Pet Battle General
Strategy!
Going First:
If there were only straight damage
dealing abilities, going first wouldn’t matter much. If your pet goes first and kills the other
pet, then the other pet does not get to go (unless it is raised as undead or
mechanical). So going first might save
one turn of damage. But it IS important
because of abilities that incapacitate a pet (stun, turn into a frog, etc) or
stops attacks (like +100% dodge). If
your pets goes first and stuns the
opposing pet, then they miss that turn and also the next. So those types of abilities are TWICE AS
USEFUL to a pet that goes first. Important exception: Critters’ special
ability means they only lose one turn ever.
Two abilities always go first even though that’s not in their
description: Reflection and Dark Similacrum.
That is because they target the other pet’s abilities. Sum
Attacks:
In
general, an attack will do 20 + attack power damage. So a level
1 with 10 power does 30 dmg with a basic attack, before account for
being strong or weak against the attack.
An attack that also increases speed or decreases other pet’s damage or
whatever will do less damage. Depending
on the situation, these may be worth it or not.
Abilities that do more than normal damage and usually also have another
ability will have a cooldown. Use those
first and as often as you can (usually).
For example a 25% chance to stun is better used ASAP instead of trying
to get a boost to the damage from another ability. The main exception would be if you are going
second and think your opponent is going
to use an ability to stop your attack (flying into air for example).
2-turn attacks:
Some 2-turn attacks move the
attacker to a special place (in air or underground) first, then do more than
one turn of damage. This is worth it if you
can make you opponent miss once butf they are doing healing (or something else
not attacking you) will do more damage with two individual attacks. Some things (like mechanical Gnome’s Turret
ability) will still hit you when in other locations. It
may just be observational bias, but it seems these type of 2-turn attacks miss
more often than other attcks.
Some 2 turn attacks leave the attackers
in place (ex Graze) then do more than 2 turns of damage. These are vulnerable to interruption but
otherwise very strong.
Some 2-turn attacks take 2
individual actions and do more than 2 turns of damage. These are nice because they aren’t
interrupt-able like the other leave in
place ones and can wait until later if opponent puts up a defense.
Healing
Healing can be useful but not
always. If an ability just heals and it
is about the same as the damage being done to you, it is essentially
useless. If an ability heals
significantly more than you are being damaged, then it is worth using. Abilities that both damage and heal are
usually good. If an ability heals from
the damage dealt , the healing will be decreased if the dmg is decreased (or
increased if increased) so that requires watching. The Spider ability Leech Life does NOT vary
with the damage dealt as long as at least 1 point hits.
Multiple-Attack Attacks
Variable
attacks (ex 1-2 attcks plus 1 if go first, or whatever) usually do more damage
than one attack abilities but are vulnerable to damage reduction abilities
(like -30 dmage from every attack) or triggered damage (like 20 dmg every time
creature attacks). Anytime an ability
does extra damage (ex double if Burning, +20 if goes first) that also is an
extra attack.
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