Somymotherwokemeupwhenitwas4. Now this is usually a bad thing, but after hot chocolate, anything is possible.
SonowIdecidedtopullabunchoftimesatthegodfest.
And look what I got!
A strawberry dragon. Her name was Fishy, but I didn't let that bother me. the thing with the mouth was a little weird, but the tail. . . . . I have a small hoothouse and the tail just didn't work out. (I am still fighting with the rabbits to fix the hole in my window). So she had to go.
Next up was Anubis. He smelled like death, and roadkill, but explained to me that he had just eaten a skunk and that explained the bad smell. I let him in and we had a nice, but very long discussion on the various tactics of combos. He required at least 9 COMBOS at all times to be efficient. I said that simply won't do. He would have to come up with an alternative. He suggested a larger game board, but I said no. So he finally agreed to keep his incredible combo skills and add a little dazzle for me. Anytime another worker used a skill, he would increase his efficiency. Anubis can stay.
Sun Quan came next. I do like the tiger pants and the tiger pet. Very exotic. I do have two of her already, but Sun Quan explained the whole thing out. She had 3 TPAs, good attack, a great skill, and a very decent leader skill. In fact, she argued, a whole team of her is not a bad way to go. She got the job, although I don't think it was her reasoning that convinced me. Have you ever seen a tiger smile? Hard thing to disagree with.
Valkyrie. An interesting character. Very pretty, nice big sword, and very polite. There was something distinctly English about her. She would be a duplicate and stated that it was high time for tea time. when asked for translation, she hinted that she might be getting a promotion from the island soon. I do appreciate promotions on all my hard workers. I like her skill, but I hear India will pay 15k for her. Besides, Great Britain owns India, not America. I let her go.
Carat. About to dismiss her, but she claimed she was being chased by a wolf. She stood in the doorway forever, hanging up her umbrella and shaking grass off her boots. I was nearly done with my tea by the time she entered my dwelling place. AnyWho, she sat down and didn't bother explaining anything about herself. She just took time writing the two words Skill Boost on a paper 11 times. Then she got up, went to the window, and used her active skill to blow the rabbits away and fix my window. She blew 4.6 rabbits away at once with the greatest of ease. And she fixed my window. Carat has a home forever!
All in all, five gold standard applicants! Not a bad show for my first large interview process. I do wish I could do this more often, but one little owl can only hire so many at a given time. Hoot!
Anubis, I am anxious about you eyeing my neighbor in that way, he's a very punctual skunk and it would be a shame if anything were to happen to him. He is always good about getting my mail in the morning.
hoot.
Tuesday, January 31, 2017
Friday, January 20, 2017
skill inherit, the potential, the downside
skill inherit, the potential, the downside
First, let's get one thing straight, this is kinda spendy. But it's worth it, so let's jump in.
First things first, let's assume you are using a well know predetermined team. For this example, I am
going to use my Mono Water team with A. Hermes as a lead.
Next, we are going to take a look at my current skills:
Hermes: double water changers
Sun Quan: Delay, double damage
Norn: full board change to water, fire, hearts
Archangel: Light to Water and Dark to Heal
Sumire: 3 water, 3 heart, charge
hoot! happy friday! Now now, I heard someone needs to skill inherit. An intersting tactic I do say so my whoself. *pulls long dusty volume off shelf and reads quietly*
Well, it's not too complicated anywho. *turns on oven* Skill inherit is pretty simple. You just use a monster to add a skill onto another monster. That monster then gets two options, use his normal skill, or wait through his cooldown, and through the cooldown of the new skill and use it. basically, you have to wait twice for your skill inherit.
*makes cookie dough batter*
First, let's get one thing straight, this is kinda spendy. But it's worth it, so let's jump in. *slides cookies in oven*
First things first, let's assume you are using a well known predetermined team. For example, I am
going to use my Mono Water team with A. Hermes as a lead.
