#locking the best healer in the games best healing abilities behind a battle is bad enough
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ive failed the vestals second shrine "battle" like 6 times now because of how unintuitive it is and it has easily dropped this game a whole letter grade because of it
#it doesnt make sense and is bad#2 is automatically a worse game because of it#darkest dungeon#locking the best healer in the games best healing abilities behind a battle is bad enough#but then making the battle make no sense and be extremely stupid#is a horrific lapse in game design#jester also had this problem and ive seen people saying grave robber also has it#havent gotten to her yet though cause well#ive been spending run after run trying to get this characters abilities#the fcat that i have to wait and hope theres a shrine on my path#and then choose which character gets to use it#in order to get abilities (that i dont get to choose) i could unlock after like a single dungeon run in 1#is one of the dumbest sequel game choices ive ever
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Dragon Quest III: The Seeds of Salvation review
The original Dragon Quest was an extremely important and influential game that built the foundations to the Japanese role playing game genre, but was an extremely basic game that would end up outclassed by nearly any other RPG on the NES released afterwards that wasnât completely incompetent, and while Dragon Quest II improved upon the foundation of the original, namely in terms of party progression, it was also a rushed, unbalanced, overly difficult and overall tedious experience. Despite its importance, Dragon Questâs third installment would have to be a significant step up, and as luck would have it, it was, becoming another of the most legendary and important RPGs ever made, and firmly cementing Dragon Quest as a series that would stay around even to the present day, and how exactly this came to be is what weâll be looking at today. The version I played was the SNES remake with a fan made English patch, so many of the names in the screenshots wonât match up with official translations. Other options are the Game Boy Color version, which was officially released in English, and even has a bit more exclusive content, namely a very time consuming sidequest and a bonus dungeon related to it, the Ice Cave, and much more recently, the mobile/Switch version, which is also available in English, and is based on the SNES version, minus some of its exclusive content. Be warned, there will be spoilers.
Story: In an unnamed land, geographically similar to the real world, the archfiend Baramos has appeared and unleashed monsters to plague the land, with its peopleâs woes ranging from groups of bandits robbing kings and kidnapping citizens, to monsters impersonating rulers, to entire towns being wiped out by the forces of Baramos, who ultimately plots to destroy the entire world. A hero from Aliahan, Ortega, once set out on a journey to slay the archfiend, only to fall in combat with a dragon over a volcano. The child of Ortega is thus given the task of slaying Baramos themselves on their 16th birthday, with the help of a group of adventurers recruited from Aliahanâs tavern.
On the surface, itâs still not much more of a plot than the first two games, and for the most part, that is true, but itâs still much more interesting simply because thereâs much more going on. Many of the towns you visit are facing some sort of crisis, or have some sort of interesting circumstances around them, such as the immigrant town that slowly changes and expands as the game goes on, making them a lot more fun to discover and explore compared to the towns of the first two games. Additionally, thereâs the famous and influential late game twist that strikes after defeating Baramos, namely the reveal of Zoma, Baramosâ superior, and the second world map of Alefgard, the setting of the first Dragon Quest. These two twists are a large part of what made Dragon Quest III so impactful when it came out in 1988, and considering the game presents itself as unrelated to the previous games, and that by the time you defeat Baramos, youâll have explored the entire world, barring two small locations at most, they hold up fairly well even today. Thereâs not much more for me to add besides this, however, so itâs time to hop straight to the gameplay.
Gameplay: Dragon Quest III uses the same turn based battle system as the first two games, and besides things like new types of spells and weapons, not too much is changed with the combat itself. The biggest change DQ3 provides is to the party progression system. Instead of the Hero being completely alone like the first game, or gaining two fixed party members in the second, DQ3 allows you to build a party from the ground up, besides the Hero, whoâs always required to be in the party, and has the exclusive Hero class, with well balanced stats and unique and useful spells. The party size has been increased to four at a time, and party members can be created and exchanged in Aliahan, with a total of 8 different classes they can be: warriors, slow, yet well equipped physical fighters that act has tanks and heavy hitters, priests, who specialize in healing and support spells and, contrary to most healers in RPGs, actually have decent equipment and offensive options, mages, typical magic attackers with great offensive spells, yet bad physical stats, martial artists, physical attackers with great agility who forgo most equipment and have a higher chance of landing critical hits, merchants, average at best fighters who have supporting abilities like being able to earn extra gold after battle, gadabouts, odd and clownish characters with bad stats besides luck, and a fixed chance to simply goof off and take random actions instead of doing as commanded, thieves, a class exclusive to the remakes, with great agility and several abilities that mainly help with exploration, and sages, who learn nearly every spell in the game, and have a wide selection of equipment options, yet cannot be put in the party to start.
