#His synergy skills give you a shield and protect you
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moonilit · 6 months ago
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Barret, my king, carrying my team’s back as usual ❤️‍🔥 I LOVE YOU BIG MAN!!
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alwaysforevermaybenever · 1 year ago
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YANDERE REGRESSOR: INTRODUCTION
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× cw: yandere stuff; gaslighting; manipulation; stalking; threatening; assault; pretty tame actually
× note: this is like luca from change the genre but older and probably worse 👌
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⌗ Your very best friend since childhood! He’s a noble of a high class family full of legendary knights and warriors.
⌗ Honestly, he used to be such a sweet, polite child who worked hard and did no wrong to any person or beast…. but that all changed when he turned 16. At first you and everyone else brushed it off as adolescence and teenage rebellion, as all boys go through. It was subtle, but you’ve been with him all your life, so of course you’d notice the little differences. 
⌗ Like how he seems more subdued (and even… depressed when he thinks you’re not looking), and he only smiles out of courtesy (in front of the adults). He just seems so much older than he is, as if he’s shouldering the burden of the world on his shoulders - lifting up the weight of the sky all by himself.
⌗ There’s also unexplainable things about him. Like how his swordsmanship techniques and skills improve by leaps and bounds in what seems like overnight. Instead of watching a prodigy train, it’s more like watching an experienced soldier who has seen the gore and horrors of war as he sharpens his blade, prepared to fight for his life once more. Like how he knows five languages even though you’ve never seen him study them (and you’re by his side almost all the time, because your families have close friends. Companions, even). Like how he knows more about your trade of magic and sorcery then even you know, a sorceress-in-training. What gives???
⌗ He’s also… way more overprotective and, dare you say, possessive. Yeah, he’s always been the one to protect you from insignificant bullies who are jealous of your position and prestige, and the one who shields you from scalding insults (baseless, he calls them all. They don’t know anything!) and defends you when jealous fools question the work you poured blood, sweat and tears into.
⌗ You don’t mind it, really. You can understand why he acts like you’re his one and only companion - because you are. You may have a million acquaintances, a thousand friends, a loving family. But only one companion: him. You’re a little selfish, because you’re scared that he’ll leave you for someone else, someone more skilled, someone better looking, someone who is in perfect synergy with him.
⌗ He’s your favourite boy, the guy you’ll depend on to comfort you when you’re down. The person you trust with all your deepest, darkest secrets. The companion who will stick by your side through thick and thin, who will help you bury a corpse, who will lie to any and everyone if you just ask him to. He who puts you before all else. 
⌗ So why do you feel like something’s off when he swears he isn’t hiding anything from you? When he just shrugs off your uneasiness (because you always feel eyes lingering on you when you’re not with him) as paranoia, because you’re in the city! Of course someone will look at you. It’s just a passing glance, anyway.
“Let’s go to the bookstore! There’s a newly released book I want to buy.” You link your arm around his, grinning excitedly. 
“You wanted to buy the newly released book of your favorite author, right? Isn’t the author something like Lemonela?” he responds, treasuring the close proximity with you. 
Your blood runs cold. “But I just discovered her this morning. I haven’t told anyone about it yet. How did you know?”
⌗ Uh oh. How is he going to explain that he’s traveled back in time?
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speedyartist30 · 1 month ago
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Botw AU:Hylia bridge 
The character on the right is my buddies @stellercherry💜 Her oc name is Rylei and she’s so cool and I love her design ✨✨
Anywho here’s a short story of their team up ✨
Jay sprinted towards the bridge,his form a streak of lightning through the storm. His mind was focused, each step bringing him closer to the bridge and the threat that awaited. As he neared the Bridge of Hylia, Jay’s eyes scanned the horizon. He could see the dark shapes of the guardians moving, their mechanical forms stark against the rain-soaked backdrop. His heart quickened, not with fear, but with determination. He could also sense the malice within them, a dark energy that made his skin crawl.
Without hesitation, Jay launched himself into the fray. His katana hummed with electricity, each strike precise and deadly. He floated above the ground, dodging the guardians’ lasers with ease, his speed and agility making him a difficult target. The rain added an extra layer of challenge, turning the bridge’s surface slick and hazardous. But Jay’s focus never wavered; he was the Champion of Souls, and he would protect this bridge at all costs. The guardians were relentless, their attacks coordinated and fierce. Jay danced through their ranks, his movements a blur of lightning and steel. He struck with deadly accuracy, his katana slicing through the machines’ defenses. Despite his skill, the sheer number of guardians threatened to overwhelm him.
Jay flipped out the way and threw a bolt of lightning, sparks glued as guradians fell back or careening over the sides and into the waters below. That didn’t slowly the corrupted machines down, Jay shifted his stance and readied himself for the next wave. Behind him he heard a faint beep behind him, a guardian ready to fire. 
*Sh*t..*
The gurdian was just about to fire when a large axed pierced its scensor. Thundering rumbled as a gray rito emerged from the sky, swiftly she landed and yanked her weapon free. Rylei, the Rito warrior, arrived with a calm aura, her feathers glistening with rain. She stepped gracefully beside Jay, her dual axes at the ready. Her calm, collected demeanor was a stark contrast to the chaotic battle around them.
”Master Jay, I see you can use a hand.”
“I’d appreciate it, great timing as always Ryeli.”
Jay held his hands up as a shield of golden lightning surrounded them, giving him a few moments to explain the situation.
“The guardians are corrupted with malice, it’s not a malfunction like we initially thought. We have to attack there cores to fully wipe them out or they’ll just get up again.”
Rylei nodded, her eyes narrowing with determination. “Understood. Let’s take them down.”
“I’ll go low, you go high.”
Together, they rushed towards the horde. Jay’s lightning strikes combined with Rylei’s fierce axe attacks created a deadly synergy. They moved in perfect harmony, each understanding the other’s intentions without needing words. Rylei’s agility and aggression complemented Jay’s speed and precision, their combined efforts devastating the guardians. 
Punching his fist into a guardian and crushing the core, Jay leapt back as a blast whizzed past his head. Rylei brutally cut a guardians legs off before plunging her axes into it as she rolled out the way of a stray beam. Jay knew they needed more than brute strength to see the end to this fight. Kicking a guardian over the edge jay ran towards her and yelled
“Ryeli meet me in the air I got an idea!”
She nodded and with a beat of her wings went into the air and blended with the clouds. With a spark Jay floated into the air after her and once he got by her side he quickly explained his plan
“I’m going to give you a boost of power, we can’t let this bridge fall.”
Ryeli looked at him a bit unsure, but he knew she wasn’t going to let her feelings get in the way. She nodded and with a sparking hand jay touched her shoulder. He felt the power in her soul and he fueld it with his blessed power. A teal aura surrounded her as she looked at the sparks around her weapons.
“I’ll head down first to distract them, I’ll clear a path for you.”
Rylei nodded, her eyes narrowing with determination.Jay charged up the lightning and fused it with his sword, he dove down in a bright golden light. He deflected the blasts with his swords and send bolts of his own as Ryeli followed behind him like a shadow. Seeing the opening Jay yelled over the storm
“Now, Rylei!”
Rylei responded instantly, she plummeted to the bridge like a shooting star with a powerful flap of her wings. She raised her axes high, and as she descended, Jay directed a surge of lightning towards her. The electricity enveloped Rylei, enhancing her already formidable strength. She struck the ground with a thunderous impact, sending shockwaves through the guardians.
The combined attack was devastating. The guardians’ cores were exposed, their malice flickering as they struggled to recover. Jay didn’t waste a moment, slicing through the weakened machines with his katana. Rylei’s axes followed, cleaving through the corrupted metal with brutal efficiency.
Finally, the last guardian fell, its mechanical body collapsing into the mud. The rain began to lighten, the storm breaking as if acknowledging their victory. Jay and Rylei stood on the bridge, breathing heavily but victorious. Jay’s eyes scanned the area, ensuring no more threats remained. He nodded to Rylei, who returned the gesture with a rare smile.
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zablionsea · 2 years ago
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I went on the tangent in the shower of trying to decide what Puzzle & Dragons Z teams NOISZ characters would have. So… yeah?
(NOISZ Ignition and re:||VERSE spoilers ahead)
(Puzzle & Dragons Z main story and post-game spoilers ahead)
Remora
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(Leader) Stormy Sea Dragon, Levia (Water) - Levia is a recommended lead for defensive mono-Water teams. Why a defensive (basically) mono-Water team, though? Besides the fact that it fit Guivre Chimera well? After what happened with Stornel, Remora has to be cautious. Considering the devastating consequences for upsetting Gaius or Arietta too much, she can't afford to act ethically until the end of re:||VERSE. She has to prioritize her survival over doing what she feels is right. So, I think a defensive team fits well for that reason.
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Dark Blue Skydragon, Nirai Kanai (Water) - A Skydragon given life by cursed technology and filled with hatred? Hmmm, that kinda reminds me of Void Beasts.
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Guivre Chimera (Water) - I hope it's obvious why I'm giving Remora, the character who transforms into a chimera when you fight her, the chimera monster.
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Death Scissors (Water) - Death Scissors was used by Team Paradox members, and Antiphon gives me a Team Paradox vibe. Plus, we've already got a few water monsters going on here, so why not complete the mono-Water defensive team?
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Guardian Dragon, Avalon Drake (Wood) - Avalon Drake, formerly protecting the Skydragons, was defeated and manipulated by the Dragon King Avalon. In this evolved form, it was forced to absorb energy from Orbs extracted from the earth. The process of obtaining these Orbs destroyed the lands greatly. The Orbs granted Avalon Drake twice its former power, but it broke its spirit. Being manipulated around by a defeat and forced to hurt people? That sounds familiar…
Its lack of synergy with the other monsters on the team? Of course, that just happened to be that way, but it could represent the conflict between wanting to help her friends and being under blackmail.
Beyond
Beyond seems like the kind of person to try to have a well-balanced team (like, 5-color) and then pick what monsters based on personal preference.
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(Leader) Mui-Mui (Flame) - Beyond is the character associated with Dancer Style, which is an assistive style meant to help those who struggle with timing the shot/shield inputs or pressing buttons repetitively for long periods of time. Mui-Mui's skill shows you how to make combos, providing somewhat equivalent assistance.
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Tree Dragon, Kukunochi (Wood) - Morigon, one of its preevolutions, is described as having a big appetite (note Beyond's seemingly infinite metabolism and love for sweets). It's a bit of a daydreamer but very reliable, like how Beyond, according to the re:||VERSE art/lyrics book, is a bit naturally silly but shows a colder, tougher side of her personality in tricky situations. Kukunochi is a kind monster, seeking to uphold peace in the woods and bring new life wherever it goes. Beyond wants to bring peace to her and Arietta's chaotic lives.
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Deep-Sea Dragon, Abyss (Water) - Another True Dragon whose preevolution is described as kind-hearted in some way. Abyss is rather reclusive, living far out of reach of any human being. This reminds me of the RE:||PARATION ending of re:||VERSE, in which Beyond becomes extremely isolated, shutting people out for days at a time, and even for someone she cares dearly like Remora, shuts her out occasionally too. (As well, Abyss pairs nicely with Remora's Levia, I think. The two are, like, halfway to being considered a couple. They deserve matching monsters at that point.)
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Viciousdragon Helheim (Dark) - This monster is very frequently used by Dogma, the leader of Team Paradox, the villainous organization of Puzzle & Dragons Z. It turns out that Dogma was ultimately being manipulated by Enigma, who uses what Dogma set up to seize power and return to his role as the Dragon King Avalon. Although, he was separated from his body long ago and inhabits a different form.
I feel like that has some parallels to Beyond's getting manipulated by Alpha in the form of Arietta's body and being so insistent upon her goals that she didn't realize something was wrong until far too late.
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Dark Shining Divinegon (Light/Dark) - Representing Beyond's tragic, misguided heroism in Ignition and re:||VERSE. Someone whose light that pierces through the endless darkness has been steered into darkness itself. Beyond, so desperate to help her sister achieve her dreams, put their lives in danger. And desperate again to right that tragedy, followed a heartless, callous being without even realizing the sister she loved so much was no longer in control.
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(or, instead of Divinegon) Life Skydragon, Zerclea (Light/Light) - I think it fits well with re:||BIRTH. Plus, it pairs nicely with Arkvelza. I can't have Zerclea in the same team as Divinegon because that's not allowed in PaDZ.
Arietta
Although her color scheme works great with mono-Fire, I'm actually going to have to go with mono-Dark for a few reasons.
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(Leader) Dark Night Skydragon, Elysium (Dark) - Elysium's skill grants a turn of invincibility, which reminds me a lot of Arietta's Crash Style. Plus, she fits well with a few other dark monsters. Dark Elysium's lead skill multiplies attack for Dark monsters, being attack-oriented like Arietta's Mega Style. Dark Elysium was created with terrible technology, like the Void Beasts. Arietta was the one who insisted on using the NOISZ Beast technology on Noise Beasts, after all.
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Black Wizard (Dark) - Black Wizard is a sorcerer who has, according to legend, given his heart to darkness. Arietta, in a sense, did that by making a deal with the devil through working with Alpha to try and break the cycle of death that came with trying to fix her and Beyond's corruption.
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Anubisis (Dark) - Enigma uses this monster. Enigma has some parallels with Arietta in terms of their roles in the narrative. Also, its skill deals 4,444 damage. Haha, funny STARLIVHT number. And Arietta's the person that recruited them in NOISZ SL. Anubisis is the Producer theory confirmed/j.
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Drawn Joker (Dark) - It has a mischievous look to it that fits Arietta's playful and impulsive personality well. (I would also like to add “Arietta is Joker character” theory as a justification for this)
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Lightning Dark Tiamat (Dark/Light) - Representing Arietta's redemption arc in re:||VERSE. She's someone who's done terrible, horrific things who's now trying to correct those mistakes. A light finally breaking through a sea of seemingly never-ending darkness. Plus, a Dark orb changer is an essential member of a mono-Dark team. It's no good not to have enough Orbs to clear. You need those for damage and skill points.
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(or, instead of Tiamat) Death Skydragon, Arkvelza (Dark/Dark) - Pairs nicely with Zerclea, which I think Beyond has. Arkvelza's skill lowers foes HP by a set percentage. But I mainly picked Arkvelza for theming. I can't have Arkvelza in the same team as Tiamat because that's not allowed in PaDZ.
Leader Monsters Only
Unfortunately, I didn't have enough ideas to make full teams for these folks. My apologies.
Stornel
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Dimensional Guardian, Hellgate (Wood) - Stornel's soul guards one of the NOISZ's most powerful secrets: imprinting souls. He acts as both the gateway and guardian of imprinting, similar to how Hellgate is both a portal and monster.
or
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Immortal Dragon, Cursed Wyrm (Dark) - It's a deceased dragon who was reanimated by dark magic and trapped in the shell of its body. “Now I'm trapped inside this shell, the world has turned to black around me” as Stornel might say in Quicksilver, I suppose.
Sora
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Phoenix Knight, Homura (Flame) - It goes on with its blue flames? Yeah, sounds like Sora in his beast form.
Or
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Garuda (Flame) - A very powerful phoenix that requires the rarest evolution material in the game (Ifrit Chip).
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tobiasdrake · 1 year ago
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Orange League, Episode 36 - Rival Showdown! Ash vs. Gary!!
Is this it? Are we finally, finally going to learn what Gary's Starter is and whether or not he still has them? The answer, and this may not surprise you, is no. Gary wants a 1v1; Ash and Gary are both to use the ace of their respective teams in a single duel.
For Ash, that's Pikachu. For Gary? Eevee. This is something of a recursive development for Gary's team, which allows him to sidestep ever committing to an answer on the Starter question.
Pokemon Yellow had been released about a year prior to this episode, which was designed for anime synergy. In Yellow, Red receives an Eevee in much the same fashion as Ash did in the anime - But that also means that Blue can't select a Starter based on your own.
So the game assigns to him an Eevee. The outcome of your first two Rival Matches with Blue then determines which Eeveelution he chooses to go with: Vaporeon if he's too hard and the player needs an edge, Jolteon if you smoke him both times to give him resistance against Pikachu, and Flareon if you win some and lose some.