Next, we are going to take a look at my current skills: *sets timer*
Hermes: double water changers
Sun Quan: Delay, double damage
Norn: full board change to water, fire, hearts
Archangel: Light to Water and Dark to Heal
Sumire: 3 water, 3 heart, charge
Let's look at the turns I need to put these up and running:
Let's look at the turns I need to put these up and running:
Hermes: 8
Quan : 12
Norn : 8
Arch : 8
Sumire: 7
All fairly low. *checks cookies earnestly*
Now, we have what we need to look at skill inherit. You can either add a stronger but similar active, or add a type of guard against a certain floor, like below.
Push button potential?
This is a handy skill if you need to get past a trio of PreDRA, or Tamagutsi Tamadra
Board Changers: If you don't have one, then get one, or at least a skill that turns jammers and poisons.
Delay: If you don't have one, get one. This can really help the rest of your team skill up and get you closer to the boss
Shields: Depends if you need it. Mostly my team doesn't need a shield due to high HP to begin with.
Damage Dealers: Use a jewel princess, or armour knight to give yourself that extra damage for the boss!
Bind Clear: only worth it if you have an unbindable character that does not have a bind clear or awakening.
*pulls cookies out of the oven, slides onto cooling rack*
Here's the deal. Skill inherit means you have to wait longer for your skill. However, it is invaluable to add breadth and variety to your team. The best thing you can do for yourself is to finally get rid of the character on your team you only have there due to his active skill. Sub him in with a better character,a nd use skill inherit.
Back to my example - My norn is not water. She hits for little. If I skill inherit her onto a low cooldown like Sarasvati, than I have extra damage, more rows and orb enhances, and I still have another way to generate hearts when I am low on HP. All I have to do is wait an extra 6 turns, which isn't that much. Basically, I get one use of the skill inherit, and 1 use of the normal skill, instead of 2 uses of the normal skill. Therefore, you don't lose anything, and gain variety.
*waits for cookies to cool down*
I do caution you, think carefully, and try to keep each skill person at 8 turns or below or risk waiting forever for your skill! Use a dup monster too, so you don't limit your box.
First, let's get one thing straight, this is kinda spendy. But it's worth it, so let's jump in.
First things first, let's assume you are using a well know predetermined team. For this example, I am
going to use my Mono Water team with A. Hermes as a lead.
Next, we are going to take a look at my current skills:
Hermes: double water changers
Sun Quan: Delay, double damage
Norn: full board change to water, fire, hearts
Archangel: Light to Water and Dark to Heal
Sumire: 3 water, 3 heart, charge
hoot! happy friday! Now now, I heard someone needs to skill inherit. An intersting tactic I do say so my whoself. *pulls long dusty volume off shelf and reads quietly*
Well, it's not too complicated anywho. *turns on oven* Skill inherit is pretty simple. You just use a monster to add a skill onto another monster. That monster then gets two options, use his normal skill, or wait through his cooldown, and through the cooldown of the new skill and use it. basically, you have to wait twice for your skill inherit.
*makes cookie dough batter*
First, let's get one thing straight, this is kinda spendy. But it's worth it, so let's jump in. *slides cookies in oven*
First things first, let's assume you are using a well known predetermined team. For example, I am
going to use my Mono Water team with A. Hermes as a lead.
Next, we are going to take a look at my current skills: *sets timer*
Hermes: double water changers
Sun Quan: Delay, double damage
Norn: full board change to water, fire, hearts
Archangel: Light to Water and Dark to Heal
Sumire: 3 water, 3 heart, charge
Let's look at the turns I need to put these up and running:
Let's look at the turns I need to put these up and running:
Hermes: 8
Quan : 12
Norn : 8
Arch : 8
Sumire: 7
All fairly low. *checks cookies earnestly*
Now, we have what we need to look at skill inherit. You can either add a stronger but similar active, or add a type of guard against a certain floor, like below.