Compared to Final Fantasy I, which had a similar class based party system, and came out only a few months before DQ3, this system actually has quite a few advancements. Most importantly, youâre never simply stuck with the party you start with. As long as you can make it to Aliahan, you can simply make new characters and swap out whoever youâre currently using. Obviously, doing this too much isnât very practical, considering new members will be behind on EXP, but not being able to permanently lock yourself into an awful party combination is a big improvement alone. Party members who have reached level 20 can also change classes at Alltrades Abbey, resetting their level to 1, and cutting their stats in half, but keeping any learned abilities, meaning, if you were so inclined, you could make a mage with the physical stats of a warrior, a warrior with the speed of a thief, and so forth. Changing classes like this is also the only way to get sages into the party, and even then, only with the use of a Words of Wisdom book, of which only two exist in the game. This lends itself to a lot of creativity, and while I personally didnât use this mechanic much, only turning my priest into a sage, itâs still an impressive level of complexity for a game this old.
The class balance is also fairly interesting, as beyond the upsides and downsides already listed, classes also level at different rates. Warriors are expensive to equip and very slow, but level the fastest out of the main offensive classes. Martial artists are, by contrast, very cheap, but have the third slowest leveling rate in the game, and the little equipment they do have is usually pretty difficult to get, especially their weapons. Merchants are guaranteed to eventually fall behind if you try to use them, but actually have quite a bit of exclusive, and good, equipment early on, and level the fastest out of everyone. Gadabouts are liabilities, but level second fastest, and can become sages for free once they reach level 20, making them an investment class. Despite how several classes are very obviously inferior in the long run, you actually can get away with some pretty unorthodox party combinations, at least earlier on. Take my party of hero, warrior, martial artist, and priest: very strong physically, but expensive to upkeep, despite the martial artist somewhat balancing it out, and lacking in offensive magic. While switching the priest to sage later on mostly fixed the latter issue, I was still left wishing I had taken a mage with me from the start several times, and yet I was still more than capable of finishing the game. While the difficulty has definitely been lowered compared to the first two games, thatâs still a sign of ultimately successful balancing.
For some more combat related changes and improvements, some stats have been added or changed since the first two games. Resilience now determines how many hit points a character can gain when leveling up along with being added to physical defense as before, Wisdom determines a characterâs potential magic points, as well as how soon they learn spells, with spells being delayed or expedited by up to three levels, and Luck determines how well a character can avoid debuffs and status ailments inflicted by monsters. Related to these stats, exclusive to the remakes is the personality system, which affects the stat growth of each character, with each party member gaining a personality during character creation or, in the case of the Hero, through a personality quiz given at the start of the game. While this generally doesnât matter too much for casual play, assuming you arenât unlucky enough to get the worst personalities on all your party members, it still adds an even greater deal of complexity, either allowing you to try to compensate for a characterâs weaknesses, or add to their strengths. You could, for example, give a female warrior the Amazon personality, raising their strength growth, but lowering their agility, wisdom, and luck growth, stats they donât care about much anyway. You can also change personalities during the course of the game, either temporarily by equipping certain accessories, or permanently by reading certain books scattered throughout the game, which further adds to the depth. Itâs a bit overwhelming, but still pretty interesting to see.
Beyond the combat and classes, thereâs still a lot of nice things to see. The bag from DQ6, which can hold an unlimited amount of items which can be taken out at any time, has been added, allowing easy inventory management on the spot. The Zoom spell now lets you return to towns of your choice, rather than the last place you saved your game, and while not every town can be warped to, itâs still a massive time saver. Thereâs a day night cycle, which gradually changes when traversing the world map and affects the state of the towns, and while it isnât super prominent, there are a few towns pretty heavily affected by it, and you actually get a few ways to manipulate it later on. Thereâs also a few minigames added, once again exclusive to the remakes, those being the monster arena, where you can bet on computer controlled monster fights for the chance of winning money, and Treasures n' Trapdoors, which is basically a giant board game one of your party members can traverse, with several very valuable prizes available, both from winning and from landing on certain spots on the boards. Despite being very luck based, itâs creative and rewarding enough that the boards are actually a lot of fun to play, and the Switch version lacking this minigame entirely is a big shame. The remakes also added the Cloudsgate Citadel, a bonus dungeon accessible after defeating the final boss, with a superboss, Xenlon, waiting at the end. Defeating Xenlon within a certain number of turns allows you one wish, such as opening up a new Treasures nâ Trapdoors track, or resurrecting a certain character, and thankfully, you donât actually need to traverse the entire dungeon again to refight Xenlon for more wishes, as a Zoom location is added only a few rooms away.