Since the anime-synergy game gave Blue an Eevee, it only makes sense for Gary to have one as his ace - replacing whatever his original Starter was. But since Ash and Gary never had the first two matches to decide an evolution, Eevee appears in their base form.
(This does not technically confirm 100% that Gary was, in fact, one of the three Trainers who abandoned what are now Ash's Starters. But at this point, I'm pretty convinced. Kick his ash.)
Rival Battle: Pikachu vs. Eevee
Eevee is a well-rounded Pokemon with stats staying between 50 and 55 across the board, save for their 65 Special. Pikachu, by contrast, is a glass cannon; His 90 Speed is his strongest asset, with 55 Attack and 50 Special for dishing out damage. But at 35 HP and 30 Defense, he's not designed for a prolonged battle.
That might be a problem for him. He's more or less guaranteed to strike first, but Eevee beats him in Special, and Pikachu doesn't have the stats to stand up to Eevee's STAB Normal attacks. If Pikachu can't do something quick, the tide will turn in Eevee's favor.
Ash's best option is to use status moves to even the odds. Reflect would help shield the fragile Pikachu from Eevee's much stronger attacks, and Thunder Wave could give him an edge by costing Gary turns. But neither of these are moves that Ash's Pikachu has ever demonstrated knowledge of.
No matter which way you slice it, Ash is at a disadvantage here. And that's before accounting for a difference in skill level. Gary lays down the status moves, using Reflect to block Pikachu's Normal moves while relying on relatively high Special and the evasion-boosting Double Team to manage the Electric assault.
Pikachu just can't get through. And when Gary connects a solid Skull Bash, the damage easily drops Pikachu.
Gary Wins!
Yeah, that's about right. No notes. Well, some notes; They're still using status moves for things they don't do, like treating Agility as an evasive technique or treating barrier moves as a reflexive defense like Protect rather than applying them as setup techniques. But overall, this match feels right.
Once that's settled, Gary departs for Johto. New version just dropped and it's time to finally start playing Gold and Silver. Ash follows after shortly, but not before Oak gives him a new quest - Which those of us who played Crystal should be familiar with, due to it being added for anime synergy, but that was originally anime-exclusive.
Oak can't crack the secrets of the GS Ball, so he wants Ash to take it to Johto and consult the Poke Ball crafter Gantetsu/Kurt. He's an old man who lives in Hiwada/Azalea Town and makes special Poke Balls out of Apricorns if you bring them to him. Of course he'd be the go-to guy for looking into this mysterious sphere.
Oak gives Ash directions to Wakaba/New Bark Town, the town where winds of a new beginning blow. Ash intends to walk to Johto, which shouldn't be too far. It's just to the west; The two regions are close enough to each other that they share Victory Road and Indigo Plateau.
Tracey leaves the party to become Oak's assistant. Brock officially rejoins the party, since there's a slot open for him. And just like that, Ash sets out to start a new game.
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laeorinel · 2 years ago
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FFXIV Write 2022 - Day 21
Prompt - Solution
Major Endwalker spoilers for this one. Brain is a bit broke today so this was a tricky one to get done. Itty bit of ThancredxWol.
This was it. It had been a long and difficult path that nearly broke Samara on more than one occasion, but finally, they were at the end. All of them stood defiant before the grotesque form the Metia had taken. But as she throws the literal dead husks of worlds they have sundered at them, a feeling of dread runs through her. 
Can they do this? Can they win? 
She knows they can, but it will not be without a cost. As she watches Estinien and Thancred charge ahead, she makes her decision. Nothing would take them from her again. She'll die first. As she watches them buckle under the Endsinger's power, she tries to think of a way to get them out of here. 
The teleporter for the Ragnarok. The failsafe they had in the event fighting Metion failed, and they needed to run. 
They would hate her for it, curse her for it, but this was the only solution she could think of where they would be safe. At that moment, that was all she wanted. To know they were safe. That he was safe. He had asked her to beat some sense into him if he refused to run after all...
Alisaie knew what she was planning, screaming across the billowing winds, begging her to stop. 
She wants to say more, to ask Alisaie to take care of them all. To tell G'raha she had wanted more adventures with him, that she had wanted to delve into the universe's secrets with Y'shtola. 
That she had wanted to show Urianger the lands and places mentioned in his books and prove to Estinien that he had finally found a home amongst friends, ones that wanted him not because of his skill at arms but because of who he was. 
To say that she was so proud of Alisaie and Alphinaud and who they have become and that she knows they will continue changing the world for the better.
And lastly, to ask her to make it clear to Thancred that this was her decision and she only had one regret, that they didn't have more time together, and that she wanted him to live, not just survive. If he would not do that for himself, then for Ryne and for her. She did not want him to blame himself for her loss and become consumed by grief again. 
But there is no time. There is never any time. So she takes the device in hand, taking one last look at Alisaie and remembering the words of an old friend. 
"A smile better suits a hero..."
That is what they saw her as; as much as she despised it, so that is how she sends them off, with a smile and a simple goodbye as she presses the button.
And then she was alone in this all-consuming void, the enemy of all life behind her.  
The Endsinger looks down at her, cruelty seeping into her every word. "You gifted them escape. And rendered yourself powerless. Bereft of the synergy you claim is your strength. Unless you mean to call upon the dead once more."
Samara unsheathes her axe and focuses on the beast within her, that wellspring of rage and anger unending. One that Alphinaud so many moons ago said was so pure in its intent. Righteous anger born out of love and the desire to protect. "No. Not anymore. I don't need to." 
"Because you picked a fight with the one person too fucking angry and stubborn to die. You want my world? You want my friends and family? Too bad, you need to get through me first." Dynamis swirled around her as she snarled, but her form remained unchanged. She was not giving in to this anger; she had learned how to control it long ago. Now she knew why. Her rage would be her strength and shield in this fight, as the Elder Gods had spoken. 
"Before such fury, even the darkest of shadows will burn away. Forging a path ahead into the unknown. My unbroken, unyielding blade."
Her axe burned hot in her hands; red energy swirled around her, the form twisting and shifting like a wildfire. "So come on then! Let's see which runs out first, your despair or my rage!" 
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thebudgetgarden · 3 years ago
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The Budget Garden 3: Seven Seas (V-Premium)
Hello Cardfighters. So this post might be quite unique in the aspect that I don’t really have anything to really “teach” or that much to discuss either to be honest. The Seven Seas archetype has been a mainstay of the Granblue Clan, as a powerful sub-clan that initially dominated the G-era meta during late 2016 up until early-to-mid 2017, where it was hit and left to die as G was entering a new format.  People are only familiarized with them due to their very boysterous and loud presence in the G-meta game, but when the time came for them to be rebooted in the new V-series format, which, at the time, didn’t really have any truly cheap budget decks, their aggro playstyle was pushed to the limit in order to create a cheap deck that could steal games from the otherwise very slow and methodical meta of Nightrose and Scharhrot Vampir.  The formatting for this instalment is going to be quite unique as we are required, maybe, in a way, even FORCED to run every single card that includes “Seven Seas” in the card name. Therefore, there won’t be much in terms of options for tech choices, as about 90% of the deck is already decided for us. 
Let’s begin with our grade 3 line-up… which also just so happens to be the ONLY grade 3 unit that we are going to be playing in our deck, Lord of the Seven Seas, Nightmist.
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[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any
Treasures
markers, and put a Treasures marker.
[CONT](VC):You get all of the effects below according to the number of your Treasures markers.
• 1 or more - All of your rear-guards with "
Seven Seas
" in their card names can attack and intercept from the back row.
• 3 or more - During your turn, all of your units with "Seven Seas" in their card names get [Power]+5000.
• 6 or more - This unit gets "[AUTO](VC):At the end of the battle it attacked, [Stand] all of your rear-guards with "Seven Seas" in their card names.".
To the majority of people that are having a full on Aneurysm reading this skill, I don’t blame you. The Treasure Markers are just that, markers that are placed on your circles, and that give off specific skills and unique abilities depending on the unit that is in top of them. Think of them as an indicator to know when your cards have their unique abilities and skills, instead of having to keep track of them yourself. Spoiler alert for every single card incoming, every single memeber of the Seven Seas archetype have the skill that allows you to obtain a treasure marker on one of your circles when they perform a successful attack.
Nightmist, apart from having really great artwork, is the main unit of our strategy, and the only real “payoff” for us actually obtaining these force markers. Do not be fooled by the shiny “protect” sumbol on the upper-leftmost corner, this is an insanely fast and loose Aggro deck, aiming to obtain 6 Treasure markers in order to perform 11 attacks in a single turn. This is perfectly reflected in Nightmist’s skill. The first skill allows for your backrow to attack your opponent’s units, just like a test-run version of Magnolia, as well as allowing them to intercept from the backrow, which seems very random but it will become obvious in a second. 
The second skill gives your entire board a very nice boost. With 6 Seven Seas units on your circles, it gives your board an overall surplus of 30k power, while also allowing your grade 1 units to hit force numbers, effectively allowing you to rush against all 3 gifts. 
The third skill is awesome, but really hard to pull off. If you have laid 6 successful attacks on your opponent and their units, Nightmist gets an effect that allows your ENTIRE board to restand, effectively giving you 5 bonus attacks.
Sound awesome, right? In the 25-30 games I have played to playtest for this very blog, I have managed to resolve this final skill on about 5 or 6 of them, either because at that point of the match I had either won the game or lost the game. It pops up SO LATE into the game that you might as well have already won, but when you do get to pull it off, it feels amazing … just don’t expect it to come up that often.
Nightmist is a hilariously bloated card, clearly being designed to fix holes that existed with this strategy before he even got printed. Nightmist is also the most expensive part of the deck, as a playset will set you back about 5-10 euros. 
Moving forward to the grade 2 line-up, the units in this segment arent nearly as complicated or long-winded as Nightmist, as the grade 2 line up does an excellent job of adding some much needed consistency and raw power. 
Our Grade 2 line-up consists of three units, Nightspinel, Negrolazy and Slash Shade. 
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[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [AUTO](VC/RC):When placed, COST [Counter Blast (1) & put two cards from the top of your deck into the drop zone], and call up to one card with "Seven Seas" in its card name not named "Seven Seas Pillager, Nightspinel" from your drop zone to (RC).
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[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [CONT](RC):During your turn, if there is a marker on this unit's circle, this unit gets [Power]+15000.
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[AUTO](VC/RC):When placed, you may call a grade 0 from your drop zone to (RC).
  There really isn’t a lot to say, Cardfighters, these are the two types of skills that were really needed for some added consistency and power. Nightspinel not only fulfills the role of the “waifu" card in this archetype, she’s also a very nice way of setting your drop zone up for certain ressurection effects, but she is a single card that can provide more board advantage in a deck that calls a lot of its hand onto the board. Also, she’s very cute, which is also a plus. And in the category of “not so cute, but much more playable” comes Slash Shade, a card with a very simple, yet powerful effect. He can make himself a 24k attacker by just existing on a circle with a marker on it, key word being ANY marker. A protect II gift, which manifests itself as a marker on a circle also works with this skill, so a protect II market makes Slash Shade, even while unboosted, a 29k attacker. Couple that with Nightmist’s second skill, 3-4 of your circles are most likely going to be attacking from the backrow for 29k-34k.  Slash Shade is, in a complete turn of events, the true boss monster for the Seven Seas, as he is by himself an attacker that requires a 20k or more shield from your opponent per attack, making him the unofficial win condition for this deck.  Negrolazy seems like an odd addition, as getting a trigger back onto your board seems rather useless. It is. However, Negrolazy has great synergy with a grade 0 unit that we will be discussing in a little bit.  While the grade 2 line-up is quite great for what it does, the most important aspect to any Blitz/Aggro strategy lies within the Grade 1 line-up, as it needs to provide some sort of value/recursion to offset the early hand loss. The grade 1 units that we will be using are the following: Witch Doctor of the Seven Seas, Raistutor Seven Seas Helmsman, Nightcrow Skeleton Sea Navigator Witch Doctor of Powdered Bone, Negrobone
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[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [CONT](RC):If there is a marker on this unit's circle, this unit gets "Intercept".
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[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [ACT](Drop zone):If you have a vanguard with "Seven Seas" in its card name, COST [Soul Blast (1) & retire a rear-guard not named "Seven Seas Helmsman, Nightcrow"], and call this card to (RC).
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[ACT](RC):COST [[Rest] two rear-guards], and put five cards from the top of your deck into your drop zone.
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[ACT](Drop zone):COST [Discard a card from your hand & put this card on the bottom of your deck], and call a grade 1 from your drop zone to (RC). If your drop zone has ten or more cards, you may call any grade instead. As you can see, all of the cards in our grade 1 line-up offer some form of utility, and it is as basic as it is good. Raistutor gives herself the ability to intercept, which works really well in conjunction with the Nightmist’s skill, as well as letting herself become a 20k backrow interceptor if there is a protect II marker on her circle. Nightcrow works really well while he is in the drop zone, as he can turn any unit on our board into a copy of himself for a soulblast. Also blasting the cards from our soul means more options in our drop zone, so he’s a fun addition that works well with the rest of the archetype. Skeleton Sea Navigator is our mill engine. Granblue decks love to put cards from the top of their deck in the drop zone to fulfill certain conditions or allow for more options. Since we cannot afford to put many cards that mill our own deck, as space is very tight, the Navigator allows up to mill ourselves for no cost at all. Negrobone is a powerful payoff for milling ourselves. Reviving a grade 1 unit isn’t awful since they provide us with value or more Seven Seas units for attacks, but his ability to be able to revive a unit regardless of grade means that we have another way to get our Slash Shades back onto the board. So these are our options for the grade 1 units, but don’t touch that dial, we have a consistency boosting grade 0 unit that helps us find the right Seven Seas units at the right time. (I’m too lazy to make a grade 0 introductory section for a single card)
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[AUTO](VC/RC):When its attack hits, choose one of your (VC) or (RC) without any Treasures markers, and put a Treasures marker. [ACT](RC):COST [Bind this unit & put two cards from the top of your deck into the drop zone], and return a card with "Seven Seas" in its card name not named "Seven Seas Apprentice, Nightrunner" from your drop zone to your hand. He mills our deck, he reccurs cards, he gets revived from Negrolazy, he mops the floor, Nightrunner does it all. He is an excellent addition for our deck as he does pretty much everything that our deck wants to do, with an added layer of consistency. 
Decklist and Final Thoughts.
GRADE 3  x4 Nightmist Grade 2 x4 Nightspinelx4 Slash Shadex3 Negrolazy Grade 1 x4 Nightcrow x4 Raistutor x3 Skeleton Sea Navigator x3 Negrobone Grade 0 x4 Nightrunner 8 critical triggers (2 sentinels) 4 draw triggers (2 perfect guards) 4 heals1 Starting Vanguard This deck is one of my favorites. It’s a deck that provides a very unique and interesting take on what a “protect” deck should be, and it allows for some of the most hectic and fun board states compared to the majority of decks in general, not just budget decks. However, time has not been kind to this beauty, as it has been powercrept quite a bit compared to the other budget decks descussed previously. However, if you want a deck that, from the moment that you flip your vanguard over, is chaotic and hectic fun, as well as a very unique take on an aggro deck, look no further than Nightmist and his treasure-loving posse. Thank you all for reading ! If you have any questions or any suggestions as to what I should cover next, please don’t hesitate to contact me on Discord, I would be happy to hear any suggestions or ideas that you might have ! (Bloom#8890) That’s all for now, Cardfighters ! See ya next time. Bloom, aka thebudgetgarden.
