Tumgik
#including movesets and abilities
avielex · 9 months
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This is gonna be a wild randomizer isn't it.
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ajdrawshq · 10 months
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listening to octopath music and drawing and writing stuff for my octopath pmd au so The Horrors(tm) dont get me
#i am getting WAY too in depth with these character profiles but if i dont hyperfocus on it i will implode .#like. we got species (including fusions/variants) types (may differ due to species) (plus an extra type bc of mixing in octopath mechanics)#also bc they can have up to 3 types at once i calculated everyones weaknesses and resistances which is actually kinda fun w tri-typed mons#also movesets up to 9 moves including 8 from their species(es.?) and 1 from their extra type . bc octopath#and abilities which everyone can have up to 2 of bc of how the older pmd games worked#tho each start with one and gain one in a similar way to octopath which allows for more mismatching#and also making it easier to choose fitting abilities for everyone they otherwise woildnt have access to#their IQ groups (tho. i am mildly tempted to scrap that and make my own groups. no yeah thats my next task now)#held items and general/single use items theyd most likely have#and any other individual notes i have on them 👍 like therion being unable to evolve further bc part of his lineage is a 2 stage evo#ohhh i also need to note where everyone comes from. except maybe therion bc we dont know his hometown at all#thats gonna be kinda hard bc each continent has pretty much all the biomes but psmd changed that up a bit..... hm....#and the sand continent is straight up from psmd only unlike the rest so i need to check if theres anything besides deserts there#bc i could theoretically put 2 travellers per continent and go from there.. OH wait that works hold on. im a genius#maybe i need to replay psmd again and see.. i gotta be at least partway in my current playthrough it camt be too hard#id like to mimic where everyone starts out as much as i can.. tho i cant remember if theres a livable tundra area in pmd#still gotta do those iq groups tho . that goes first#octotag
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ganondoodle · 1 year
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it may not look like it but this took a long time to make
heres a rough ability breakdown for the totk rewrite project (i know its hard to read in the pic so let me clear it up and add some extra info)
theres two ability wheels now, sages are not frame rate killing glitch ghosts around you but their abilities are selected through the wheel on the right (pic is rough concept, it is clearer what is selected and what isnt + it has names in final version, symbols are placeholders as well) and bound to the player, when you acitvate it an aura appears similar to the arm abilities and their ghostly form appears besides you, charging or firing when you hit A while the ability is active
SHIEKAH ARM WHEEL
ANALYZE: zelda tells you info about targeted enemy/NPC, it gives you info about it and informs you more dynamically about important things than the foto-entries do
FOTO its fotos :) zelda joins selfies tho and does silly poses with you
REWIND: functions like the time recall in canon, but this time it is a more developed version of stasis instead
AMIIBO: its ... amiibo
HOOKSHOT: grab onto anything (perhaps restricted but not yet decided), you pull yourself+zelda to heavy stuff, light weight objects are pulled to you (including light enemies like bats or small slimes) grab onto something and hold onto it, usable like a vine (think, ww grappling hook) but with limited duration (battery power?)
AUTOBUILD: like in canon but it uses luminous stones if material isnt all there (or other material you put out to so its more versatile and you are more aware of what you have, no accidental spending then)
BUILD: similar to canon, but no glue (it kinda just fuses with no extra graphic unless pehaps like a bolt or sth), you put stuff together anyway you want; build is also used for weapons (no extra ability needed), you just build a weapon on the ground and pick it up afterwards (it has to be a weapon handle part and then sth else to it, otherwise it wont turn into a weapon)
INFUSE: infuse somethign with ancient energy, useless on normal objects usually(?) but reactivates broken or deactivated tech like elevators and doors; used to dynamically access caves and especially labs (labs serve a similar function as shrines, they are old shiekah labs that broke over time, puzzles are diverse things like traversal and little quests in which you help the researcher ghosts of the people that died in these labs (by the calamity, earthquakes, accidents, or killed by the royal army when their tech was banned and they refused to give it up)
SAGE WHEEL:
WIND GUST: same as in canon
LIGHT SHIELD/LIGHT LASER: zelda uses a shield of light to protect herself in combat, it does not affect the player (or perhaps only when you happen to be within range, which is small, this is more a character thing for her than useful for you) for the player through the selection wheel; aim and tell her to shoot a light laser like rauru did in the moldora cutscene in canon totk (a bit more dynamic) it deals very high damage to anything hit but has the highest cooldown of all abilities; deals extra damage to miasma enemies
THUNDERSTRIKE: similar as in canon, it charges through you however (so the charging only gets stopped if YOU shoot an arrow or get hit)
FIRE .. BOOM THING: similar as in canon but yuno has a little animation of daruks shield around him again :)
YIGA TELEPORT/KOGA CLONES (undecided yet): A: target a location in range and koga grabs you like a naughty kitten and teleports you both to the targetted location, you spawn in a little above ground giving you time to either perform a bullet time move or a sword attack from above B: summons a bunch of koga clones that serve as a distraction for enemies and combat support, they die in one hit (reference to kogas and monk moz kyoshias similar moveset; since there are no sage ghosts around you all the time and a max of two companions (zelda always, sage in sage dungeon) it serves as a replacment for that)
WATER ...WELL(?): sidon gives you a shield of water, elemental effect is applied to weapon and lasts as long as the shield does no matter how many times you attack; if it is hit by an enemy it breaks but you dont take damage; if the shield lasts it entire duration without getting hit it it grants you a percentage of your missing health back upon dissolving (ref to mipha healing powers anyone??)
im open to constructive feedback but overall im quite happy of makign it work out like that, although there are quite a few things that need polish i think this is both realistic and works well with what else i have been writing; remember tho, this is my rewrite so im undoing the things i dont like, like riju never being there when you need her bc she runs right up to the enemy and her losing her charge bc she keeps getting knocked over + overall uselessness of minerus robot (to me)
(totk rewritten project)
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destiny-smasher · 1 month
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Nemona x Penny teamup art for my fic 'Operation Comet Punch!'
