The Search For Equilibrium and The Perfect Team
Posted: May 15th, 2015, 3:02 am
Before I begin I lay out a key:
-The order of the pets listed is from top/left to bottom/right
-The moves are not listed since the relevant moves are within the context
-At the end I list the nick names given to my pets so you may identify me in PVP
-Numbers may be off, I am doing them from memory at 4 am and completely
It all began with a dream, a once upon a time naive trainer who reached for the stars when presented with a choice of three pets.
Rabbit (S/S) - Fiendish Imp (S/S) - Unborn Val'kyr (B/B)
The idea was a behind the lines DoT (i.e.: Haunt + Nether Gate) with a time waste (Double Dodge - 357 speed) while the tank (Imp) healed up in the background. The issue was the obvious redundancy in bonus' leaving the Rabbit and the Imp vulnerable. And so was born:
Death Adder Hatchling (S/S) - Fiendish Imp (S/S) - Unborn Val'kyr (B/B)
Here Dodge is replaced with Blind adding the bonus of a free swap (Blind then go to Val'kry (B/B) and Haunt if enemy is slower than 244) smoothing out the swaps.
Why are swaps important?
Think of a pet battle as a 0 sum game where you get 1 hit in and they return where getting in an "extra" hit is equivalent to landing a higher damage attack or avoiding losing a turn. Losing a turn not only implies taking less damage, but also includes negating their move. For example, if I swap pets on a round my opponent dodges - assuming he faster and the dodge would have avoided my attack - I have successfully negated his dodge. If the pet I swap to has a passive ability like nature's ward, I did it again. Now imagine a Fiendish Imp (S/S) using Nether Gate first in the first move of a game. This resets the match forcing in the other pet and the enemy team with a -280 hp disadvantage. That hit means that if on my next move I swap and get hit for 280 the fight has literally reset.
Most argue that it depends circumstance and I agree. The rough idea is that by "gaining a move" you bank the option to at some point "cede a move" in the hopes that it leaves you in a better position. The Fiendish Imp (S/S) makes this relatively easy and guaranteed to the point that if encountering Flying Breeds, he will do 420 damage to mitigate his own. Additionally, Immolation + Humanoid Passive heals Fiendish Imp (S/S) in background.
FIENDISH IMP SUMMARISED:
-> TECHNICALLY if you open Fiendish Imp (S/S), apply Immolation (70x10 because of 1st hit = 700 DoT + 54x9 = 486 HoT), and use nether gate you deal a free 280 damage + 700 damage from DoT since you will heal whatever damage was done while applying Immolation (most attacks are under 486 damage. Again, Sandstorm, DoT Prots, but you get the idea. Free damage.
This style permits prioritizing swaps to reduce incoming damage or reposition with background damage and high control thanks to Nether Gate. The Death Adder Hatchling posed the problem that its Blind was limited to reducing % hit chance.In other words, any Hit Buff could therefore negate the DoT. This is unlike Dodge where Hit Chance is irrelevant. Hence:
Teroclaw Hatchling (H/P) - Fiendish Imp (S/S) - Ghastly Kid (H/H) [IMAGE 1]
The reduction in damage from the loss of Doom was mitigated by the increased damage from the Alpha Strike. This is because Flying made the Teroclaw Hatchling (H/P) faster than 99% of pets pre-flying buff meaning it was more effective than Flurry.
TEROCLAW HATCHLING SUMMARISED
-> The ability to heal compounded with the Flying buff and the speed-based increased damage from Alpha Strike makes this pet very defensive. Additionally, the ability to dodge allows for "clean entry" (i.e. enter, dodge, HoT). This makes Teroclaw Hatchling (H/P) a great tank to take big hits and mitigate damage (you can swap him in on Minefield, for example, then Dodge, HoT, Swap out as if it never happened).
In terms of EQUILIBRIUM, the Teroclaw Hatchling (H/P) has the advantage that it can swap it's Class through Nature's Ward. As flying, it can strike down Water pets which would highly damage it as Elemental with Nature's Ward. This means the Teroclaw Hatchling (H/P) is Effective against Water while being neutral against Water attacks providing a counter for itself in Elemental. Refer to image 1 for a visual.