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hematomes · 3 years ago
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me, taking forever to respond
VICTORIAN KAEYA VICTORIAN KAEYA VICTORIAN KAE- the white shirt w the big sleeves?? corset?? 👁
listen . i am a kaeya simp. he is. 11/10,,, literally so gorgeous and look at the story line omg bUT ALSO i am super excited abt ur cosplay bc i also rlly like clothes bc im just like that sOO SO SO how is it coming!! going well :0?
also im suffering why won’t genshin give me a good geo goblet for ning?? like my geo supports have geo goblets that work for them bUT NO NOT MY MAIN?? (noelle’s is geo dmg with like. solid defense substats lol and traveler’s could be better but like. geo goblets are rare ;-; ning is currently wearing one but it has a bunch of either flat stats or stats that are not helpful on geo team, aka EM
BUT she’s still a baddie and her crit ratio is p good if i do say so myself, and i spent a bit of time yesterday figuring out how to animation cancel and stuff and wOW she can just. her charged attacks will one shot a lvl 60-70 hilichurl and stuff like that and. idk man her talents are only lvl 4??? haven’t even farmed for those??
also noelle is turning into co-dps cause i realized like. why waste her dps window ESPECIALLY since her normal attacks cut time off her shield cooldown, so it makes a ton of sense to go: noelle skill > ult > skill > ning combo and then just throw traveler in there to yeet meteors and such whenever their ult is charged, WHICH WILL BE ALWAYS BC THE ENERGY GENERATION IS PROBABLY GONNA BE INSANE W THREE OF THE SAME ELEMENT??
also next weekend is my short fall break so ill do the archon quest then BUT BUT BUT theories:
1. baal is taking visions to protect her people from being connected to celestia, bc celestia obVIOUSLY NOT VERY GOOD
2. yae is totally like the former electro archon or smth like that cause there’s no fuckin way she’s not, look at her design and the fact that she’s associated w the biggest ass temple in inazuma? plus there’s no way she’s not in the second part of the archon quest, maybe she becomes new electro archon when fatui inevitably take baal’s gnosis? who knows 👁
3. THIS SOUNDS CRAZY BUT HEAR ME OUT: tsaritsa is taking gnoses to make her harbingers into delusion-based gods to fight celestia? bc idk i think she’s DEFINITELY planning to go to war w celestia bc what the hell else would she need that much raw power for, but she can’t do it all herself ya know and she can’t use vision wielders cause im pretty sure only delusions can hurt gods? so BAM give a bunch of people delusions, train them to be ruthless fighters, and then give them gnoses to give the delusions and massive power boost. anyways i sound stupid-
anyways time to go take my geology exam and then study and then. idk maybe tonight ill murder the geo boss 18339943 times to get ascension materials LMAO
allow me to just add an UTC dskjds sorry it took me so long it's been sitting in my drafts for centuries but YES LETS GO
MMMH the shirt doesn't have big sleeves bc i couldn't find one that would fit what im looking for but otherwise YES there's a corset and pretty pants dskjds im still waiting for the wig i gotta check it out bc it's been kind of a long time----
geo goblets are a pain.......... i only have one good goblet and it's on albedo bc it has 22% crit dmg but also around 20% def which is pog on him <333 my sweet sweet geo man
em is so useless on geo characters i really hope gorou plays with it bc it would be so broken with albedo. albedo boosts em after his ult, imagine if gorou's atk is buffed based on his em? or on cristals??? PLS MIHOYO MAKE HIM THE BEST BOY (and give him good synergy with kazuha i am begging)
also ningguang is!!! so broken!!! and mono geo teams actually have the best synergy tbh, nothing synergizes with geo like geo itself lmao
ok so i won't really react to the first two theories bc im done with the archon quest so i will inevitably be biased and risk spoiling you and that's a NO but!!!! COOL THEORIES
howEVER the third one omg,,,, no but fr if all the harbingers get a gnosis we'll be so fucked, ain't no way im fighting both foul legacy childe and whatever the fuck scara's last phase will be- AND i think dottore doesn't have a vision so if he slaps us with a delusion it'll be the worst thing lmaooo the man will summon fucking lv.100 ruin guards </3
HOPE YOU DID GOOD ON YOUR EXAM AAAA
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tigerkirby215 · 4 years ago
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5e Tahm Kench, the River King build (League of Legends)
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(Artwork by Pan Chengwei. Made for Riot Games.)
I guess I’ve still got demons on the mind after Halloween. Truth be told while I do hope to someday make a build for every champ I’m very hesitant to make builds for the “monsterous” champs. Cho’Gath, Kog’Maw, and Tahm Kench were all on that list for one reason and one reason alone: you can’t say “I puke on / eat / lick the enemy” without drawing a few strange glances. But the good folk over at Doran’s & Dragons did a Tahm Kench build and while I get where they were going for I’m personally not the biggest fan.
D’s&Ds tries to capture the flavor of the character much more than their abilities, which I can greatly appreciate. I think if you want a smooth-talking demon who swindles people out of everything, including their lives, than D’s&Ds’ build for Tahm is great. But I’m more interested in the mechanics of Tahm Kench: with literal thick skin to absorb incoming damage, a tongue that can leave our opponents stunned, and the ability to... vore your friends to keep them out of harm’s way.
No there aren’t vanilla rules for eating your friends alive! It’s all going to be reflavoring! See this is exactly why I didn’t want to do Tahm.
GOALS
I am enthralled by your class and refinement - Tahm Kench is a demon of greed, luring in unsuspecting hopefuls with promises of prosperity. We’ll need a tongue as sharp as a sword, and a sword as sharp as our tongue.
You have succeeded only in ruffling my attire! - To walk around looking like a Disney Caricature you need to have some thick skin. While other champs wear armor Tahm just has Thick Skin.
All the world's a river; and I'm its king - With a mouth that big you’ve gotta put it to good use, helping your allies across the river... regardless of if they want to go. (Well, most spells that target allies in D&D have to be willing...)
RACE
While I appreciate D’s&D and their take by making Tahm Kench a Locatha they were made for a Second Life charity module, which means they’re not officially endorsed at Adventurer’s League or other such gatherings. Also the friend who shares content with me on D&D Beyond doesn’t own Locatha Rising.
Also technically this build isn’t AL legal since it uses multiple sourcebooks (Mordenkainen's + others) so uhhhh...
Also this build is going to use a subclass that wasn’t available when D’s&D made their build.
With that being said Two-Coats is a demon so we’ll go for the demon race: Tiefling! More specifically we’ll get acquainted with the icy depths of the river as a Levistus Tiefling. Levistus Tieflings see their Charisma score increase by 2 and their Constitution increase by 1 for some protection thanks to the cold. Additionally you get some innate spells thanks to Legacy of Stygia, which I’ll cover when they come up.
All Tieflings have 60 feet of Darkvision, Hellish Resistance to Fire damage, and the ability to speak Common and Infernal. The only thing that changes with your Tiefling subrace is your ability scores and your innate spellcasting, and truly your brand of demon doesn’t matter much. "Call me king, call me demon - water forgets the names of the drowned."
ABILITY SCORES
15; CHARISMA - For a truly delicious meal you need to soften them up a little first. Take it smooth and let them relax before going in for the kill.
14; CONSTITUTION - Kench is a chunky lad who can take quite a beating. It takes more than a blade to slay the king.
13; STRENGTH - You need quite the strong stomach to hold down tougher meals. “Needs salt!”
12; WISDOM - You need a bit of natural intuition to know how folk tick.
10; INTELLIGENCE - Live long enough and you learn quite a bit. At least enough to promise knowledge to anyone looking for it.
8; DEXTERITY - As said before the river king is a large demon of a man, who can take as much time as he wants to get a meal.
BACKGROUND
No surprises here: Tahm Kench is a Charlatan, swindling folk all across Runeterra out of everything they once owned... including their lives.
Well, maybe a few surprises. You will still be taking Deception but instead of Slight of Hand take Persuasion proficiency, because you’re more of a smooth talker than a con artist. I’m also going to suggest taking two Languages instead of two Tools: take whatever language you think you may need, but to talk your way to your next meal they’ll have to be able to understand you.
Regardless you can’t have them knowing your a demon, so take a False Identity as the king. Most folk think you’re a kind soul, with plenty to back you up. And you can always get any papers they may desire.
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(Artwork by Alex “alexplank” Flores. Made for Riot Games.)
THE BUILD
LEVEL 1 - FIGHTER 1
Starting off as a Fighter because funny Constitution saving throws, among other things. "My constitution is unflappable!" Regardless you get proficiency in two skills from the Fighter list so take Insight and Athletics to know who’s ready to be carried down river.
You also get a Fighting Style of your choice and while I’d love to get a Reach weapon or indeed any two-handed weapon one of Tahm Kench’s best assets is the Protection he can provide his allies. For this you’ll need a shield (and you can take a regular Strength weapon along side it) but if an attack is coming their way you can grab them in your maw to give the attack disadvantage... Or you could not vore your allies, and take the Defense Fighting Style instead to get more AC.
Well at least if anyone gets mad at all the vore comments you can tank it with your Thick Skin and regenerate it with Second Wind. (The Fighter ability, not the rune in the Resolve tree.) And to fight back with a lashing of your tongue Ray of Frost from Legacy of Stygia will do some damage at range and slow down your foes. It’s not a stun yet... not yet.
LEVEL 2 - BARD 1
What? Did you think we wouldn’t have some tricks of the charmer’s trade? As a Bard you get one proficiency in any skill and one instrument proficiency. Choose Intimidation because my what big teeth you have! (But truthfully take whatever proficiency works for your party, as Tahm Kench can be whatever you want him to be.) As for instrument I’m going to have to go for Lute: it’s the closest you’ll get to a tongue guitar, and don’t you dare say “tongue guitar” at your D&D table.
Regardless Bards get Bardic Inspiration at first level, to make sure you fulfill the support role through the use of honeyed words and sweet nothings. You get a pool of d6s that you can give to an ally to add to their attack rolls, skill checks, or saving throws. You can give a d6 as an action and have a number of them equal to your proficiency bonus, and regain them all at the end of a long rest.
But wait! There’s more! You also get Spellcasting as a Bard: you get two cantrips from the Bard list. A man of fine tastes needs to keep his outfit in check, so take Mending to do that. Vicious Mockery meanwhile will let you use that trademark Tahm Kench sharp tongue (not the literal sharp tongue) to taunt your foes and make it harder for them to hurt your allies. "The baseness of your appetite repulses me!"
As for leveled spells you can pick four of them at first level: naturally you’ll need Charm Person to tempt mortals with pleasing bargains. To worry them that you’re coming to collect Dissonant Whispers will fill their minds with unease. To open up your foes for your friends to take them down Bane will loosen their resolve. And to make sure everyone laughs at your jokes? Tasha’s Hideous Laughter.
LEVEL 3 - BARD 2
Second level Bards are Jack of All Trades, letting you add half your proficiency bonus to any skill you’re not proficient in. Tahm Kench is a demon, and he needs to be able to help wherever he can to tempt others to ask him for help.
Speaking of help you also get Song of Rest to give allies an extra d6 of healing during short rests. Since I doubt Tahm Kench is much of a singer, consider this more of him telling stories of grandeur that only the king of river would know. Or perhaps you’re cooking everyone some food? Who knows.
And finally you can learn another spell, but I’m actually going to wait for next level since we’ve gotten all the first level spells we really need already. But you do get Armor of Agathys thanks to Legacy of Stygia, for some Thornmail to boost your defenses.
LEVEL 4 - BARD 3
Third level Bards get Expertise in two skills to double your proficiency bonus: naturally we’ll go for Deception and Persuasion to have little trouble striking up a bargain.
But much more importantly you get to choose your Bardic College, and I think it’s safe to say that Tahm Kench is a self-taught master of the College of Eloquence. Eloquence Bards have a Silver Tongue, making any roll below a 10 on a Persuasion or a Deception role default to a 10. Notice how we just gave ourselves Expertise on those checks? This means that the lowest you can get on one of these checks is a 17, which for most folk is an automatic success! "How delectable!"
Additionally, your works make it harder to resist the effects of magic. Unsettling Words lets you spend a Bonus Action to roll Bardic Inspiration on an enemy. The next saving throw they make they have to subtract the number you rolled on the Inspiration die. This has synergy with both yourself and your friends. Honey your words before charming folk to hear you, or soften up a foe for some crazy mage to take them down.
Speaking of crazy mage: more spells! The great part about a character like Tahm Kench is that I am completely justified taking utility / roleplay spells like Gift of Gab, letting you backtrack in case you say something silly during a conversation. (With a small royalty fee to the good folk over at Acquisitions Incorporated, of course.) But if you want something more immediately useful then Hold Person will let you stun foes with your words, keeping them in place for allies to cut them down.
LEVEL 5 - BARD 4
Fourth level Bards get an Ability Score Improvement but I’m going to suggest something a little different. Old Yawn-Belly is a demon with a hunger for fine clothes so there shouldn’t be much issue taking the Eldritch Adept Unearthed Arcana feat, soon to be in Tasha’s Cauldron of Everything! With a Mask of Many Faces you can cast Disguise Self at will. This will let you wear a fine jacket while still being in heavy armor. "How did I leave my jacket pocket unadorned for so long?"
I really like unlimited Disguise Self for Tahm Kench for a number of reasons. It’s said that he can take whatever form he desires to lure in his victims, which makes sense given the nature of his character. Unlimited Disguise Self also obviously has use for a charmer, letting you get away with a lot more discussion than normal. But the most important thing is that while Tahm Kench doesn’t wear anything heavy in-game he’s far from stealthy. But disguising your armor doesn’t make it any quieter, which is unironically perfect for our affairs.
Regardless you can learn another spell at this level, along with another cantrip. For your cantrip Prestidigitation is great for life’s simple pleasures, recreating simple things like heating food, chilling drinks, or making things taste like whatever you desire.
For leveled spells may I make a suggestion of the Suggestion spell? It’ll let you make simple suggestions for things that folks should do, and they’ll be inclined to do it. They won’t do anything dangerous like stand in the jaws of a demon, but asking them to walk alone down river is a pretty harmless ask. Oh and to top it off a Tiefling gets Darkness at 5th level, thanks to Legacy of Stygia.
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(Artwork by robynlauart on DeviantArt)
LEVEL 6 - BARD 5
5th level Bards get Font of Inspiration to recover their Bardic Inspiration at the end of a Short Rest, which is good because your Bardic Inspiration also increases to a d8.
Additionally you can learn third level spells like Sending to check up on some old deals. If you can’t tell it’s really hard to translate Bard spells onto Tahm Kench, but we kinda need a few more levels in this class.
LEVEL 7 - BARD 6
6th level Eloquence Bards get Unfailing Inspiration. If an ally uses your Bardic Inspiration but still don’t succeed on their roll, they get to keep the die. Simple! You also get Universal Speech, allowing you to choose a number of creatures equal to your Charisma modifier to understand anything you may say. There’s no reason you can’t strike a deal with the local wildlife. And finally you get Countercharm for some Tenacity against Charms and Frightening effects, or you could not do that.
Unfortunately you can’t understand them when you use Universal Speech, but that’s where the spell Tongues comes in. Along with ha ha Tahm Kench Tongue you can make sure anyone understand what you or an ally might be saying. Keep Universal Speech for the simpletons of the world. "You're strong like bull, and smart like cow."
LEVEL 8 - BARD 7
7th level Bards finally get 4th level spells, and as we know "It is my mouth into which all travels end." Take Dimension Door to grab a friend (in your mouth... or not) and go far and wide.
LEVEL 9 - BARD 8
8th level Bards get an Ability Score Improvement and seeing as our last ASI went to getting a top hat we may as well increase that uneven Strength and Charisma.
You can also learn another spell and there are quite a few nice ones at 4th level. Confusion and Compulsion will let your words do the fighting for you, and Locate Creature will help you find anyone looking for a bargain. Or of course you could take your own spell, since these builds are only suggestions after all.
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(Artwork by MirthSpindle on DeviantArt.)
LEVEL 10 - FIGHTER 2
Now that we can get people to sign a contract it’s time to take what’s rightfully ours. But firstly Fighters get Action Surge at second level to take two actions on a turn. Perhaps a Hail of Blades, or maybe a mix of words to sully the mind?
LEVEL 11 - FIGHTER 3
Third level Fighters can choose their Martial Archetype and to master your tongue in more ways than one (not like that you perv) look no further than the Battle Master Fighter. You get d8 Combat Superiority Die that can fuel a variety of manuevers:
To stun a foe with your lashing tongue take Trip Attack, for a little more than just stopping them in their tracks.