These were drawn by @yxorul as an comm and they did such a great job with it, including helping me finalize designs for the gauntlet/'mon!
Utilizing technologies and special stones from Paldea (SV), Ferrum (Pokken), and Pasio (PokeMas), Penny has been aspiring to achieve her dream of being able to inhabit the form of a Pokemon when desired, even if as an avatar.
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Her solution? Reverse engineering Porygon and reconfiguring things to create a brand new, digitized 'mon manifested in physical form via Terastal Crystals. She dubs it: Veeveeon. It can switch Type loadouts, changing its 'collar'/colors and movesets by manipulating Tera energy.
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Nemona, meanwhile, has spent a few years studying martial arts under Gym Leader Bea from Galar and fitness guru Dendra of Paldea. While her stamina can still be an issue, she's become so strong she doesn't need her arm brace, and has even learned to use Tera energy on herself.
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Harnessing Terastal energy from a Tera Orb, she can make her spiritual Tera Type -- Steel -- become physical, applying crystal-made, metallic armor pieces to her form and boosting her abilities in Pokemon-like ways. This skill comes with various caveats and she's still ironing it out.
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starwolfskin · 4 days
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Time to share the Pokemon teams I made for Phel and Sett!
I based Phel's team a lot on his weapons, and for Sett I based it more on his colors, style and skins! More details on each below cause I love to explain things-
PHEL'S TEAM:
Severum (Shiny Absol): an easy choice, really. Absol fits his style imo, and the scythe theme + shiny color being red is perfect for Severum
Calibrum (Inteleon): sniper! It just had to be, coloring may not be perfect, but still fits the team's overall style.
Infernum (Chandelure): well, flamethrower. I picked it mostly for the colors and being fire-type, considered Ceruledge for it but its such a sharp pokemon it wouldnt fit the flamethrower theme much...
Crescendum (Shiny Bisharp): the blade shapes work to fit the chakram! I picked the shiny for the coloring as well, the blades are white anyway so it works!
Gravitum (Galarian Slowbro): my fave of the team, it has the poison type AND an arm cannon, plus it fits the weapon theme of slowing down the enemy! It was a match made in heaven, it was my friend's idea but it really is so good I had to adopt it.
Lunari (Umbreon): I missed the opportunity to make it shiny and name it after Phel's ult, as someone pointed out on twitter (rip), but I like it just being a little mascot for him.
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SETT'S TEAM:
Firecracker (Typhlosion): badger pokemon, there's no wolverine so I'll make do with badgers. Fire type works for him, and the fire on its neck matches Sett's cape with all the fur!
Boss (Incineroar): I mostly think of Sett and relate him to dogs when not taking into account that he is a wolverine/badger, between cat and dog energy I think of him more of a dog, BUT! Incineroar is really good for him due to its style of being a fighter, a big show-off with a soft heart, it just had to be part of the team.
Heartsteel (Shiny Obstagoon): another badger!!!! When I saw the shiny colors matched Heartsteel Sett's hair and eyes I just had to include it on the team. A little rockstar buddy <3
Obsidian (Koraidon): wasn't gonna have legendaries on the teams but I just think it works. Koraidon is the only fighting type I managed to sneak into the team somehow, I wanted it to be his primary type but as it turns out I prefer the team matching in style than picking up random fighting-types to fill the gaps.... anyway, named and designed after Obsidian Dragon Sett!
Truffle & Southpaw (Shiny Lycanrocs): Spirit Blossom Sett has his little badgers, and here I translated it into 2 doggies! I think lycanrocs fit this duality idea well for having different forms, night and day, Akana and Kanmei... And the colors for the regular lycanrocs works too but to fit with the SB badgers I made them shiny!
I had abilities and movesets for all of them but I'm too lazy to detail them rn, just know I thought of them kfdnslgdk
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alexissara · 6 months
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Sonic Fighting Game Dream Roster!
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Me and My Metamore messed around to make a sonic fighting game roster and I wanted to share kinda like the roster and the thought behind it and stuff for fun since this was a silly little fun thing. Our limitations where only including canon sonic characters in the main roster, the roster was going to be 24 characters because that was the base Dragon Ball Fighters Z roster size at launch, we were assuming the game would be an another Arcsystem Works Tag Fighter. I elected not to go for an even gender ratio like I normally would since we were aiming for a realistic roster but obviously when between viable options I favored a woman. 10/24 of the base roster are women so pretty close to half and like do Mecha Sonic, Chaos or Omega even really have genders? This game would also be one that focused on a more modern control style given Sonic is intended for children but also that modern controls are becoming simply the norm.
