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09-23-24 12:49 AM

289 Posts Found by pokepower101

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05-25-15 04:05 PM
| ID: 1170523 | 509 Words

pokepower101
Level: 38


POSTS: 289/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Well, hasn't it been a while since I made one of these guides? I meant to make this a lot sooner, but I just never got around to it. Anyway:

Map summary: You're 20 units against 50 featuring some of the most famous heroes, villains, and former villains (i.e. Jaffar). You're surrounded on all sides making this a pretty big survival fest.

Things to watch out for: EVERYTHING! All of the enemies you face on this map combined have just about every single self-beneficial skill known to the game's engine. You'll be dealing with breaker skills literally up the arse which means letting your guard down once can lead to a unit's death before you can do something about (don't use a sword on Jaffar; that causes a greater Lethality risk). Compounded with the fact that several of the opposition will move towards you when the enemy phase starts, you'll have a rough start with trying to get rid of the stronger forces (this can be made worse if you attack a unit in a group, triggering that group to start moving when you don't need them to).

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):

I know this is being lazy, but you might need every skill you can get your hands on to make this more manageable (Pavise, Aegis, Iote's Shield, and any breaker skills would be the best options). Any skill has a use somewhere on the field.

Other tips: Some groups will only move when it gets to a certain turn, so if you see some units not moving, ignore them for the time being. The group consisting of generals and sorcerers on the left side of the fort can be easily dealt with using a powerful Manakete preferably paired with a unit that offers extra speed (i.e. Tiki paired with Lucina or Say'ri, Nowi paired with a swordmaster, Nah paired with a swordmaster, etc.). This will allow the Manaketes to double the generals with ease and they will take little damage (unless you're Arvis or possibly Gharnef). Dual strikes can help, but that also depends on the weapon choice of the support partner (swords and tomes aren't a pretty choice since swordbreaker and tomebreaker are both common). The swordmasters at the top can be fully blocked by a general such as Kellam or a wyvern lord such as Cherche. The full force at the bottom requires a bit of patience and careful planning due to powerful weapons, skills, or both. Having a rally bot at the ready can make things a bit easier on you (added with the Book of Naga for the added defense). Otherwise, you'll need to place your best units where they can move fast and aid other units when they are needed (bring those Falcon Knights!).

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Well, hasn't it been a while since I made one of these guides? I meant to make this a lot sooner, but I just never got around to it. Anyway:

Map summary: You're 20 units against 50 featuring some of the most famous heroes, villains, and former villains (i.e. Jaffar). You're surrounded on all sides making this a pretty big survival fest.

Things to watch out for: EVERYTHING! All of the enemies you face on this map combined have just about every single self-beneficial skill known to the game's engine. You'll be dealing with breaker skills literally up the arse which means letting your guard down once can lead to a unit's death before you can do something about (don't use a sword on Jaffar; that causes a greater Lethality risk). Compounded with the fact that several of the opposition will move towards you when the enemy phase starts, you'll have a rough start with trying to get rid of the stronger forces (this can be made worse if you attack a unit in a group, triggering that group to start moving when you don't need them to).

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):

I know this is being lazy, but you might need every skill you can get your hands on to make this more manageable (Pavise, Aegis, Iote's Shield, and any breaker skills would be the best options). Any skill has a use somewhere on the field.

Other tips: Some groups will only move when it gets to a certain turn, so if you see some units not moving, ignore them for the time being. The group consisting of generals and sorcerers on the left side of the fort can be easily dealt with using a powerful Manakete preferably paired with a unit that offers extra speed (i.e. Tiki paired with Lucina or Say'ri, Nowi paired with a swordmaster, Nah paired with a swordmaster, etc.). This will allow the Manaketes to double the generals with ease and they will take little damage (unless you're Arvis or possibly Gharnef). Dual strikes can help, but that also depends on the weapon choice of the support partner (swords and tomes aren't a pretty choice since swordbreaker and tomebreaker are both common). The swordmasters at the top can be fully blocked by a general such as Kellam or a wyvern lord such as Cherche. The full force at the bottom requires a bit of patience and careful planning due to powerful weapons, skills, or both. Having a rally bot at the ready can make things a bit easier on you (added with the Book of Naga for the added defense). Otherwise, you'll need to place your best units where they can move fast and aid other units when they are needed (bring those Falcon Knights!).

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Member

Affected by 'Laziness Syndrome'

Registered: 05-24-10
Last Post: 3408 days
Last Active: 2352 days

08-03-14 07:27 PM
| ID: 1063157 | 341 Words

pokepower101
Level: 38


POSTS: 288/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

So, this is something I started on Serenes Forest because I thought it would be pretty interesting (though it started with a different name). This is intended to showcase potential looks for characters from past Fire Emblem games that didn't get a Spotpass or DLC and (the actual reason) to see what it would be like if these characters went head-to-head. Anyone who wants to enter can post in this thread or the thread on Serenes: http://serenesforest.net/forums/index.php?showtopic=48535. The rules are as follows:
1. You can only send up to two entries per user (if numbers start to get very large, I'll reduce it to the first listed character per user, so think carefully before deciding).
2. The characters canNOT be Spotpass characters or DLC characters.
3. Each character must have a specific asset, flaw, weapon (forge stats would be nice to know ahead of time), and skill set and make sure the skill set makes sense (someone sent in a character with two skills that can't be learned by both genders, so I couldn't accept it due to a lack of revision).
4. Sending the build stats would be nice, but it is not exactly required.
5. No character will have Limit Breaker, but other DLC skills are allowed.
6. I'd prefer it if all entries were kept in their default final classes.
Videos will be posted on my channel and links will be posted in both threads for easy access. If you have any questions, you can send a PM or post in the thread.

