Family Fighter - Work in Progess
Krokuun Locations:
Aquatic:
Ruinhoof: Two S/B (2,1,2) civet types. You'll end up faster than Ruinhoof once you screech. Puddle Terror (1,2,2). The idea being to avoid as many of the Hoof/Chew combos as possible with Dive.
Foulclaw: Two S/B (2,1,2) civet types. This one sorta sucks since Boss+Crouch = Zero damage. You want to pass one turn after crouch is used and then you dive. This should allow you to maintain the Screech debuff more easily. There is some RNG here depending on if you get double tapped with Flurry.
Baneglow: Easy, can probably use w/e you want. It's a flyer so Emerald Turtle is good. I used an Eternal Strider to get the water weather to reduce duration of the dot and to put it to sleep but I'm fairly certain that was not necessary.
Retch: Used three civets. Keep up Screech and spam Gnaw.
Deathscreech: This was sorta odd. He just spammed Infected Claw, never used Liftoff. Emerald turtle and snarly for clean up.
Gnasher: Back to the civets. Screech + Gnaw makes short work of critters.
Aquatic:
Ruinhoof: Two S/B (2,1,2) civet types. You'll end up faster than Ruinhoof once you screech. Puddle Terror (1,2,2). The idea being to avoid as many of the Hoof/Chew combos as possible with Dive.
Foulclaw: Two S/B (2,1,2) civet types. This one sorta sucks since Boss+Crouch = Zero damage. You want to pass one turn after crouch is used and then you dive. This should allow you to maintain the Screech debuff more easily. There is some RNG here depending on if you get double tapped with Flurry.
Baneglow: Easy, can probably use w/e you want. It's a flyer so Emerald Turtle is good. I used an Eternal Strider to get the water weather to reduce duration of the dot and to put it to sleep but I'm fairly certain that was not necessary.
Retch: Used three civets. Keep up Screech and spam Gnaw.
Deathscreech: This was sorta odd. He just spammed Infected Claw, never used Liftoff. Emerald turtle and snarly for clean up.
Gnasher: Back to the civets. Screech + Gnaw makes short work of critters.
Re: Family Fighter - Work in Progess
Ruinhoof:
Beasts: Zandalari Raptors. No need to reinvent the wheel.
Critters: Two S/S Bunnies (1,2,2) and a squirrel (2,1,1)
Dragons: Yu'la (1,2,2) two Nether Faerie Dragons or Sprite Darter hatchlings (2,1,1). I think dodging is safer with the NFD instead of trying more Life Exchange shenanigans.
Elementals: Lil Rag (1,1,2) Magma Rageling (1,1,2) Nightshade Sproutling (1,2,1). I think I got a bit lucky here, but I also had two full hp pets left. So there was room for less luck. Use SotF on a round he's going to hurt you. You'll avoid the chew (not the hoof) but then you'll avoid both a couple rounds later.
Flyers: Ikky (1,1,1) Direbeak hatchling (1,2,1). Black Claw, Flock, Direbeak swarm. Done.
Humanoids: Bonkers (2,2,2) Curious Wolvar Pup (2,1,2) Lil Bad Wolf (1,2,1).
Magic: Enchanted Pen (1,1,1) Viscous Horror (2,1,2) Toxic Wasteling (1,1,1). Anything would have sufficed for the Toxic
wasteling, I just needed one more hit.
Mechanical: Mechanical Scorpid (2,1,1) Lil Bling (2,2,1) plus something I didn't use. Wind up, Blinding Poison, Black Claw, Swap, inflation for 2 rounds and then finish with wind up. Might get 3 rounds inflation if your bling doesn't get crit like mine did.
Undead: Wicked Soul (1,1,1) Macabre Marionette (2,1,1) Bone Serpent (1,2,1). Agony, Haunt, Dead Man's Party for a couple rounds, Darkness, Nocturnal Strike. Should work out ok. Ruinhoof dies haunt ends you have a pet left.
Beasts: Zandalari Raptors. No need to reinvent the wheel.
Critters: Two S/S Bunnies (1,2,2) and a squirrel (2,1,1)
Dragons: Yu'la (1,2,2) two Nether Faerie Dragons or Sprite Darter hatchlings (2,1,1). I think dodging is safer with the NFD instead of trying more Life Exchange shenanigans.