The biggest improvement DQ3 makes, however, is just how well the game flows. Thereâs still grinding to be found, yes, but generally, the game goes by much faster. Characters move quickly, the difficulty, as mentioned before, is much lowered, so you donât need to grind 5 levels just to walk a bit north, and thereâs just a lot of variety that keeps the game fresh all the way through, instead of becoming monotonous like DQ2. The dungeons are also much more reasonably designed compared to the giant, nightmarish mazes of DQ2, and while you do get a ship like in DQ2, it comes quite a bit later, keeping the amount of areas now available to explore from being as overwhelming. The obligatory key item fetch quest, this time collecting the six orbs to hatch the phoenix Ramia, is also much more reasonable to complete, with the orbs either being in locations that NPCs directly talk about, or being acquired by fighting bosses. Speaking of which, thereâs also many more bosses than in previous games, and while theyâre not as frequent as in most RPGs, they still add a nice bit of variety, along with actually being pretty challenging, in a good way. Overall, Dragon Quest IIIâs gameplay actually holds up very well, and just makes it a lot of fun to play. Even considering this is a remake with a lot of quality of life improvements, I was amazed that this was originally an NES game.
Graphics: DQ3â˛s visuals are quite nice, as the SNES version was made with DQ6â˛s engine. To give a comparison, whereas the games using DQ5â˛s engine were about comparable to the visuals of Final Fantasy IV and V, the visuals here are comparable to Final Fantasy VI, and considering thatâs one of the best looking SNES games out there, thatâs a pretty big leap. The character designs come out quite well, and many locations have unique looks to them, both towns and dungeons, with the Pyramid and Baramosâ ghastly castle sticking out the most to me. The enemy battle sprites are still great, and are actually animated whenever they attack, adding a lot of life to them.
Sound: As with the rest of the series, DQ3â˛s soundtrack was done by Koichi Sugiyama, and itâs once again a great soundtrack, even better than the soundtracks of the previous games. From the peaceful Small Shrine, to the iconic Overture, to the peaceful Heavenly Flight, to the world map theme Adventure, to the great final boss theme, Heroâs Challenge, itâs a soundtrack thatâs a joy to listen to. It also gives towns different themes for both day and night, which is one of my favorite things to see in games.
Conclusion: Overall, I would give Dragon Quest III a recommended. Itâs aged very, very well, and genuinely feels like it could have been on the SNES to start. Between the much deeper, yet ultimately accessible mechanics that give quite a bit of replay value, to much better overall design gameplay, graphical, and sound design, it makes a fantastic entry point for the series, if you have a liking for classic RPGs. Till next time. -Scout
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All in your head
WARNING: This story contains mental health issues, violence, self-destructive behaviour and references to suicide.
Youâre a fucking joke. Not the most pleasant thought to be woken up by, it must be said. The whole teamâs ashamed of you, they only keep you on out of pity. Nevertheless, it was the first thought in Beast Boyâs head as he woke that morning, morning in this case meaning âthereâs still ten minutes til noonâ. I mean, itâs not like you bring much to the table.
Beast Boy blinked the sleep from his eyes, looked up at the clock, and rolled himself out of bed. Robinâs basically a ninja, so they donât need your smaller forms for stealth. After a quick trip to the bathroom and a check to make sure heâd remembered to put a shirt on, he was just about ready to face what remained of the day. Cyborg and Starfire have you outclassed for raw power.
As he lurched out the door and towards the kitchen, he heard the drone of conversation. Theyâre talking about you behind your back! He paused at the door, taking a moment to slip into a lazy grin, and strolled into the room.
âWassup dudes?â He asked cheerfully, strolling into the kitchen and grabbing a box of cereal. Really? âWassup dudesâ? Loser.
âNot much, Grass Stain.â Cyborg replied. âRob was gonna chew you out for sleeping in so long until Star talked him out of it.â See? Robinâs sick of your shit, heâll be kicking you off the team any day now.
âI guess thatâs one I owe her.â Beast Boy chuckled, pouring himself a glass of orange juice. Try fifty. âAnything else?â
âWell, Ravenâs started reading a new book.â Cyborg offered jokingly.
âDo tell!â Beast boy exclaimed, treating the information as though it were some juicy piece of gossip.
âWellâŚâ Cyborg looked around shiftily for a moment before leaning in towards Beast Boy. âIâm pretty sure itâs a modern fantasy novel!â He hissed conspiratorially.