Characters already submitted:
Volke (Gaia) [Serenes]
Erk (Espeon Shaman) [Serenes]
Lex (Lilfut) [Serenes]
Zeiss (eclipse) [Serenes]
Largo (PrinceLeaf) [Serenes]
Belf (Rollertoaster) [Serenes]
Syrene (Carter) [Serenes]
Gerik (Mar-Mar) [Serenes]
Wolf (NoCashOtaku) [Serenes]
Rhys (CrimeanRoyalKnight) [Serenes]
Tinny (PrinceLeaf) [Serenes]
Sheema (Rollertoaster) [Serenes]
Glen (Carter) [Serenes]
Ellerean (eclipse) [Serenes]
Tana (Gaia) [Serenes]
Pent (BuddyBoy) [Serenes]
Sue (Espeon Shaman) [Serenes]
Rath (Waifu Severa) [Serenes]
Kieran (Anacybele) [Serenes]
Clarine (Bloo) [Serenes]
Aran (Blaze The Great) [Serenes]

Characters currently on stand-by:
Rebecca (mercilesscharizard) [Serenes] {Not Permanent}
Marcia (mercilesscharizard) [Serenes] {Not Permanent}
So, this is something I started on Serenes Forest because I thought it would be pretty interesting (though it started with a different name). This is intended to showcase potential looks for characters from past Fire Emblem games that didn't get a Spotpass or DLC and (the actual reason) to see what it would be like if these characters went head-to-head. Anyone who wants to enter can post in this thread or the thread on Serenes: http://serenesforest.net/forums/index.php?showtopic=48535. The rules are as follows:
1. You can only send up to two entries per user (if numbers start to get very large, I'll reduce it to the first listed character per user, so think carefully before deciding).
2. The characters canNOT be Spotpass characters or DLC characters.
3. Each character must have a specific asset, flaw, weapon (forge stats would be nice to know ahead of time), and skill set and make sure the skill set makes sense (someone sent in a character with two skills that can't be learned by both genders, so I couldn't accept it due to a lack of revision).
4. Sending the build stats would be nice, but it is not exactly required.
5. No character will have Limit Breaker, but other DLC skills are allowed.
6. I'd prefer it if all entries were kept in their default final classes.
Videos will be posted on my channel and links will be posted in both threads for easy access. If you have any questions, you can send a PM or post in the thread.

Characters already submitted:
Volke (Gaia) [Serenes]
Erk (Espeon Shaman) [Serenes]
Lex (Lilfut) [Serenes]
Zeiss (eclipse) [Serenes]
Largo (PrinceLeaf) [Serenes]
Belf (Rollertoaster) [Serenes]
Syrene (Carter) [Serenes]
Gerik (Mar-Mar) [Serenes]
Wolf (NoCashOtaku) [Serenes]
Rhys (CrimeanRoyalKnight) [Serenes]
Tinny (PrinceLeaf) [Serenes]
Sheema (Rollertoaster) [Serenes]
Glen (Carter) [Serenes]
Ellerean (eclipse) [Serenes]
Tana (Gaia) [Serenes]
Pent (BuddyBoy) [Serenes]
Sue (Espeon Shaman) [Serenes]
Rath (Waifu Severa) [Serenes]
Kieran (Anacybele) [Serenes]
Clarine (Bloo) [Serenes]
Aran (Blaze The Great) [Serenes]

Characters currently on stand-by:
Rebecca (mercilesscharizard) [Serenes] {Not Permanent}
Marcia (mercilesscharizard) [Serenes] {Not Permanent}
Member

Affected by 'Laziness Syndrome'

Registered: 05-24-10
Last Post: 3408 days
Last Active: 2352 days

05-22-14 09:41 PM
| ID: 1023968 | 469 Words

pokepower101
Level: 38


POSTS: 287/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Battle number two of heroes versus villains and you find yourself...in the dark?

Map Summary: For this map, you are teamed up with Arvis, Raydrik, Hardin, Zephiel, Julius, Lyon, Gharnef, Ashnard, Black Knight, and Nergal to fight the good guys holed up in the fortress (well, sort of holed up).

Things to watch out for: This map is a LOT easier from the first one since you aren't surrounded on all sides and your allies can actually take at least one hit before getting completely destroyed. The problem remains as this: they are slow and tend to possess low luck, meaning that can have a lot of damage stacked on top of them, not to mention their usual lack of skill preventing them from hitting easily (Hardin may have benefits with Tomebreaker against a lot of the mages, but his extremely low luck stat (yes, it would be worse than Tharja's luck at this point if you bothered to use her) hinders his avoidance and he'll still have difficulties hitting certain units such as Caeda). The same thing applies: breaker skills are everywhere, but most of your allies pack Swordbreaker, so they can *sort of* hinder units like Ike, Navarre, and, most importantly, Jaffar. Yes, he's back with the same death skills from the last map, but you can get close enough to beat him at a range this time rather than risking heart attacks.

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
In all seriousness, the same skills from the first one can be used at full capacity here, but Vantage may not serve in equality due to the fact that you can let your allies whittle down the opposition and land the finishing blow on them when they're weak. However, the new one for recommendation is Miracle, as it is very important to have some chance to survive one hit, especially with Sol at the helm.

Other tips: Let your allies chip away at enemy health. Doing this will reduce any damage your party takes throughout the entire map and give you enough leeway for it. However, Sephiran and Nanna are at the top of the map where only Gharnef has Tomebreaker, and even then, his avoidance isn't very stellar. Raydrik will more than likely die in one turn due to the Sage and Valkyrie duo if he doesn't double-proc Aegis on Sephiran and proc Aegis at least once on Nanna. Also, if you can, Hardin (with enough luck) can EASILY wipe out the mages nesting nearby because of Tomebreaker, Aegis, and Vengeance.

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Battle number two of heroes versus villains and you find yourself...in the dark?

Map Summary: For this map, you are teamed up with Arvis, Raydrik, Hardin, Zephiel, Julius, Lyon, Gharnef, Ashnard, Black Knight, and Nergal to fight the good guys holed up in the fortress (well, sort of holed up).