The team play is important for this game since sonic is not really a fights alone guy. Since Sonic 2 Sonic has been a serious about working together to overcome evil and it's been that way since with Sonic 3 adding another playable friend, Knuckles Chaotics having a whole squad, leading to the eventual adventure games and that eras bigger rosters. Like Skullgirls you could pick between having 1, 2 or 3 people in your team and have the characters enhanced on the smaller team number but lose access to the full sweet of abilities being teamed up gives you.
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It's one thing to make a roster but another thing to try and think about how the characters would play. I have minor concepts on many of the playable characters, one requirement we had for putting someone on the not DLC part of the roster was having an idea of how they played.
Sonic obviously establishes the Foundational parts of the game being a rush down character to stay true to the archtype but one with a bit more resilience, he'd have just a tiny bit of everything to teach people while staying true to the speed focus. Blaze gets a mild zoning game with fire balls but is more aggressive being more of a combo focused character with the ability to further her combo potential with her blazing blade super similar to Juri in Street Fighter. Surge would be a character who was able to damage herself to increase damage to others, reckless in her desire to prove her strength and get out of people's shadows. Metal Sonic would play like sonic with a few different moves and a tankier set up but lower combo potential. Shadow would have the most advance moveset of the rushdown characters. having tricky moves that result in high pay offs but require solid execution.
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The Balanced characters present most of the games features in the movesets. Honey the Cat being from Sonic Fighters makes her the perfect character to be the most basic fighting game character having basically just Ryu's moveset with no frills but some additional girly flare to give her some personality. Trip is a transformation character like Hellsing from Blaze blue with her dragon mode providing her a more aggressive style but a bigger hit box and body while still working off the more fundamental gameplay. Tails would have a bit of it all but with a bit of a stronger zoning game as a charge character. Emerald being from Sonic's second fighting game and copying movesets would be like Seth from Street Fighter 5 and other similar characters giving them a diverse moveset using moves from other characters.
Amy Rose would be a perfect midrange character wanting to not be too close or too far, her hammer being the distance away she wants to be. Tangle would have some command grabs she could preform further away and in general she wants to be fighting with just a bit more room than the average fighter. The deadly six are summon type character who work at any range but average out to about wanting the same distance as Amy and Tangle. Each of the six bring different abilities to the table similar to Captain Ginyu in DBFZ.
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Chaos is a tricky grappler with a lot of strange movement tools. Big the Cat is our big time joke character where he is just trying to find froggy in battle and your just in his way accidently getting boddied by his long distance fishing hook grabs and friendly hugs as Froggy is set up on opponents allowing Big to hit with bigger damage. Omega is a more classic big body, get the fuck out my way or I'll kill you zoner with a weak projectile it can use to discourage running away from him.
Rouge is our iconic trap setter allowing her to steal wins from opponents who aren't ready to deal with the puzzle game she throws before them which includes inflicting some debuffs that remove options from your opponents for a particular amount of time like tagging out. Starline has his warp topaz for movement allowing him a more zoner focused gameplay style with a command grab that is styled after his hypnosis and otherwise his inventions being little traps on the field to control where the foe is and their approach. Nights and Cosmo would be characters more focused on the assist role creating items that their team mates can use with buffs. Nights would have a higher risk reward where the opponent could also use them where Cosmos would be locked to benefiting the player. Finally Eggman is tanky with all the traps and annoyances of a zoner. He can't do big damage but he is hard to take down and there is probably a boss version of him that is even more annoying.
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Fang/Knack had the name sniper, their an archetypical zoner. Whisper's whispeon allows her to customize her shots by switching which whisp she has loaded into the gun, this allows her a diverse arrow of zoning options allowing her to always keep her opponent guessing on what is the best way to approach her. It's no use trying to beat Silver when he can yet you away to keep his ideal distance having a weak command grab that allows him to toss his foe full screen and keep up the aggressive physic assault.
Cream is our Puppet character with a special twist on being a puppet character with a puppet that evolves over time from Cream to Cream + Cheese to Gemerald building a meter to have a stronger puppet to use but stage 2 having some reasons to use it over stage 3. That can be paired with one last appearance in her ultimate attack allowing her mother Vanilla to get mad at the foe for attacking her daughter and finish off the opponent in a motherly rage. Knuckles would function like most boxing characters only having punches and being a bit of a bully in battle who is hard to handle but his special ability to glide would allow her far more air mobility then most other characters in the game. Espio would be a classic ninja character with all that entails having lots of moving and plenty of tricks to serve. Jet wouldn't be fighting alone coming in swinging with his crew able to dive in from the air like a hawk and take opponents into large air combos where on the ground he is pretty lacking.
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While this is typically the type of thing reserved for Youtube videos but I felt like idk writing out this kind of thing and if you enjoyed it please let me know. I had a blast doing it and I would love to make more dream rosters with my lesbian edge where I am gonna favor women. I think these are just fun ways to nerd out about a series I enjoy and I'd love to go even more in depth I stopped myself from being extra indulgent on this one but I'd have loved to go into how I imagine a single player mode would work, talk more about universal mechanics and everything else.
All I want is some feedback if you enjoyed it but if you wanted to I am always happy to get support on making my own original queer art over on Patreon and Ko-fi which includes my current ambition to make an SRPG along with my for sure going to happen TTRPG projects.
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ranger-rai · 23 days
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Sorry for asking so many questions I am trying to research and get info.