Elementals: Lil Rag (1,1,2) Magma Rageling (1,1,2) Nightshade Sproutling (1,2,1). I think I got a bit lucky here, but I also had two full hp pets left. So there was room for less luck. Use SotF on a round he's going to hurt you. You'll avoid the chew (not the hoof) but then you'll avoid both a couple rounds later.
Flyers: Ikky (1,1,1) Direbeak hatchling (1,2,1). Black Claw, Flock, Direbeak swarm. Done.
Humanoids: Bonkers (2,2,2) Curious Wolvar Pup (2,1,2) Lil Bad Wolf (1,2,1).
Magic: Enchanted Pen (1,1,1) Viscous Horror (2,1,2) Toxic Wasteling (1,1,1). Anything would have sufficed for the Toxic
wasteling, I just needed one more hit.
Mechanical: Mechanical Scorpid (2,1,1) Lil Bling (2,2,1) plus something I didn't use. Wind up, Blinding Poison, Black Claw, Swap, inflation for 2 rounds and then finish with wind up. Might get 3 rounds inflation if your bling doesn't get crit like mine did.
Undead: Wicked Soul (1,1,1) Macabre Marionette (2,1,1) Bone Serpent (1,2,1). Agony, Haunt, Dead Man's Party for a couple rounds, Darkness, Nocturnal Strike. Should work out ok. Ruinhoof dies haunt ends you have a pet left.
Re: Family Fighter - Work in Progess
Stuck on Foulclaw aquatic, using civits, otters, mongooses, doesn't seem to matter. Tried S/B, P/S, S/S, but closest I've gotten it is ~200 health left. Hoping there's a better combo but I haven't found one yet.
Re: Family Fighter - Work in Progess
I'll post a round by round strategy in a bit. That one was pretty tricky if you didn't do things in the right order, and it involved passing which was weird.Kiljare wrote:Stuck on Foulclaw aquatic, using civits, otters, mongooses, doesn't seem to matter. Tried S/B, P/S, S/S, but closest I've gotten it is ~200 health left. Hoping there's a better combo but I haven't found one yet.
Re: Family Fighter - Work in Progess
Kiljare, you're right it doesn't work consistently. When it does work it works really well (only need 2 pets) but when your first pet dies too soon b/c it gets hit an extra time or two, things just don't work out properly. Need something more reliable.
Re: Family Fighter - Work in Progess
Foulclaw vs Aquatics
Ok, I think I've figured out the RNG portion. Ie, what has to happen for you to win. B/c of the nature of flurry, almost any strategy is going to involve RNG on this guy, which kinda sucks.
First, lets map out his ability usage:
Round 1: Greater Apocalypse
Round 2: Flurry
Round 3: Cower
Rounds 4-8: Flurry
Round 9: Cower
Round 10-14: Flurry
Round 15: Cower
Round 16-20: Flurry
Cower lasts 3-6, 9-12, and 15-18. So your windows to hit him are 1-3 (if faster, otherwise 1-2), 7-9 (again if faster), and 13-15 (gotta go fast) and 19. 20 is irrelvant b/c you're going to die at the end of the round. I actually had one pull where I killed him round 20, but then the Greater Apocalypse got me.
So this is how I did it.
Start with an S/B civet/mongoose of some sort. It should have 1465 health, 273 power, and 289 speed. Abilities should be Gnaw, Screech, and Dive. You're going to want a second one of these as well, and for your third pet it should be a P/P Emperor Crab with Snap/Healing Wave/Shell Shield. Renewing mists I think works just as well.
Round 1: Screech.
Round 2: Gnaw
Round 3: Gnaw
Round 4: Gnaw or pass or screech. W/e it's not going to do anything anyway.
Round 5: Dive.
Round 6: finish Dive. The speed reduction will have ended after round 5, so you'll still be diving and avoid both the round 5 and 6 flurry.
Round 7: Screech. This is where RNG becomes to rear it's head. You NEED this screech. You'll have been attacked in Rounds 2,4,7 and can survive 5 hits. If he ends up hitting you twice in round 2 or 4 and 3 times in round 7 or twice in each round you're dead and you may as well restart.