Push button potential?
This is a handy skill if you need to get past a trio of PreDRA, or Tamagutsi Tamadra
Board Changers: If you don't have one, then get one, or at least a skill that turns jammers and poisons.
Delay: If you don't have one, get one. This can really help the rest of your team skill up and get you closer to the boss
Shields: Depends if you need it. Mostly my team doesn't need a shield due to high HP to begin with.
Damage Dealers: Use a jewel princess, or armour knight to give yourself that extra damage for the boss!
Bind Clear: only worth it if you have an unbindable character that does not have a bind clear or awakening.
*pulls cookies out of the oven, slides onto cooling rack*
Here's the deal. Skill inherit means you have to wait longer for your skill. However, it is invaluable to add breadth and variety to your team. The best thing you can do for yourself is to finally get rid of the character on your team you only have there due to his active skill. Sub him in with a better character,a nd use skill inherit.
Back to my example - My norn is not water. She hits for little. If I skill inherit her onto a low cooldown like Sarasvati, than I have extra damage, more rows and orb enhances, and I still have another way to generate hearts when I am low on HP. All I have to do is wait an extra 6 turns, which isn't that much. Basically, I get one use of the skill inherit, and 1 use of the normal skill, instead of 2 uses of the normal skill. Therefore, you don't lose anything, and gain variety.
*waits for cookies to cool down*
I do caution you, think carefully, and try to keep each skill person at 8 turns or below or risk waiting forever for your skill! Use a dup monster too, so you don't limit your box.
Wednesday, January 18, 2017
Biscuit time?
Well I declare, it is simply pouring buckets, as the humans say. Sertainly time for a warm cup of tea and a biscuit or two. *looks around hopefully*. Oh well, I shall simply have to do without biscuits today.
I would like to share a sort of revelation with you all today. His name is Awoken Okuninushi. A fine sword pirating specimen if I do (squak) say so myself. Ah yes, I have invited the poor parrot from the wondering boat to describe him. Although Mr. O is not a pirate, he does have a swashbuckling way about him, wouldn't you agree?
Sqwack! Yes indeed he does my fine feathered English Cuz.
Mr. O is an interesting duck no doubt. Born without wings, he has nonetheless gained respect across all manner of winged creatures.
His leader skill is tough to use, but he has recently been featured in a level 8 dungeoun down south. Attack increases up to 6 times, depending on combos. In addition, he gets a times 2 for 3 dark combos. That's 144 times attack altogether!
He comes with 2 time extends, which are a must, and plays MUCH better on a 7X6 board where there are many orbs to go along. His skill is nice, with a delay, and a bonus for attack rolled into one. I do like those creatures (Mrs. A Sun Quan fits that bill nicely too Sqawck!
He boasts a healthy 5,000 hp, 1500 Attack and dismal 50 recovery. Being a Dragon devil, you can hardly expect anything else.
He retains a little power, 1 TPA, 1 Orb enhance, but has gone in search of 2 Skill resist and 2 skill boost.
However, he only needs straight combos to jack up his score. I happen to have just the thing:
Satsuki (3 TPA, and makes lots of dark orbs with charge)
Castor (2 Orb enhance, makes lots of dark orbs with charge)
Castor (2 Orb enhance, makes lots of dark orbs with charge)
Goetia (4 orb enhance, makes 5 dark orbs at random, so you always get some) 6 turn cool down
Not too shabby, the only problem being that my grand total recovery is 550 for the WHOLE TEAM. I do get 4 heart enhances, so that helps - a little.
The fun part is, I have so many decent options for the team:
Awoken Archdemon Lucifer (150,000 true damage) 3 Rows, God killer
Zuoh (Fire, Wood and Dark) dragon killer
Fenrir (3 Jammers, 3 Darks) God Killer and time extend!