Things to watch out for: This map is a LOT easier from the first one since you aren't surrounded on all sides and your allies can actually take at least one hit before getting completely destroyed. The problem remains as this: they are slow and tend to possess low luck, meaning that can have a lot of damage stacked on top of them, not to mention their usual lack of skill preventing them from hitting easily (Hardin may have benefits with Tomebreaker against a lot of the mages, but his extremely low luck stat (yes, it would be worse than Tharja's luck at this point if you bothered to use her) hinders his avoidance and he'll still have difficulties hitting certain units such as Caeda). The same thing applies: breaker skills are everywhere, but most of your allies pack Swordbreaker, so they can *sort of* hinder units like Ike, Navarre, and, most importantly, Jaffar. Yes, he's back with the same death skills from the last map, but you can get close enough to beat him at a range this time rather than risking heart attacks.

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
In all seriousness, the same skills from the first one can be used at full capacity here, but Vantage may not serve in equality due to the fact that you can let your allies whittle down the opposition and land the finishing blow on them when they're weak. However, the new one for recommendation is Miracle, as it is very important to have some chance to survive one hit, especially with Sol at the helm.

Other tips: Let your allies chip away at enemy health. Doing this will reduce any damage your party takes throughout the entire map and give you enough leeway for it. However, Sephiran and Nanna are at the top of the map where only Gharnef has Tomebreaker, and even then, his avoidance isn't very stellar. Raydrik will more than likely die in one turn due to the Sage and Valkyrie duo if he doesn't double-proc Aegis on Sephiran and proc Aegis at least once on Nanna. Also, if you can, Hardin (with enough luck) can EASILY wipe out the mages nesting nearby because of Tomebreaker, Aegis, and Vengeance.

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Member

Affected by 'Laziness Syndrome'

Registered: 05-24-10
Last Post: 3408 days
Last Active: 2352 days

05-18-14 09:44 PM
| ID: 1022285 | 695 Words

pokepower101
Level: 38


POSTS: 286/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Uheheh... I probably should have posted these first, but, oh well. This DLC pack features the final war with the Einherjar cards which has most of the main villains, heroes, and favorites(?) from previous Fire Emblem titles.

Map Summary: For this map, you are allied with Prince Marth (yes, there is a difference between Price Marth and King Marth), Alm, Leif, Sigurd, Seliph, Eliwood, Roy, Ephraim, Ike, and Sothe against an army of 30 villains (and some "side-heroes"). Essentially, you start off SURROUNDED by every single enemy, but they will mostly aim after all of your allies before moving on to your units.

Things to watch out for: Being surrounded by a plethora of enemies means you have to make decisions FAST if you don't want to lose units, and you DON'T want to do anything stupid. JAFFAR HAS LETHALITY!!! Every single unit, ally or no, has a breaker skill of some sort and the ones that the enemies do have are designed to screw your allies over, especially since all of them save for Ephraim wields a sword. JAFFAR HAS LETHALITY!!! Nonetheless, they will either be doubled or they will take a ton of damage with their paper defenses and usually mediocre luck stat allowing the enemies high chances to crit. JAFFAR HAS LETHALITY!!! When they move to you, keep an eye for certain enemies depending on the weapon equipped: Sephiran has Lancebreaker and can easily do the most damage with Thoron and Vengeance, Hardin and Marisa have Tomebreaker, but Hardin will end up doing more damage, where as the only thing you'll have to worry about with Marisa is not being able to double her easily, and a large fraction of enemies carry Swordbreaker, particularly the lance users. I REPEAT FOR THE FOURTH TIME THAT JAFFAR HAS LETHALITY!!!!!!! Low chance of activation or not, if you don't kill him off ASAP, you run an immense risk of getting a unit downed immediately as long as he's around, and, to make matters worse, he has Galeforce! KILL. HIM. FAST!!!!!

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. EVERY BREAKER SKILL: I am NOT kidding! These guys will have high hit rates just about EVERYWHERE on the map, and if they have even one breaker on you, that is painting a giant target on a unit. Get a breaker skill to counter this or increase your odds of survival, especially Swordbreaker for Lethal- I mean Jaffar.
2. Lifetaker: It isn't a stretch to say you'll likely take damage on this map. You can gain back some lost health with this skill.
3. Vengeance: Same reason for Lifetaker, except it adds to how much damage you'll deal when injured.
4. Vantage: Getting knocked to below half health will make you PANIC! I almost lost Gregor on my last run due to bad luck with the Sorcerers at the bottom end of the map. Equip this and a multi-ranged weapon to HEAVILY increase chances of living if you can kill the enemy off before they can land anything.
5. Astra: Multiple hits means you won't have to worry about only hitting once or twice.
6. Aegis and Pavise: These skills will be able to help you survive a long sojourn if they activate often.
7. Sol: Immediate healing is always a good thing.
8. Rally Skills: Bringing these to boost stats can mean the difference between life and death.

Other tips: Bringing your own Sorcerers to tank with Nosferatu or Aversa's Night can be a big boost if you don't have Sol or Lifetaker equipped. Also, try to target units that are most likely to wipe out most of your allies in no time flat to reduce any strain. Above all, however, save your healing for YOUR units ONLY. Your allies will commit suicide going after everyone they can, and more than likely they will get their faces plastered on the wall.

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Uheheh... I probably should have posted these first, but, oh well. This DLC pack features the final war with the Einherjar cards which has most of the main villains, heroes, and favorites(?) from previous Fire Emblem titles.

Map Summary: For this map, you are allied with Prince Marth (yes, there is a difference between Price Marth and King Marth), Alm, Leif, Sigurd, Seliph, Eliwood, Roy, Ephraim, Ike, and Sothe against an army of 30 villains (and some "side-heroes"). Essentially, you start off SURROUNDED by every single enemy, but they will mostly aim after all of your allies before moving on to your units.