Round 8: Gnaw. He'll flurry and finish you off.
Round 9: Gnaw with your 2nd S/B mongoose type.
Round 10: Pass.
Round 11: Dive
Round 12: Finish Dive. Again the speed reduction will have worn off and you'll avoid both Round 11 and 12 flurries.
Round 13: Screech. There shouldn't be much RNG here, unless you got super unlucky and got hit 2 in round 10 and 3 times in round 13 with one of those 5 hits being a crit.
Round 14: Gnaw. You'll die here.
Round 15: Bring in the P/P crab and shell shield. He'll cower.
Round 16: Either renewing mists, or pass if you went with Healing Wave.
Round 17: Renewing Mists or Healing Wave.
Round 18: Renewing Mists or nothing.
Round 19: CLAW. Rawr. You should be able to survive 10 hits over the four rounds. If he gets lucky and triple hits you three times or crits one of his 10 hits, that is the poop.
But we have a lot of bandages and we only need to do this once. If there's a better strategy I'm all ears.
Ok, I think I've figured out the RNG portion. Ie, what has to happen for you to win. B/c of the nature of flurry, almost any strategy is going to involve RNG on this guy, which kinda sucks.
First, lets map out his ability usage:
Round 1: Greater Apocalypse
Round 2: Flurry
Round 3: Cower
Rounds 4-8: Flurry
Round 9: Cower
Round 10-14: Flurry
Round 15: Cower
Round 16-20: Flurry
Cower lasts 3-6, 9-12, and 15-18. So your windows to hit him are 1-3 (if faster, otherwise 1-2), 7-9 (again if faster), and 13-15 (gotta go fast) and 19. 20 is irrelvant b/c you're going to die at the end of the round. I actually had one pull where I killed him round 20, but then the Greater Apocalypse got me.
So this is how I did it.
Start with an S/B civet/mongoose of some sort. It should have 1465 health, 273 power, and 289 speed. Abilities should be Gnaw, Screech, and Dive. You're going to want a second one of these as well, and for your third pet it should be a P/P Emperor Crab with Snap/Healing Wave/Shell Shield. Renewing mists I think works just as well.
Round 1: Screech.
Round 2: Gnaw
Round 3: Gnaw
Round 4: Gnaw or pass or screech. W/e it's not going to do anything anyway.
Round 5: Dive.
Round 6: finish Dive. The speed reduction will have ended after round 5, so you'll still be diving and avoid both the round 5 and 6 flurry.
Round 7: Screech. This is where RNG becomes to rear it's head. You NEED this screech. You'll have been attacked in Rounds 2,4,7 and can survive 5 hits. If he ends up hitting you twice in round 2 or 4 and 3 times in round 7 or twice in each round you're dead and you may as well restart.
Round 8: Gnaw. He'll flurry and finish you off.
Round 9: Gnaw with your 2nd S/B mongoose type.
Round 10: Pass.
Round 11: Dive
Round 12: Finish Dive. Again the speed reduction will have worn off and you'll avoid both Round 11 and 12 flurries.
Round 13: Screech. There shouldn't be much RNG here, unless you got super unlucky and got hit 2 in round 10 and 3 times in round 13 with one of those 5 hits being a crit.
Round 14: Gnaw. You'll die here.
Round 15: Bring in the P/P crab and shell shield. He'll cower.
Round 16: Either renewing mists, or pass if you went with Healing Wave.
Round 17: Renewing Mists or Healing Wave.
Round 18: Renewing Mists or nothing.
Round 19: CLAW. Rawr. You should be able to survive 10 hits over the four rounds. If he gets lucky and triple hits you three times or crits one of his 10 hits, that is the poop.
But we have a lot of bandages and we only need to do this once. If there's a better strategy I'm all ears.
Re: Family Fighter - Work in Progess
Humanoids vs Foulwing
P/P Kunlai Runt, Hogs, Wolvar Pup (exists for no other reason than to be consumed, use w/e you want).
Round 1: Start with Kunlai Runt, Rampage.
Round 2: Rampage continues.
Round 3: See round 2.
Round 4: Mangle.
Round 5: Mangle.