To grab an ally in your mouth (or preferably not doing that) Maneuvering Attack will let you get them to move somewhere safe without being in danger of getting attacked themselves.
And to play the tank role of the party Goading Attack will taunt your enemies so that they can only concentrate on you. You can take it: you have Thick Skin!
But of course most importantly you are a Student of War, granting proficiency in an Artisan’s Tool of your choice. If you’re going to write contracts you’re going to need good penmanship, so grab proficiency in Calligrapher’s Supplies as the pen is mightier than the sword and Tulok the Barbrarian memes shall live on eternally.
LEVEL 12 - FIGHTER 4
4th level means more Ability Score Improvements and... you know? I don’t think we’re nearly tanky enough! Infernal Constitution is a feat exclusive to Tieflings that grants resistance to Cold and Poison damage, as well as the poisoned condition. And it increases your Constitution by 1 as well. "My visage was already flawless, now it just has more vigor."
LEVEL 13 - FIGHTER 5
5th level Fighters get an Extra Attack for two attacks instead of one, or four with Action Surge! Quick and easy!
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(Artwork by benlo on DeviantArt.)
LEVEL 14 - FIGHTER 6
Hey more Ability Score Improvements! You know despite intending to swing a sword around your Strength is rather subpar, so perhaps increase that. (This also finally lets you put on Platemail.)
LEVEL 15 - FIGHTER 7
A friend is an enemy who hasn’t shown their true self yet, so you can know your friends with Know Your Enemy. By spending a minute studying someone you can learn if they’re worth bargaining with. You can learn their Strength, Dexterity, Constitution, Armor, Hit Points, Level, and Fighter level. Most NPCs don’t have class levels, but knowing how hard you need to hit them could help the whole party.
You also get two more Maneuvers: Evasive Footwork will let you dash off to safety, and while disarming isn’t common in Runeterra Disarming Strike seems quite in flavor for someone as... dexterous as yourself.
LEVEL 16 - FIGHTER 8
Isn’t Fighter fun when you increase your abilities every other level? Your Strength is still kinda godawful so good for that if you’d please.
LEVEL 17 - FIGHTER 9
9th level Fighters get Indomitable. If you fail a saving throw you can reroll it. You only get one of these per Long Rest so use it on a save you’re likely to succeed on like Strength, Constitution, Charisma, or... well yeah basically those three.
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(Artwork by davicomodo on DeviantArt. They deactivated their account though: sad.)
LEVEL 18 - FIGHTER 10
10th level Fighters get Improved Combat Superiority. Now your d8s are d10s!
You know what else that means? More Maneuvers! To absorb even more damage Parry will give you some Bone Plating for absorption. If however by this point an ally of yours can do a lot more damage with their weapon then Commander’s Strike will let you set them up for the Pentakill!
LEVEL 19 - FIGHTER 11
11th level Fighters get another Extra Attack for 3 attacks per round. That’s enough for your three-hit passive!
LEVEL 20 - FIGHTER 12
12th level Fighters get our final Ability Score Improvement: for stronger charms and more smooth-talking to both ally and foe, take Charisma. For a different type of stronger tongue with deadlier maneuvers grab Strength instead. And if you just want to be a chunky tanky conman then Constitution is also an option!
FINAL BUILD
PROS
Every heart has its own hunger - Despite not maxing out your Charisma you’re still the king of speech. +16 in Deception and Persuasion with your lowest possible roll being a 10. That means the lowest you can get on these rolls is a 26! Not to mention that Jack of All Trades as a Bard makes you plenty good at any skill the party may need help with, and unlimited Disguise Self letting you take whatever role is needed.
Every river ends in me! - You are also a very good team player. Bardic Inspiration that never fails, tons of different ways to hold the enemy down, and several options to help your friends while they’re in a jam. "Travel awaits."
You have succeeded only in ruffling my attire! - Wow who would’ve guessed that building a tanky character to be a tank would make them tanky? You should have quite the solid healthbar and resistances to three very common damage types is nothing to scoff at, not to mention that you can wear Heavy Armor and a Shield for crazy high AC.
CONS
Are you the waiter of this establishment? - Most of your abilities rely on charges of some kind. While Maneuvers and Bardic Inspiration comes back on a Short Rest spell slots only come back after a Long one, and you don’t have many spell slots to spare.
I wonder who might like to bargain for a little freedom - This build is very ASI greedy which means a lot of your abilities are very subpar. Your low DEX score in particular is rather harsh as many dangerous spells require DEX saving throws.
Might be savory - Because this build is so ASI greedy your stats still aren’t maxed out. +3 to CON and +4 to CHA are great and all but they aren’t +5, ya know? And even with Jack of All Trades your skill checks aren’t going to beat out a specialist.
But you don’t need to be a god to sign a deal; a demon does it just as well. Master your articulation so that you can be sharp with your tongue in whatever means necessary. Bargain with your allies and seal the deal on your foes, and for the love of all that is good in the world don’t vore anyone! Jeeze!
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(Artwork by Pan Chengwei. Made for Riot Games.)
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theirishhalfling · 5 years ago
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Hey, I'm going to be playing a rogue/paladin in a new campaign, do you have any advice for the build??
Ohoho, I can try, but I’ll admit right away my palarogue isn’t exactly optimised! I’m the kind of player who picks generally picks things to fit the character rather than anything else. For example, his variant human feat at 1st level was observant, because, well, his name is Watcher and he’s all about keeping an eye on things, so that high passive perception was a must ;)
To start though, I’m going to assume you’re happy with the idea of where you want the big numbers for stats so I won’t give the more obvious advice of maxing out dex etc, though correct me if I’m wrong – though don’t forget that you’ll still need a paladin’s strength of 13 to multiclass with rogue!
I think the best thing to be aware of is where you want the balance of levels to be. I made Watcher with the assumption that we’d be in a decent length campaign (ideally to level 20, because I’m positive like that), and so I mocked him up from level 1 to 20 to see what balance of paladin to rogue skills I wanted (and check power output so I wasn’t crippling him too much). Know what you want from the classes and in turn your character, so you don’t miss out on abilities that would suit them. Also, keep in mind the rest of the party when it comes to deciding this – we had no cleric until recently, so Watcher went through to level 9 paladin before taking  the first rouge level at 10 because I wanted him to have access to 3rd level spells for revivify (handily it also tied in brilliantly to the story).
I recommend getting an idea of what you want from your character too – do you want lots of spell slots for smites, or are you happy to give those up for those sweet d6s for sneak attack? Do you want access to higher level slots? Or do you want more expertise to boost your skills? Do you want that always-applicable d8 divine smite improvement at level 11? Or would you rather have the chance to get reliable talent? What oath do you want, and what rogue archetype?
Think about synergy, because there’s a decent amount with paladins and rogues, and their archetypes. Oath of Vengeance and assassin rogue go well together, especially if you love to crit fish for sneaks/smites, for example. Watcher’s an oath mix – for all intents and purposes he’s a Redemption paladin, but uses the tenets  from Ancients -  and swashbuckler rogue, which works well with his high charisma, because he’s primarily a talker over a fighter (and aura of protection is ace – don’t forget that it helps your allies with their death saves too!).  In combat, I play him as a relatively quick, mobile combatant who can deal a pretty decent amount of damage when needed, and while he’s not a tank by any means, having access to uncanny dodge helps. With a barbarian and warforged fighter in the party, he doesn’t have to be the typical tanky paladin, so again, that’s another reminder to think about how your paladin’s going to fit in with the party dynamics.
I can’t really offer much in the way of feat suggestions from personal experience, because Watcher only has observant, and I spent the rest of his ASIs on maxing dexterity and boosting charisma. I don’t know how important ASIs are to you, but when planning on your multiclass, it’s worth keeping in mind whether you want all ASIs, or if you’re happy to sacrifice one – I’m 99% certain that with the plan I have for Watcher (Paladin 13, Rogue 7… I think… If he reaches such heights) I’ll miss an ASI and that’s a little bit of a pain for me as there are definitely some feats I would have liked to see him have. Namely resilient (con), because I would recommend that for a paladin any day, especially if you want to ace concentration checks to keep handy things like shield of faith, bless or aura of vitality up. Never underestimate how handy bless is, it is (quite literally) a godsend and I always forget how useful it is.  
I apologise if this is a bit of a mess of information, it’s kind of a little all over the place! If you want anything else added, more details, an example of what Watcher looks like if that’d help at all, or further clarification, I can do my best to help. Always happy to attempt to help people out, especially those venturing into palarogue territory ;D
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kisaragizan · 5 years ago
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Maelstrom Deck Profile [V-EB08]
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It’s been a while since I’ve done one of these. So I’m back to talk about my Aqua Force deck for both formats featuring cards in the latest Extra Booster, My Glorious Justice, and both decks will be my definitive take on it. I’ll briefly touch about strengths and weaknesses, as well as any alternatives that can be considered. So without further ado, let’s storm in.
Standard Format
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Grade 3 (9 Cards)
x4 Blue Storm Supreme Dragon, Glory Maelstrom: The boss of the deck, really strong card at maximum power, capable of ending the game as soon as he appears. His skill limits your opponent’s guard to a single card per attack, while locking them out of intercepting for the entire turn, all for one counter blast is quite a force. Ideally, you want to ride him second after any Maelstrom; to give +10k to the entire front row, but even if you have to ride him first, the guard restriction alone is quite strong with a powerful board by making your attacks unblockable without either a heal trigger or a perfect guard in your opponent’s hand.
x3 Blue Storm Dragon, Maelstrom: While not nearly as deadly as Glory, regular Maelstrom is your ideal first ride as he pressures your opponent to guard early or risk him re-standing if either your third or fourth battle attacks hit. If you’re playing critical triggers too, they’d also have to consider blocking the vanguard attack as well or risk taking too much damage early, all of which conditioning your opponent to struggle trying to live a Glory Maelstrom turn.
x2 Riptide Dragon: We play two of him because while he is the worst ride; by having no gift marker, Riptide himself eats up a lot of shield from your opponent, and while on Glory he’s unblockable. Hitting 32k by himself means that even without the 10k bonus from Glory, all Accel/Protect decks have to perfect guard or take him, the same for Force decks for +1k more.
Grade 2 (12 Cards)
x4 Blue Wing of Obstinacy, Shimeon: Blue Wings are the newest archetype for Aqua Force from My Glorious Justice, in which they focus on swarming the field and gaining benefits for having other Blue Wing cards in play. Their offensive gimmick is that if you reveal a heal trigger during your drive check, they can stand themselves, once a turn, which is accessible on both rear-guard circle and vanguard circle. So with 12 offensive triggers, and a potential field re-stand, and vanguard re-stand from grades 1 to 3 (assuming you ride Blue Storm Dragon, Maelstrom), your aggression is really potent as early as your first attack. Shimeon is an 11k grade 2, who without any Blue Wings on the board (including guardian circle) will regress to a 6k. He’s typically your target ride especially going first to slow down opposing aggression.
x4 Blue Wing of Justice Fauros: Fauros is an okay rear-guard, with his only benefits being his name and his skills, that which he gains 5k for having another Blue Wing unit. However, if you have four or more Blue Wings, he trades the 5k for the ability to re-stand, which is always a staple in Aqua Force. His downside is that he’s very expensive being a counter blast and a soul blast for what can either be 5k or a re-stand. I personally think if he was allowed to keep the 5k with the re-stand, it’d of allowed him to be better making the cost reasonable or by splitting the costs (as shown with other units) one for each effect, it’d make him very versatile. Overall, you don’t usually use his skill however unless he has a critical or you’re going for the kill, regardless if he can stand because your counter blast is a very important resource for both Glory and another card.
x4 Coral Assault: Coral Assault, along with the grade 3s and triggers, are the only non-Blue Wing units in this deck. Being a 24k attacker by simply having four or more other units rested is really strong, especially in tandem with Glory Maelstrom who makes these heavy hitting swings nigh-unblockable. While he is able to soul charge himself, allowing you to draw, you won’t use this unless you’re up against control because it’d be beneficial to have him than to trade him without the guarantee of having another unit capable of hitting as high as him.
Grade 1 (12 Cards)
x4 Blue Wing of Faith, Basilea: Like Odysseus to Ripples, Basilea is what makes the archetype. While a 7k base, on place, she can check the top three cards of the deck, and adds all Blue Wing cards from among them to your hand for one counter blast. While the possibility to whiff is there, the ability to +3 is really powerful for an aggressive clan like Aqua Force. You’re building hand, which is your offense by extension, and you’re deck thinning to be able to hit more triggers. She’s never a bad card at any point of the game and especially if your board takes a hit from retirement or something of an Exculpate that attacks multiple cards. I’d say she’s a bad ride but being a Blue Wing means she can re-stand if you hit an early heal trigger. Overall really solid engine card and why you want to play as many Blue Wings as you can to always be rewarded.
x4 Blue Wing of Resonance, Maxios: If you have another Blue Wing unit, Maxios goes from 7k to 12k making him a big booster or a solo attacker vs Protect/Accel clans. If you have four or more, he gains +10k instead of 5k, making him a 17k attacker/booster. Good card to help your other units touch the unblockable threshold with Glory. Kinda reminds me of Melania minus the draw and resist.
x4 Blue Wing of Sympathy, Makarios: On the topic of resist, Makarios is the only 8k base grade one in the deck, (probably for the better so that most decks don’t try and damage deny us out of our counter blast for Basilea). Makarios gives himself “Resist” (not the exact skill but it’s a CONT: cannot be chosen by opponent’s card effects) if you have a Blue Wing unit in play. If you have four or more, this effect applies to all of your rear-guards. Not much to say except it’s a really good effect that allows the deck to not die immediately vs control decks.
Triggers, Starter, Gift Type
Blow-bubble Dracokid: Nothing fancy, typical draw one upon ride starter.
x8 Critical Triggers: I’m a firm believer of “early critting is early winning”. I feel the synergy between critical triggers and this deck is really high on reward. You want to attack with all of your Blue Wings first, followed by your vanguard: at which your opponent can decide to take it or guard it, without knowing whether you’re gonna hit them for more damage or re-stand your board. In contrast to Front triggers, which wants the vanguard to attack first (or as soon as possible), can lose the re-stand opportunities for the sake of higher power (which in a non-Blue Wing deck, they’d be fine). Plus, at the end of the day, I want my opponent to be at high damage or low hand (from guarding so much so early) so that Glory Maelstrom can push for game whether it’s due to having huge attack power from a full field, extra damage from critical triggers, or extra attacks via heal trigger checks. If you do want to run Front Triggers, I wouldn’t go more than 3.
x4 Draw Triggers: Extra hand and perfect guards are nice. You could be crazy enough to try maybe 12 Critical Triggers or 4 Fronts for maximum offense (16 offensive triggers in this deck at that point), but I don’t think it’s that necessary.
x4 Heal Triggers: So while heals are ideally what you want to check when you have a Blue Wing field, I do believe that you shouldn’t always bank on these since there’s only four of them in a deck. I urge people that do plan on playing this to consider optimal attack patterns and not tunnel vision into the idea of re-standing your board. That’s more of a bonus while the real benefit/purpose of Blue Wings is to swarm and plus from Basilea.
Accel 1 vs Accel 2: While Accel one guarantees the unblockable threshold on Glory, Accel 2 does give you an extra card. However, because both are stopped by one defensive trigger, I believe it’s better to get a draw than nothing at all, so I would particularly advise going Accel 2, especially considering Aqua Force wants/needs hand majority of the time (even with Basilea as she cannot add sentinels/grade 3s), and that your heavy hitters like Riptide and Coral Assault are already hitting that threshold by themselves with Glory’s +10k (especially Riptide).
Strengths
The most obvious strength is that we’re able to swarm faster than most decks especially with Basilea adding more cards to further our aggression and deck thinning. Faster swarming means more pressure on the opponent in having to guard or take attacks. And while I did mention to not tunnel vision or bank on checking them too often, checking a heal is still free extra swings along with an added 10k. There’s a lot of utility between having grade one attacker being 12k-17k, potential board resist, re-standing grade 2, and huge numbers, on top of the incoming threat that is Glory Maelstrom. You don’t have to worry too much about bricking because Basilea can push the momentum forward at any stage of the game.