Anyways, how does Mienfoo sense aura? I can't find it in the Pokedex entry. Is it headcanon or speculative?
Mienfoo is a martial arts pokemon, and many martial arts pokemon tend to develop some level of aura sense.
Lucario is definitely an aura master, and Medicham is capable, but they have more psychic abilities, but reading aura isn't impossible. It's just not as necessary.
Whike it isn't totally highlighted, Mienfoo can use Aura Sphere naturally, which leads to some level of aura control.
I spent some time with Ranger Eddie learning more about fighting types and we went to a special training ground to learn more about them in Hoenn, and we got to see some of the different techniques, including the aura abilities of Mienfoo.
Although their control isn't as strong as Lucario, the precise strikes and fluid movements combined with a little aura boost are very impressive and dangerous.
(It's not totally proven, but Mienfoo kinda feels like an attempt at having a gen 5 lucario, and the martial arts they are based off of would lead to some of that influence. It's a little more beyond the pokedex and more context from their moveset)
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daydream-hq · 5 months
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Ever After High Pokemon Teams - Apple White
This will be a series on my headcanons for what Ever After High characters would be like if they were in the Pokemon World. This will include what their trainer class is, why, their teams and their Pokemon's movesets, why and their motivations. Without further ado, lets get started!
Apple White
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Daughter of the Ever After Region’s Champion, Snow White, Apple is determined to follow in her mother’s footsteps and become the Region’s next Champion. 
Apple hoped that the daughter of her mother’s rival, Raven Queen, would become a Trainer too so they could compete with each other like their mother’s did. However, this did not come to pass as Raven chose to become a Coordinator instead. 
Apple does not understand why Raven became a Coordinator, mostly because Raven never seems to catch “beautiful” Pokemon. She often tries to dissuade Raven from the Pokemon Contests because she doesn't think she has the right team for it and she does not want Raven to be hurt - but Raven never listens to her!
Trainer Class: Pokemon Trainer
Apple's team is made up of Pokemon that look good while also being well balanced and honor her story.
Candy the Hyrapple
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Moves:
Syrup Bomb
Fickle Beam
Recover
Earth Power
Apple's first Pokemon and main partner, Apple did so much research to figure out which of Candy's branch evolutions would be best for her and her team and by Grimm did she make it happen!
I was always gonna put an Applin and one of it's evolutions on Apple's team - it was so obvious - and I thought Hyrapple suited her and her team the best.
Crispin the Ninetales
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Moves:
Flamethrower
Extrasensory
Will-O-Wisp
Energy Ball
Apple's secondary main Pokemon, Apple caught Crispin as a Vulpix and Apple strategically planned when to evolve her!
Ninetales was also an easy Pokemon to place on Apple's team to represent Apple's pet Arctic Fox, Gala, from the books. I didn't give her an Alolan Ninetales because I felt like the OG Ninetales suited her better. Both in color scheme and for her team.
Pacific Rose the Milotic
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Moves:
Surf
Ice Beam
Dragon Pulse
Draining Kiss
Apple was never gonna pass on the opportunity to own a Milotic! On top of them being know as the most beautiful Pokemon, it is also a strong Pokemon with a great moveset!
Milotic was another obvious choice for Apple, with her being the future "Fairest of the All", it wasn't even a choice! Apple had to have a Milotic!
Jazz the Lopunny
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Moves:
Headbutt
Bounce
Flatter
High Jump Kick
Caught as a Buneary, Jazz evolved rather quickly due to Apple's ability to befriend almost anyone! Lopunny is quick on their feet and their moves and will almost always strike first!
Apple has been frequently shown to love bunnies, both in the show and the books, so Lopunny was another obvious choice.
Melrose the Clefable
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Moves:
Moonblast
Dew Life
Metronome
Thunderbolt
Apple found Melrose as a shy and scared Clefairy that quickly bonded with the Pokemon who soon joined her team. She has often saved the team when using Metronome, which Apple is grateful for despite not liking the unpredictability of the move.
I really wanted Apple to have a Fairy Type Pokemon because I thought the Type would fit. I landed on Clefairy and Clefable because the have "fairy" and "fable" in the names.
Honeycrisp the Pawmot
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Moves:
Thunder Punch
Brick Break
Dig
Slam
Apple's final team member! A cute little mouse-like Pokemon like Pawmi was an easy sell for Apple! This was also a good Pokemon to help Apple round out her team!
I really thought that an Electric Type Pokemon for Apple's team and, after looking through the options, Pawmot fit Apple the best.
Aaannd that is Apple's Pokemon Team! Raven will be the next one! Hope you liked it!
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scarlet--wiccan · 4 months
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Ugh yeah on the future fight thing her skin is super white and it's embarrassing how noticeable it is when you compare it to the original
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Especially when you take into account the fact that they were able to 1:1 copy some of her moves from scarlet witch v3 but somehow weren’t able to copy her skin tone
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That's wild. I found this video which showcases Wanda's new moveset, if anyone else wants to check it out. There's a section for Pietro, too, but most of it's less interesting. I know I've said it before, but I find this game... nauseating to look at. It's just so overwhelming and noisy, and I don't think the actual action gameplay is very involved-- it seems like it's just a lot of button mashing and flashy effects.