Round 6: Die. Hopefully you die here and not round 5. EDIT: Still works if you die round 5. As long as your consume corpse doesn't miss. No idea what caused that. If you did die round 5, then hogs comes in here and bites or passes.
Round 7: Bring in Hogs and Maul.
Round 8: Bite.
Round 9: Consume Corpse.
Round 10: Swap in your sacrificial lamb.
Round 11: W/e
Round 12: W/e. You want to die here though, b/c if you don't you're going to die next round and lose half your window of opportunity.
Round 13: Maul.
Round 14: Bite. Win.
It's kinda funny, spent all that time working on the aquatic strat which hinged on not dying, and this strat hinges on dying (at the right time).
P/P Kunlai Runt, Hogs, Wolvar Pup (exists for no other reason than to be consumed, use w/e you want).
Round 1: Start with Kunlai Runt, Rampage.
Round 2: Rampage continues.
Round 3: See round 2.
Round 4: Mangle.
Round 5: Mangle.
Round 6: Die. Hopefully you die here and not round 5. EDIT: Still works if you die round 5. As long as your consume corpse doesn't miss. No idea what caused that. If you did die round 5, then hogs comes in here and bites or passes.
Round 7: Bring in Hogs and Maul.
Round 8: Bite.
Round 9: Consume Corpse.
Round 10: Swap in your sacrificial lamb.
Round 11: W/e
Round 12: W/e. You want to die here though, b/c if you don't you're going to die next round and lose half your window of opportunity.
Round 13: Maul.
Round 14: Bite. Win.
It's kinda funny, spent all that time working on the aquatic strat which hinged on not dying, and this strat hinges on dying (at the right time).
Re: Family Fighter - Work in Progess
Dragons vs Foulwing
Yu'la (1,2,2), Chrominius (1,1,2) x2.
Start with Yu'la. Breath, Celestial Blessing, Life Exchange. Swap in a Chrominius. Howl, Pass, Bite, die. Yu'la Celestial Blessing. Swap in second chrominius. Howl, Pass, Bite.
Flyers vs Foulwing
Direbeak Hatchling (1,2,1), Teroclaw Hatchling (1,2,2), and Ikky (1,1,1). Ikky wasn't used. Start with Falcosaur swarm and predatory strike. Then Ironskin, and try to leave the double damage debuff with Falcosaur swarm before you die. Then bring in the hatchling, claw, Nature's Ward, Dodge, and claw when you can. should be dead.
Unead vs Foulwing
Double damage debuffs allow you to punch through the Boss/Cower wall.
H/H Spirit Crab (1,2,1), Blighted Squirrel (x,x,2), Fossilized hatchling (1,x,x). Pretty much anything can be used as the third finishing pet.
Start with Crab, Claw, Claw, Shell Shield, w/e, Whirlpool and die. Bring in your Blighted Squirrel and Stampede, making sure the debuff is up when whirlpool goes off. Continue stampede till you're dead so the debuff is active when you bring in the third pet. Cower or no cower, one or two claws will finish the job.
Critters vs Foulwing
S/B Squirrel (2,1,2) S/S Bandicoon (1,1,2) x2.
Start with squirrel. Woodchipper, Adrenaline Rush, Stampede. If you're lucky the squirrel will die after the third round of stampede so your raccoon will get two rounds of damage in. Powerball to be faster and then bite. If you live to round 6, it's going to take you longer, and you're going to have to make use of your survival to keep the last bandicoon alive long enough to get the final hit. Just make sure you powerball to be faster and it should work fine.
Magic vs Foulwing
P/S Netherspace Abyssal (1,2,x) Harmonius Porcupette (x,1,2) and P/P Minfernal (1,2,2)
Start with Netherspace and crush crush explode. Bring in the porcupette and Celestial Blessing followed by Tranq. You need to have the porcupette alive (should be doable, you can survive 5 hits). Swap in Minfernal (or second netherspace) and finish him off with crush/explode. There's some variability with crush damage, so if you have high health exploders instead those may be more reliable.
Elementals vs Foulwing
Corehound Pup (1,1,2), Nightmare Lasher (x,x,1) and Doombloom (1,1,x). You can sub in anything with more than 1421 health and a hardhitting attack for the Nightmare lasher if you like.