âHow bold!â The changeling snickered, doing his best to look scandalised. âAnd the name?â
âGood Omens.â Cyborg replied simply.
âGood OmensâŚâ Beast Boy murmured disbelievingly. âBy Neil Gaiman and Terry Pratchett?â Not a chance! Thereâs no way that Ravenâs reading something youâve actually read. Sheâs smart, youâre dumb; had you forgotten?
âI think so,â Cyborg confirmed. âWhy?â A coincidence, nothing more.
âIâve actually read that one.â Beast Boy muttered, grinning hugely. âRavenâs reading a book that I read first!â Doesnât matter. Still an idiot. âFor once, I can start a conversation about something sheâs interested in, and Iâll know more about it than her!â He rubbed his hands together deviously. âThis is gonna be great!â
âYeah, well a word of advice, B.â Cyborg wrinkled his nose. âBrush your teeth first, you got some nasty morning breath!â You disgusting animal.
As he brushed his teeth, Beast Boy found himself studying his own reflection. It was unlikely that any of his friends would find this behaviour surprising, considering the fact that he had something of a reputation for vanity. What they would have found surprising was the way his brow furrowed and the corners of his mouth turned down. Jesus, what a mess! The fangs, the skin⌠the ears! You really got hit with the ugly stick, huh? He put his toothbrush away, idly noting that it had been torn up by his fangs, and left the bathroom. What, running from the mirror? Canât say I blame you.
âHey there Rae.â He said cheerfully, approaching the couch.
âHey Beast Boy.â Raven replied without looking up from her book.
âGood book?â He asked, grinning like an idiot.
âExceptionally so.â Raven replied, her eyes never leaving the page.
âSo who do you like better,â Beast Boy began. âAzriphale or Croweley?â He positively revelled in the look on Ravenâs face as she turned to face him.
â...Croweley.â Raven answered after a moment.
âYeah, I can see that.â Beast Boy nodded. âA demon who goes against his supposed place in the cosmic order and saves the world? Makes sense youâd like him.â
âSo youâve read it.â Raven stated bluntly.
âThree times.â He replied. âSix if you count audiobooks.â
âSo who do you like better?â Raven asked.
âWell, I--â The alarm sounded. âWill have to pick this conversation up later.â He finished, running to the elevator and cursing his bad luck. Itâs what you deserve.
It was Control Freak. Of all the villains it could have been, it was Control Freak. Attacking a comic book store, because of course he was. âSell my preordered comics while Iâm in prison, will you?â He ranted, firing his remote at basically every figurine, poster and cardboard cutout in the store. âIâll show you, Iâll show you all!â
âYour payment was declined!â The helpless cashier wailed. âYour accounts were frozen when they locked you up!â
âGreat,â Raven deadpanned. âAn angry, entitled nerd. Just what I wanted to deal with today.â
âI wonder what he preordered.â Beast Boy mused. Probably all the same stuff you read, since youâre both totally pathetic.
âWell, if it isnât the Teen Titans.â Control Freak sneered, âCome to stop me have you?â
âGive it up, Control Freak!â Robin exclaimed. âIf you surrender now, nobody gets hurt.â
âWhy would I surrender?â Control Freak giggled. âAfter all, Iâm in my element here!â And with that, A wave of comic, movie, anime and game characters surged forward to attack. Robin found himself caught up in a brawl with Spike Speigel while Starfire engaged in an aerial battle with Iron Man. Cyborg and Raven were back to back fighting Link (as in, every single version of Link), and Beast Boy found himself face-to-face with a man wearing a dark coat and a tricorn hat, wielding a bizarre oversized saw.
âAre you kidding?â Beast Boy chuckled, ducking and weaving around his assailantâs attacks. âYou sent Johnny Bloodborne after me?â With that, he struck the nameless character from the box art of Bloodborne in the stomach before leaping back. âDude, I platinumed this game ages ago!â Are you seriously bragging about that? Lame. He transformed into a wolf, ducking under a heavy attack and exploiting the opening it created to devastating effect. A few repetitions of this pattern of dodge and strike left his opponent on the verge of defeat; he just needed to get one more shot in and-- Take the hit.
Raven was in a bad mood; sheâd had a pleasant conversation interrupted, discovered that Control Freak was to blame, and was currently being attacked by a swarm of blonde elves, all of whom insisted on grunting ans screaming loudly and incoherently as they fought. âHow many of these are there?â She asked Cyborg as she sliced one in half with a blade of telekinetic force.
âLegend of Zelda is a long-lived and influential franchise!â Cyborg replied, blasting an especially small and cartoony-looking one.