Anyhow, as disappointed as I was by Orlando's handling of magic and spellcasting, I thought he and Pichelli, specifically, did a really good job of giving Wanda some cool moves to use in a fight. Wanda's usually kinda boring in video games because her powers just don't translate that well, so developers typically just have her throwing around energy spheres or whatever. Scarlet Witch (2023) gave her a a repertoire of combat abilities that included portals, energy constructs, and matter transmutation. That sort of thing is definitely easier to adapt into a video game, so it's kinda cool to see that here-- and I think the effect on her hair works really well, too.
But it really sucks that if they were gonna pay that much attention to the comics, they couldn't have gotten her look right.
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fleeglefazbeagle · 22 days
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Hey, quick question...
What Pokémon type would he have?
(It can be a duel-type if you want.)
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Yes, I'm including his fat form from the OG video and a frame from @zeurelart 's gif that he made as a commission because those two still count.
Not only types, also what KIND of Pokémon would he be?
Will he be a regular Pokémon, a legendary, a mythical or an Ultra Beast?
Let's not forget what abilities would he have.
(Bonus points if you come up with names, a Pokédex entry or entries, moveset or perhaps a design.)
I wanna see what you come up with.
(Not forcing you to do it, obviously.)
Be sure to tag me if you make a post about it.
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shuttershocky · 6 months
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Top 3 characters from any MOBA you've played gameplay-wise
Ooh this is ridiculously hard... Ive played so many over the years that I liked...
1.) Shoichi (Eternal Return) — The only video game character archetype I like more than a gunslinger is a swift dagger wielding assassin, and Shoichi took that to the utmost extreme.
Blindingly fast, incredibly squishy, and extremely prone to dying off of a single mistake, Shoichi's whole deal was that he could reset a short range, instant dash by dashing over a dagger that he drops, while his Stab, knife throw, and spinning ult all dropped daggers around him (like a modified Katalina, from League of Legends).
He's so squishy that if he misses one of his skills and runs out of dash resets, he's quickly killed, meaning his gameplan was always to ambush a target with a full combo of all his skills as fast as possible, hopefully killing them before they even properly realized they were being attacked.
This feast or famine playstyle made him a big balance problem for ER, and he tended to either instantly kill a target, or miss one skill / run out of damage on a tankier target and then just die pathetically, but that's what made playing him so fun.
He's the closest a video game has truly got to really capturing Tohno Shiki as depicted in Tsukihime, far more so than Melty Blood's. I've uploaded a few Shoichi clips here on this blog, i'm not as fast as the pros are but I'm still real proud of them (especially the 1v2s or 1v3s ive won)
2) Rubick (Dota 2) — As the original MOBA upon which all others descended from, Defense of the Ancients contains a lot of Heroes with designs that became nothing less than genre-defining, such as Pudge's meat hook being replicated throughout many, many games, from League's Blitzcrank to Overwatch's Roadhog to Super Monday Night Combat's Veteran
Rubick however, is a character based around having an incredibly generic skillset, but with the most unique ultimate in Dota. He's got an instant stun that does no damage but can move enemies around, an honest nuke that bounces, and a passive that boosts his cast range, little in the way of an identity. But, Rubick's ultimate, Spell Steal, lets him copy the last spell an enemy hero used (including their ultimates) and temporarily use it in battle.
This makes Rubick's gameplay completely change every single time, as his possible moveset is determined by the enemy's lineup instead of him. His generic but crudely effective regular skills are meant to combo with as many different stolen spells as possible, creating a real chameleon of a mage that can use even your own ultimates against you.
Due to his simple basic skills, playing Rubick is very easy, but due to his ultimate, playing Rubick well requires mastery of basically every other spell in the game, and Dota is notorious for being the sort of game where it's quite easy to grief your own teammates with a bad spellcast.
I have played this character for a ridiculous number of hours since he first got ported from Dota 1 to 2 back in 2012, and I'm still only able to grasp him at a surface level. I love the pursuit of mastery far more than actually getting good, which is why I've been hot garbage at Dota for over 12 years now and I've never tired of it. Rubick is that feeling in a single hero.
3) Captain Spark (Super Monday Night Combat) — Although it pains me not to put a representative of my love Gigantic in here, Captain Spark remains unmatched. A Rocketeer + Shark Boy and Lava Girl parody, Captain Spark took the very common trope of the teleporting assassin in 2D MOBAs, and took it into 3D space.
With the ability to blink through walls and floors, Spark played with the 3D space in a way nobody else in Super Monday Night Combat could touch. He could come from anywhere, at any time. There was nowhere you could run where he couldn't follow, and catching a guy that could simply blink to another part of the map made chasing him almost impossible. It's the closest anyone's really gotten to replicating the idea of fighting a comic book speedster, where you have to catch them by surprise, or lure them into a fight they can't easily escape from and overpowering them with bulk.
One of my favorite moments playing as Captain Spark is when another player caught me offguard and pushed me off the map to my certain death. I simply looked up as I was falling, teleported through the floor, and ended up right behind the guy as they turned around assuming I was already dead. I shot them with Spark's secondary ray pistol just to get their attention, and when they turned around, I grabbed them and tossed them off the cliff they just chucked me from (because hey, one of Spark's skills is to grab and flip an enemy behind him, perfect for such situations).
I miss SMNC. Video games sure haven't made a weird Shark Boy wearing Rocketeer cosplay kind of character again.