However, Elemental is strong against Mechanical presenting a contradiction between Teroclaw Hatchling (H/P) and Fiendish Imp (S/S). Magic was identified as the missing link in the chain. And so was born Equilibrium:
Hyjal Wisp (S/S) - Fiendish Imp (S/S) - Ghastly Kid (H/H) [IMAGE 2]
I will spend more time here but must summarise the Hyjal Wisp (S/S) beforehand:
HYJAL WISP SUMMARISED
-> The trick behind the Hyjal Wisp (S/S) is the increasing damage with high survivability thanks too the ability to Dodge + the 325 Speed Line. Compiled with the Immolation DoT and the Haunt DoT, a Hyjal Wisp (S/S) can be positioned to burn through all pets including mechanical (231 at max damage + 140 Haunt + 105 Increased Immolation Damage = 476 damage to Mechanical -- 585 normal damage). Now, imagine a scenario where Hyjal Wisp (S/S) has 1hp. Fiendish Imp (S/S) is out against a pet slower than 325 and has weakened him to around 800hp. Here is the setup:
Fiendish Imp - Immolation
Swap to
Ghastly Kid - Haunt
Enter
Hyjal Wisp - Dodge
At this point the DoTs will kill the enemy, the key is to Dodge, Heal while invulnerable, and then kill the enemy avoiding being hit and using the turn where the Dodge drops to heal. This can also translate into sacrificing the Hyjal Wisp (S/S) and letting out a Heal before he dies in order to enter with A) Fiendish Imp (S/S) + Nether Gate for free heal or B) Ghastly Kid (H/H) + Ethereal for free heal against pets faster than 333. The basic just is that the Hyjal Wisp (S/S) provides an extraordinary amount of utility but lacks damage without wind. This leads us to Trunks.
Trunks (H/P) - Fiendish Imp (S/S) - Ghastly Kid (H/H) [IMAGE 3]
Perfect equilibrium with the bonus of huge damage (if you do the math it comes out to about 402.625 damage per round for Trunks (H/P) ) in the form of burst countering DoT classes that counter Fiendish Imp (S/S) Immolation and Ghastly Kid (H/H) Haunt. Additionally, Moonlight offers a counter to weather effects and bonus to Nether Gate and Heals. Lastly, Avalanche is hands down beautiful. Trunks (H/P) and Fiendish Imp (S/S) perfectly compliment each other in terms of abilities.
Trunks' has 2 abilities that are strong against Flying and Weak against Mechanical while Fiendish Imp has the reverse. Additionally, their third moves are also compliments.
This means that either pet will be interchangeable in ANY situation damage wise. The Ghastly Kid (H/H) becomes the Always First Dodge/Easy Swap mechanism with the perk that the DoT can operate in the background when affected targets are swapped out by Fiendish Imp (S/S).
In Short a shit load of damage is being dealt.
Let's go one step beyond, break down:
Any Magic Pet with 350+ Damage per Round to Flying + Fiendsih Imp (S/S) + Ghastly Kid (H/H)
At this point we rely on the DoT's and Burst to get the team by any scenario. The key here is to realize that the control offered by the Fiendish Imp (S/S) and the smooth swaps offered by Ghastly Kid (H/H) are the backbone of this team.
Start with Imp, Immolation, swap to Kid, Haunt, enter magic pet... etc back to Imp
This cycle allows for you to return to a fully healthy Imp (assuming no DoT Prot) while putting out continuous damage. Some people have argued against reliability of the DoTs so an experiment was in order:
Disgusting Oozeling (H/B) - Fiendish Imp (S/S) - Ghastly Kid (H/H)
Corrosion (80+ Damage per Attack) + Acidic Goo (25% Increased Damage Taken) can empower the Dot's to hurt an Anubsiath Idol THRU Sandstorm for significant damage. I am not saying it counters all DoT Prot, but that's pretty badass.
To summarise, Imp and Kid offer DoT Damage + Tank (through Imp's heal) while a Magic prevents 1 Shot Kills (Iron Starlet *cough*). This allows for smooth swaps, constant damage, and flexibility.
Order of Mention, Nicknames for my pets:
Rabbit (S/S) - V Regina
Fiendish Imp (S/S) - V Rook
Unborn Val'kyr (B/B) - V Defile
Death Adder Hatchling (S/S) - V Hurley
Teroclaw Hatchling (H/P)- V Pidgy
Ghastly Kid (H/H) - V Desecrate
Hyjal Wisp (S/S) - V Sereus
Trunks (H/P) - V Vegetal
Disgusting Oozeling (H/B) - V Moco
-The order of the pets listed is from top/left to bottom/right
-The moves are not listed since the relevant moves are within the context
-At the end I list the nick names given to my pets so you may identify me in PVP
-Numbers may be off, I am doing them from memory at 4 am and completely
It all began with a dream, a once upon a time naive trainer who reached for the stars when presented with a choice of three pets.