Valkyrie (2 TPA, Heal to dark, 5 turn cooldown
Akechi (Fire > Dark, Water > heal) 4 Rows, Skill block (but not skilled up yet)
I would like to share a sort of revelation with you all today. His name is Awoken Okuninushi. A fine sword pirating specimen if I do (squak) say so myself. Ah yes, I have invited the poor parrot from the wondering boat to describe him. Although Mr. O is not a pirate, he does have a swashbuckling way about him, wouldn't you agree?
Sqwack! Yes indeed he does my fine feathered English Cuz.
Mr. O is an interesting duck no doubt. Born without wings, he has nonetheless gained respect across all manner of winged creatures.
His leader skill is tough to use, but he has recently been featured in a level 8 dungeoun down south. Attack increases up to 6 times, depending on combos. In addition, he gets a times 2 for 3 dark combos. That's 144 times attack altogether!
He comes with 2 time extends, which are a must, and plays MUCH better on a 7X6 board where there are many orbs to go along. His skill is nice, with a delay, and a bonus for attack rolled into one. I do like those creatures (Mrs. A Sun Quan fits that bill nicely too Sqawck!
He boasts a healthy 5,000 hp, 1500 Attack and dismal 50 recovery. Being a Dragon devil, you can hardly expect anything else.
He retains a little power, 1 TPA, 1 Orb enhance, but has gone in search of 2 Skill resist and 2 skill boost.
However, he only needs straight combos to jack up his score. I happen to have just the thing:
Satsuki (3 TPA, and makes lots of dark orbs with charge)
Castor (2 Orb enhance, makes lots of dark orbs with charge)
Castor (2 Orb enhance, makes lots of dark orbs with charge)
Goetia (4 orb enhance, makes 5 dark orbs at random, so you always get some) 6 turn cool down
Not too shabby, the only problem being that my grand total recovery is 550 for the WHOLE TEAM. I do get 4 heart enhances, so that helps - a little.
The fun part is, I have so many decent options for the team:
Awoken Archdemon Lucifer (150,000 true damage) 3 Rows, God killer
Zuoh (Fire, Wood and Dark) dragon killer
Fenrir (3 Jammers, 3 Darks) God Killer and time extend!
Valkyrie (2 TPA, Heal to dark, 5 turn cooldown
Akechi (Fire > Dark, Water > heal) 4 Rows, Skill block (but not skilled up yet)
Thursday, January 12, 2017
Riders!
Hoot! There sertainly seems to be a lot of snow on the ground!
That is why I am thankful for my pet rides. Don't get me wrong *munch* I like walking as much as the next snowy owl and I love flying, but sometimes you have to dust off your mounts and give them a reason for their existence.
I happen to have a team full of riders - Dino Rider, Dragon Rider, Beast Rider, Marine Rider and Gryps Rider.
They are pretty fun too, with good stats! They all have 1900 attack, 2700 ish HP and dysmal recovery.
Their power boosts are good too:
2 Rows
1 Heart Enhance
2 TPA
1 skill block
1 skill boost
Their leader skill is lacking, but their ability is AWESOME! *Hoots so loudly, Owl falls off perch*
Hoot excuse me!
Anyways, their skill turns much of the board into their chosen color and sub color, and they change jammers AND poison! And what of the turn delay? Get this, 6 turn cooldown! That keeps up with Sarasvati, Krishna and other studmuffin gods!
Well Hoot, that's all for now, a lovely red headed owl just flew in and I simply must make myself hospitable!
. . . . .
(She brought a lovely little bushtit)
That is why I am thankful for my pet rides. Don't get me wrong *munch* I like walking as much as the next snowy owl and I love flying, but sometimes you have to dust off your mounts and give them a reason for their existence.
I happen to have a team full of riders - Dino Rider, Dragon Rider, Beast Rider, Marine Rider and Gryps Rider.
They are pretty fun too, with good stats! They all have 1900 attack, 2700 ish HP and dysmal recovery.