Things to watch out for: Being surrounded by a plethora of enemies means you have to make decisions FAST if you don't want to lose units, and you DON'T want to do anything stupid. JAFFAR HAS LETHALITY!!! Every single unit, ally or no, has a breaker skill of some sort and the ones that the enemies do have are designed to screw your allies over, especially since all of them save for Ephraim wields a sword. JAFFAR HAS LETHALITY!!! Nonetheless, they will either be doubled or they will take a ton of damage with their paper defenses and usually mediocre luck stat allowing the enemies high chances to crit. JAFFAR HAS LETHALITY!!! When they move to you, keep an eye for certain enemies depending on the weapon equipped: Sephiran has Lancebreaker and can easily do the most damage with Thoron and Vengeance, Hardin and Marisa have Tomebreaker, but Hardin will end up doing more damage, where as the only thing you'll have to worry about with Marisa is not being able to double her easily, and a large fraction of enemies carry Swordbreaker, particularly the lance users. I REPEAT FOR THE FOURTH TIME THAT JAFFAR HAS LETHALITY!!!!!!! Low chance of activation or not, if you don't kill him off ASAP, you run an immense risk of getting a unit downed immediately as long as he's around, and, to make matters worse, he has Galeforce! KILL. HIM. FAST!!!!!

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. EVERY BREAKER SKILL: I am NOT kidding! These guys will have high hit rates just about EVERYWHERE on the map, and if they have even one breaker on you, that is painting a giant target on a unit. Get a breaker skill to counter this or increase your odds of survival, especially Swordbreaker for Lethal- I mean Jaffar.
2. Lifetaker: It isn't a stretch to say you'll likely take damage on this map. You can gain back some lost health with this skill.
3. Vengeance: Same reason for Lifetaker, except it adds to how much damage you'll deal when injured.
4. Vantage: Getting knocked to below half health will make you PANIC! I almost lost Gregor on my last run due to bad luck with the Sorcerers at the bottom end of the map. Equip this and a multi-ranged weapon to HEAVILY increase chances of living if you can kill the enemy off before they can land anything.
5. Astra: Multiple hits means you won't have to worry about only hitting once or twice.
6. Aegis and Pavise: These skills will be able to help you survive a long sojourn if they activate often.
7. Sol: Immediate healing is always a good thing.
8. Rally Skills: Bringing these to boost stats can mean the difference between life and death.

Other tips: Bringing your own Sorcerers to tank with Nosferatu or Aversa's Night can be a big boost if you don't have Sol or Lifetaker equipped. Also, try to target units that are most likely to wipe out most of your allies in no time flat to reduce any strain. Above all, however, save your healing for YOUR units ONLY. Your allies will commit suicide going after everyone they can, and more than likely they will get their faces plastered on the wall.

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Member

Affected by 'Laziness Syndrome'

Registered: 05-24-10
Last Post: 3408 days
Last Active: 2352 days

05-18-14 08:58 PM
| ID: 1022265 | 578 Words

pokepower101
Level: 38


POSTS: 285/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Uh... do we really need to worry about getting a rooster? Can't we just find anoth-
Frederick: How many times do I have to say it?! It's a ROSTER!!!
*sigh* Someone can't take a joke, can they? Again, spoiler warning.

Map Summary: For this map you have Chrom and 13 other units split 7 and 7 in both top corners of the entire map. There will be Generals, Swordmasters, Snipers, and Tricksters, but the main stars are the giant OMG revenants (trust me, they look demonic compared to normal revenants). These guys have stolen the army's *ahem* roster and it's your job to defeat the revenants (they know all the secrets; you get the roster back no matter what).

Things to watch out for: The map works sort of the same as Nah's paralogue: the walls will crumble down, with the ones right in front of you starting off broken down when you begin the mission and get past the dialogue. Again, the Snipers pack Galeforce, but the Generals will try to pull a Hardin with Vengeance and Spears. Since you have to wait for walls to break down, your movement will be restricted by turn. All the while, it makes it very hard to get in range of the revenants, especially since they have Movement +1 and Pass to let them escape faster. Remember: if even one of them escapes, you cannot get Palla after this map is over. Also, only five pop up for the start, and the final two that appear after defeating all of the other revenants have higher stats and Counter OF ALL THINGS (it isn't really all that bad for them to have it).

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. Deliverer: There are still some wide spaces in-between walls, so being able to traverse the extra terrain if you don't have access to Galeforce is a boost.
2. Aggressor: This skill is male-exclusive and can only be obtained through the Dread Fighter class earned from Lost Bloodlines 2. Reasons why will be listed in the extra tips.
3. Tomefaire: Same reason as Aggressor.
4. Sol: You will have times where you need to take blows if you lack Limit Breaker, and this skill can allow you to heal on the fly.
5. Limit Breaker: Extra stats. What else?
6. Bowbreaker: The Snipers can pick you off the easiest with Longbows if you aren't careful. This skill will let you dodge them easier.
7. Rally Movement: For units who don't have very high movement.
8. Rally Magic: Same reason as 2 and 3.

Other tips: Most of the revenants only have resistance in the 20's range, so this is why you will want Aggressor and high magic: Sorceror Male Morgan and Laurent can pick off almost any revenants that are close enough to their range of attack with Mire, especially if paired up with Sages. If they don't get enough magic, that's what Rally Magic is for. Tomefaire is also useful in increasing damage output. Otherwise, be patient and chase after them when you can, and remember to bring at least two healers (I brought Lissa and Anna as healers on my most recent run).

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
Uh... do we really need to worry about getting a rooster? Can't we just find anoth-
Frederick: How many times do I have to say it?! It's a ROSTER!!!
*sigh* Someone can't take a joke, can they? Again, spoiler warning.

Map Summary: For this map you have Chrom and 13 other units split 7 and 7 in both top corners of the entire map. There will be Generals, Swordmasters, Snipers, and Tricksters, but the main stars are the giant OMG revenants (trust me, they look demonic compared to normal revenants). These guys have stolen the army's *ahem* roster and it's your job to defeat the revenants (they know all the secrets; you get the roster back no matter what).