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eeriecode-fgo · 3 months
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FGO FanServant - Sora, the Key of Destiny
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(artwork by repta, originally found here)
Might contain spoilers up to Kingdom Hearts III after the break
Ascension Stages
First Stage: Sora's Limit Form outfit from KH2, wielding the Kingdom Key.
Second Stage: Sora's Second Form outfit from KH3, wielding Oathkeeper.
Third Stage: Sora's standard outfit from KH3, with the addition of a small golden crown on his head, wielding the KH3 version of Ultima Weapon.
Ultimate Form: a special form accessed only with Sora's Skill, Sora's outfit, stance and moveset switch to his Ultimate Form from KH3.
Parameters
Class: Saber
Alternate Classes: Foreigner (Traveler)
Source: Kingdom Hearts
Region: Destiny Islands
Voice Actor: Miyu Irino
Rarity: SSR
Alignment: Lawful Good
Attribute: Earth
Deck: Buster/Arts (Buster: 3 hits; Quick: 4 hits; Arts: 3 hits; Extra: 5 hits)
Traits: Humanoid, Seven Class Servant, Male, Weak to Enuma Elish, Loved One, Keyblade Wielder, Sora, Light User
-- Ultimate Form: Levitating Servant
Passive Skills
Magic Resistance - Rank B
FGO Effect
Increase own Debuff resistance by 17.5%.
Riding - Rank B
FGO Effect
Increase own Quick performance by 8%.
Guardian of the In-Between - Rank A
A standard skill among Keybearers who travel in the Lanes Between. Mere possession of a Keyblade grants its wielder a constant supply of magical energy, while the act of travelling across worlds marks them as alien to Proper Human History.
FGO Effect
Charge own NP gauge by 4% each turn.
Gain 2 C.Stars each turn.
Append Skills
Extra Attack Boost
Increase own Extra Attack Card effectiveness (30~50%)
Load Magical Energy
Begin battle with NP gauge charged (10~20%)
Bond Gain Boost
Increase Bond gained after battle (10~20%)
Bond Skill
Increase all allies' Arts performance while on field (10% + 2.5% for each ally alive (including sub-members))
Active Skills
Connected Hearts - Rank EX
A skill that exemplifies Sora's uncanny ability to connect with others. While the ability to draw power from bonds isn't uncommon among Keybearers, Sora has demonstrated an incredible capacity for it, forging connections capable of transcending time and space. As a Servant, this skill manifests as a set of powerful buffs capable of empowering all his allies, including his Master.
FGO Effect
Cooldown: 8~6 turns
Increase all allies' Max HP for 3 turns (2000~3000)
Increase all allies' ATK for 3 turns depending on their Bond Level (10% at Level 5 or lower, 15% at Level 6 to 9, 20% at Level 10 or higher)
Increase all other allies' NP gain for 3 turns (10~20%)
Decrease all Master Skills' cooldown by 2
Second Chance - Rank C
A common skill among Keybearers, a magical protection prevents the user from taking fatal damage. Had this skill been at full power, its user would be virtually invincible so long as they weren't literally on the brink of death: as a Servant, however, the efficiency of the skill is lowered for balance purposes.
FGO Effect
Cooldown: 10~8 turns
Apply Guts to self (1 time, 5 turns, 2000~3000 HP)
Apply Lethal Damage Evade to self (1 time, 5 turns)
Apply [Once More] buff to self (1 time, 5 turns)
-- When Lethal Damage Evade is triggered: Apply Lethal Damage Evade to self (1 turn)
Ultimate Form - Rank B+
A unique ability granted to Sora by the Three Good Fairies, Sora can fuse with his allies to enter a Drive Form. While in this state, Sora regains the ability to wield two Keyblades, and all his parameters rise tremendously: additionally, all positive and negative effects are transferred from his allies to him as well. Truly, this is the power of friendship taken to its logical extreme.
The efficiency of this ability tends to fluctuate with time: while this transformation was overpowering during Sora's first fight with Organization XIII, its power was significantly lower by the time of the Keyblade War. As a Servant, Sora is able to perform a complete fusion with his allies only once: any following attempt will force Sora to rely on his own power alone, giving him a small boost akin to his Limit Form, but without an associated transformation.
FGO Effect
Cooldown: 7~5 turns
Requires 1 Drive Counter on self and at least one other active ally (Sora starts the battle with 1 Drive Counter)
Banish all other allies (banished units are removed from the field, but are still considered alive. Backline units cannot enter the field while there are banished units. Countdowns on banished units' buffs are frozen while they are banished.)
Apply [Ultimate Form] buff to self (Unremovable, 3 turns)
-- Switch user to "Ultimate Form" Spiritron Dress.