Weaknesses
The most important weakness I can think of is being damage denied, which is another reason for your opponent to rear-guard hate you. While being rear-guard hated is not the issue because you will always be able to replace them, being counter blast denied is since you do not have Light Signals Penguin Soldier or any means of counter charging, to give you back a damage, which is needed for Glory’s skill. I did mention before that your grade ones are lower powered to ensure that you don’t lose out on a counter blast as early as turn one, but that will often by the one you use for Basilea to grab more cards. However, if it does come to it, you are able to ride Blue Storm Dragon Maelstrom for an extra accel circle, to increase your offense and even try to go for a vanguard re-stand. And while we do have Makarios, it is still possible to have a tough time against control and even more difficult if Royal Paladin hits you with Exculpate. So be mindful and be prepared for that.
Premium Format
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Another reason why I’m playing Blue Wings + Maelstrom is because they have the ability to function in Premium as simply a “Standard+” deck, (simply put, take a Standard deck, add some premium cards especially your G-zone and you’re done). It offers the same strengths as it would in Standard.
I’m not gonna go through the boring process of listing each card again, I’m just going to simply explain new cards (especially card swaps) and that’ll be it.
x4 Blue Storm Marine General, Eldermoss: I traded Coral Assault for Eldermoss because while Coral hits a big number, Eldermoss has flex in being a 14k attacker who can fuel your soul with Maelstroms, while sitting on a 10k base. The 10k base is important because between having an 11k base grade two and a 10k base, in a format whose grade two base fluctuates between 9k-10k, it’ll make grade stalling and slowing down aggression easier. However, I do feel in terms of Premium, you can fit any card in this slot particularly something like Tidal Assault (original) for flexible multi-attacking.
x1 Swim Patrol Jellyfish Soldier: This isn’t necessarily replacing anything but the free spot was open to anything that can benefit the deck but wouldn’t matter too much since it’d be a single copy. I gave it to Jellyfish Soldier because Aqua Force really wants to be able to counter charge as often as possible. While we do have another means of doing so, having access to an alternative method is nice as well.
x4 Direct Hit Brave Shooter: Nothing special, just a critical who gives you draw and +10k to the vanguard.
x1 Blue Storm Cadet, Marios: Marios is probably the best starter for Maelstrom being able to consistently grab one as early as turn two. Later turns, probably won’t be as relevant since you’re triple driving and get a direct search from Disaster, but if your vanguard hits, never miss out on using his effect because deck thinning and always having a grade three for stride or to call as rear-guard is good.
Generation Zone (10 G Units, 6 Generation Guards)
x2 Marshal General of Surging Seas, Alexandros: Alexandros is typically your first stride because he can flip up anything your G-zone and stands two units with an additional +5k per face up card in your G-zone. Because he grows in strength as the game continues it’s important not to waste him too early. I will say that I feel he’s not as strong in this deck as he normally would be due to there being only one re-standing rear-guard who happens to need a specific condition on top of being expensive. So that is something to consider but having the option to have two rears stand with +30k power and higher is always something to aim for especially in the late game.
x2 Blue Storm Helical Dragon, Disaster Maelstrom: Another first stride target, Disaster gives +5k to three units in the front row if you have Maelstrom in your soul which makes him a tiny bit better than Alexandros for the first stride. He also doesn’t cost any resources in terms of counter blast, so if you get damage denied, he’ll typically be the best option as he’s able to get you a Maelstrom from deck to hand, both that and himself, setting up for future plays.
x2 Torrent of Determination, Valeos Revive: Aqua Force’s newest stride from the Premium Collection 2019 Set. On attack, you can call two up to two cards from hand per each face up card in the G zone, then draw equal to the same number of cards you called, so you reset your board while keeping cards in hand. However, his important effect is that he locks your opponent’s power to 11k for the entire turn if you have two or more cards face up in your G zone. This is actually very powerful because it means if you’re able to generate more attacks than your opponent has cards in hand, you’re effectively winning that turn since damage triggers cannot disrupt your attacks (while draws and heals do still activate however). He’s typically your go to second stride to push for damage especially if they’re at low damage.
x1 Blue Storm Breaking Dragon, Engulf Maelstrom: We run one of him because I feel you only need one. Simply put, if he attacks on the fourth battle, your opponent cannot call cards whose grade is less than the number of Maelstroms in soul. If you already have one in soul, you’re locking your opponent out of grade zeroes which is a huge restriction if they happen to run draw trigger sentinels (which most decks are). With 2 in soul, you’re completely stopping your opponent from guarding with perfect guards entirely leaving them only to guard with G-guardians. For Force and Accel clans, this is pretty decisive, though for Protect, this card is useless since Protect Gift marker does not have a grade. You can also flip a card in your G-zone to give him a critical +1 if you have two or more Maelstroms face up in the G-zone, making him lethal at four damage.
x1 Storm of Lament, Wailing Thavas: My all time favorite card in the entire game. Sadly he hasn’t aged too well because of the inception of draw sentinels making his guard restriction ability moot. However, having the option to board wipe is still pretty good for if the time comes. If you don’t prefer this, you can always swap him for another Engulf.
x1 Progenitor Dragon of Deep Sea, Balanerena: The newest wave of nation strides, units that are usable by all clans in it’s respective nation by dropping a card with the same name as your vanguard for the cost of stride, these dragons give you access to stride for the rest of the game without paying the cost, which I must say is something Premium (and even G) needed since striding is very important that whiffing it once, without a play that was as strong as striding, was pretty much the end of the game for you. You only really want to go into Balanerena if you know you won’t be able to stride the following turns (whether it’s because you need to re-ride or if your hand/field is low, both scenarios very possible and very common in Premium) or if your opponent is at 4-5 damage because every guardian that they call has the potential of being retired by discarding a grade one or lower from your hand. This won’t negate the perfect guard’s effect however, but this is on similar to Glory Maelstrom in forcing your opponent into sticky situations that can potentially end the game.
x1 Zeroth Dragon of Distant Seas, Megiddo: If you’re able to go for it, Megiddo can push for game with no repercussion since you have a somewhat strong non-stride turn in Glory Maelstrom (be wary that they can G-guard to bypass Glory’s restriction however). Like Alexandros, not as strong without re-standers but being able to swap units in and out of the Accel circle is good enough. Typically only go into this if you have nothing else, especially if your board is looking weak for anything else. Both nation strides are easy to fulfill given your starter and Disaster grabbing any Maelstrom of your choosing when he attacks.
x2 Guard Leader of Sky and Water, Ihoannes: Your biggest G-guardian especially if you have a big field. Gives resist and battle protection to your rear-guards, as well as accelerating your G-zone, along with +5k shield per each rear-guard.
x2 Blue Wave Armor General, Galfilia: Your typical G-guardian that ends up being the flip target for most of your cards whether it be Valeos, Alexandros, Ihoannes, or Engulf. That’s because for a soul blast, she can flip herself face down, and chooses a face down card in Vanguard, Rear-guard, or damage, and turns it face up. While she can counter charge, she can unlock rears, or even un-delete your vanguard. While she can flip herself face down, making her recyclable, it’s important to have two or more because she’s your go-to guardian most of the time and you don’t want to run into a situation where you can’t use her as an actual guardian.
x1 Blue Storm Deterrence Dragon, Ice Barrier Dragon: In very niche situations, he comes in handy being a 25k shield on a solo vanguard swing or a late power swing.
x1 Dark Element, Dizmel: Because rear-guard hating is common, calling this out to save your rear-guard is fine. Alternatively, you can just play another Galfilia or even Colburn for decks with a lot of hand.
Closing Statement
This deck is very fun to play, I enjoy it a lot. Very excited to build it and whatnot. I know people might’ve expected a deck profile regarding generic Aqua Force (without Blue Wings) especially considering my post before My Glorious Justice was released in JPN. However, while I do have a generic deck for both Standard and Premium, I feel as though Blue Wings are faster and can do a lot more base level with a slightly higher ceiling than generic AQ. I think in the future, I’ll go over them but for now I’ve just been wingin’ it on the Blue Wings. So I do thank you for giving this a read, and look forward to future deck profiles. I have a couple more I want to cover though it won’t be as long as this one since I just wanted to tackle both in one go. I’m happy and grateful for the support that Aqua Force got, because while they aren’t tier one, they aren’t boring either, which is a fair trade since it’s like a breath of fresh air from stiff plays in both formats and having to be cautious until we’re at grade 3/stride turn. Again, thanks for the read, very appreciated along with any feedback, suggestions, comments, etc. Kisaragi out!
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maeamian · 7 years ago
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Some D&D theorycrafting for y’all, since unearthed arcana came out with a playable centaur I wanted to take a look at the mounted combatant/sentinel combo in that context. It’s probably gonna be a bit wordy so here’s a cut underneath which it is (sorry mobile users):
So my current dude is a dwarven druid, and one of the interesting paths you can take with the moon druid is specing into full time mount duties for a qualified rider, but the key to that long term is the rider taking mounted combatant and the druid taking sentinel. The rider gets advantage on attacks against creatures smaller than their mount, which is pretty nice, and can force attacks directed at the mount to instead be directed at them. The mount meanwhile gets an improved evasion where they take half spell damage on failed saves and none on successful ones. Sentinel meanwhile gives you an attack of opportunity against creatures who attack your allies and hitting with an AoO means their speed for the turn becomes 0. 
A rider with mounted combatant provides a huge amount of frontline survivability to an otherwise squishy mount, which in the druid’s case means fewer burnt wild shapes and better damage output, but for a centaur it means you can put a normally squishy character on the frontline with a much more limited risk than usual, since mounted combatant provides good cover against both attack and spell damage, excepting pretty much the no save spells like magic missile. It’s not quite as good for the rider here as it is for the druid who has access to very big shapes while a centaur is gonna be the same size barring an enlarge spell. Sentinel in a mounted target meanwhile means that your rider is constantly drawing attacks meant for you which in turn means you get to use your attack of opportunity every single turn and it has the added bonus of forcing lockdown by setting that target’s speed to 0, it’s helpful not essential if we don’t go a class that uses attack damage, but if we go this route we do want to keep an eye on our AoOs. 
Basically what we want from this is a rider who can be the target of a lot of attacks without dying from it as well as crowd control options, your traditional tank essentially, and a centaur who can output a lot of damage or some other form of utility and take advantage of frontline positioning that they might otherwise die super hard in. What follows is a quick overview of the 12 classes and where they might fit in in all of this:
Barbarian: Raging barbarians can output a lot of damage per weapon attack, meaning that your AoO is gonna get decent value, and since barding is pricy the unarmored defense could help in the early game, but the huge hit pool is a bit redundant with the damage avoidance you’ve got. Those hitpoints make it good for a rider who will be taking more hits than usual and should armor themselves accordingly, but none of the paths really offer the combat synergy that other later options will. Overall Barb is a great frontline class, but it isn’t going to really benefit from either side of this combo.
Bard: This one’s pretty funny to imagine, consider a decked out knight charging you down on a horse whose head is a human with a fuckin’ hammered dulcimer and rage in their eyes. With the college of Valor it’s also fairly plausible, it gives you the proficiencies you need to stay safe at later levels in shields and armor and it also gives you the ability to use inspiration to improve your rider’s AC which they’ll be thankful for. The College of Swords (Xanathar’s) also offers some interesting options for combining attacks with your bardic inspiration to get some neat effects as well as some improved damage as a baseline. Not the strongest choice here, IMO, but there’s a lot to work with mechanically and concept wise.
Cleric: Clerics are generally already known for being able to kick it on the frontline without having to worry too much, so they don’t need the extra survivability as much. Clerics have access to a powerful selection of buffs and healing spells that are nice to have on hand up front, which is why they tend to be there even with their generally lower HP.  The life domain is an obvious choice and makes you very good at healing and buffing, but overall I think it loses value by not being able to do other things and I don’t think it takes advantage of the combo. The War domain offers that utility in combat and provides some very nice buffs as a constant on your spell list. The Grave domain (Xan’s) offers some interesting combo options including cursing them to take double damage from your rider and turning crits against them into normal hits. Solid choice for our centaur, and there’s some excellent RP options with your rider if they’re a Pally, and an interesting choice for a rider if you’re looking to get a bit more support from that portion of the combo
Druid:  Druids have a lot of spells that work good at the front like gust and vine whip, but generally want to stay back due to their prohibition on having good AC, since you’re not taking the hits you don’t need the AC, so Land druid and their stronger spell casting focus may be the way to go here. The circle of dreams (X’s) is also a good option with healing, rest protection and later on combat teleportation which you can use to get space in which to charge. The circle of shephards lets you overwhelm the front with summoned creatures and change battles with powerful totem effects to your allies. A lot of the best druid spells require concentration which means you’ll need to grab war caster too, which is a solid pickup for any caster on this list. A solid centaur choice too, but in many ways redundant.
Fighter: This is the first of our rider choices, a protection fighter lets you impose disadvantage on attacks that you don’t chose to soak, and of course fighters can put together some of the highest AC in the game, and the battlemaster archetype has some very powerful combo moves in its maneuvers, for instance pushing attack plus sentinel can strand a frontline enemy in the backline for a turn letting you charge into the backline and mess it up, while trip+sentinel lets you keep an enemy prone by leaving them without movement speed to stand up with. Cavalier (X) seems like it would be good for a mounted combatant, but ends up being fairly redundant or else unhelpful for the play style this combo encourages, since your mount won’t be taking many hits. Fighter is a very strong option for the rider, and a bit less definied in characterization than our other major rider options.
Monk: Monks are the quintessential wants to be upfront and doesn’t want to get hit class, and combos alright with your extant hoof attacks, for the first four levels your unarmed strikes are a die better than they would be, but that’s a problem regular monks can solve with a monk weapon. Even the baseline options for spending ki can do you a lot of good, the disengage bonus action can prep charges and extra attacks are nothing to sneeze at. The way of the open fist offers even more melee options as well as bonuses to your flurry of blows. Way of the shadow offers solid ambush options if your party is more built for opening bursts, as well as movement options. A very strong centaur candidate, but miss this class for your rider.
Paladin: Now here’s a fuckin class for the rider. the 6th level aura of protection improves the already excellent spell protection from mounted combatant by adding the rider’s cha bonus to saves vs spells, the healing options and high AC let the Pally kick it up front and soak those nasty shots intended for his centaur friend. Oath of the Ancients is a strong choice here with good buffs added to the spell list and can use the channel divinity to cast a targeted entangling vines. Oath of conquest (X) has powerful combat options especially for lockdown, but not everyone wants to play that character style and I get why. A generous interpretation of the Find Steed spell gives you some nice combo bonuses allowing the paladin to target the mount with self-only spells, nice if your GM allows it, but don’t be shocked if they don’t. One of the go to choices for a rider
Ranger: ,The Hunter archetype offers some really powerful combat options, especially for someone who doesn’t have to worry too much about getting hit.  Monster Slayer (X) has some really strong options for dealing extra damage and punishing strong targets as well as locking down the backline once you truck your way into it. Strong choice for the centaur.
Rogue: Sneak attack reads “You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.” If you’ve got a rider you’ve always got an ally within 5 feet of your target. This is very good to get every single round. The rogue’s evasion feature is wasted here, but a your cunning action can let you zip around the battle field really fucking shit up. None of the thief archetypes really offers too much, although the thief’s second story work seems to negate the one major drawback of the centaur: garbage climbing skills. Swashbuckler (X) seems to be the only option that actively benefits the play style, but the rogue’s base kit is very strong in this anyhow so all of the archetypes are going to be somewhat viable. Alternatively, this is an interesting option for a rider who gets that sneak attack advantage and can wrangle a rather high AC out of dexterity. A great choice for our centaur and a maverick choice for the rider
Sorcerer/Wizard: WotC tried to separate these two more, but essentially these are both backline casters and have no place on the front line even in the context of this combo, they’re good to support it especially benefiting from spells like flaming sphere that hurt opponents who stay in the same place a lot, a useful member of this party perhaps but not someone who should be involved as the rider or the mount
Warlock: is pretty similar to the above, but offers one somewhat interesting frontline option in the Pact of the Blade, particularly down the Fiend path. Their play style is to get hit and deal out massive retribution through hexes and curses, so in this context you’d want them as the rider more than as a mount. That means you’re going to want a more supportive class like cleric on the mount to make sure that as they’re taking in the hits they’re also staying up. The hexblade version might work for your centaur
A few generic notes if you’re considering this route: First, the strength of the feat combo runs on AoOs so you want to be careful about things that use your reaction to do things other than hit. Secondly, since this feat is best applied on single strong targets, you’ll want to make sure you or your parties have some strong AoE options to deal with larger groups of enemies
Anyhow, this has been one person’s thoughts about an fun D&D roleplaying thing you can do and how to make it mechanically powerful, by no means am I an expert except that I’ve thought about this sort of thing a lot. It definitely has the opportunity for a very cool interpersonal dynamic for the two of you in addition to some of the best single target lockdown available in the game.