Things to watch out for: The map works sort of the same as Nah's paralogue: the walls will crumble down, with the ones right in front of you starting off broken down when you begin the mission and get past the dialogue. Again, the Snipers pack Galeforce, but the Generals will try to pull a Hardin with Vengeance and Spears. Since you have to wait for walls to break down, your movement will be restricted by turn. All the while, it makes it very hard to get in range of the revenants, especially since they have Movement +1 and Pass to let them escape faster. Remember: if even one of them escapes, you cannot get Palla after this map is over. Also, only five pop up for the start, and the final two that appear after defeating all of the other revenants have higher stats and Counter OF ALL THINGS (it isn't really all that bad for them to have it).

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. Deliverer: There are still some wide spaces in-between walls, so being able to traverse the extra terrain if you don't have access to Galeforce is a boost.
2. Aggressor: This skill is male-exclusive and can only be obtained through the Dread Fighter class earned from Lost Bloodlines 2. Reasons why will be listed in the extra tips.
3. Tomefaire: Same reason as Aggressor.
4. Sol: You will have times where you need to take blows if you lack Limit Breaker, and this skill can allow you to heal on the fly.
5. Limit Breaker: Extra stats. What else?
6. Bowbreaker: The Snipers can pick you off the easiest with Longbows if you aren't careful. This skill will let you dodge them easier.
7. Rally Movement: For units who don't have very high movement.
8. Rally Magic: Same reason as 2 and 3.

Other tips: Most of the revenants only have resistance in the 20's range, so this is why you will want Aggressor and high magic: Sorceror Male Morgan and Laurent can pick off almost any revenants that are close enough to their range of attack with Mire, especially if paired up with Sages. If they don't get enough magic, that's what Rally Magic is for. Tomefaire is also useful in increasing damage output. Otherwise, be patient and chase after them when you can, and remember to bring at least two healers (I brought Lissa and Anna as healers on my most recent run).

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!
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Affected by 'Laziness Syndrome'

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05-11-14 09:39 PM
| ID: 1019477 | 646 Words

pokepower101
Level: 38


POSTS: 284/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Considering the utter hell-spawn of a map that was Death's Embrace, this one is a heck of a lot easier. Again, there will be spoilers, so view at your own risk.

Map Summary: If I remember correctly, you also start with Chrom and 11 other units for this map. The entire area is lined to the teeth with lava panels that you cannot sit your units on period (not that you'll die, no unit is capable of sitting on them, even if they are fliers). Also, the five Annas you have to protect are on the side of the map opposite where your units are positioned, and they are standing on lava panels. The good news is they cannot die from standing on them too long. Only the Risen can land the final blow.

Things to watch out for: A large percentage of the units on this map consist of flying units and most of them are Wyvern Lords and Griffon Riders. They also carry breaker skills of some sort, but it's mostly things like Swordbreaker and Lancebreaker, so bringing an effective weapon can hinder them. Most of them will be centered around killing the Annas who have very weak stats and Miracle and Axebreaker won't help them very much. Another thing you want to be careful about: don't let reinforcements swamp the entire map. If you do that and you have a lack of units that can actually deal with the enemies, they will get to the Annas before you can even blink! This is even worse in Normal Mode as reinforcements appear as soon as the turn starts (meaning the beginning of your phase). Also, for those playing on casual mode, the Snipers carry Galeforce with them, so get rid of them ASAP if you want to avoid running into immense trouble by losing a bunch of units.

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. Deliverer: Since fliers are the most useful units to have for this map, this skill will be MANDATORY if you need to get to far-off enemies in the blink.
2. Renewal: If you're worried about damage build-up on a unit, this can save you in a pinch.
3. Limit Breaker: It isn't really that big of a priority here, but it still helps to have extra stats.
4. Pavise: You won't be reduced to one HP every single time on this map, so this skill becomes a huge asset to units with low defense.
5. Aegis: Same reason as Pavise, but it works better for units weak against arrows or magic.
6. Iote's Shield: This skill is obtainable after beating Smash Brethren 3. It removes the weaknesses that flying units have, and it's a lot better than taking risks with Pavise or Aegis.

Other tips: You want to bring as may fliers as you can for this map (Dark Fliers, Falcon Knights, Wyvern Lords, and Griffon Riders). Doing so will allow you to get to the units that you can't get to due to lava blocking your path. Also, keep pairings that you intend to use in a side-to-side manner. You'll be packed on one side, making it very difficult to pair up units if they're distanced from each other (you need at least one free space to pair up units). Another thing to follow: if a non-flier has Galeforce, use them first. That way, you can switch over to your flier, get another Galeforce turn, and head to a different area with Risen lying around.

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!

EDIT: One thing that I forgot to mention is that Rescue staves are unusable for this map.
Considering the utter hell-spawn of a map that was Death's Embrace, this one is a heck of a lot easier. Again, there will be spoilers, so view at your own risk.

Map Summary: If I remember correctly, you also start with Chrom and 11 other units for this map. The entire area is lined to the teeth with lava panels that you cannot sit your units on period (not that you'll die, no unit is capable of sitting on them, even if they are fliers). Also, the five Annas you have to protect are on the side of the map opposite where your units are positioned, and they are standing on lava panels. The good news is they cannot die from standing on them too long. Only the Risen can land the final blow.

Things to watch out for: A large percentage of the units on this map consist of flying units and most of them are Wyvern Lords and Griffon Riders. They also carry breaker skills of some sort, but it's mostly things like Swordbreaker and Lancebreaker, so bringing an effective weapon can hinder them. Most of them will be centered around killing the Annas who have very weak stats and Miracle and Axebreaker won't help them very much. Another thing you want to be careful about: don't let reinforcements swamp the entire map. If you do that and you have a lack of units that can actually deal with the enemies, they will get to the Annas before you can even blink! This is even worse in Normal Mode as reinforcements appear as soon as the turn starts (meaning the beginning of your phase). Also, for those playing on casual mode, the Snipers carry Galeforce with them, so get rid of them ASAP if you want to avoid running into immense trouble by losing a bunch of units.