Too much RNG here for my liking, but here goes:
Round 1 Burrow, finish burrow, and Round 3 howl. Swap to Nightmare lasher and try not to get triple tapped twice. Use Darkness. If your Lasher dies, just reset. Once lasher does die, bring in the pup and repeat. Burrow (making sure it hits when Crouch is not up) and howl. Swap in your Doombloom and try not to die again. Bite, when it dies bring in the Corehound Pup and finish him with a scratch.
Beasts vs Foulwing
S/S Zandalari Anklerender (2,2,2) and something with 289 or better speed to clean up.
Primal Cry, Black Claw, Hunting Party for 2 rounds, Primal Cry. When you die bring in your second pet and finish the job. Should only have 33 hp left.
Mechs vs Foulwing
Darkmoon Zeppelin (1,2,2), Pet Bombling (x,x,2) and Something with Wind up and 1465 health. I used an iron starlette.
Start with the Zep, Missile, Missile, Decoy, Explode. Bring in the bombling, explode. Start wind up (should be 1 round left on the cower), then use the wind up to finish him off.
Yu'la (1,2,2), Chrominius (1,1,2) x2.
Start with Yu'la. Breath, Celestial Blessing, Life Exchange. Swap in a Chrominius. Howl, Pass, Bite, die. Yu'la Celestial Blessing. Swap in second chrominius. Howl, Pass, Bite.
Flyers vs Foulwing
Direbeak Hatchling (1,2,1), Teroclaw Hatchling (1,2,2), and Ikky (1,1,1). Ikky wasn't used. Start with Falcosaur swarm and predatory strike. Then Ironskin, and try to leave the double damage debuff with Falcosaur swarm before you die. Then bring in the hatchling, claw, Nature's Ward, Dodge, and claw when you can. should be dead.
Unead vs Foulwing
Double damage debuffs allow you to punch through the Boss/Cower wall.
H/H Spirit Crab (1,2,1), Blighted Squirrel (x,x,2), Fossilized hatchling (1,x,x). Pretty much anything can be used as the third finishing pet.
Start with Crab, Claw, Claw, Shell Shield, w/e, Whirlpool and die. Bring in your Blighted Squirrel and Stampede, making sure the debuff is up when whirlpool goes off. Continue stampede till you're dead so the debuff is active when you bring in the third pet. Cower or no cower, one or two claws will finish the job.
Critters vs Foulwing
S/B Squirrel (2,1,2) S/S Bandicoon (1,1,2) x2.
Start with squirrel. Woodchipper, Adrenaline Rush, Stampede. If you're lucky the squirrel will die after the third round of stampede so your raccoon will get two rounds of damage in. Powerball to be faster and then bite. If you live to round 6, it's going to take you longer, and you're going to have to make use of your survival to keep the last bandicoon alive long enough to get the final hit. Just make sure you powerball to be faster and it should work fine.
Magic vs Foulwing
P/S Netherspace Abyssal (1,2,x) Harmonius Porcupette (x,1,2) and P/P Minfernal (1,2,2)
Start with Netherspace and crush crush explode. Bring in the porcupette and Celestial Blessing followed by Tranq. You need to have the porcupette alive (should be doable, you can survive 5 hits). Swap in Minfernal (or second netherspace) and finish him off with crush/explode. There's some variability with crush damage, so if you have high health exploders instead those may be more reliable.
Elementals vs Foulwing
Corehound Pup (1,1,2), Nightmare Lasher (x,x,1) and Doombloom (1,1,x). You can sub in anything with more than 1421 health and a hardhitting attack for the Nightmare lasher if you like.
Too much RNG here for my liking, but here goes:
Round 1 Burrow, finish burrow, and Round 3 howl. Swap to Nightmare lasher and try not to get triple tapped twice. Use Darkness. If your Lasher dies, just reset. Once lasher does die, bring in the pup and repeat. Burrow (making sure it hits when Crouch is not up) and howl. Swap in your Doombloom and try not to die again. Bite, when it dies bring in the Corehound Pup and finish him with a scratch.
Beasts vs Foulwing
S/S Zandalari Anklerender (2,2,2) and something with 289 or better speed to clean up.