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rkwon · 6 years ago
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the curtains will quietly fall.
( ★ ) mgas season four       → 4.1: team beagle’s 2018 bop !             → love scenario cover ( line dist. ) !
placing so low last week reminds him that it’s never enough to believe in yourself or your team, to feel confident and comfortable in what you have achieved not only over the course of the week but in the real, final performance, too. it reminds him that there’s more to this than doing your best; that trying hard only works in academics when you already have potential, only works in sports when you already have a physical background. because at the end of the day, no one else knows you feel happy, no one else feels what you feel, they only see what’s on the surface, and it hadn’t been enough. 
it hits harder than he expects placing second from bottom, and even more so when changmin goes home. seeing someone he’d watched work so hard leave is another reminder that no one is safe. regardless of age, skill level, upbringing, popularity — no one is safe. 
( except the producers’ picks, of course, but from the inside and being so painfully inexperienced socially, he can’t tell who they are, anyway, so for all intents and purposes, no one is safe. ) 
he can’t even bring himself to be happy for mingyu who placed higher than him ( where he rightfully belongs ) because even his team places sixth and sees a member go home and won doesn’t really understand. after three weeks, he thinks it should be obvious to him what they’re looking for by now but he doesn’t understand. it’s a knee-jerk reaction; to wonder what lacked from the whole package that is his boyfriend, and from himself who had been so proud of what he and his team had achieved. he draws a blank.
he wishes he could say it motivates him to do absolutely everything he can to be better in the following week, but maybe it’s just the timing of it all, but instead, he draws further into his shell, wonders things he hasn’t thought about since december as he listens to his group chat around him. 
instead, what motivates him, and what he wishes was his main driver for the week instead for its healthier repercussions, is his team. having sua’s familiar ( and reassuring ) personality around makes him feel safe, and junhoe’s fire sparks his own, pulling him momentarily out from behind his protective shield every so often to quip back a playful tease. he’d never met donghyun or guanlin before, but he’d seen their other performances, seen their names pop up online in comments he certainly shouldn’t be reading at three am when he can’t sleep. after a little time with them, he warms enough to pitch in a nod of the head when he agrees with something said in discussion and this is how they decide upon a song, having thrown around close to a million before settling on one he agrees is a strong enough release in its own right to give them a chance of at least grabbing attention. that seems like half the fight with so many contestants and groups at this point. 
having seen mingyu rarely come home the week before, he wonders if that’s the difference between eighth and sixth place, wonders if he didn’t do enough in the ceos eyes to help his team push towards the top. maybe he comes across as uninterested because he happily went home each night to see mingyu’s family and sleep in a comfortable, albeit cold and lonely bed. it’s difficult to persuade the others to let him stay behind, and one night in particular there’s nothing he can say to convince them to leave him once they all go over to sua’s for a sleepover. ( and when mingyu asks him to come home on tuesday, the guilt of evening thinking about saying no begins to eat him alive. ) nights he can, he sleeps on the practice room floor for a few hours a night, wakes up before the others can arrive and quietly shrugs if asked if he’d been here all night or what time he’d arrived. he doesn’t call sujin, not after seeing himself on television the sunday before; in fact, he barely even touches his phone at all, only to text mingyu back and turn off his alarms as he stretches out tired arms. 
halfway through the week, he decides this group is less familiar than his previous, even if he already knows half the members. they bicker more than he had seen in team g, particularly junhoe and sua’s unaligned perceptions of leadership. ( even somi, who he had started the week petrified of, had become someone he could at least make eye contact with for longer than ten seconds without trembling. ) luckily, they vibe well in performance mode from what won can tell. 
( but he doesn’t know a thing, really, does he? ) 
despite his uncertainty, and despite learning the choreography himself that week, he does his best to help those struggling. he’s not the most talkative instructor, but he is precise in his movements and patient in his teaching. he’s sat in on enough of the lessons at the studio he used to clean to know that getting frustrated doesn’t help anyone. some things take time, even if realistically, they don’t have too much of it. 
he just doesn’t want to be a bother, or worse; useless. 
he doesn’t want to be eighth again. 
another motivator for their success, strangely, is meeting sua’s beagle. in a week where won struggled to find anything that made him truly feel at peace, seeing the wagging tail of a new dog had made the brightest smile stretch his features. maybe it’s stupid, but it makes him feel a little more energised seeing the endless, carefree happiness of a pup. once, years ago when he was young, he had been like that. he doesn’t need to ask himself what happened, but he does ask himself why he can’t still fight to be now that things are better for him. why is he letting so many things drag him down? 
it’s not what they want to see, but why isn’t he just focusing on enjoying this opportunity? 
he smiles as they bow. “lo-o-ove scenario! hello, we are team beagle!” hearts shoot from each member towards the audience, a refreshing, cheerful change from how he’d felt the rest of the week. it takes more than overnight to change an entire mindset but standing on stage, knowing that this is the defining moment and afterwards, all the stress will be over for another week, he feels some relief, some peace. his fingers still tremble slightly with nerves, but there’s no lingering worry or upset. this is it. soon, hopefully, he’ll understand. 
it’s unclear if it’s his insecurities or truth, but he feels like he takes less of a role this week, the song feeling overall more balanced. there’s more rapping, for sure, though he doesn’t think the dance is as impressive ( though he also thinks that’s strategic given that this group isn’t as strong at the skill ). honestly, he practices the dance alone very little, finding it more beneficial to run through the performance in its entirety, singing as he moves, precise movements made in time to smooth vocals. 
once, before they start, he pats his chest, feels the small key against his skin remind him of why he’s here. 
나 살아가면서 가끔씩 떠오를 기억 그 안에 네가 있다면 그거면 충분해
his first line isn’t until almost a minute in, giving him time to feel comfortable with their synergy as a group. with tensions earlier in the week, he had worried silently for a little time if they’d be able to come together and appear a well-oiled machine by the end of the week but it became apparent quickly that regardless of disagreements, regardless of his shy nature worsening this week, they were all talented in their respective skills and loved to perform more than anything. that doesn’t mean anything for teamwork, really, but when their desires to go forth with the competition and their dreams outweighs whatever they might have bumped heads on ( and he knows this himself, as it’s something he struggles with internally, too ), they can come together surprisingly well to form a team that is as passionate as it is talented. 
besides, perhaps how easy it had been to choose a song last week, how easy it’d been to mesh together, was their downfall, as ridiculous as it sounds to him. the last thing this competition has reminded him this week is that anything is possible.
the beat isn’t particularly fast, and the dance isn’t particularly complex bar a few choice moments ( at least not for someone who’s been dancing as long as he has ), but he thinks it’s intricate enough to show the skill any dance takes to those who are only seeing snippets through a television screen, or who don’t know dance as well as the ceos and many of the other contestants here do. but it’s fun. it’s not a dance that takes itself too seriously, nor is it too far in the other direction either. the song itself is calm, but not boring; upbeat, but not overwhelming. he thinks the vibe of their performance, streetwear and all, suits their leader especially, even if he wouldn’t tell the oldest. 
( he’d never hear the end of jeon won complimented me, does he have a fever? after all. )
네가 벌써 그립지만 그리워하지 않으려 해 한 편의 영화 따스했던 봄으로 너를 기억할게
his next vocal part is the bridge once again, his second favourite part of the choreography that conveniently follows his favourite. it’s honouring getting such important parts of the vocals, though the pressure to do well isn’t as exciting. he’s lucky that his parts aren’t demanding dance-wise, allowing him full control over his voice and its stability in particular. his vocals are smooth and calming at their best and this is one of those times where he can really take advantage of that. 
he doesn’t forget what sua had taught them last week either; how to really flourish in front of the camera once it hones in on you, how to command attention when the time is right and you’re front and centre. he doesn’t forget the patience she’d taught him, and he doesn’t forget the passion junhoe had drawn out of them this week. he’s humble as a member of a team, something he couldn’t have expected always having lived in a world for so long that was only ever against him and never with. every time he feels the lens following him, he meets it momentarily to flash a confident gaze, the bright smiles of last week’s pinocchio not feeling as appropriate for this performance. maybe if he exudes confidence without taking a moment to consider that he feels it is what the ceos want to see. maybe. he’ll probably never know. 
우리가 만든 love scenario 이젠 조명이 꺼지고 마지막 페이지를 넘기면 조용히 막을 내리죠
then, they all come together. it’s a mix of voices, tones, but after so much practice, they match well in a light harmony that feels as wistful as the original’s. again, it’s a part of the song that doesn’t feel like it takes itself too seriously, their voices filling the stage with ease rather than forced perfection and their movements relaxed and free, as long as they end in the correct formation for the small parts of organised choreography in the final chorus and two-part outro. 
as a dancer, he feels like he should love this part allowing him to show off how naturally his body moves to a beat but the ‘disorganisation’ ( of course, they had practised it a million times, so it’s never truly freestyle ) of it all makes him nervous. it’s all too easy for one of them to bump into another, step on someone’s feet, and he has to resist the urge to look down at his feet to make sure that person isn’t him. forcing his head high, he sings along with the others, quietening his voice so his deep tone doesn’t stand out too much with those understandably higher. 
they’re so close to the end now that won can taste it, can taste the relief he’ll feel sitting down to watch the others ( until the stress settles in as he wonders where everyone will place, of course ). he jumps the final hurdle with revitalised energy, desperate to show a strong performance worthy of much higher than they had placed last week, if not for himself, then for sua. 
우린 아파도 해봤고 우습게 질투도 했어 미친 듯이 사랑했고 우리 이 정도면 됐어
finishing on the youngest feels like a strong decision, the young boy certainly the main appeal ( in his opinion ) of their group with his fresh, youthful visuals and aura.
as the instrumental behind them fades to silence, won thinks the cyclical nature of the song is his true favourite part of it all. it makes him feel like the end of their performance truly is the end; that there’s no more to do, that nothing feels incomplete. 
it’s crazy how quickly three and a half minutes can pass under the heat of the stage lights, but with a pounding heart and the rapid rise and fall of his chest, he smiles. he’s proud of his group, but he reminds himself before he can get excited: anything is possible. 
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feheroestips · 7 years ago
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What is horse emblem?
So for anyone who doesn’t know horse emblem is a team set up which involves using 4 horse units all with a mix of hone/fortify cavalry to grant each party member +6 in all stats bar Hp. The most notable members are Cecilia, Xander, Reinhardt and the new Brave Lyn, the latter two being incredibly deadly due to the ability to use a brave weapon.
Learn/check horse units
So knowing each horse units strengths and weakness’s is a great first step into combating the horse squad. Think to yourself before starting battle who on your team is best equipped to handle who. Most of the time you can tell just by their stats, e.g lower physical or magic bulk but heres a few to get you started
Brave users
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Reinhardt and Lyn are the two biggest threats due to being at a range and can use brave weapons. Both can hit incredibly hard during enemy phase especially with team buffs. Have a unit distract them by taking them one end of the map to remove their buffs, or reach them before they hit you. They are incredibly vulnerable during your player phase so having a unit get in then get out with a dancer or hit and run is a good bet. There are also a lot of brave physical users like Frederick, Luke,Abel, Peri etc and they generally can be handled the same way. They will suffer from a minus 5 speed drop as well so fast units can cause them problems.
Blade/raven users
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These three often utilise bladetomes to great effect, they have decent attack and get an extra ton of damage on them. However for the most part they are generally slow, especially Leo and Cecilia. Infact sometimes they may use raven tomes instead to be the teams colourless counter and will have triangle adept, meaning its a simple case of matching up your colours. Having a triangle adept user take a hit from these guys is normally your best best, or a unit with very fast speed. Or just being fast and having colour advantage is enough. For example Olivia can Live Cecilia’s Blade tome set, so she can be used as a meat shield almost.
Olwen
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Olwen is a strange case as she can be dire thunder or blade tomed. She’s probably the most unpredictable horse to prepare for. Check her weapon before battle, if dire thunder most greens can live to survive both hits due to her very low attack. If blade tomed get her away from the team, or tackle her like Reindhart. Her greatest asset as a blade tome user is that she’s fast with good res so use a fast unit to avoid being doubled.
Walls
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The walls of horse emblem, or at least the main ones, Xander and Eldigan work on you attacking them, but have incredibly low resistance so using a mage, even a green one can get the job done sometimes. They are also typically slow so if you let them attack you, they can’t normally double and you maybe able to double them. As for Eliwood and Titania they specialise in resistance. Eliwood remains true to his red brothers and only has 30 speed at base, while Titania has 34 making her quite fast. Eliwood you can normally take out with a good blue physical attack, while Titania is very weak with a triangle advantage and can be tanked or defeated with any red.
USE TERRAIN
I cannot stress this enough, use the terrain to your advantage, horse units cannot cross trees or mountains. If a map has them, then hid in the trees to avoid physical users, or trap them in between you and some trees if they are ranged. Even if your a ranged unit yourself you can wait till you defeat the rest this way.
What about before the battle how can I prep my team?
Dancers are an amazing way to start. Everyone has access to Olivia a F2P unit who you can pack on almost any team. Giving her wings of Mercy is the most important thing you can do. She’ll synergies great with any desperation users you have allowing them to either retreat or attack another unit.
Panic Ploy is a skill which allows you to negate buffs on units and turn them into penalties. This really messes up the blade horses in particular. If you got a spare Valter you have access to this skill in some form, and it works on units with any of these units, or units with high Hp in general (I just picked two from each colour)
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Vantage is another great skill to use, it stops units from being able to decimate you and hopefully you can hit them first back. Anyone with good attack can make use of this skill, but distant counter units will really appreciate it.
Reposition is a incredible skill and should be used 80% of the time. Infact every team should have at least one user of the skill, you can save so many units who are left in the danger area, or move them safely to a new spot and let your bulky unit tank the hit.
With the rise of Lyn people are fearing bows more than ever. There are two answers to this. The first is bow breaker which protects you from quad hits, making them doubles, and allows you to double her. The second is to have a raven tome user. These normally take a bit to work up, but become literal walls to 1 colour + colourless units. They tend to be slow so running quick riposte on them and baiting her out will allow them to get the KO 9/10. The raven tomes can also handle their colour threats well and take very little from magic users if they have the res to back them up
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Weapons with super effective bonuses, such as Zanbato and Ridersbane (Gray and Mathilda) can deal heavy damage to them.
Its another thing to note that the wolf tomes are slightly seeing use for good reason, being magical horse slayers, they can take down units like Xander in one or two hits. The gronwolf tome specifically is a very good anti Reinhardt check. These do not reduce damage however.
Finally my biggest tip for fighting horse emblem is to have a Reinhardt counter, since you normally encounter him on most teams, horse emblem or not. Any green mage with good res is your best shot, even Julia who is slow as heck can sit and live the hit, and counter back and destroy him out of the game. Most of these want to pack green tome breaker/quick riposte if they are slow. If he survives you can normally destroy him next turn anyway. Oh and with these two, Fae and Titania are also very solid green counter picks, Titania can live his fire power thanks to emerald axe and her res, while Fae has incredible res and if using lighting breath she can hit back in the same turn. 
