| The following warnings occurred: | |||||||||||||||
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.3.31 (Linux)
|
![]() |
|
Moveset Analysis - Printable Version +- Omni Archive (https://omni.zulenka.com) +-- Forum: Discussion Forums (https://omni.zulenka.com/forumdisplay.php?fid=3) +--- Forum: The Whateververse, Man (https://omni.zulenka.com/forumdisplay.php?fid=6) +--- Thread: Moveset Analysis (/showthread.php?tid=6144) |
RE: Moveset Analysis - Tearen Wover - 07-28-2017 I like to teach my Gardes Shockwave. I dunno, just seems to fit well. It would give you some direct damage as well. If you're going to be playing the topsy turvy game with her, then consider getting some moves that alter perception. Doubleteam comes to mind. You'll need something to help her in a up close and personal situation, like a panic move. Not sure what a pokemon equivalent would be. Astonish? RE: Moveset Analysis - Yukika Inoue - 07-28-2017 It might be unconventional, but maybe I could use Bone Rush as a Physical Weapon? My plan is to be more confusing and mind blowing like Gardevoir's fights are like magic shows. RE: Moveset Analysis - Simon - 07-28-2017 I know I'm not really the best person to be judging movesets, but I can provide some suggestions if you're looking for moves fitting to a Pokemon. If you're looking for a weapon ability, Bone Rush, Bone Club, or Bonemerang would work, unconventional as they are. If you want something more fitting to your type, Shadow Bone is a move in Generation 7 that's basically a Ghost version of those moves. If you want just a raw attack option, Psycho Cut, Shadow Claw/Shadow Punch, or Night Slash would work. If you're looking for something more stealthy or unexpected in terms of attack, try Shadow Sneak or Sucker Punch. The former involves basically extending your own shadow to attack from a different angle; the latter lets you throw a strike just as an enemy is preparing their own attack. If you want to alter or debuff opponents, try out Confuse Ray (confusion), Hypnosis (sleep/drowsiness), Disable (lock down a move), Imprison (locks down moves similar to yours, useful against Mimic), Spite (depletes energy), or Night Shade (frightening image). If you want to take advantage of debuffed opponents, try Nightmare (damage to sleepers) or Hex (damage to debuffed enemies). If you want defensive moves, go for Mirror Coat (reflect damage) or Protect (negate damage). If you want to support allies also, try out Reflect (reduce physical attacks), Light Screen (reduce special attacks), or Heal Pulse. If you want to mess with the field, try Fairy Lock (prevents people from running) or Misty Terrain (prevents anyone from being debuffed). Since you're intending to mess with opponents, you might also want a move or two that will buff yourself up while said opponents are struggling. For this, try Meditate (buff ATK), Agility (buff SPD), Barrier (buff DEF), or Calm Mind (buff TEC, basically). RE: Moveset Analysis - PepsiYuuka - 07-29-2017 Any advice for Yuuka? Her strategy is a bit... unconventional, since she's a slow flight-user with a mix of long range and physical moves. In the games her main strategy was using wide-spreading moves, but in side material it was clarified that she prefers physical fighting so really I have no idea what she is other than "really slow (and in this series speed is also, in a way, defense) and strong." As for Garde, I think I'm gonna ditto for Calm Mind having good potential, maybe as a t1 powerup for when she gets to level 2? (1 ATK, 2 DEF, 2 TEC perhaps?) RE: Moveset Analysis - Asriel Dreemurr - 07-30-2017 My goal for Asriel's offensive capabilities is that he'll be a major ranged fighter with some melee combat weapons. He doesn't have any moves yet, but I'm working on getting some approved. He's definitely going to use his magical offense attacks from the Omega Flowey and God of Hyperdeath fight for debuffs and area of effect. Please tell me if I should elaborate more on my description. RE: Moveset Analysis - Tearen Wover - 10-23-2017 ![]() Bump. RE: Moveset Analysis - Okor - 10-23-2017 Any advice for those who would fight Okor aside from "RUN"? RE: Moveset Analysis - Sarah Kerrigan - 10-23-2017 (10-23-2017, 05:05 PM)Okor Wrote: Any advice for those who would fight Okor aside from "RUN"? plug your nose. RE: Moveset Analysis - Okor - 10-23-2017 (10-23-2017, 05:19 PM)Sarah Kerrigan Wrote:(10-23-2017, 05:05 PM)Okor Wrote: Any advice for those who would fight Okor aside from "RUN"? Do you honestly think your fallible mortal cartilage can withstand the sweet, succulent aroma of Nurgle's Chosen? RE: Moveset Analysis - Sarah Kerrigan - 10-23-2017 (10-23-2017, 05:22 PM)Okor Wrote:(10-23-2017, 05:19 PM)Sarah Kerrigan Wrote:(10-23-2017, 05:05 PM)Okor Wrote: Any advice for those who would fight Okor aside from "RUN"? I just honestly think you smell like a dumpster-fire and all steps that can be taken must be. RE: Moveset Analysis - Tearen Wover - 10-23-2017 :fry: Can't tell if asking for moveset advice orrr...? RE: Moveset Analysis - Okor - 10-23-2017 (10-23-2017, 06:04 PM)Tearen Wover Wrote: :fry: Any ideas you have to round out my moveset would be appreciated, apologies for any shitposting. RE: Moveset Analysis - Summer - 10-23-2017 Curious about what sort of things you think Summer/Sonny should have. I do intend to grab Regen which will let Sonny tank even more and give Summer more leeway when it comes to self-damaging attacks. RE: Moveset Analysis - Tearen Wover - 10-27-2017 Mr. Oakie Normally my first recommendation for Okor would be some form of mobility but...yeah...so failing that, you can try to branch out into moves that relocated your opponent instead, or control the battlefield. The entrail pull is a good start, but you might also consider things like land mines, caltrops, or