stealing their heat, which causes pain and burning sensations, but the least we use actual fire to burn things, the more lore-friendly we are. If possible, we’ll want to flavor our spells to not ignite things, with all the pros and the cons it brings, with the DM’s approbation. Next up, we’ll take Absorb Element OR Mage Armor. While Akiha doesn’t have much defensive capabilities in the visual novels or the games, it won’t hurt to get a bit of bulk right off the bat. Mage armor is strictly better on most situations, but absorb element might prove more useful if you have a solid party to tank for you. To complete our cantrip selection, we’re getting minor illusion, to make our hair red when we get angry, Frostbite, because cold is also part of stealing heat, I guess, and dancing lights, as our red hair can emit some light when we’re using our powers.
2.  Next, we get our font of magic, which lets us create new spell slots. It’ll be the only use for our sorcery points until next level.  We can grab False life as our third lvl 1 spell, as we have the ability to give ourselves a bit of bonus HP with it, which fits our build.
3.  We get our first 2 metamagic at level 3. We’re going to go with Careful spell, because of the huge amount of AOE effect we’re going to have, and empowered spell, because of the huge amount of damaging spells we will have. We already have usage for both of those, with Burning hands. For our first level 2 spell, we get another one that looks a bit like strands of hair doing heat-related damage, Scorching Ray!
4.  At level 4, we get our first Ability score improvement. We’re pumping all of that in Charisma, because we don’t need much more than our Elemental Adept until later. We can also grab Create bonfire, which allow us to create extremely simple traps, as our fifth cantrip, and Mage armor or Absorb element, depending on which you chose at level one.
5.  Nothing interesting but new spells at level 5. We take counterspell as our first level 3 spell, pretty much completing our defensive spells roster.
6.  At level 6, we get our new subclass ability, Bend luck. It’s a useful tool that can be both used for attack or support, and for 2 sorcery points, it acts like a powerful low level spell, which is nice. For our next spell, we’re taking Hold person, our first means of entangling things with our hair.
7.  No new ability for level 7, but we do get our first fourth level spell. We’re taking an unusual spell : Sickening radiance. It might deal radiant damage, but it’s pretty much our first real “trap” move, as we can fill a room with it and weaken our foes as they come. And radiant is a bit like fire right? We can cheat a bit on this one.
8.  Level 8, new ASI! We’re finally getting our Charisma to its peak, at 20. Our new spell will be Wall of Fire, which is, yes, fire, but we’re using it as a trap, and only a trap. It can effectively block escape paths and such, making it a great control tool.
9.  At level 9, we get our first fifth level spell, which is going to be Enervation, probably the single spell that fits the most in our build. It does deal necrotic damage, but it’s a spell that stays on your enemy for as long as you wish, just like if we had a connection with them with some sort of magic rope (wink wink), and steals it’s life force each time it deals damage (wink wink). Yeah, that’s exactly OUR spell.
10.  At level 10, we get a new metamagic, and we’re getting twinned spell. With this and our new spell Hold Monster, we can hold more humanoids and monsters, and a lot of other shenanigans, like with enervation. We also take Prestidigitation, for the giggles really, no other cantrip really fits our build.
11.  The new thing we get with level 11 is our first (and only) sixth level spell, Eyebite. As an anime character, the look in our eyes becomes frightening when we’re fighting our sworn enemy. We’ll mostly use this spell with it’s fear effect, as we don’t want our powerful and worthy opponents to just go to sleep when we look them in the eyes, duh.
12.  At this point, we stop getting a new spell each level. We do get to have a new feature every 2 levels though, and at level 12, we get our third ASI, which we’ll spend getting the resilient (Dexterity) feat, which should get our dex to 14.
13.  Next level, we get our biggest damaging spell, Delayed blast fireball. We’ll want to use it as, as for a lot of our previous spells, a trapping move, throwing it near doors or in narrow corridors to detonate it when enemies are coming. Too flashy for our character, but a girl’s gotta get the job done at one point, and this spell’s damage can be pretty absurd.
14.  Level 14 is our next subclass feature, Control Chaos. Finally, we get something to influence our Wild magic surges, and that means we have double the chances of getting a nice effect that is not a fireball on self! Which is great fun, I swear.
15.  Next up, we have our first level… wait, none of those spells fit our character at all. So we’ll grab fear, which gives us an option cheaper than Eyebite to cause fear among our enemies.
16.  We get our fourth ASI, and with it, the last stats we’ll gain though normal ways. We’re choosing to put all that into Constitution, getting ourselves to a nice 18, and our HP should go up quite a bit with it. Also, we’re even better at keeping our cool even when enemies hit us.
17.  At level 17, we get our last metamagic, and we’re grabbing Distant spell. We might need to cast spells from far away, but it’s more situational than other metamagics. Also, we get our final spell, the only level 9 spell we’ll ever be able to cast. None of those fit our build, so we might as well go for something funny : Time stop. I mean, hey, we’re almost a vampire, we might not be blonde and voiced by Takehito Koyasu, our precious Nii-san IS our world.
18.  Now is where things get serious, on the damage side. Our Wild magic gives us access to spell bombardment, which is a pretty strong feature that increases our damage output by possibly a lot, depending on the rolls.
19.  For our level 19, we’re having a new ASI, and we’re finally getting War Caster, making us an immovable spellcasting machine. We’ll actually have some use of our decent HP and alright-ish AC (with mage armor on, never forget it), as we’ll be able to hit anyone that moves near us. And no one will break our legendary focus, with our advantage and proficiency on con saves and our high con stat.
20.  Finally, there isn’t much to be said about the final level. We get Sorcerous Restoration, a very useful way to get back our sorcery points. It’s useful, but doesn’t necessarily push our build further. It’s still a powerful tool, though.
Pros: We’re a damage dealing machine, with several options to burn our opponents, as well as ways to steal their life force and paralyse them. We’re doing 3 things, and we’re doing them great. We have high damage output, decent HP and AC (With Mage armor on, always), and we can actually do things when we’re in the middle of a pack of enemies. 
Cons: Some things have fire immunity. Which means we can only hurt those with our one necromancy spell and our frostbite, which aren’t the best damage output we have. Also, we’re still a caster and being in melee for too long isn’t good for our health. We also don’t have much of the utility we could have had, because we have to stick to what Akiha really can do. We already stretched it a bit by taking mage Armor and Counterspell. 
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radramblog · 4 years
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Nuz Report- X Water/Poison
God I feel like shit both mentally and physically right now, and I cant put a button on why. This might be an issue, considering I’ve got like half an hour or so to get this bad boy done.
Hmm. Let’s talk about the nuzlocke I finished yesterday, that’ll work, I can vomit words on that.
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I finished a Pokemon X Duolocke with 1 death yesterday, but the fuckers made me fight for it.
For round 6 of the Nuzlocke Premier League, we did Duolocke Runs of Pokemon X and Y. Now I was hoping to take this month off, since only 3 of the team’s 4 members have to do each round, and I’ve done literally all of them previously without a break. But unfortunately, our 4th had to pull out for real life stuff- understandable, but still a pain. Kalos is probably my worst region for Nuz stuff (save Galar which I haven’t tried yet) and being locked to two types, after my allies had taken the starters I didn’t despise, was not exactly a thrilling prospect.
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(these screenshots were taken post-E4. I was Lv.68 going in, same as Diantha’s ace.)
With my teammates taking Psychic/Normal and Fighting/Dark respectively, my only starter choice was Froakie. This is literally the first time I’ve used Froakie for anything, and it meant I had to reckon with the abyss that is its natural learnset. Chau (named after Knives from Scott Pilgrim) was an absolute mess until it hit Greninja, and even then took forever to be actually good. Pinch-hitting with U-turn was useful, but that TM comes frustratingly late.
With Froakie in mind, and Dark taken, one of my types had to be Water. I ended up choosing Poison for the natural synergy- Poison can take on the Grasses that scare my Water types, and Water can deal with Poison’s Ground weakness. Greninja, being also Dark, can scare off Poison’s Psychic weakness, with the Poisons taking the Fairies that Gren doesn’t like. It made sense to me.
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The only other super earlygame mon that made it to the final team was Pikablu the Azumarill. Gen 6 introduced a thing where baby Pokemon get 3 perfect IVs by default, and Pikablu’s ended up in Attack, Defense, and Speed (with Huge Power of course), making it one of the best Azumarills you can possibly end up with. Funny rabbit didn’t get to abuse its powerful Fairy STAB until learning Play Rough very very late, but thwacking things with Return and Aqua Tail proved to be enough.
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While I played around with a Beedrill and Panpour early, the next mainstay wouldn’t show up until Sycamore offers a Gen I starter in Lumiose, where I of course chose Bulbasaur. Rafflé was such a versatile, hard-hitting mon that did a patently absurd amount of work in the E4. Sleep Powder is a useful enough tool that access to it guaranteed him staying on the team, but being the first actually good Poison around (save Budew->Roserade, but I didn’t know where to get a Shiny Stone and it’s redundant anyway) meant a lot early on.
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It was around here that I had the only death of the run. Outside of Connecting Cave lies a trainer with an Axew, which I completely forgot knows the frankly overpowering at that point Dragon Rage, one-shotting Anaesthesia the Croagunk. It was a real shame, I was kind of hoping she’d be able to redeem the line for me, but I guess it wasn’t to be. She was Modest anyway so she wouldn’t have been good regardless, I suppose.