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Cecilia I’d say is incredible due to being able to handle Reinhardt and then take on another blue unit with incredible move, she works great even off horse emblem is very underrated. (She’s F2P too)
Oh and finally, finally (I swear) Fortify res and spur res are two great options as a niche if you don’t have any c skills to give units.
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hakureiillusion · 7 years ago
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Magician Girls and You: A Yu-Gi-Oh! Archetype Primer and the History of the Dark Magician Girl
This ended up being far longer than I expected! I’ll put a break here, but feel free to keep reading where I discuss the origin and troubles of Yu-Gi-Oh!’s Dark Magician Girl (one of my personal favorite cards) and her recent rise, culminating in ideas for a pair of decks that will bring out her recent potential.
History of the Dark Magician Girl
Flash back to the turn of the century. Yu-Gi-Oh! has taken Japan and the US by storm, a multi-media project by Konami encompassing a TV anime, movies, CDs, manga, and of course, the card game itself.
Our main characters at the time were a boy named Yugi Muto and his ancient Egyptian alter-ego Yami. Their ace card: the iconic Dark Magician. Those who played the card game would likely recognize Dark Magician as being... well, largely underwhelming. Even before the game’s massive power creep. Dark Magician was a two-tribute 2500 ATK monster, outclassed by both Seto Kaiba’s Blue-Eyes White Dragon (a 3000 ATK monster for the same cost, also the “rival” character and monster) and Yugi’s own Summoned Skull (matching Dark Magician’s 2500 ATK but only requiring one tribute).
Despite this, most kids loved Dark Magician, even if largely for sentimental and iconic value. Dark Magician was always there whenever Yugi or Yami needed him, always coming out on top somehow despite the odds being stacked against him. Later seasons would expand on the duo’s relationship with their favorite card even more by revealing the card’s inspiration to be one of Yami’s retainers from when he ruled Egypt as its Pharaoh.
With Dark Magician’s popularity, Konami naturally began to capitalize by creating more cards built to support the iconic monster. Among the first was a female counterpart, aptly named Dark Magician Girl.
Dark Magician Girl made her debut in the year 2000, a particularly rare card that did not get released worldwide or with any saturation until years later. Her popularity spiked when she made her anime debut in episode 26, where Yami uses her to defeat another Dark Magician user named Arkana. And that was the day the world fell in love.
There were many reasons for Dark Magician Girl’s rather immediate popularity. For starters, having a card that supported the iconic Dark Magician gave her a leg up already. Second, her design is... well, it’s adorable, to be frank. Rather cutesy, but also quite cool in her own right, in sort of a girl-power way. Combine this with an audience of adolescents and prepubescents, and you have a recipe for many a future weeb’s first waifu.
Though despite the popularity and love she received, Dark Magician Girl would once again prove to be an underwhelming card. Along with her consistent popularity both in the anime and along other adaptations, she quickly went the way of Dark Magician; iconic and beloved, but borderline useless and only used in decks by people who really wanted to use her. And even when Dark Magician did get some eventual support to bring him up to a more viable status, Dark Magician Girl was left in the dust, now outclassed in every way.
Now fast-forward to the present, and Dark Magician Girl has finally gotten the support to match her popularity. More Dark Magician support cards have been made with her in mind, giving her some extra options, but her time to shine was finally reached with the release of the most recent movie, The Dark Side of Dimensions. This set introduced--among other things that help her--five new “Magician Girl” cards, not only to support Dark Magician Girl but also to establish her as the leader of a new archetype of cards. This has also made her quite unique in that she fits into both the “Dark Magician” and “Magician Girl” card archetypes, allowing her to benefit from cards that support both. Not only can she now stand alongside Dark Magician in a deck built around him, but she can even surpass him and run the show with her new Magician Girls behind her.
And now that I’ve thoroughly gone over Dark Magician Girl’s long-winded history, that’s what the rest of this little piece will be about: a pair of decks that capitalize on the new synergy between Dark Magician and Dark Magician Girl, or just Dark Magician Girl herself. And whichever way you prefer, with the new Magician Girls backing them up, they are more dangerous than ever before.
About the Magician Girls
Including Dark, there are six Magician Girl cards; each are Spellcaster-type effect monsters from levels 1 through 6, together spanning across all 6 main attributes. Though their ATK and DEF may rise as their levels do, each are unique and bring their own irreplaceable support to each other. Before we go into deck ideas, let’s look at each of them in general.
Berry Magician Girl Level 1 EARTH Monster - Spellcaster/Effect ATK/DEF - 400/400 Effect:  “If this card is Normal Summoned: You can add 1 "Magician Girl" monster from your Deck to your hand. Once per turn, during either player's turn, when your opponent activates a card or effect that targets this card, or targets this card for an attack: You can change this card's battle position, and if you do, Special Summon 1 "Magician Girl" monster from your Deck, except "Berry Magician Girl".”
Berry, while the weakest of the six, brings a very unique and vital ability with her. While four of the six Magician Girls have the ability to search out and/or summon more monsters to help them, Berry is the only one who requires no sort of cost or action for one of her abilities that do so. Her first allows you to add a Magician Girl to your hand just by normal summoning her, while her second--in addition to protecting her by changing her to defense position when attacked--will allow you to Special Summon another Magician Girl from your deck.
If Berry can be protected by other cards until the next turn, every turn is an opportunity to Special Summon another Magician Girl. However, this is rarely worth it; her job is to stack your hand with fuel for Lemon and Apple’s abilities, and replace herself with something better before her inevitable (and likely quick) destruction. If she survives a turn, she can be useful tribute fodder for Kiwi or Dark, but aside from that you shouldn’t fret over losing her.
Lemon Magician Girl Level 2 LIGHT Monster - Spellcaster/Effect ATK/DEF: 800/600 Effect: “Once per turn: You can Tribute 1 "Magician Girl" monster, except "Lemon Magician Girl"; add 1 Spellcaster-Type monster from your Deck to your hand. Once per turn, if this card is targeted for an attack: You can Special Summon 1 Spellcaster-Type monster from your hand, but its effects (if any) are negated, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.”
Lemon’s main ability will become quite familiar to you very quickly; half of the Magician Girls have variants of it. While Berry protects herself by switching herself to defense position, Lemon does so by both weakening its aggressor (cutting their ATK in half, permanently until they leave the field) and plopping a meat shield in front of herself, which the attacker is then forced to target. She can Special Summon any Spellcaster that doesn’t have unique summoning conditions in this way, giving you great freedom in exchange for the summoned monster losing their effects until they leave the field. While powerful, this needs to be used with caution, as a lost effect can make the summoned monster lose much of its value.
Her second effect likely won’t be used much, as it’s not particularly prudent to lose any of your other Magician Girls on the field just to stack your hand, but it plays well into her own ability. Berry can be tributed once her purpose is served, for instance, to grab a stronger or more vital Spellcaster into your hand and ready for Lemon’s next effect. Just be careful not to use Lemon to summon them if you need their ability.
Lemon synergizes well with the main “muscle” of the Magician Girl deck, namely Dark Magician Girl and Dark Magician of Chaos. Neither of their abilities are particularly vital, and after the ATK-reducing effects they can take down monsters with base ATKs of 4000 and 5600 respectively. For decks that also run Dark Magician himself, he has no ability to lose from being summoned by Lemon, making him a prime choice as well.
There is some debate as to whether or not Lemon’s effect-negating extends to the effect of Dark Magician of Chaos that states to banish him when he leaves the field. While people are assuming that it does not, other rulings for similar situations (such as Archlord Kristya and Skill Drain) do suggest so, as well as the exact wording of his effect... Konami will likely need to issue an official ruling on this soon, but until then, figure it out with your friends.
Apple Magician Girl Level 3 FIRE Monster - Spellcaster/Effect ATK/DEF: 1200/800 Effect: “Once per turn, if this card is targeted for an attack: You can Special Summon 1 Level 5 or lower Spellcaster-Type monster from your hand, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK. If this card is destroyed by battle or card effect: You can target up to 3 other "Magician Girl" monsters with different names in your Graveyard; add them to your hand.”
Just like Lemon, Apple’s main claim to fame is her ability to simultaneously weaken anything that attacks her while pulling monsters from your hand to protect her. Compared to Lemon, this ability is slightly more limited, requiring the monster to be level 5 or lower, but doesn’t carry Lemon’s effect-negating drawback. On the plus side, all of the new Magician Girls ARE level 5 or lower Spellcasters.
With the effects of monsters summoned by Apple perfectly usable, this means that you can effectively “chain” Apples. Have one summon another, who in turn summons the next (or Lemon, or Chocolate), cutting your enemy’s ATK further each time. Nearly anything that can be bested in battle WILL fall to this.
Apple’s second effect will be your saving grace. When her effect falls short and she ultimately kicks the bucket, she allows you to take three different Magician Girls back from your graveyard. This allows you to recycle the ones that tend to end up there most (Berry, Kiwi, and Dark, in my experience), and makes her a fantastic mid-to-late game trump card.
Chocolate Magician Girl Level 4 WATER Monster - Spellcaster/Effect ATK/DEF: 1600/1000 Effect: “Once per turn: You can discard 1 Spellcaster-Type monster; draw 1 card. Once per turn, if this card is targeted for an attack: You can target 1 Spellcaster-Type monster in your Graveyard, except "Chocolate Magician Girl"; Special Summon it, then change the attack target to it, and if you do, the attacking monster's ATK becomes half its current ATK.”
While Dark may be the face of the Magician Girls, and Kiwi the biggest of the new five, Chocolate is the star player by far. Her respectable 1600 ATK makes her decent muscle, especially if she comes in on a half-ATK enemy.
Obviously though, her worth lies in her abilities. Just one look at them should tell you what you need to know; summon her, dump a Spellcaster to draw a card, summon that Spellcaster next turn to protect her. Easy, and frighteningly effective. Dump your strongest Spellcasters and bring them back, or use her to give Apple another go after Apple fetches Magician Girls from your Graveyard.
She’s as simple as she is powerful, and you’ll find yourself giddy with excitement every time you draw her or add her to your hand, as she is usually the initiator of the most devastating combos a Magician Girl deck can pull off.
Kiwi Magician Girl Level 5 WIND Monster - Spellcaster/Effect ATK/DEF: 1800/1200 Effect: “During either player's turn: You can discard this card; "Magician Girl" monsters you currently control gain 300 ATK and DEF for each "Magician Girl" monster with different names on the field and in the Graveyards, until the end of this turn. Spellcaster-Type monsters you control cannot be destroyed by card effects, and your opponent cannot target them with card effects.”
And finally, here’s Kiwi. She’s the most different one out of the new five, being the only one who doesn’t Special Summon another monster, as well as the only one higher than level 4 (and therefore the only one requiring a tribute to Normal Summon). In return, she gets two very unique and VERY helpful effects. I referred to Apple as a trump card earlier; and while that may be true in many situations, Kiwi is your REAL trump card.
Kiwi’s most basic effect is that she completely stops card effects from destroying your Spellcasters (including herself), and stops your opponent (but not you) from targeting them. This shuts down most ways for your opponent to deal with your monsters short of attacking them; which, if you’ve been paying attention, is exactly what you WANT your opponent to do so that you can activate the effects of the other four.
Mirror Force? Laugh in its face. Raigeki? Useless. Your own Dark Hole? Wipe your opponent’s side of the field, but not yours. The applications of Kiwi’s protective effect are endless, and crafty players know just how to summon her at the perfect time to avoid a board wipe. To properly counter this your opponent needs to use effect-negating or hand-returning effects that don’t target, and then has to deal with your setup afterwards to ensure you don’t just get Kiwi right back up and running.
Kiwi’s other effect, while not as all-encompassing, is equally fantastic. By discarding her from your hand, she gives every Magician Girl you control an extra 300 ATK and DEF for each uniquely-named Magician Girl on the field and in both graveyards. At best, that’s a solid 1800 ATK and DEF (if you have all six Magician Girls available). Combine this with the other Magician Girls’ effects that halve enemy attack and redirect attacks, and you have ways to beat high-ATK enemies in battle while also dealing some rather substantial reflect damage. This ability can be activated during damage calculation as well, allowing you to time it perfectly.
For all her utility, Kiwi is still somewhat on the weak side; 1800 ATK isn’t great, especially for a monster that needs a tribute, plus she’s the only one of the new five that can’t Special Summon others to help her, so she could use some protection from enemy monsters. Do that, though, and you’ll find her to be an invaluable support.
Incidentally, Kiwi is the only Magician Girl not to get censored in any way. Apple, Lemon, Chocolate, and Dark each have had their art edited to cover and/or remove parts of their cleavage and/or thighs, Berry and Dark have had the stars on their brooches replaced with simple red gems to avoid any relation to a pentagram, and Apple and Chocolate have had the garter straps on their legs removed. Kiwi got away scot-free, somehow.
Dark Magician Girl Level 6 DARK Monster - Spellcaster/Effect ATK/DEF: 2000/1700 Effect: “This card gains 300 ATK for every "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.”
The original Magician Girl herself. Once a lone counterpart to Dark Magician, she now stands at the crossroads between the Magician Girl and Dark Magician archetypes, a huge threat in conjunction with either.
Dark hasn’t changed at all since her inception; if anything, her effect is even less useful than it used to be. She gets an extra 300 ATK for each Dark Magician and Magician of Black Chaos in each graveyard, and while before this meant it took two dead Dark Magicians for her to pull more weight, over time Dark Magician support made him more useful than even the most powerful Dark Magician Girl.
But that time is over. Dark doesn’t even NEED her effect anymore, not with the other Magician Girls backing her up. Her small 300 ATK boosts are just icing on the cake, giving you a small leg up for each Dark Magician you lose.
Dark’s new claim to fame is having the highest ATK of all the Magician Girls. 2000 isn’t fantastic, but considering that half of the time she’ll be coming in on a monster whose ATK just got halved, it’s plenty. And Lemon’s drawback of negating the effects of monsters she summons is hardly a worry when it comes to Dark, who often isn’t relying on (or even using) her effect to begin with.
A slew of new cards (and a few older ones) have also given Dark plenty of support, to make her even more deadly on the field. She’s the biggest of the Magician Girls, and while not strictly the baddest, she packs the heaviest punch. And that’s really all she needs to do; leave the trickery and strategy to the other five, and plop Dark down on the field when something needs to die.
Now that we’ve introduced the six Magician Girls, let’s go over two vague deck outlines to put them to work. When I mention quantities, those are cards that you’ll definitely need; when I don’t, you can probably live without them, but they may be quite helpful.
Deck #1: Magician Girl
This deck will eschew the standard Dark Magician entirely, focusing around the six Magician Girls. The main point of this deck is to cut down on fluff, keeping it at a trim 40 cards that all synergize well. Primarily a gimmick deck; we all know you just want to use a deck full of cute girls. But it still works well if you play it right!
Main Monsters Surprisingly, you’ll find ONE male here! There are only seven different main monsters in this recipe, so if you have three of each you’ll have 21 total. A pretty good number for a 40-card deck.
Berry Magician Girl You’ll want three of her, for sure. She can search out just about everything in this deck, keeping your hand and field ready for whatever may come.
Lemon Magician Girl Three isn’t a bad idea, but you can live with two. Lemon synergizes well with both Dark and Dark Magician of Chaos, as they are the strongest monsters in this deck and their effects aren’t vital.
Apple Magician Girl Like Lemon, three is preferable but not required. Three gives you the ability to chain their effects nicely, but two is all you need to properly have them recycle each other as they die.
Chocolate Magician Girl You want three copies of Chocolate, hands-down. Like Lemon she synergizes well with Dark and Dark Magician of Chaos, discarding them to draw a card and then summoning them back when she gets attacked, effects intact.
Kiwi Magician Girl Again, three is the best, and HIGHLY recommended as she is the only one whose different effects require her to be in different places. If you want to run two you can, but you tend to always want to have an extra in your hand.
Dark Magician Girl You need three Darks. You will be searching them out frequently with Berry and Lemon, and those three will be out of your deck very quickly. If you could have four in a deck, I’d tell you to put four.