-- User cannot be switched out
-- Increase user's HP and base ATK by a percentage of all banished allies' base HP/ATK (15%~25% ATK boost, 25~35% HP boost. Stats increases from Fous are counted, boosts from equipped CEs are not)
-- Increase Extra Card effectiveness (50~100%). While in Ultimate Form, the Extra Attack deals AOE damage
-- Copy all active buffs from banished units to user (cooldowns on copied buffs remain the same, efficiency of those buffs is reduced to 50%. Does not apply on buffs from passive skills, CEs, or battle-specific effects)
-- When user is defeated or buff expires, return all banished allies to the field
Remove 1 Drive Counter from self (Demerit treated as a cost)
Limit Form - Rank B
FGO Effect
Cooldown: 7~5 turns
Replaces the previous skill if user has no Drive Counters or there are no other active allies
Recover own HP (2000~3000)
Increase own ATK for 3 turns (20~30%)
Increase own NP Gain for 3 turns (20~30%)
Noble Phantasm
Trinity Limit - Rank A
A Limit Break learned by Sora early on in his journey, that allows him to combine his friends' power in a single devastating attack. As a Noble Phantasm, Sora can gather strength from both his Master and allies on the battlefield, and his friends from across the worlds, with these connections letting him temporarily wield the χ-blade he once held in life, and in turn manifest Kingdom Hearts on the battlefield for an instant: multiple beams of pure light will then descend from the moon, striking down all enemies in sight.
FGO Effect
Arts Noble Phantasm, 5 hits
Increase own NP Strength for 3 turns (10~20% + 2.5% for each other ally still alive (including sub-members), scales with Overcharge)
Deal supereffective [Evil] damage to all enemies (damage scales with NP Level)
Writer Notes
For my first published fan-Servant, I decided to start with the protagonist of one of my favourite videogame series of all time. This is not going to be the only one, I have plans for at least a few of them (some more defined than others, in some cases I only have a class in mind at most, but I'll get there)
As a blanket statement for all Kingdom Hearts fan-Servants, yes, since all of them are from another world, in theory all of them qualify for the Foreigner class (and Aoko Aozaki's summoning line implying the existence of a Traveler class further cements this): however, since having them all be Foreigners would be boring, I'm keeping that class as the absolute last resort. Their status as foreign entities will still be reflected in their unique passive "Guardian of the In-Between", whose effect partially references the Foreigner Class Skill "Entity of the Outer Realm".
The main concept for his moveset came after seeing the reveal of the FGO Mahoyo collab: after seeing how the switch between Aoko and Super Aoko was implemented, I decided to add a similar mechanic to Sora in the form (heh) of his Drive Forms. I'm not 100% sure on how balanced it all turned out to be: I wanted to make him a strong but not overpowered Servant, hence why I significantly limited the boosts he gets from the skill. The halved effect on copied buffs was something I only considered late in development: at first it was a straight copy, fitting for him basically becoming a one-man army, but then I realized he'd have access to a 60% battery each turn with double Johanna and I thought "hmm, that might be a bit too much"...
I haven't gone too much into details on the numbers, properly researching and comparing them with all in-game Servants would take way too long, but I envision Sora as having very low stats for an SSR, closer to a high-tier SR, with his NP gain in particular being pretty bad. This is mostly to compensate for the buffs he can get from his Ultimate Form, but it also works in terms of lore: since a big part of his character is that his friends are his power, it's only fitting that his performance is severely impacted by how many allies he has by his side.
Speaking of that, the importance of friendship in the series is also reflected in many of his skills, from his Noble Phantasm and Bond Skill relying on keeping the team alive, to his first skill and third Append Skill encouraging high Bond levels.
Sora's Noble Phantasm is inspired directly by the ending of KH3, with him wielding the completed χ-blade while surrounded by his friends: I also picture his connections as beams of light from those keyhole-shaped portals seen in Re:Mind, for further references. I'm not 100% sure if Sora still has access to the χ-blade afterwards or if it was just in that moment (I guess we'll see when KH4 actually comes out), but worst case scenario we can chalk this up as artistic license for an iconic moment.
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vel-sig-gaming · 2 months
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Lies of P review: More like Lies of PEAK
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If you have played any amount of games you'll probably be familiar with the term "Souls-like." Games with this description usually focus around Combat and exploration in a well-designed and mostly linear level, With the combat being rather challenging, focusing on enemies with telegraphed and patterned attacks that you must learn the timing of to block or dodge. If you enjoy any amount of challenge in your game, I'd strongly recommend this genre. However, the vast majority of every even remotely decent soulslike game has been made by Fromsoftware (They did coin the phrase.) Dark souls, Bloodborne, Sekiro, and Elden ring, are all games that are widely considered 9 or 10/10 scores by most (Including me.) Therefor most of the soulslikes out there, mainly imitate one of these, but fail to make it unique enough to end in the same weight class.
However, Lies of P is such an absurdly polished game in that genre it manages to establish itself among the best with EASE. I would personally rank it #2 among all the soulslike games i've played, right below elden ring and above Sekiro. I'll explain why.
LOP Does a few things much better than its cousins in the genre. 1) Combat and 2) Thematics. The game is loosely adapted on the story of Pinocchio, but with some twists. Instead of being a puppet who must not lie to become a real boy, we've flipped it around; All other puppets must tell the truth, but they've gone crazy and are destroying, well, everything. You must save Krat (A loosely industrial era setting with lots of charm) and use your unique ability TO lie to become a real boy instead. Lying is a uniquely human trait, after all.
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The story plays it mostly straight, with all the original characters like Gepetto, Gemini, and Carlo being placed in strategic locations. Without going into spoiler territory, the twists and turns make the story really come to life, and the other characters are unique enough that I was invested in them all. I particularly liked Arlechinno and Venigni. Also, the voice acting is a solid 10. They clearly understand how it's supposed to feel.
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On to the combat, the game basically gives every single option to you as viable so no matter what type of game background you came from you won't feel out of place or like your strategy isn't viable. Dodging gives you I-frames, but you can also block or perfect block if you've got the timing. Even normally blocking won't kill you, as the chip damage you take is recoverable if you attack an enemy again. If you combine that with your healing flask-equivalent charging up when empty as you attack an enemy, a comeback is always possible from any angle.
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In addition, the movesets of your weapons are all very unique, and the damage types can be swapped out. So if you like the moveset of a fire dagger but want to have longer reach, or electric damage instead, or you've already got an upgraded weapon, you can swap the blades and handles around. So I was always excited to see another weapon, as it meant a potentially better moveset with potentially no damage decrease. Not to mention the additional option of special moves.
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In terms of bosses, I effectively never felt like it was a cheap death, or that I had no chance, which is something I can't even say about elden ring. Also, some of the boss fights (Laxasia, Nameless puppet, and King of puppets) are without a doubt some of the best fights ever (at least that I've seen.)
There is absolutely some jank, as no game is perfect But what some people forget is that ALL (yes ALL) of the original souls games are filled to the brim with jank and crap as well, it's just overshadowed by the good. The Arche abbey of LOP is the Mountaintops of the giants from elden ring, so don't think that it's a worse game. And at the end of the day it's subjective anyhow.
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Lies of P is a unbelievably well polished game that I feel is pareto optimal. If they had increased the length, it would have felt drawn out with the story they picked, but they've announced dlc and probable sequels, so mark my words when I say the next game they drop is going to top the charts. It's a 60 dollar price tag, but it gave me a solid 30 hours of playtime, and i'd have even paid 80 gladly.
It's got amazing music, stunning visuals, well-written and acted characters, and enticing game mechanics to bind it all together, that you put to use on some of the most enjoyable fights I've had since sword saint isshin. I give this game a 9.5/10 since nothing can be perfect. Games of this quality are VERY rare, and I give it my Maximum praise.
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Just going to put some various minor design details that really push this game over the edge.
The heavy and light attacks of each weapon combo into each other, so combat feels a lot smoother, and I often found myself using every part of my weapon moveset.
When you die and drop your money, if it was in a boss fight, it'll be placed at the start of the arena instead of randomly inside it so you can always retrieve it.
There's a cat in the main hub base that will slowly warm up to you over time, and you can pet it.
The sound design for the attacks and blocks are very satisfying.
The game gives you throwable items and optional NPC summons for fights that you feel are too hard.
I never found myself in a fight where i basically got killed by the camera moving inside a wall (this happened tens of times in elden ring.)
Using a gesture removes the HUD, which is great for taking cinematic screenshots.
The voice acting for some characters is so good I'll add this section twice.
The skilltree it gives you is very detailed so you can adjust it to almost any playstyle.
Respecing your characters stats is not only easy, it's near-infinite resource when you unlock it, so you can try as many builds as you want.
The boss weapons are not only great, but you can also choose an equippable talisman if you didn't like the weapon instead for a huge and unique bonus. Like, extra damage after a perfect block, Or a chance to not consume a healing cell on use.
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chromaticlera · 2 months
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I finally made a phighting OC!! [2, if you include her father Telamonster]
im still narrowing down her moveset, but she is the definition of glass cannons and quite the speedster :3
She worked for blackrock before sustaining an injury that paralyzed her, since then she's has regained the ability to walk through physical therapy, however she no longer participates in phights unless she's filling in for someone else
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the-feral-one · 2 months
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🎲
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A squid from the wheel!
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Spot is a reclusive Malamar from the Coastal Biome in the Terarium. Even though she has the psychic powers that other squids can have, she doesn't use them for malicious purposes. Her psychic powers are mainly used for carrying things around and helping people get things down from high places.
Her moveset is mainly built around her ability and her tera type - Superpower, Night Slash, Tera Blast, Topsy-Turvy. Spot's ability is Contrary, and she has the 'Stellar' tera type. Moves that she also knows include Thief, Protect, Foul Play, Skill Swap, Rock Slide, Helping Hand, Lunge, Knock Off and Disable.
She doesn't know where she was originally from, but there are some signs pointing to her region of origin being Kalos - she is a species of Pokemon that is usually found there, she has a big liking for seafood, and she gets very curious when the region gets mentioned.
Upon being accepted as Ogerpon's older sibling, Spot did get emotional. After seeing her being that way, Ogerpon and Pink pulled her into a hug and helped to dry her tears. The three siblings make sure to keep together as they go about their days, making sure to support each other as they explore the region and fight wild mons.
Much like Wo-Chien, Spot has a dislike towards Bug-types. She has been working to make herself less afraid of them, and she has tried to do the same for Wo, but it's harder to help him, due to the snail having a bigger fear of them.
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dailykirbycopyability · 8 months
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Kirby Copy Ability 02/12/2024
Today's Copy Ability is Smash Bros! Smash Bros has appeared in Kirby and the Amazing Mirror, Kirby's Dream Collection, and Kirby Planet Robobot.
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Wikirby Description: "Smash Bros., known as Smash prior to Kirby: Planet Robobot, is a rare Copy Ability that debuted in Kirby & The Amazing Mirror. This ability allows Kirby to attack with his moveset in the Super Smash Bros. series, including all of his special moves (save for Inhale since Smash is a Copy Ability)."
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