Moving through gyms and the awful Kalosian pacing, I ended up picking up a few other temporary team-members- Vaporeon and Crobat. [bad meme] the Vaporeon, despite having an excellent nature, just didn’t have the stats to cut it, and I wasn’t comfortable with Flaps adding yet another Electric weakness to the team, especially with Clemont approaching.
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[bad meme] would get replaced by Lagrange the Lapras, since Ice seemed like an extremely handy type to have around. Lapras is another one of those mons that’s just generally pretty solid, his bulk being much appreciated along with the coverage Ice Beam (and later, Thunderbolt) brought. Looking back, I ended up with a bit of a bulkier team than average, but I feel like that was fine to make up for the fragility of Chau and one of my later members.
Clemont was the first Gym that actually scared me, and it wasn’t because of his actually good Pokemon. My main answer to him was Venusaur, except, he has an Emolga….that bloody rodent gave me more trouble than anything else on the team, since it hit everything super-effectively if I didn’t grind something else up (and I didn’t).
Choices for the team ended up being pretty slim pickings. The lategame of XY has a lot less variety for my two types than the earlygame, with multiple repeated options, and a lot of them were less than appealing. Combine that with my lackluster luck with a lot of areas and my team felt a little stretched for playables. That Beedrill only left the team after Clemont.
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It would be replaced by Quaaaaaaaaag. Despite having the worst of Quagsire’s two abilities, he pulled more than his weight, even if he just clicked Earthquake most of the time. An immune switch for Electric was absolutely essential for the run, letting Chau’s U-turn be extremely safe in certain scenarios.
The last team member was somewhat of a surprise. I was running around Frost Cavern for the only legal encounter, a 10% shot at Haunter. I’ve always been a lot less high on that line than most, gotta get that hipster cred in, but that does fly out the window when you get to legitimately use a Shiny one.
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Unfortunately due to the rules of the NPL, I was not permitted to get Mega Akuta running, confining him to the shade shiny he was. But I wasn’t going to pass up the chance anyway. Akuta had huge utility being able to switch into Normal, Fighting, and Ground completely freely, and break just about anything with a variety of heavy Special attacks. His paper-thin defenses didn’t matter if he never got hit, though I was always loathe to switch him in just in case he got Crit to death on entry.
The final team paired up awkwardly against the Kalos E4, and I was a bit worried about having 4 waters and 2 poisons instead of 3/3 (my other options were like, not good) but we made it through without losing anyone. Malva and Drasna were, unsurprisingly, not hard, and Siebold’s Gyarados terrified me with Dragon Dance but didn’t actually get an attack off before Lagrange’s Thunderbolt took it out. I was extremely concerned about Wikstrom, but a rather silly strategy prevailed- using Rafflé to Sleep Powder and set up Growth (shoulda taught Swords Dance tbh) before rolling him with Bulldoze (I forgot to get the Earthquake TM). Diantha was similarly scary, seeing as her Mega Gardevoir had SE on everything except Quaaaaaaaaaag , and he wasn’t going to be able to take two. Chau was in when she came out, and I knew Night Slash wasn’t going to KO, so she had to get out of there- U-Turning into an already chipped Akuta was the only play and I had to hope she went for Moonblast instead of Thunderbolt. She did, but it got the Special Attack drop, which presented its own conundrum- does Akuta KO from here, or does he die? Because I can’t switch around forever, chip damage wasn’t going to get me far when she had healing items in reserve. I went for it, and it turns out Akuta did get the KO, but I was nailbiting the whole time.
I’m hoping next round, Crystal Superless, is less grating on my nerves, if I even have to do it at all. Because, fuck, I need a break.
What’s that, NWC is starting again? Oh, sign me up fam,
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oriigami · 5 years
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Ultra Analysis: Hanta Sero
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(This translation was requested by Anonymous!)
Stats:
D in Power
A- in Speed
B- in Intelligence
A+ in Technique
A in Fashion-Consciousness
Summary: A quick and perceptive straight man, he is always smiling and inviting, and was willing to be friends with everyone from the outset. Bestowing nicknames is also a strong point of his. His tape’s special qualities let him use it to excel in combat, and his flexible way of thinking allows him to surprise attack his enemies. He really likes the hero active in America who uses spiderwebs, and respects and looks up to him a lot.
(T/N: ‘Straight man’ here is the comedy term (someone who reacts to the absurdity of the joke) and has nothing to do with sexuality.)
Relationships:
Mineta: Fought Midnight together
Todoroki: Fought in the Sports Festival
Yaoyorozu: Live close together
Mina: Was surprised by Sero’s room
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