âMeaning?â Raven demanded.
âMeaning thereâs a lot of âem!â Cyborg exclaimed.
âGreat.â Raven scowled, throwing up a barrier just in time to deflect a sword aimed at her stomach. âWell, it shouldnât be much longer until one of the others can back us up, so letâs just--â She fell silent, her empathic sense warning her that something was very wrong. âBeast Boyâs aura feels weird, whatâs happening?â
âOh crap!â Control Freak squealed, his voice nearly an octave higher than usual, as he pointed in apparent horror at Beast Boy. Beast Boy lying in a pool of his own blood. With a giant saw stuck in his shoulder.
âWhat did you do to him?!â Raven demanded, a wave of shadows tearing through their foes and throwing Control Freak against the wall.
âHe was supposed to dodge it!â Control Freak shrieked, his aura radiating blind panic and⌠sadness? âHe dodges it, then he beats it! Then you guys beat me, I go to jail, and nobody gets hurt!â His eyes began to tear up. âHe wasnât supposed to get hurt!â The fat, scruffy nerd blubbered inelegantly. âItâs no fun like this!â
âFun?â Raven demanded. âYou think this is a game?! Beast Boy is dead!â She screeched.
âNot yet he ainât!â Cyborg called out. âSo how âbout you get your butt over here and heal him?â
âWhatâs the damage?â She asked, at Beast Boyâs side in an instant.
âPunctured lung, blood loss, broken collarbone and ribs, torn muscles.â Cyborg answered with clinical precision. âThink you can handle it?â
âEasily.â Raven replied, more confidently than she actually felt. âAzarath Metrion Zinthos!â She intoned, setting about mending the damage done to Beast Boyâs ruined frame.
âIs there, uh, anything I can do to help?â Control Freak asked, his voice little more than a squeak. Â Â Â
âYou want to help?â Robin scoffed. âHavenât you done enough?â
âCan you make some kind of healer?â Cyborg asked pragmatically, more interested in saving his best friendâs life than in recrimination.
âJust give me a minute, okay?â And with that, Control Freak dashed off into some other corner of the store.
A moment later, a middle-aged man dressed like Doctor Frankenstein rushed over, carrying a device that looked for all the world like a cannon.
âIs zis mein patient?â He demanded, his voice carrying a thick German accent.
âGreat,â Raven sighed. âA mad scientist. And with that accent, and how unsubtle game designers are, heâs probably a Nazi.â
âI am no such thing!â He replied sternly.
âThereâs actually evidence to suggest that the Medic is Jewish.â Control Freak interjected.
âOkay, fine, but how is he useful here?â Raven demanded.
âStep aside und I will demonstrate, frauline.â The Medic replied curtly leveling his weapon (?) at Beast Boy and firing a strange red beam. Raven lunged forward at the sight of this, only to be held back by Cyborg.
âItâs not a weapon.â Cyborg reassured her. âTechnically itâs the opposite.â And indeed, Beast Boyâs wounds began to heal, although far too slowly for Ravenâs liking.
âMy remote canât replicate his abilities perfectly.â Control Freak offered in response to Ravenâs glare. âIt produces a weaker version of any power that isnât purely physical.â
âItâll do.â Raven replied blankly, returning to the business of mending Beast Boyâs injuries and, if she was being honest to herself, trying not to freak out. It was bad; the combination of a punctured lung and massive blood loss were a recipe for hypoxia, and honestly his lung wasnât so much punctured as it was carved. The shattered collarbone and shredded muscles only served to complicate things, and it occurred to Raven, not for the first time, that out of all of them, Beast Boy seemed to be the one who ended up getting hurt the most, which struck her as vaguely unfair.
I mean, itâs not like his life before the Titans was sunshine and rainbows; canât the universe cut him a break? Canât it cut any of us a break? Nevertheless, Raven set about dealing with the hand that had been dealt, repairing Beast Boyâs lung and replenishing his blood. She felt her strength begin to fade just in time for the Medic to blink out of existence, to her considerable annoyance.
âThey donât last forever.â Control Freak offered by way of explanation. âAnd using an ability like that really eats into their lifespan.â
âGood to know.â Robin remarked dryly.
âOh crap, I shouldnât have told you about that.â Control Freak muttered.
âUghhhâŚâ Beast Boy moaned, his eyelids fluttering open.
âHeâs conscious!â Raven called out.
âWhat happened?â Beast Boy asked groggily, hie head swimming.
âYou nearly got yourself killed by some Hot Topic lookinâ piece of crap is what happened.â Cyborg answered bluntly.