Rabbit (S/S) - Fiendish Imp (S/S) - Unborn Val'kyr (B/B)
The idea was a behind the lines DoT (i.e.: Haunt + Nether Gate) with a time waste (Double Dodge - 357 speed) while the tank (Imp) healed up in the background. The issue was the obvious redundancy in bonus' leaving the Rabbit and the Imp vulnerable. And so was born:
Death Adder Hatchling (S/S) - Fiendish Imp (S/S) - Unborn Val'kyr (B/B)
Here Dodge is replaced with Blind adding the bonus of a free swap (Blind then go to Val'kry (B/B) and Haunt if enemy is slower than 244) smoothing out the swaps.
Why are swaps important?
Think of a pet battle as a 0 sum game where you get 1 hit in and they return where getting in an "extra" hit is equivalent to landing a higher damage attack or avoiding losing a turn. Losing a turn not only implies taking less damage, but also includes negating their move. For example, if I swap pets on a round my opponent dodges - assuming he faster and the dodge would have avoided my attack - I have successfully negated his dodge. If the pet I swap to has a passive ability like nature's ward, I did it again. Now imagine a Fiendish Imp (S/S) using Nether Gate first in the first move of a game. This resets the match forcing in the other pet and the enemy team with a -280 hp disadvantage. That hit means that if on my next move I swap and get hit for 280 the fight has literally reset.
Most argue that it depends circumstance and I agree. The rough idea is that by "gaining a move" you bank the option to at some point "cede a move" in the hopes that it leaves you in a better position. The Fiendish Imp (S/S) makes this relatively easy and guaranteed to the point that if encountering Flying Breeds, he will do 420 damage to mitigate his own. Additionally, Immolation + Humanoid Passive heals Fiendish Imp (S/S) in background.
FIENDISH IMP SUMMARISED:
-> TECHNICALLY if you open Fiendish Imp (S/S), apply Immolation (70x10 because of 1st hit = 700 DoT + 54x9 = 486 HoT), and use nether gate you deal a free 280 damage + 700 damage from DoT since you will heal whatever damage was done while applying Immolation (most attacks are under 486 damage. Again, Sandstorm, DoT Prots, but you get the idea. Free damage.
This style permits prioritizing swaps to reduce incoming damage or reposition with background damage and high control thanks to Nether Gate. The Death Adder Hatchling posed the problem that its Blind was limited to reducing % hit chance.In other words, any Hit Buff could therefore negate the DoT. This is unlike Dodge where Hit Chance is irrelevant. Hence:
Teroclaw Hatchling (H/P) - Fiendish Imp (S/S) - Ghastly Kid (H/H) [IMAGE 1]
The reduction in damage from the loss of Doom was mitigated by the increased damage from the Alpha Strike. This is because Flying made the Teroclaw Hatchling (H/P) faster than 99% of pets pre-flying buff meaning it was more effective than Flurry.
TEROCLAW HATCHLING SUMMARISED
-> The ability to heal compounded with the Flying buff and the speed-based increased damage from Alpha Strike makes this pet very defensive. Additionally, the ability to dodge allows for "clean entry" (i.e. enter, dodge, HoT). This makes Teroclaw Hatchling (H/P) a great tank to take big hits and mitigate damage (you can swap him in on Minefield, for example, then Dodge, HoT, Swap out as if it never happened).
In terms of EQUILIBRIUM, the Teroclaw Hatchling (H/P) has the advantage that it can swap it's Class through Nature's Ward. As flying, it can strike down Water pets which would highly damage it as Elemental with Nature's Ward. This means the Teroclaw Hatchling (H/P) is Effective against Water while being neutral against Water attacks providing a counter for itself in Elemental. Refer to image 1 for a visual.