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. Deliverer: Since fliers are the most useful units to have for this map, this skill will be MANDATORY if you need to get to far-off enemies in the blink.
2. Renewal: If you're worried about damage build-up on a unit, this can save you in a pinch.
3. Limit Breaker: It isn't really that big of a priority here, but it still helps to have extra stats.
4. Pavise: You won't be reduced to one HP every single time on this map, so this skill becomes a huge asset to units with low defense.
5. Aegis: Same reason as Pavise, but it works better for units weak against arrows or magic.
6. Iote's Shield: This skill is obtainable after beating Smash Brethren 3. It removes the weaknesses that flying units have, and it's a lot better than taking risks with Pavise or Aegis.

Other tips: You want to bring as may fliers as you can for this map (Dark Fliers, Falcon Knights, Wyvern Lords, and Griffon Riders). Doing so will allow you to get to the units that you can't get to due to lava blocking your path. Also, keep pairings that you intend to use in a side-to-side manner. You'll be packed on one side, making it very difficult to pair up units if they're distanced from each other (you need at least one free space to pair up units). Another thing to follow: if a non-flier has Galeforce, use them first. That way, you can switch over to your flier, get another Galeforce turn, and head to a different area with Risen lying around.

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!

EDIT: One thing that I forgot to mention is that Rescue staves are unusable for this map.
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Affected by 'Laziness Syndrome'

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03-03-14 03:58 PM
| ID: 984025 | 15 Words

pokepower101
Level: 38


POSTS: 283/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Now I need a safari with Ariados in it or a Dragon type safari. Please.
Now I need a safari with Ariados in it or a Dragon type safari. Please.
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Affected by 'Laziness Syndrome'

Registered: 05-24-10
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02-05-14 08:56 PM
| ID: 973983 | 55 Words

pokepower101
Level: 38


POSTS: 282/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

I have another request. This time I'm looking for an Aipom or Ambipom, preferably WITHOUT its hidden ability and having Fake Out on it already is a nice thing, too.
EDIT: Change of request (didn't notice I already had an Aipom in Pokemon White). I REALLY need a Ditto with perfect Sp. Defense IVs.
I have another request. This time I'm looking for an Aipom or Ambipom, preferably WITHOUT its hidden ability and having Fake Out on it already is a nice thing, too.
EDIT: Change of request (didn't notice I already had an Aipom in Pokemon White). I REALLY need a Ditto with perfect Sp. Defense IVs.
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Affected by 'Laziness Syndrome'

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01-06-14 01:02 AM
| ID: 954733 | 1008 Words

pokepower101
Level: 38


POSTS: 281/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Death's Embrace is quite possibly one of the hardest DLC maps in the entire game. As such, it deserves to be one of the DLCs that lead you on the "Path of a Grandmaster." Now, as should be obvious, there are major spoilers for those who either do not have this game or do not have this DLC chapter, so view at your own risk.

Map Summary: For this map, you bring Chrom and 11 other units trying to beat Algol under a certain amount of turns to get Est (TRIVIA: Algol is also the boss of chapter 21 in the main story). However, the center of the map is garnished with spikes that will leave any units starting on said panels with one HP, as well as any other units (enemy or ally) that remain on the panels at the end of the turn. Meanwhile, there are nine panels in the center that will fully heal all units, even if they are paired up. On top of this, several enemies pack Vengeance, so you will take severe damage if you get hit by an enemy that proc'd Vengeance if you are not prepared, so this map is VERY difficult if you go in without Limit Breaker from Rogues and Redeemers 3!

Things to watch out for: As I have previously established, several units pack Vengeance, but it's mainly the Assassins, Berserkers, Warriors, and the demon soldier summoned by Algol at the start of the map. Another thing is that almost EVERY class has at least one breaker. Swordmasters, Warriors, Berserkers, and Snipers (if I remember correctly) all have Swordbreaker, Sorcerers and Heroes tend to have Bowbreaker, and Heroes will all Have Axebreaker along with the soldier near the boss. With regards to the Swordbreaker skill, however, your swordsmen will be almost useless in this map, especially if all they can use is a sword (i.e. Swordmasters). Also, reinforcements will pop up just about every single turn, so you will be under fire constantly throughout the map. Another thing to keep in mind with the Sorcerers and the Snipers is that Sorcerers can pack Mire, so they can snipe you and kill you after being bludgeoned by spikes if you can't dodge it or if your resistance isn't high enough to tank the hit, and Snipers can carry Longbow, hindering your ability to counterattack, and you pretty much need Bowbreaker to avoid damage, because every enemy has forged weapons aside from the Mire Sorcerers.

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. Vantage: Since several of your units are forced down to 1 HP as soon as the map starts, this skill can help you in a pinch if you are able to defeat the enemy (which you more than likely can). However, against Longbow users and Mire users, you're a sitting duck, so be wary.
2. Vengeance: You WANT your units to get this skill AND Vantage if you have any units other than the avatar and Morgan that can get it. If you have 50+ skill, this skill will activate every time (you will want to unequip other proc able skills to ensure Vengeance words every time), allowing you to punish the enemy before they can try to land a hit on you assuming you have Limit Breaker and Vantage equipped.
3. Lifetaker: If you're low on health you can sap what's left of a butchered enemy and heal half of your max HP in one fell swoop, which can save your life should you decide to keep the unit moving along the borders of the map. Keep in mind that this will lower the added damage to Vengeance and it will more than likely hinder Vantage completely if you plan to remain on the spikes to reduce enemy fire.
4. Limit Breaker: Boosted caps are always a helpful thing, right?
5. Deliverer: Considering that you have a turn limit, having a lot of extra movement is a huge boost, especially if travelling along the border. However, if both units have Galeforce at the same time any one of them has Deliverer, you can go through the spiked area and get to Algol in two turns or less.
6. Bowbreaker: Makes it easier to dodge Longbow Snipers.
7. Tomebreaker: Makes it easier to dodge Mire Sorcerers.
8. Dual Guard+: Dual guards are ESPECIALLY helpful if you're out of range of attacks that could potentially kill your units, and every extra percentage helps.
9. Dual Support+: Gives you some extra avoidance when paired with another unit (very helpful if both units are at A or S-support).

