This humanoid form is just the brain of the Dragonoid form deep in the ocean, like the tip of an iceberg.Ībilities: Parental Bond because Tiamat is the mother of all life on Earth, and her main method of attacking is giving birth to Magical Beasts to attack for her.Ībility: Stout Arm of Brutality / Long Reach / Sniper However, she has a weaker, humanoid form where she holds back to not kill her "children" (every living thing on Earth). She has infinite energy and exists across space-time. Stats: As a Beast, Tiamat is on the same league as Nine-Tailed Tamamo, Kama-Mara and Goetia, who are multiversal threats of the Fate series. Moves: Gets all teachable moves because Tiamat is the ancestor to all life on Earth, similar to Mew who (according to Dex entries) is the ancestor of all Pokémon. Reasoning: Type: Tiamat is a saltwater dragon goddess whose "true body" is the ocean itself. G-Max Move: (G-Max) Nammu Duranki: Water-type | Prevents the target's stats from being raised for one time. Burning Impact comes from Turbo, a special move that every monster has. The typing should be pretty self-explanatory, and the move choices as well. Roost come from it being able to grow fire wings whenever it wants, and being able to glide and so forth. Since Pokemon isn't about racing, but rather battling, "losing" becomes low HP. In Monster Racers, it has a signature skill that increases its Speed when it's losing a race. It's the fastest of all monsters in that game, therefore it gets great speed. Reasoning: The legendary and mascot of another monster catching game, Monster Racers. Signature Z-Move: Burning Impact - (175 BP | Fire | Physical | requires Flare Blitz and Turboflamium-Z | 100% burn chance) Viable: Flare Blitz, Extreme Speed, Wild Charge, Outrage, Dragon Claw, U-Turn, Burn Up, Earthquake, Flare Blitz, Roostįlavor: Flame Charge, Fury Attack, Fury Cutter, Fury Swipes, Final Gambit, Agility Veteran Gladiators even help disable blockers and play strongly into the "You can't possibly block this much incoming damage".Signature Ability: Dragon's Fury - At 1/2 or less of its max HP, this Pokemon's Speed is doubled. I keep doing that turn after turn and you're going to run out of health fast. The idea is that I can play troops so fast with speed that even though you might kill one of my five attackers, four unblocked attackers are enough to hurt you severely. Ruby orcs meanwhile operate on the zerg concept. If that scares you then you can add Blood Auras to have lifedrain options. Your health is at 2? Then you're playing the deck correctly. Blood orcs work like shin'hare, pumping the Hunger of the Mountain God to insane damage totals while not caring about all the self-damage you're taking. Citadel of Adamanth is an automatic win every time you play it in PVE, especially with those equipments. You can make them LITERALLY immortal by playing Holy Ascension and other monodiamond staples. I've tackled even terrifying odds with life totals over 50 most of the game because I don't fear a few pokes now and then. Lifedrain is easily the best way to stay alive in campaign. Necrotic with clerics are basically immortal. That one attack will hit for 200+ dmg sometimes, it's always overkill and you play defensively most of the game. Wild shin'hare are slower but only need to attack once. This can be refined to be a speed deck of sorts as you can quickly generate 16/17 troops with all the autobuffing. Blood shin'hare are focused on sacrifice and growing huge. Once your collection starts developing and you have experience playing the campaign you'll be blowing through it in a few hours and making more characters to farm packs with. I have 10 characters maxed out waiting for the next set. It's also only slow to level your first character.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |