Re: Manamon 2: Impressions Thread

Okay uh...so overkill much?

Here's a team of six Artisoul that will absolutely wreck the game if played properly.

1. Special attacker
Moves: Sonic Force, Poison Ball, Beyond Bolt, Plague, Hone Mind
2. Physical Attacker
Moves: Earthquake, Boulder Bash, Aura Impact, Iron Maiden, Hone Blades
3. Speedster
Moves: Rev Up, Protect, Stone Spin, Swift Slam, Mystic Guard/Hibernate/Restoring Light
4. Annoyer
Moves: Horrify, Glare, Subliminal Radio Wave, Piledriver, Soul Split
5. Slow Death
Moves: Pollution Solution, Protect, Rehydrate, Restoring Light, Piledriver
6. OHKO and accuracy
Moves: Aerial Vision, Soul Ripper, Blind Rush, Flame Blizzard, Uproot

The special attacker covers fighting, stone, ice, shadow, plant, ghost, sound, undead, holy and magic super-effectively; to my knowledge, there is no manamon that resists all of these moves.
Physical attacker covers electric, air, flame, poison, steel, ice, dragon, holy, insect, magic and fighting. Again, I don't think any manamon resists all of these moves.
In battles where you aren't in a brawl, the speedster can set up quite easily and do serious damage with either stone or standard moves; only Pandourbit resists both of those types. Hibernate if you want to waste a couple of turns for full health recovery. Restoring Light or Rehydrate to give you some passive HP recovery when you protect every other turn or so. Mystic Guard to make you harder and harder to kill. Watch for critical hits.
Horrify+Glare+Subliminal Radio Wave (or Magic Lights if you like that better) will give most opponents fits. Soul Split+Piledriver will let you do damage once some or all of the status conditions are imposed. Equip with either Angel Pendant or Requiem Hourglass for best effect; this thing needs to stay alive a few turns to really get going.
The fifth Artisoul can take down nearly anything if it gets rolling. Pollution Solution starts weak, but interspersing it with Protect every other round will help out a lot. Piledriver for reliable damage to finish off your foe, and dual per-round healing to keep you alive. If you think one set of per-round healing is enough, try Fly, Tunnel or even Sturdy Stone in that slot.
The last is the craziest. Nothing resists Soul Ripper, and Aerial Vision pretty much maxes your accuracy. Flame Blizzard and Blind Rush represent some decent type coverage and will basically always hit after one Aerial Vision. Uproot is an instant kill move but only for plant types; if you think that's too much, swap out for another inaccurate move like Ice Tempest, Stone Crash, Lightning Bolt, etc. Alternatively, if you really don't want to bother with OHKO moves, just use Aerial Vision and tack on whatever four inaccurate moves you want, and let rip. Nuke away.

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