Their power boosts are good too:
2 Rows
1 Heart Enhance
2 TPA
1 skill block
1 skill boost
Their leader skill is lacking, but their ability is AWESOME! *Hoots so loudly, Owl falls off perch*
Hoot excuse me!
Anyways, their skill turns much of the board into their chosen color and sub color, and they change jammers AND poison! And what of the turn delay? Get this, 6 turn cooldown! That keeps up with Sarasvati, Krishna and other studmuffin gods!
Well Hoot, that's all for now, a lovely red headed owl just flew in and I simply must make myself hospitable!
. . . . .
(She brought a lovely little bushtit)
Thursday, January 5, 2017
Guan Yu
Born a Hobbit, Guan Yu never let it bother him. His brothers and sisters, Cao Cao, Sun Quan, Da Qou and Xa Cao all had illustrious futures ahead of them.
Cao Cao would rule the sun. Sun Quan would make her enemies quake with awestruck power of the seas. The twins would surface as the strongest military leader in the world for a short time.
But Guan Yu was born, well, in a hole in the ground. He was rough and hairy, and liked to be out in the sun a lot. He rolled in the daisy's, and thought himself very much an unadventurous hobbit.
That is, until his world changed. He happened to be eating flowers when it happened. He was sitting by the lake munching his lunch when a stranger trotted up to him. A large ugly dragon had snuck up behind Guan Yu. Never being a fighter, Guan invited it to lunch. And the friendship changed.
The problem was, it was hard feeding a dragon in Hobbiton. Guan had to search the forest for food, and finally left Hobbiton to search the world over for his dragon pet. But the world had changed. It was no longer friendly to Hobbits, and Guan had to build himself Armour, and find a team and hold the evil at bay.
Guan had a natural affinity to Dragons and became Unbindable. He knew about plants and had strength in grass. He could recover well (a couple of berries and he was back on his feet).
After assembling his team of Physical ugly dragons, Guan found himself to be a very sturdy leader in the world. He was promoted to a small time demigod over the Hobbits and was their protector for a time.
All in all, Guan was never disappointed with his lot in life - although he was rather smitten with Sarasvati.
Stats:
3.5 times attack to physicals and dragons
1.5 times RCV
Changes Hearts and poisons to Wood. RCV 3000 HP. Bind recovery
Unbindable, skill boost (2) Row, recovery
HP: 4100
AT: 1400
RCV: 200
Cao Cao would rule the sun. Sun Quan would make her enemies quake with awestruck power of the seas. The twins would surface as the strongest military leader in the world for a short time.
But Guan Yu was born, well, in a hole in the ground. He was rough and hairy, and liked to be out in the sun a lot. He rolled in the daisy's, and thought himself very much an unadventurous hobbit.
That is, until his world changed. He happened to be eating flowers when it happened. He was sitting by the lake munching his lunch when a stranger trotted up to him. A large ugly dragon had snuck up behind Guan Yu. Never being a fighter, Guan invited it to lunch. And the friendship changed.
The problem was, it was hard feeding a dragon in Hobbiton. Guan had to search the forest for food, and finally left Hobbiton to search the world over for his dragon pet. But the world had changed. It was no longer friendly to Hobbits, and Guan had to build himself Armour, and find a team and hold the evil at bay.
Guan had a natural affinity to Dragons and became Unbindable. He knew about plants and had strength in grass. He could recover well (a couple of berries and he was back on his feet).
After assembling his team of Physical ugly dragons, Guan found himself to be a very sturdy leader in the world. He was promoted to a small time demigod over the Hobbits and was their protector for a time.
All in all, Guan was never disappointed with his lot in life - although he was rather smitten with Sarasvati.
Stats:
3.5 times attack to physicals and dragons
1.5 times RCV
Changes Hearts and poisons to Wood. RCV 3000 HP. Bind recovery
Unbindable, skill boost (2) Row, recovery
HP: 4100
AT: 1400
RCV: 200
Wednesday, January 4, 2017
Sakuya - the origional Featured Series
Um, hoot?