Other tips: Classes with high movement, such as Paladins, are very useful in getting to Algol very quickly, and they can use lances, which is useful since no units pack Lancebreaker. They also have pretty good defenses and avoidance to either dodge or tank hits from Mire or Longbows. Dread Fighters and Sorcerers also have relatively good defense, though their resistance is better, allowing them to take in a few hits if they have more than 1 HP from using Physic or Fortify. Another thing that will save your life is having pair up units that can boost either defenses (Generals and Wyvern Lords provide big boosts in defense and Falcon Knights can well boost resistance). While higher speed and luck may help boost avoidance, all percentages are lethal, as you can easily get sucker punched by an unlucky hit, as can be seen by this video (video uploaded by shadowofchaos725 of Youtube): .

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!

EDIT: Removed the spoiler marks. I didn't know that it would all black out if I put those. I just thought there would be a bar that said "Show Spoilers" or something like that. Oh, well.






Image upload: 640x480 totaling 53 KB's.
Death's Embrace is quite possibly one of the hardest DLC maps in the entire game. As such, it deserves to be one of the DLCs that lead you on the "Path of a Grandmaster." Now, as should be obvious, there are major spoilers for those who either do not have this game or do not have this DLC chapter, so view at your own risk.

Map Summary: For this map, you bring Chrom and 11 other units trying to beat Algol under a certain amount of turns to get Est (TRIVIA: Algol is also the boss of chapter 21 in the main story). However, the center of the map is garnished with spikes that will leave any units starting on said panels with one HP, as well as any other units (enemy or ally) that remain on the panels at the end of the turn. Meanwhile, there are nine panels in the center that will fully heal all units, even if they are paired up. On top of this, several enemies pack Vengeance, so you will take severe damage if you get hit by an enemy that proc'd Vengeance if you are not prepared, so this map is VERY difficult if you go in without Limit Breaker from Rogues and Redeemers 3!

Things to watch out for: As I have previously established, several units pack Vengeance, but it's mainly the Assassins, Berserkers, Warriors, and the demon soldier summoned by Algol at the start of the map. Another thing is that almost EVERY class has at least one breaker. Swordmasters, Warriors, Berserkers, and Snipers (if I remember correctly) all have Swordbreaker, Sorcerers and Heroes tend to have Bowbreaker, and Heroes will all Have Axebreaker along with the soldier near the boss. With regards to the Swordbreaker skill, however, your swordsmen will be almost useless in this map, especially if all they can use is a sword (i.e. Swordmasters). Also, reinforcements will pop up just about every single turn, so you will be under fire constantly throughout the map. Another thing to keep in mind with the Sorcerers and the Snipers is that Sorcerers can pack Mire, so they can snipe you and kill you after being bludgeoned by spikes if you can't dodge it or if your resistance isn't high enough to tank the hit, and Snipers can carry Longbow, hindering your ability to counterattack, and you pretty much need Bowbreaker to avoid damage, because every enemy has forged weapons aside from the Mire Sorcerers.

Here are some skills that can help you with this map if you're having trouble (Galeforce excluded for obvious reasons (it's useful everywhere barring Double Duel)):
1. Vantage: Since several of your units are forced down to 1 HP as soon as the map starts, this skill can help you in a pinch if you are able to defeat the enemy (which you more than likely can). However, against Longbow users and Mire users, you're a sitting duck, so be wary.
2. Vengeance: You WANT your units to get this skill AND Vantage if you have any units other than the avatar and Morgan that can get it. If you have 50+ skill, this skill will activate every time (you will want to unequip other proc able skills to ensure Vengeance words every time), allowing you to punish the enemy before they can try to land a hit on you assuming you have Limit Breaker and Vantage equipped.
3. Lifetaker: If you're low on health you can sap what's left of a butchered enemy and heal half of your max HP in one fell swoop, which can save your life should you decide to keep the unit moving along the borders of the map. Keep in mind that this will lower the added damage to Vengeance and it will more than likely hinder Vantage completely if you plan to remain on the spikes to reduce enemy fire.
4. Limit Breaker: Boosted caps are always a helpful thing, right?
5. Deliverer: Considering that you have a turn limit, having a lot of extra movement is a huge boost, especially if travelling along the border. However, if both units have Galeforce at the same time any one of them has Deliverer, you can go through the spiked area and get to Algol in two turns or less.
6. Bowbreaker: Makes it easier to dodge Longbow Snipers.
7. Tomebreaker: Makes it easier to dodge Mire Sorcerers.
8. Dual Guard+: Dual guards are ESPECIALLY helpful if you're out of range of attacks that could potentially kill your units, and every extra percentage helps.
9. Dual Support+: Gives you some extra avoidance when paired with another unit (very helpful if both units are at A or S-support).

Other tips: Classes with high movement, such as Paladins, are very useful in getting to Algol very quickly, and they can use lances, which is useful since no units pack Lancebreaker. They also have pretty good defenses and avoidance to either dodge or tank hits from Mire or Longbows. Dread Fighters and Sorcerers also have relatively good defense, though their resistance is better, allowing them to take in a few hits if they have more than 1 HP from using Physic or Fortify. Another thing that will save your life is having pair up units that can boost either defenses (Generals and Wyvern Lords provide big boosts in defense and Falcon Knights can well boost resistance). While higher speed and luck may help boost avoidance, all percentages are lethal, as you can easily get sucker punched by an unlucky hit, as can be seen by this video (video uploaded by shadowofchaos725 of Youtube): .

That's the end of this DLC guide! I'll have more strategy guides up in the coming days, so be sure to look around. Until then, adieu!

EDIT: Removed the spoiler marks. I didn't know that it would all black out if I put those. I just thought there would be a bar that said "Show Spoilers" or something like that. Oh, well.






