Luciandk wrote:This thread have inspired me to work on aquiring the Stunted Direhorn. Have banged out 50pvp wins in the last couple hours. Just 200 to go! It indeed looks like a superb opener.
Quintessence wrote:XD I should probably do the same before the direhorn gets nerfed. Feels so cheesey though.
Khayah wrote:Applying primal cry on a 5/15 rabbit or nordrassil wisp
Khayah wrote:But i don't see the issue in general, Horn attack is just a coinflip ability with very low dmg worse than Spectral Spine and Trihorn Charge has only 85% hit, you will miss a lot against darkness, sandstorm and flash.
Yellowlab wrote:For those of you wondering how this pet works versus its counters, I will tell you what I have experienced.
First of all, mechs lay down the damage, but their speed tends to be low, so if you interrupt lands, they are going to be missing out on some turns. I think a full hp mech can handle the runt soundly, but I will just swap out my runt if i see you do this. I use Frosty which has 2 elemental attacks and he covers for the runt nicely.
Second of all, flyers take less damage from the runt, and typically have higher speed due to their racial. This allows them to avoid his AOE slow...but only for half their hp. On flyers, I usually can keep the runt in and know that he will be mostly successful. His charge attack prevents any extra damage from flyers that get bonuses for going fist. I also use a wisp, which does bonus damage vs flyers and provides great cover for me when I do swaps because of his long lasting blind.
My team is designed to give the runt all the support he needs and counter his weaknesses. I would say that one of the best ways to counter him at the start is with a mech pet that has the minefield ability. Force him to fight your mech. Also, don't start swapping your pets out when the runt is below half health. You are just asking to get destroyed, the runt will hit your new pet 2 times for +25% damage, regardless of your new pets speed.
Users browsing this forum: Baidu [Spider] and 2 guests