Primal Cry, Black Claw, Hunting Party for 2 rounds, Primal Cry. When you die bring in your second pet and finish the job. Should only have 33 hp left.
Mechs vs Foulwing
Darkmoon Zeppelin (1,2,2), Pet Bombling (x,x,2) and Something with Wind up and 1465 health. I used an iron starlette.
Start with the Zep, Missile, Missile, Decoy, Explode. Bring in the bombling, explode. Start wind up (should be 1 round left on the cower), then use the wind up to finish him off.
Re: Family Fighter - Work in Progess
Gnasher vs The World
So Gnasher was um boring. After slamming my head into the invincible Foulclaw this was sorta silly.
Health: 1997
Power: 518
Speed: 328
He starts with Greater Apocalypse, then maul, then rip x3. From there Maul/Rip x3 repeats, I think. I don't think he ever lasted much longer than the 8 rounds.
General notes: If you can avoid that first maul, it makes things easier since you're not going to die to the 2nd rip. Dying to second rip means your next pet gets rip/maul and is probably dead. 1603 hp (assuming he doesn't crit and you're not a critter) is the number to survive that 3rd rip if you don't avoid the first maul.
Other than that, this is pretty basic. Find some pets with hard hitting beast attacks or damage multipliers and go to town. I found elementals the hardest. But even that just took two tries.
So Gnasher was um boring. After slamming my head into the invincible Foulclaw this was sorta silly.
Health: 1997
Power: 518
Speed: 328
He starts with Greater Apocalypse, then maul, then rip x3. From there Maul/Rip x3 repeats, I think. I don't think he ever lasted much longer than the 8 rounds.
General notes: If you can avoid that first maul, it makes things easier since you're not going to die to the 2nd rip. Dying to second rip means your next pet gets rip/maul and is probably dead. 1603 hp (assuming he doesn't crit and you're not a critter) is the number to survive that 3rd rip if you don't avoid the first maul.
Other than that, this is pretty basic. Find some pets with hard hitting beast attacks or damage multipliers and go to town. I found elementals the hardest. But even that just took two tries.
Re: Family Fighter - Work in Progess
Deathscreech vs Humanoids
Deathscreech is kinda wonky. He has some variability on when he uses Greater Apocalypse. Other than that, I've never seen him use his lift off either. My guess is he's coded to use it on the 2nd last round so you have one less round to kill him than you think, but that's just a guess.
I found this one tough. Ended up using a Sister of Temptation (2,1,x), Squirky (x,2,x) and Moonkin Hatchling (2,x,2).
Start with Sister of Temptation. Curse of Doom, then Agony. If you live for two rounds, agony again. When Sister dies, bring in squirky and just stampede. You want the last tick of Agony and the Curse of Doom to land under double damage conditions. When squirky dies, bring in your Moonkin and land moonfire with the double damage debuff. That should finish him off.
Deathscreech is kinda wonky. He has some variability on when he uses Greater Apocalypse. Other than that, I've never seen him use his lift off either. My guess is he's coded to use it on the 2nd last round so you have one less round to kill him than you think, but that's just a guess.
I found this one tough. Ended up using a Sister of Temptation (2,1,x), Squirky (x,2,x) and Moonkin Hatchling (2,x,2).
Start with Sister of Temptation. Curse of Doom, then Agony. If you live for two rounds, agony again. When Sister dies, bring in squirky and just stampede. You want the last tick of Agony and the Curse of Doom to land under double damage conditions. When squirky dies, bring in your Moonkin and land moonfire with the double damage debuff. That should finish him off.
Re: Family Fighter - Work in Progess
Pilfer vs Dragonkin
Ow. I ended up using a Wild Golden Hatchling (1,x,2), a Sprite Darter Hatchling (1,2,x) and a P/S Nexus Whelp (x,2,2). You can sub in a S/B or P/B Nether Faerie Dragon for the Sprite Darter Hatchling.
Start with WIld Golden Hatchling, Liftoff to avoid Cannon. Then Breath x4. Swap in your sprite Darter and Life Exchange then Arcane Blast. The second Cannon should kill your Sprite Darter, bring in the Nexus and Arcane Storm/Mana Surge.