âOh,â Beast Boy sighed, his memories returning quickly. âRight.â What the hell is wrong with you? Look how exhausted Raven is from keeping your dumb ass alive.
âHey, uh⌠guys?â Control Freak mumbled awkwardly. âThis whole thing kind of freaked me out so, uh, could you just kinda, yâknow, arrest me?â
âWait, you want us to arrest you?â Beast Boy asked incredulously.
âDude, you nearly died!â Control Freak exclaimed. âThat was seriously messed up!â Great, now even Control Freak is taking pity on you.
âWhy do you care what happens to me?â Beat Boy demanded.
âHey man, I do robberies and consequence-free mayhem!â Control Freak replied, somewhat indignantly in Beast Boyâs opinion. âI donât kill people!â
âDiscussions of Control Freakâs relative morality can wait,â Robin said firmly, cuffing the obese villain. âRight now we need to get him into custody and start on the paperwork. And after that,â He shot Beast Boy a Look. âWe need to talk.â Welp, youâre boned.
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Hi there! Iâm glad you asked, but you have no idea what youâve set in motion here. ( Tons of nerdiness under the cut! )
These are my Fairies! I sometimes swap one with my Interesting Pokemon of The Time, but most often Iâll use all of them!
First up is Azumarill
Nickname: Aâcqua
Ability: Huge Power
Nature: Adamant
Moveset: Superpower Aqua Tail Play Rough Dig
Azumarill is my powerhouse. After the Huge Power addition in X and the addition of fairy type, he because an obvious choice. Heâs got the potential for an easy 1 hit KO on anything he can STAB (Play Rough & Aqua Tail bb!) And I top it off with an unconventional Dig to cover more type advantages and catch opponents off guard
Next, Sylveon!
Nickname: None (perfect name already)
Ability: Cute Charm
Nature: Docile
Moveset: Moonblast Attract Shadow Ball Charm
Ah, Sylveon. My least polished member of the team, but this is because heâs the very same one that I played through my while game with! Iâve used him more than any other pokemon (yeah, a him w/ attract) and I canât bear to part with him just to get better IVs and a more advantageous gender. He can knock folks down a peg with charm and the STAB on Moonblast isnât a hard sell. Overall heâs sturdy and makes both physical attackers and special attackers work for it. Heâs often my first send out b/c heâs so safe!
Next on the list: Whimsicott
Nickname: Dizzy
Ability: Prankster
Nature: Timid
Moveset: Leech Seed Substitute Encore Moonblast
I could talk about Whimsicott for hours. Lovely design, great types, and a movepool that leaves a lot of options open. I go with this wonderful and immensely powerful Prankster set, using a start of Substitute (and maybe leech Seed) into an Encore at the first opportunity. If she can lock you in, youâre absolutely out of luck. While youâre spamming a stat booster, Iâm bolstering my defenses with leftovers and leech seed, standing behind a full substitute and whittling you down with moonblast. Sheâs an unforseen monster and she knows it!
In this corner: Gardevoir
Nickname: Cervello
Ability: Synchronize
Nature: Modest
Moveset: Focus Blast Psychic Thunderbolt Moonblast (Seeing a pattern here?)
Gardevoir is my type coverage. With two stabs, sheâs already my best special attacker, but stack on that the movepool that allows for an electric type and a FIGHTING TYPE? Youâve got a recipe for a great addition to the team! She canât last long alone, but if she can get a hit or two on you then youâre gonna feel it. Low speed is her weakest point, and she sadly often gets taken out all at once ):
Almost done: Mawile
Nickname: Pasaku
Ability: Hyper Cutter / Huge Power (Mega)
Moveset: Play Rough Stone Edge Iron Head Sucker Punch
Mawile is my mega stone holder. Sheâs swift and powerful, but is also a genuine glass cannon. Nothing, though, is as satisfying as watching my baby girl one-shot a mega tough opponent with an unforeseen sucker punch. Sheâs not got great speed, but her type matchup leaves her less vulnerable than most of the team, and running with Huge Power only helps. If you donât have anything to deal with sucker punch, then it becomes a mind game of âAm I going to one-shot you because you chose an attacking move, or are you going to risk me using an actual STAB by choosing a status move?â And itâs a fantastic game (which Mawile usually wins)
And, bringing up the rear: Aromatisse
Nickname: Aromatisse ( Traded :| )
Ability: Healer
Nature: Bold
Moveset: Light Screen Reflect Heal Pulse Trick Room
Aromatisse will ruin your day. No sugar-coating on this bad girl, sheâs running with a Light Clay (hello eight turn walls) and Light Screen/Reflect, sheâll turn the tables with her Trick Room, making her abysmal 47 speed a genuine boon instead, and sheâll throw up double walls and heal her battle partner while sheâs at it, to make everyone pretty much invincible. Since everyone in my team is slow to begin with, Trick Room almost always works in my favor, and always works in Aromatisseâs favor. Sheâs sassy and chic and turns the other cheek (Which is easy when you canât deal any damage to her.) Throw in Healer for the occasional surprise status-save, and weâve got a recipe for one hell of a tank. Thanks, Aromatisse!