However, Elemental is strong against Mechanical presenting a contradiction between Teroclaw Hatchling (H/P) and Fiendish Imp (S/S). Magic was identified as the missing link in the chain. And so was born Equilibrium:
Hyjal Wisp (S/S) - Fiendish Imp (S/S) - Ghastly Kid (H/H) [IMAGE 2]
I will spend more time here but must summarise the Hyjal Wisp (S/S) beforehand:
HYJAL WISP SUMMARISED
-> The trick behind the Hyjal Wisp (S/S) is the increasing damage with high survivability thanks too the ability to Dodge + the 325 Speed Line. Compiled with the Immolation DoT and the Haunt DoT, a Hyjal Wisp (S/S) can be positioned to burn through all pets including mechanical (231 at max damage + 140 Haunt + 105 Increased Immolation Damage = 476 damage to Mechanical -- 585 normal damage). Now, imagine a scenario where Hyjal Wisp (S/S) has 1hp. Fiendish Imp (S/S) is out against a pet slower than 325 and has weakened him to around 800hp. Here is the setup:
Fiendish Imp - Immolation
Swap to
Ghastly Kid - Haunt
Enter
Hyjal Wisp - Dodge
At this point the DoTs will kill the enemy, the key is to Dodge, Heal while invulnerable, and then kill the enemy avoiding being hit and using the turn where the Dodge drops to heal. This can also translate into sacrificing the Hyjal Wisp (S/S) and letting out a Heal before he dies in order to enter with A) Fiendish Imp (S/S) + Nether Gate for free heal or B) Ghastly Kid (H/H) + Ethereal for free heal against pets faster than 333. The basic just is that the Hyjal Wisp (S/S) provides an extraordinary amount of utility but lacks damage without wind. This leads us to Trunks.
Trunks (H/P) - Fiendish Imp (S/S) - Ghastly Kid (H/H) [IMAGE 3]
Perfect equilibrium with the bonus of huge damage (if you do the math it comes out to about 402.625 damage per round for Trunks (H/P) ) in the form of burst countering DoT classes that counter Fiendish Imp (S/S) Immolation and Ghastly Kid (H/H) Haunt. Additionally, Moonlight offers a counter to weather effects and bonus to Nether Gate and Heals. Lastly, Avalanche is hands down beautiful. Trunks (H/P) and Fiendish Imp (S/S) perfectly compliment each other in terms of abilities.
Trunks' has 2 abilities that are strong against Flying and Weak against Mechanical while Fiendish Imp has the reverse. Additionally, their third moves are also compliments.
This means that either pet will be interchangeable in ANY situation damage wise. The Ghastly Kid (H/H) becomes the Always First Dodge/Easy Swap mechanism with the perk that the DoT can operate in the background when affected targets are swapped out by Fiendish Imp (S/S).
In Short a shit load of damage is being dealt.
Let's go one step beyond, break down:
Any Magic Pet with 350+ Damage per Round to Flying + Fiendsih Imp (S/S) + Ghastly Kid (H/H)
At this point we rely on the DoT's and Burst to get the team by any scenario. The key here is to realize that the control offered by the Fiendish Imp (S/S) and the smooth swaps offered by Ghastly Kid (H/H) are the backbone of this team.
Start with Imp, Immolation, swap to Kid, Haunt, enter magic pet... etc back to Imp
This cycle allows for you to return to a fully healthy Imp (assuming no DoT Prot) while putting out continuous damage. Some people have argued against reliability of the DoTs so an experiment was in order:
Disgusting Oozeling (H/B) - Fiendish Imp (S/S) - Ghastly Kid (H/H)
Corrosion (80+ Damage per Attack) + Acidic Goo (25% Increased Damage Taken) can empower the Dot's to hurt an Anubsiath Idol THRU Sandstorm for significant damage. I am not saying it counters all DoT Prot, but that's pretty badass.
To summarise, Imp and Kid offer DoT Damage + Tank (through Imp's heal) while a Magic prevents 1 Shot Kills (Iron Starlet *cough*). This allows for smooth swaps, constant damage, and flexibility.
Order of Mention, Nicknames for my pets:
Rabbit (S/S) - V Regina
Fiendish Imp (S/S) - V Rook
Unborn Val'kyr (B/B) - V Defile
Death Adder Hatchling (S/S) - V Hurley
Teroclaw Hatchling (H/P)- V Pidgy
Ghastly Kid (H/H) - V Desecrate
Hyjal Wisp (S/S) - V Sereus
Trunks (H/P) - V Vegetal
Disgusting Oozeling (H/B) - V Moco