some kind of death mushroom that radiates deathflu in a certain radius until it's destroyed. Also, getting a move that moves for you might be appropriate, like a cloud of biting flies that follows an opponent around and harries them out of cover. If you wanted to REALLY branch out and become a tactician, you could consider getting some buff moves, like a smog that Okor can vent from his backpack that induces blood rage in allied Primes, or some sort of plantable battle standard that inspires or protects in some way. As far as direct offense is considered, I think you're all set. Summer Any time see someone that can utilize lightning but doesn't have electrified melee, I die a little bit on the inside. It's a very cheap and easy move to make that can be enhanced with stuns, knockback, and more! Alternatively, you might think about branching out into mobility some more. I think something like a quick, sharp gust of wind that can blow either Summer or an opponent around would be an appropriate way to get a few control and movement options. Given that Summer has such an insane defense and tec score, I think it would really be important for you to branch out into more buffs, like the high pressure system. A quick, spring shower that can wash away debuffs, or healing sun beams would be great applications for someone that is otherwise useless offensively. Speaking of debuffs, you could also get freezing rain that slows people down or makes the battlefield slippery, maybe even a hail storm for a huge AoE attack. Weather is pretty diverse, but to summarize, I think you need a little bit more of everything. I'd start with some tactical stuff, though. RE: Moveset Analysis - Schwi Dola - 10-28-2017 I've been thinking about this thread and your moves Tearen and a telepathy specialist who ignores conventional defense but can still fight conventionally with a high defense and moves built to be countered only by speed is difficult to respond to. You should wreck Desco who can't deal with telepathy. It wouldn't be terribly interesting to write such a combat RE: Moveset Analysis - Handsome Jack - 10-28-2017 To be fair, the dude wrecks everyone. RE: Moveset Analysis - Okor - 10-28-2017 (10-28-2017, 06:10 PM)Schwi Dola Wrote: I've been thinking about this thread and your moves Tearen and a telepathy specialist who ignores conventional defense but can still fight conventionally with a high defense and moves built to be countered only by speed is difficult to respond to. You should wreck Desco who can't deal with telepathy. It wouldn't be terribly interesting to write such a combat I beg to differ. You can do a lot with telepathy if you write it as engaging in combat within one Prime's mind. Go full-on inception, start smacking each other down with pure will and childhood memories set to the backdrop of the burning landscape of your hopes and dreams. RE: Moveset Analysis - 13-Jzall - 10-29-2017 apart from some melee what should I get for 13 RE: Moveset Analysis - Schwi Dola - 10-29-2017 (10-28-2017, 07:57 PM)Okor Wrote:(10-28-2017, 06:10 PM)Schwi Dola Wrote: I've been thinking about this thread and your moves Tearen and a telepathy specialist who ignores conventional defense but can still fight conventionally with a high defense and moves built to be countered only by speed is difficult to respond to. You should wreck Desco who can't deal with telepathy. It wouldn't be terribly interesting to write such a combat It's a matter of opinion. But I wouldn't have much fun with fighting that and therefore my writing quality would suffer. Also just looking at the first move on his list that is strictly defined and ambiguous. It deflects all protections, my super move is a projectile. It has no limit to what it stops except by speed with very specific and very limited timings which is that it can't form fast enough. But not being fast enough to stop bullets isn't that much of a downside, and it's a function of SPD stat which is odd.. It wouldn't be fun to parse this into a battle post. To put it in a MTG metaphor, the only one having fun with a blue control deck playing is the blue control deck player. I will lose because in such a battle it would be who can RP as Tearen better, as Desco becomes a nonfactor. Schwi on the other hand might do better as inherently reactionay and would try to turn his moves against him. She could contribute to the fight. I would have something to post. Mind Burst kinda violates my character concept though, which would just have to accept. RE: Moveset Analysis - Tearen Wover - 10-29-2017 You're being too gamey again, Desco. Super Moves break straight through Tearen's warp burst like any other shield. On top of that, he can only do it once per round, so yeah, it's a really good block when he does use it. Furthermore, if you've ever actually read any of my fights, you will realize that I don't write Tearen as this utterly dominating force of nature. I win because my moveset allows me to make a fight more interesting, not less. Overall, is my moveset difficult to counter and extremely effective? Yes, yes it is. There's no rule on the site that says it can't be. No one is obligated to give their Primes an inherent weakness, pending that they invest enough OM into it. Maybe consider your own hesitation to grasp the brass ring before crying hax on other writers. 13 Melee would be a good place to start, yes, but also consider investing in some defensive moves. An emergency shield or even some sort of chafe move that inhibits homing attacks might be useful. Attack drones also seem like an easy branch for 13 to explore, and would work well to occupy his targets while he lines up a shot. If you're going to have sniping be your primary offense, your moveset has to be centered around giving Jzall the opportunity to do so. |