Thatâs my team! I played competitively for a while with them and, for a one-type gimmick team, they did very well! Thanks for the question! I love you everybunny!
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A Guide to Woodie/Kiting in the Forge
A Semi-Complete Guide to Woodie Kiting (by Crowe)
I hear a lot of people saying that Woodie is a very weak character with no real perks, that heâs extremely useless and not recommended to play as. This guide on how to use him to carry your team to victory will serve as my counterargument, and I hope that this will be helpful information for whomever is attempting to play as a kiter in a Forge match. As someone who has won three Forge matches as a kiter Woodie, I am very eager to share the information I have learned.
_____
Letâs start off with some of Woodieâs perks.
#1: Lucy
When Woodie throws his special axe, Lucy, it will instantly draw aggro onto him. This is an incredible perk of its own, and it will be very helpful in later stages.
When thrown, Lucy can also stop spinning Snortoises, provided that you are lucky/skillful enough to hit them.
#2. Higher HP
While he canât be resurrected as quickly as Wes, Woodie has relatively high health, his maximum being 200 HP. This means that, even with the lowest defense armor (60% protection), Woodie can survive 4-5 hits from the Boarilla/Grand Forge Boarrior before death. This allows a few mistakes from the player, and also increases Woodieâs survivability in difficult situations.
#3. Quick attack speed
When attacking normally with Lucy, Woodieâs attack speed is greatly increased. This isnât as useful as his other two perks, but in a pinch, he can make short work of weaker enemies.
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NOTE: It is a given that Woodie will be using the feather helm (20% more movement speed) and the reed armor (10% more movement speed), but I recommend switching to a higher defense armor during the fight with the Grand Forge Boarrior (splinted mail is a great choice).
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Levels:
1. Pit pigs
The first wave is relatively easy. You can chop down the lone pigs or throw Lucy from a distance as the tanks demolish them. It becomes a bit harder to use Lucyâs melee attack once there are multiple groups of pigsâ hang back and throw Lucy at your discretion, making sure to keep an eye on the reviver.
2. Crocommanders
Fighting these head-on is not recommended. Use Lucy to instantly destroy the banners, and draw the fire of the Crocommanders if your health is high enough. This can help the team a lot, especially when the tanks are being attacked by multiple enemies.
3. Snortoises
This is where Woodie starts to show his usefulness. Explain to the team that you are going to distract the top group of Snortoises, and proceed to head in that direction. These top two can be kept in an endless loop of aggression until your team is ready to destroy them.
I have had the most success in kiting the Snortoises into the shape of an 8 (one walking behind the other). Moving in a half circle around them, you can quickly run to the top and throw Lucy at the Snortoise at the front of the pair, then circle back to throw at the bottom one. This ensures that they are constantly aggressive towards you, but their slow speed allows you to complete this process with almost 100% safety.
Note: As mentioned above, the Snortoises are very slow, so make the circle you run around them extremely smallâ just out of the range of their âpufferfishâ spike attack. This is an added measure to keep their focus on you, and not on the rest of your team. Try to keep them occupied as far away from the team as possible.
Another note: Lucyâs throw has the ability to stop the spinning Snortoises in their tracks! If you can make the shot, go for it, especially if thereâs a spinning Snortoise attacking your healer.
Scorpeons:
The strategy for these should be the same as the strategy for the Snortoises, but you are in a bit more danger than before, as the Scorpeons have attacks that can melt even the most armored tank. The team also may need your assistance more than before, since tanks can quickly be overwhelmed if not watched closely. While it is the healerâs job to attend to them, they may not always be nearby.
Keep an eye on the health bars of your teammates on the upper left. If one of them appears to be in a bad spot, or being attacked by multiple enemies, you can use Lucyâs instant-aggro throw to make their lives a bit easier. Of course, use your own judgement as to whether or not this is necessary, since keeping two Scorpeons away from the team for the entire level is also useful.
Boarilla, Part One:
I cannot emphasize this enoughâ please make sure that you have healed up during the last round. It will be a lot less stressful for you to be kiting the Boarilla with 200 hp rather than 140. By now, you should have the feather hat and reed armor, so keeping out of the bossâs range is not impossibly difficult.
The Boarilla will spawn at the bottom right portal. Leave the smalls for the tanks and dps immediately after they spawnâ you donât want to draw their aggro at this point.
Camp the Boarillaâs spawn portal and throw Lucy as soon as you see him. I recommend to lead him along the outer border of the map, so that there is much less chance of the boss accidentally targeting the team. However, this is not always a good choice, as the fight with the smaller enemies doesnât always take place in the center of the map. Once again, use your own judgement when deciding which path to lead the Boarilla on.
The Boarilla will take anywhere between 3-5 steps chasing you before he attacks. I suggest letting him attack at you twice, then throw Lucy to reclaim aggro, maintaining your position just outside his attack range. You can also throw Lucy after every attack, if you are more comfortable with that. You may have to slow down at times to make sure the Boarillaâs focus is on you at all times.
When the team has finished off all the grunts, lead the Boarilla towards them. Hang back while they destroy itâ take the time you need to heal up before the next fight, if youâve sustained some damage.
Boarilla, Part Two:
Communicate with your team as to which Boarilla you will be kiting, top or bottom. Remind them to drag their Boarilla to the middle of the map if they can, as it will make your time a lot easier.
Kiting the 2nd Boarilla is more of the same; the most dangerous part of this level is when the two waves of smaller enemies appear. When you see Pugnaâs warning speeches, try to avoid going near the spawning portals, but this is not always an option while dragging the Boarilla across the map.
The job of the DPS and/or the tanks is to keep the smaller enemies off of you and the healer, dividing their focus between this and taking care of their own Boarilla. This can create a very tense and hectic situation, as you may lose aggro of your Boarilla during this fight. If this happens, lead it to a healing area if possible and let it sleep, then reclaim aggro after you heal yourself a bit.
The Crocommanders are definitely the worst during this part of the fight. Their homing projectiles will always hit you if they lock onto you, and if you are caught by the Pit Pigs or Boarilla during the duration for which the projectile stuns you, youâre practically a goner (unless you are saved by some miracle).
The best advice I can give, at my current level of knowledge, is to stay as far away from the Crocommanders as possible. Be sure not to lose your focus, thoughâ this is a crucial time for the team, so try as hard as you can to not lose the attention of your Boarilla.
Grand Forge Boarrior:
This is it, youâve made it this far. By now, there should be one or no Boarillas left. Usually there is one left, so make sure youâve healed up to at least 3/4 health and go to the bottom right portal to meet the Boarrior.
Let your team take care of the Boarilla while you kite the Boarrior around the arena. He wonât start doing his groundpound + fire attacks until heâs lost a substantial amount of health, so you can lure him with relative ease and little danger to yourself while your team takes care of the last Boarilla.
Once the fight with the Grand Forge Boarrior commences, you should equip some heavier armor. Splinted mail is the best option, but wood armor is another option if someone else has equipped the splinted mail. I highly advise against standing behind or in front of other people, as the Boarriorâs ground-pound attacks may unintentionally harm you or others near you.
Your role becomes slightly different during this fight. The healer is often targeted by the Boarrior, especially in the later stages of the battle, and teammates are constantly dying. You MUST (and this is a big MUST) keep the Boarrior from attacking the healer while he/she is reviving or casting. Do not attack the Boarrior much during the fight; save your health for those moments when aggroing the Boarrior can buy the healer those crucial seconds to complete a revival or cast the life flowers.
This is especially important when the Grand Forge Boarrior summons his minions, which is announced by the Boarrior clapping his swords together, making a hollow banging sound. Take down the standards as swiftly as possible. This is the most chaotic part of the game, and many of my teams have met their demise during this time.
With any luck, you will be able to keep the Boarrior off of the healer during times of misfortune, while also keeping an eye on the smaller enemies. Do not let yourself or others become swarmed, as you can be stunlocked into an instant and brutal death. Always watch your Wilsons. Take note of how much health they have in the upper left corner of the screen.
After the smalls have been taken care of, hang back and heal. Watch the Boarrior and try to remain at a decent amount of health so that you can distract him if need be. Donât throw Lucy at him when the healer is casting life flowers on top of the Boarrior, as this will draw him out of the healing circle (he avoids the circles during the latter part of the fight, thus he will not sleep unless the circle is cast DIRECTLY on him).
With a little luck, a little skill, and a lot of teamwork and communicationâŚyou and your team will be able to get the better of the Grand Forge Boarrior and tell Battlemaster Pugna to stick it where the sun donât shine! Congratulationsâ and good luck!
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