Good morning! today w will (Hoot) excuse me, I have the (hoot) bad case of (hoots). One too many Christmas cookies (hoot) over break.
Today let's talk about a secret gem that used to be on the top of all the lists - Sakuya. A fun fluffy fuzzy god that enjoys large white blankets, blue and white balls of light, and generally enjoys partying.
I happen to have three of them, so let's do a little comparing:
Astral Bell Kirin Princess, Sakuya
Awoken Sakuya
Green Gleaming Star Kirin, Sakuya
First, awakenings: (they all have 9)
In short, they all have:
3 blockers (jammer, blinding, skill resist),
1 TPA
1 time extend
1 skill boost.
That is a decent sub pool - provides your team some resistance, some power, some time and some boost.
Now, what's different? (hoot) excuse me!
Astral - 1 TPA, 2 orb enhance - more power!
Awoken - bind cleear/unbindable. Good for a leader!
Green - 1 poison blocker, 2 orb enhance. More defense!
So, we have power, leader and defender!
Let's look at their skills:
Astral - reduces enemy defense by 20%
Awoken - reduces enemy defense by 20% and clears binds for 3 turns.
Green - reduces enemy defense by 20%
Hoot, all right, let's look at leader skill:
Astral - 5 times attack with 4 att. and 1.5 times attack and HP with healers.
Awoken - 5 times attack with 4 att. and 2 times attack with 8 combos
Green - 5 times attack with 4 att. and 1.5 times attack for Gods when skills used
So, (hoot) Astral and Green have an easy 7.5 times attack. Awoken has a possible 10 times attack, but it is a little harder to activate.
Stats:
Astral - high in RCV
Awoken - High in attack
Green - high in HP
So, all told, I believe that Astral holds her own against Awoken just fine. Wish for a better skill, but hoot! there you go! All my Sakuyas analyzed, time to analyze my lunch!
Good morning! today w will (Hoot) excuse me, I have the (hoot) bad case of (hoots). One too many Christmas cookies (hoot) over break.
Today let's talk about a secret gem that used to be on the top of all the lists - Sakuya. A fun fluffy fuzzy god that enjoys large white blankets, blue and white balls of light, and generally enjoys partying.
I happen to have three of them, so let's do a little comparing:
Astral Bell Kirin Princess, Sakuya
Awoken Sakuya
Green Gleaming Star Kirin, Sakuya
First, awakenings: (they all have 9)
In short, they all have:
3 blockers (jammer, blinding, skill resist),
1 TPA
1 time extend
1 skill boost.
That is a decent sub pool - provides your team some resistance, some power, some time and some boost.
Now, what's different? (hoot) excuse me!
Astral - 1 TPA, 2 orb enhance - more power!
Awoken - bind cleear/unbindable. Good for a leader!
Green - 1 poison blocker, 2 orb enhance. More defense!
So, we have power, leader and defender!
Let's look at their skills:
Astral - reduces enemy defense by 20%
Awoken - reduces enemy defense by 20% and clears binds for 3 turns.
Green - reduces enemy defense by 20%
Hoot, all right, let's look at leader skill:
Astral - 5 times attack with 4 att. and 1.5 times attack and HP with healers.
Awoken - 5 times attack with 4 att. and 2 times attack with 8 combos
Green - 5 times attack with 4 att. and 1.5 times attack for Gods when skills used
So, (hoot) Astral and Green have an easy 7.5 times attack. Awoken has a possible 10 times attack, but it is a little harder to activate.
Stats:
Astral - high in RCV
Awoken - High in attack
Green - high in HP
So, all told, I believe that Astral holds her own against Awoken just fine. Wish for a better skill, but hoot! there you go! All my Sakuyas analyzed, time to analyze my lunch!
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