Luciandk wrote:EU undermine journal lists a single HP Kovok was sale on horde side, but what are your oppinions on blackfuse bombling
I really like this guy -- now there's 2 breeds that have been seen, P/P and H/H, and both should be excellent due to the low base speed. Flame Jet is exceptional for damage (30 base, with a 50% chance of getting 20 more as a field effect over 4 turns)--with a 4 round cd, the H/H could probably get off 2 of these. Armageddon is just flat out amazing when it hits all 3 pets, and it's very hard to mitigate/avoid because a dodge effect will only protect the frontrow pet. So your only option is to control him with stuns/cc and try to kill him before he can Armageddon, but with decent-to-high health and a mech rez, this isn't easy either. And, he can fit solid elemental and mechanical attacks in the same moveset and therefore is excellent against both beasts and mechs, which are both extremely popular right now--formerly only Clockwork Gnome could do that.
To maximize Armageddon, you'll almost always want him as your starting pet, and your opponent will know this. That's probably his main weakness--if your opponent has a counter for him, they'll almost certainly start with it. But you can always pull tricks like starting Val'kyr and Haunt-swapping to him. And it's not like Armageddon is bad if it only hits 2 pets -- it's still 40 base damage total, which is comparable to Explode.
If there's a H/P Kovok on EU, then there's 3 breeds seen so far for him -- H/H, H/P and H/S. H/P would be 1465 health/289 power/276 speed. Speed is completely wasted on this guy because his damage is almost all end-of-turn (Poison Fang and Pheromones). But still, with 289 power and the beast passive presumably affecting some of the later ticks of Pheromones, he needs very few turns to be devastating. Once this guy is available, there's going to be some hilarious Kovok/Val'kyr/Crawdad-type teams that Haunt your front guy, Pheromones your backline, and then stall while you rot away.
Cant believe no one mention the Jademist dancer S/S , the all might Bonkers S/S and especialy Dandelion Frolicker witch i am trying to get atm but even without having it i can tell you that its crazy OP in the right hands.
BTW Cheers to the new Valk with haunt ....only those that have it knows how strong is she at the moment
About Xu-Fu i think this pet is a complete joke and super easy counterble ;D
Question remains how powerful are Blackfuse Bombling and Kovok.
Jademist is neat, presumably with Steam Vent/Rain Dance/Geyser. Geyser/Dance/Vent/Vent (Geyser goes off) is brutal damage. The issue with him is that the opponent knows exactly what you're trying to do and it's telegraphed 3 turns ahead. And because Geyser is end-of-turn, any avoidance move counters it regardless of speed, similar to Xu'Fu.
Bonkers S/S is kind of like a moth--devastating when you get lucky with Tornado Punch (ie Moth Dust). Then you get to hit 4 times without retaliation if you're faster, which is about 1260 damage unanswered for the S/S. For reference, when a Yellow Moth gets lucky with Moth Dust and can do Moth Dust, Alpha Strike, Cocoon Strike, Alpha Strike, it's 1588 unanswered damage. Like the moth, he's pretty vulnerable when the blitz attack doesn't come off. But Bonkers is nice because he has the humanoid passive; he's healing up while bonking you, and can sometimes recover from a very bad position (the aforementioned Tornado Punch, Jab, Dodge, Jab, Jab would give him back 236 health).
Frolicker I'm really not sold on -- Frolick+Kick can make for an extremely annoying rabbit-type pet, with the humanoid passive to heal up while evading and kicking you, *if* it gets consistently lucky with Frolick. But so far there's no S/S, so he tops out at 289 speed, while Kick and Frolick both desperately depend on being faster. Frolick is objectively worse than Dodge--it's only better if you dodge all 3 turns (ie 12.5% chance of being better than Dodge; 87.5% chance of being equal or worse; and it's not reliable evasion against a huge bomb like Geyser or Prowl+Feed).
Totally agree on the new Haunt. Valk is a superstar right now. She's on the level of 5.3 Direhorn: forget about strategy, just toss her in your team and your team probably got better. At least the mechanics of Haunt make 2x and 3x Valk worse than 1x. But still, I really hope they take another look at Haunt.
Vista wrote:I know the Skunky Alemental's moveset isn't amazing, but if I were planning to use one just for fun, which breed should I keep?
For PvP purposes, you're probably aiming to use Skunky Brew to trap the opponent in a bad matchup and then duke it out. Swaps happens before moves regardless of speed, so being faster doesn't benefit Skunky Brew, or any of his other abilities. So the main thing is to outlast whatever you end up trapping, and power and health are roughly equal when it comes to simply trading blows. Since there's no P/P, I'd say H/P and H/H are both good choices (I chose H/P, because health is most valuable when facing mech damage, but he's already overwhelmingly good against mechs and doesn't need the additional edge).
Luciandk wrote:Made an observation about Ruby Droplet today. Drain Blood ignores bosspet damage reduction and deals full damage. So if a boss have 1960 hp, they take 196 damage.
All %-based abilities work this way -- in 5.3 they also generally ignored weak/strong interactions and shields (but I haven't tested Drain Blood yet).