Image upload: 640x480 totaling 53 KB's.
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Affected by 'Laziness Syndrome'

Registered: 05-24-10
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12-04-13 09:53 PM
| ID: 936697 | 40 Words

pokepower101
Level: 38


POSTS: 280/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Yeah. I've just been VERY busy with play practice and schoolwork myself, but I can see a whole swarm of players by that time. Many will get the game, there won't be any school for two weeks, it makes sense.
Yeah. I've just been VERY busy with play practice and schoolwork myself, but I can see a whole swarm of players by that time. Many will get the game, there won't be any school for two weeks, it makes sense.
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Affected by 'Laziness Syndrome'

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11-27-13 01:55 PM
| ID: 932189 | 31 Words

pokepower101
Level: 38


POSTS: 279/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

I've hated many Pokemon myself, but I have grown to DESPISE Darkrai after seeing so many times in Pokemon Battle Revolution. Stupid Dark Void!! ...though physical Darkrai would be pretty cool.
I've hated many Pokemon myself, but I have grown to DESPISE Darkrai after seeing so many times in Pokemon Battle Revolution. Stupid Dark Void!! ...though physical Darkrai would be pretty cool.
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Affected by 'Laziness Syndrome'

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11-27-13 01:40 PM
| ID: 932183 | 32 Words

pokepower101
Level: 38


POSTS: 278/289
POST EXP: 11842
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CP: 1022.8
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mourinhosgum: Sure. That'll work perfectly fine. Might also help if you can find one that already has HP and Speed IVs at 31, since I have a Ditto with max attack IVs.
mourinhosgum: Sure. That'll work perfectly fine. Might also help if you can find one that already has HP and Speed IVs at 31, since I have a Ditto with max attack IVs.
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11-27-13 01:35 PM
| ID: 932179 | 22 Words

pokepower101
Level: 38


POSTS: 277/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Nah, Growlithe is fine. I was gonna try to breed it with perfect HP, Attack, and Speed IVs and Close Combat personally.
Nah, Growlithe is fine. I was gonna try to breed it with perfect HP, Attack, and Speed IVs and Close Combat personally.
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Affected by 'Laziness Syndrome'

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11-27-13 12:56 PM
| ID: 932163 | 29 Words

pokepower101
Level: 38


POSTS: 276/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Does anyone happen to have a Growlithe? No specifics in particular. I'm willing to give any Pokemon I can find and I'll also throw 5,000 Viz into the deal.
Does anyone happen to have a Growlithe? No specifics in particular. I'm willing to give any Pokemon I can find and I'll also throw 5,000 Viz into the deal.
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Affected by 'Laziness Syndrome'

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11-27-13 11:05 AM
| ID: 932112 | 52 Words

pokepower101
Level: 38


POSTS: 275/289
POST EXP: 11842
LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Does anyone happen to have a friend safari with Ditto? I only need to find some with good IVs.
FC (2DS): 1950-8832-8557
Contains Pansear, Charmeleon, and Ninetales
FC (3DS): 4382-2151-6220
Contains Dedenne, Helioptile, and Galvantula
I'd prefer if only one code was added so I can get more total friend safaris, please.
Does anyone happen to have a friend safari with Ditto? I only need to find some with good IVs.
FC (2DS): 1950-8832-8557
Contains Pansear, Charmeleon, and Ninetales
FC (3DS): 4382-2151-6220
Contains Dedenne, Helioptile, and Galvantula
I'd prefer if only one code was added so I can get more total friend safaris, please.
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Affected by 'Laziness Syndrome'

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11-24-13 02:01 PM
| ID: 931040 | 39 Words

pokepower101
Level: 38


POSTS: 274/289
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CP: 1022.8
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Surgiac : Actually, I just now looked on Serebii to see if it were possible at the moment, but it turns out it cannot be found in the friend safari, unfortunately, so I withdraw my prior request for the Nidoran.
Surgiac : Actually, I just now looked on Serebii to see if it were possible at the moment, but it turns out it cannot be found in the friend safari, unfortunately, so I withdraw my prior request for the Nidoran.
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11-24-13 01:53 PM
| ID: 931035 | 70 Words

pokepower101
Level: 38


POSTS: 273/289
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LVL EXP: 355479
CP: 1022.8
VIZ: 108386

Derp, should've paid attention to that detail, but, yes, I did want a modest one in particular, and while I am aware of its better potential as a physical attacker, I find that Sheer Force Nidoking can take advantage of special attacks more, considering that many of its special moves, if not all of them, have a secondary effect, allowing for the best use of it's HA--to me, at least.
Derp, should've paid attention to that detail, but, yes, I did want a modest one in particular, and while I am aware of its better potential as a physical attacker, I find that Sheer Force Nidoking can take advantage of special attacks more, considering that many of its special moves, if not all of them, have a secondary effect, allowing for the best use of it's HA--to me, at least.
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11-24-13 01:24 PM
| ID: 931026 | 50 Words

pokepower101
Level: 38


POSTS: 272/289
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LVL EXP: 355479
CP: 1022.8
VIZ: 108386

I'm looking for a male Nidoran with its hidden ability with a good nature. I can breed the IVs myself, I just need a modest one. I'm willing to give away any Pokemon, but my luck with IV breeding isn't too great, so you might get only the preferred nature.
I'm looking for a male Nidoran with its hidden ability with a good nature. I can breed the IVs myself, I just need a modest one. I'm willing to give away any Pokemon, but my luck with IV breeding isn't too great, so you might get only the preferred nature.
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Affected by 'Laziness Syndrome'

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06-26-12 01:18 AM
| ID: 607042 | 20 Words

pokepower101
Level: 38


POSTS: 271/289
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LVL EXP: 355479
CP: 1022.8
VIZ: 108386

There's only one Y move, and that's Yawn, which puts the target to sleep after the turn it's first used.
There's only one Y move, and that's Yawn, which puts the target to sleep after the turn it's first used.
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06-08-12 04:38 PM
| ID: 598810 | 18 Words

pokepower101
Level: 38


POSTS: 270/289
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CP: 1022.8
VIZ: 108386

Davideo7 : I've had the last version uninstalled, and having the browser closed didn't seem to change a thing.
Davideo7 : I've had the last version uninstalled, and having the browser closed didn't seem to change a thing.
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