Dark Magician of Chaos In a pure Magician Girl deck, this is the only monster who will fall outside that archetype. Dark Magician of Chaos can be summoned by Lemon and Chocolate, and his 2800 ATK will make mincemeat of anything that had its ATK halved by their effects. Even things that didn’t will have trouble matching him. While Dark is more versatile for fetching and summoning, Dark Magician of Chaos is the real muscle in the deck and a fantastic choice when you can get him out. Three of him. Period.
Extra Monsters For the Extra Deck. You can’t possibly fill this up with viable monsters that can be summoned, so if you want to toss in a few extra level 1-5 Xyz monsters, go nuts. Just make sure they’re Spellcasters.
Dark Magician Girl the Dragon Knight The only non-Spellcaster this deck will run. She doesn’t get protection from Kiwi, but since she technically IS a Magician Girl, she does benefit from Kiwi’s boosting effect. Plus her own effect is nothing to scoff at, nor is her 2600 ATK.
Magi Magi Magician Gal As of yet unreleased in English, and it’s difficult to get her out since she needs two of a type of card you only have three of, but her utility is great and you have plenty of room in your Extra Deck to fit her.
Ebon Illusion Magician Like the Magician Gal, Ebon Illusion Magician is going to be hard to get out. You technically don’t have any level 7 Spellcasters to summon him with, but he can also be summoned by a rank 6 Xyz Spellcaster... namely, Magi Magi Magician Gal. Again, he probably won’t come up, but your Extra Deck is just that; extra. Having him in it can only help.
Spells Ironically for a Spellcaster-focused deck, you won’t find many necessary spells here. But there are obviously some you need.
The Eye of Timaeus This is how you get Dark Magician Girl the Dragon Knight out on the field. It’s cheap and effective, plain and simple. Not worth having more than one or two copies of.
Magical Dimension While there are plenty of great ways to use this card, you should keep one as a bit of insurance; if your opponent tries to wipe your board with a card effect, use it to summon Kiwi from your hand and protect them. Or summon Dark Magician of Chaos with it and use his effect to recycle it! I tend to run two of these in my deck, though three can be useful too.
Secret Village of the Spellcasters Situational use for when your opponent doesn’t have any Spellcaster-type monsters, maybe better as a side-deck card but can find use for discard effects in the main deck as well. This card synergizes FANTASTICALLY with Kiwi, making her (and therefore your other Spellcasters) even harder to remove than before.
Mystical Space Typhoon A classic. Raigeki Another classic.
Dark Hole Yet another classic, but now with Kiwi you don’t have to worry about wiping your side of the board as well.
Dark Burning Attack Budget Raigeki. Not as good, but totally unlimited.
Swords of Revealing Light Honestly sometimes goes against the theme of the deck (you WANT your Magician Girls to get attacked), but buying a few turns when things aren’t going your way is always a plus. Also useful for flipping your opponent’s monsters to nail with Dark Burning Attack.
Bound Wand This is how you keep Kiwi alive; the extra 500 ATK and ability to summon her back after her death will make her an absolute terror.
Traps According to my recent Google Image searches, Dark Magician Girl can be a trap too...
Magicians’ Defense Damage reduction and Special Summoning; everything you could ever want.
Dark Renewal Trade in one of your Spellcasters (and your opponent’s freshly-summoned monster) to Special Summon Dark Magician Girl or Dark Magician of Chaos from your deck or graveyard.
Torrential Tribute Again, Kiwi will save your own Spellcasters from this.
Magician’s Circle All six Magician Girls can be searched and summoned with this.
Magic Cylinder Another classic, for when you want to give Berry a chance to take a second hit or to protect Kiwi.
Call of the Haunted Kiwi’s effect stops the monster tied to this card from being destroyed by its effect. In case you haven’t figured it out yet, Kiwi is amazing.
Shift Opponent isn’t attacking the Magician Girl you want them to? Make them!
Battle Mania The best way to deal with a Magician Girl deck is to not attack. Unless Battle Mania happens.
Deck #2: Dark Magician Duo
This deck will use the Magician Girl deck as a base, trimming some of the fat to add Dark Magician and his support cards. This deck has stronger monsters and tends to not worry too much about waiting for your opponent to attack, though to keep enough copies of proper cards your deck might start to slip further and further away from that 40 count.
Main Monsters Now featuring even more Y chromosomes than before!
Dark Magician Obviously. As a normal monster he’s a prime candidate for Lemon’s effect, and even Chocolate can make great use of him. You’ll want three of him, two minimum.
Palladium Oracle Mahad Arguably just as useful as the Dark Magician himself, better on his own but without the support Dark Magician gets. But when he dies, you get a Dark Magician anyway. Fit as many of him as you reasonably can in the deck.
Magician’s Robe Basically a free Dark Magician if you can pull off its effect.
Extra Monsters A few more possibilities open up once Dark Magician and Mahad are in the deck. You still have plenty of space, fitting at least two of each.
Dark Paladin The classic dragon-slayer, and with The Eye of Timaeus you don’t need Buster Blader to bring him out.
Amulet Dragon Can be useful if your opponent runs a spell-heavy deck. Keep in mind that Kiwi does not protect him.
Ebon High Magician An Xyz monster that can be summoned with the help of Dark Magician or Mahad. When he dies you can then pull Dark Magician or Dark Magician Girl to replace him.
Spells Wait for the best card ever...
Dark Burning Magic The best card ever. Between all the Magician Girls and Magician’s Robe, it’s painfully easy to plop down a Dark Magician and Dark Magician Girl during your opponent’s turn and the wipe their field during the battle phase.
Sage’s Stone Here’s a Dark Magician Girl, and here’s a Dark Magician. A tried and true card, though not as useful as it used to be now that there are more ways to get Dark Magician out. But with the ease with which this deck can get out Dark Magician Girl, you can’t ignore it.
Dark Magic Attack If you can’t pull off Dark Burning Magic, this is good too.
Dedication Through Light and Darkness Generally there are better ways to find a Dark Magician of Chaos, but if you need one NOW...
Dark Magical Circle This card is expensive for a reason. It makes your Dark Magician into an annihilator while also helping you make the most out of your deck.
Traps Dark Magician traps, not nearly as cute.
Magician Navigation Like Dark Magical Circle, this card is expensive because of how good it is. Pull a Dark Magician, and then either another one or a Dark Magician Girl. Then later use it to kill trap cards. It does everything.
Other Options
Monsters Magician’s Valkyria Normally shunned due to how difficult it is to pull off her combo, the Magician Girls have given her one last shot at relevance by making them easier to get out. In particular, combining two of them with Kiwi can effectively lock out your opponent; Secret Village of the Spellcasters makes them even harder to break through.
Black Luster Soldier - Envoy of the Beginning Magician Girl decks aren’t as flush with Dark and Light monsters as standard Dark Magician or Spellcaster decks would be, but he’ll still have plenty of fuel for summoning and is always useful. Again, keep in mind that he is NOT a Spellcaster.
Magician of Black Chaos Usually not worth running, but he can be useful, even if just to feed Dark Magician Girl.
Spells Dark Magic Veil Only three monsters in this deck can be summoned by it, but they’re all things you want out.
Magic Formula Bolsters Dark Magician or Dark Magician Girl’s ATK and gives you a bit of LP back, but generally not worth the space in the deck.
Traps Eternal Soul Good support for Dark Magician, but you need Kiwi to avoid getting wiped if it gets destroyed. Probably not worth it unless you build around it.
Dark Horizon Situational but can save you when nothing else may.
And there you have it. She’s had a long and bumpy ride, but Dark Magician Girl is finally where she deserves to be: not just in the hearts of people everywhere, but their decks as well.
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robbas-guide-fe14 · 8 years ago
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Shared Destiny - Chapter 5 : Mother
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Map & Objective
[ Map ]
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[ Objective ] Rout the enemy.
Enemies
[ Troopers ] 3 x Mercenary 4 x Mage 1 x Mercenary!Mercenary
[ Reinforcement ] 4 x Mage
Reinforcement comes in when you contact the south bunch. They come from the 4 corners of the map.
[ Boss ]
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Well... this is awkward.
New Units
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[ Sakura ] Your Hoshido lil’ sister. Sakura is starts off as a Shrine Maiden, a support class that wields Staff/Festal, capable of healing an ally.
Sakura’s charm lies in her personal skill, which reduces the damage received by ally within 2 spaces. This makes her a very good support unit as it has very good synergy with her class. 
As a healer, Sakura herself have the growths needed. However, because Festals have reduced healing, you may sometimes feel that her healing is insufficient. Festal have 1-2 range, making them worth it anyway.
A character analysis on Sakura will be linked here once it’s done.
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[ Azura ] One of the main protagonist of the game. Her class is Songstress, a class only unique to her.
Azura is an amazing unit. She is unrivaled as a support unit, being the only unit capable of using the command Sing, which allows ally unit to move again in a turn. As she level up, she also gain skills that support your utility capabilities.
As a support, Azura also pack quite a punch in her offensiveness. However, keep her away from the heat of the battles because she ain’t gonna take hits.
Azura’s Character Analysis.
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[ Corrin? ] Corrin has turned into a Feral Dragon and his stats have risen through the roof. That said, he still has a few weaknesses.
This version of Corrin still has rather low RES. Combined with low HP, he is still vulnerable to the Black Mages in this chapter.
He is also considered a Wyvern now so he will be weak against Wyvrnslayer that some of the Mercenaries in this chapter are holding.
Strategy
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This is chapter can be very head-scratching and may even cause headbanging for some players. A lot of tactics will be shown and explained so keep an eye out for them.
Corrin will be getting 1 EXP per kill since his stats is through the roof. It won’t be fun to let Corrin soak up all that EXP wouldn’t it? Since Corrin gains nuts from kills, this strategy will give Kaze all of the kills.
To do this, Kaze will need 15 SPD (13 base, +2 from Shuriken) to double the Mercenaries which will determine whether or not he can take down the Mercenaries. So that’s important. Thankfully It’s only 1 point away from his base 12 SPD so it’s not too hard to get with his high SPD growth. Any extra STR, SPD or DEF is a bonus and will make things smoother.
Alternatively, If you don’t have a 13 base SPD Kaze, check out /u/DeathChaos25′s 0% growths strategy. This is a very consistent strategy that will work even if all your characters are at base stats. It will require Corrin to get some kills. If you don’t mind Corrin getting some kills or you don’t intend to use Kaze as much, definitely check this strategy out.
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To kickstart the spree, have Rinkah paired up with Kaze as usual. We want Kaze be in the heat of the battlefield. Have them head south-east.
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They won’t be able to reach the danger zone. Have them wait there.
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This is where Azura shines. She is capable of making a unit move again with her Sing command which is mighty handy.
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Now move them just at the edge of the danger zone.
This is a common tactic throughout the Fire Emblem series. Placing a unit in the danger zone to lure out enemies on their turn, and jump at them on your turn. This strategy requires the ‘bait’ to have sufficient DEF/RES to whatever he/she is up against.
Kaze doesn’t have the best DEF but he does have sufficient. Not only he can lure the enemies out, he can also counter with his 1-2 range Shuriken AND debuff them. This is a very important aspect of the strategy.
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Place Sakura just 2 tiles above the couple, just enough for her personal to be in effect. This will improve survivability of Kaze.
There are many “Aura-like” skills besides Sakura’s personal. Make use of them to increase your advantage.
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Corrin will just sit one side and watch the show. Place him anywhere near the pack and end the turn.
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The Mercenary and Dark Mage will attack Kaze on their turn and get themselves weaken. Have Kaze finish off the Dark Mage first.
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Have Azura Sing for Kaze while standing below him (or on his right if the Mercenary is below him). Her placement is important as part of a set-up for the next turn.
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Have Kaze finish off the Mercenary AT THAT VERY SPOT shown above. Again, this is part of the set-up for the next turn.
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Once the Mercenary is taken down, the danger zone will clear up and you’ll notice that Kaze is in the danger zone of the other Mercenary on the left.
This strategy makes use of the Defense Stance’s Shield system to nullify damage of certain big hits. This will be utilized later again to minimize the damage Kaze is taking.
In this scenario, Kaze is capable of debuffing and weakening his enemies with his Shuriken WHILE not taking any damage. This will gain you a huge advantage during your turn against the weakened enemies.
Anyway, the shield will protect Kaze from pain.
While not exposing Sakura to danger, have her heal Kaze up.
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The other Mercenary can’t reach you, so he’ll be all nice and healthy. That’s not necessary a bad thing and more will be explained later.
For now, finish off the weakened Mercenary.
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While Corrin could technically finish off the other Mercenary, we don’t want him to get 1 EXP when Kaze could get 30ish right? Have Corrin wait in between Kaze and the Mercenary.
By placing Corrin at where he’s at, we’ve created a choke point, one side being capable of protecting the two precious support units.
Creating choke point is also a commonly used tactic in the Fire Emblem series. Not only you can keep your healers safe, your healers are also able to heal the frontline units from behind to make them an effective wall.
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Have Sakura on the safe side and heal Kaze up. We don’t need Azura to sing now, but to maximize EXP gain, you can have her Sing to any unit before ending the turn.
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Making use of the AI, we know that the Mercenary will go for Kaze instead of suiciding himself to Corrin. This is perfect since we want Kaze to get all the EXP possible. This also sets up the Shield for Kaze which will be used soon.
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Proceed to finish him off.
This part onward, things start to get a little bit tricky. The pack of enemies below are closely packed together, and they all come at you at the same time when you contact them. To add on to the chaos, there will be reinforcement coming from the 4 corners of the map when they are contacted.
Of course, being a guide, this will show you the way around it.
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Have Azura Sing for Kaze so he can use that HP Tonic dropped by the Mercenary on the same turn.
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Heal Kaze up with Sakura and end the turn if you wish.
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In the next turn, move Kaze into the danger zone. 
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Have Sakura heal him up from 2 tiles above.
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Have Corrin and Azura wait above like shown and end the turn.
During enemies’ turn, the whole pack will rush at Kaze and he should have this shield protecting him from some damage.
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At the end of the enemies turn, four reinforcements will appear at each corner of the map.
Have Kaze move back and enter the danger zone of the Dark Mage on the top right.
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Have Azura Sing to Kaze from the north of him.
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Have Sakura heal Kaze up from the north-east of him.
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Move Kaze again to go attack the mage on the top-right. He should have a shield. If not, he should have the shield by the end of the turn.
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Shift Corrin closer in and end the turn.
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Have Kaze wait just to the north of Corrin.
We will be pulling back the enemies to an area that we have more advantage in, creating a bottleneck, keeping Corrin, Azura and Sakura safe while Kaze picks the enemies out one by one.
Sometimes the terrain just isn’t favourable to us. The pull back tactic involves luring the enemies out into a more favourable terrain. While pulling, you can also place your defensive unit in the danger zone of the closest enemy. This way you can pull and pick enemies out at the same time.
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Shift Corrin all the way back. Have Azura hop on Sakura’s back and have Sakura drop her off between her and Corrin as shown above.
We have successfully set up a bottleneck chokepoint where Kaze will be picking out the enemies one by one as they come, while Sakura’s personal is still in range to increase his survivability.
The bottleneck is a tactic where a defensive unit is placed in usually a one tile chokepoint and streamlining the enemies. This tactic is often used when a group of enemies is too big and risky to engage.
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A mage from the bottom will try to attack us from the other end of the bottleneck. Have Kaze move down to take it out.
This part of the guide may differ depending on the level up gains of Kaze.
If your Kaze doesn’t have enough STR to take out the Dark Mage in a turn, you’ll have to use Corrin to finish it.
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Corrin should be just at the edge of the danger zone.
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Move Azura down to Sing for Kaze.
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Move Kaze back to his original position to cover up the bottleneck. I used a Vulnerary here to get Kaze’s HP back up for good measure.
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Back to full HP with Sakura.
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While guarding the two bottlenecks, slowly pick out the enemies one by one. Azura and Sakura plays a part in your success.
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The last Mercenary.
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And the last Dark Mage who is also the last trooper enemy.
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I manage to get Kaze to level 10. This may or may not help, depending on the version you are playing. Either way, I hope you learned something.
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The rest is simple. Only Corrin can take on the boss. Go ahead and finish him off and end the chapter.
That about wrap things up for Chapter 5.
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