Ow. I ended up using a Wild Golden Hatchling (1,x,2), a Sprite Darter Hatchling (1,2,x) and a P/S Nexus Whelp (x,2,2). You can sub in a S/B or P/B Nether Faerie Dragon for the Sprite Darter Hatchling.
Start with WIld Golden Hatchling, Liftoff to avoid Cannon. Then Breath x4. Swap in your sprite Darter and Life Exchange then Arcane Blast. The second Cannon should kill your Sprite Darter, bring in the Nexus and Arcane Storm/Mana Surge.
Re: Family Fighter - Work in Progess
Pilfer vs Aquatics
I got kinda lucky on this attempt, but it does work if you're not lucky, you just need to keep chugging away with that second civet.
Puddle Terror (1,2,2) two S/B civets (2,2,2).
Round Me Him
1 Clobber Stunned
2 Water Jet Stunned
3 Dive Antaen Cannon
4 Dive 2 Recover
5 Water Jet Recover
6 Water Jet Jar
7 Water Jet Punch
8 Clobber Stunned
9 Water Jet Stunned
10 Dive Jar
11 Dive 2 Cannon
12 Gnaw Recover
13 Gnaw Recover
14 Gnaw Jar
15 Gnaw Punch
16 Dive Jar
17 Dive 2 Punch
18 Survival Jar
19 Gnaw Cannon
20 Gnaw Recover
21 Gnaw Recover
22 Gnaw Jar
23 Gnaw Dead
Assuming you're not lucky, the rest of the fight should look like:
23 Dive Punch
24 Dive 2 Jar
25 Gnaw Punch
26 Survival Jar
27 Gnaw Cannon
28 Gnaw Recover
29 Gnaw Recover
I got kinda lucky on this attempt, but it does work if you're not lucky, you just need to keep chugging away with that second civet.
Puddle Terror (1,2,2) two S/B civets (2,2,2).
Round Me Him
1 Clobber Stunned
2 Water Jet Stunned
3 Dive Antaen Cannon
4 Dive 2 Recover
5 Water Jet Recover
6 Water Jet Jar
7 Water Jet Punch
8 Clobber Stunned
9 Water Jet Stunned
10 Dive Jar
11 Dive 2 Cannon
12 Gnaw Recover
13 Gnaw Recover
14 Gnaw Jar
15 Gnaw Punch
16 Dive Jar
17 Dive 2 Punch
18 Survival Jar
19 Gnaw Cannon
20 Gnaw Recover
21 Gnaw Recover
22 Gnaw Jar
23 Gnaw Dead
Assuming you're not lucky, the rest of the fight should look like:
23 Dive Punch
24 Dive 2 Jar
25 Gnaw Punch
26 Survival Jar
27 Gnaw Cannon
28 Gnaw Recover
29 Gnaw Recover
Re: Family Fighter - Work in Progess
Foulclaw vs AquaticsSellys wrote:Foulclaw vs Aquatics
Ok, I think I've figured out the RNG portion. Ie, what has to happen for you to win. B/c of the nature of flurry, almost any strategy is going to involve RNG on this guy, which kinda sucks.
First, lets map out his ability usage:
Round 1: Greater Apocalypse
Round 2: Flurry
Round 3: Cower
Rounds 4-8: Flurry
Round 9: Cower
Round 10-14: Flurry
Round 15: Cower
Round 16-20: Flurry
Cower lasts 3-6, 9-12, and 15-18. So your windows to hit him are 1-3 (if faster, otherwise 1-2), 7-9 (again if faster), and 13-15 (gotta go fast) and 19. 20 is irrelvant b/c you're going to die at the end of the round. I actually had one pull where I killed him round 20, but then the Greater Apocalypse got me.
So this is how I did it.
Start with an S/B civet/mongoose of some sort. It should have 1465 health, 273 power, and 289 speed. Abilities should be Gnaw, Screech, and Dive. You're going to want a second one of these as well, and for your third pet it should be a P/P Emperor Crab with Snap/Healing Wave/Shell Shield. Renewing mists I think works just as well.
Round 1: Screech.
Round 2: Gnaw
Round 3: Gnaw
Round 4: Gnaw or pass or screech. W/e it's not going to do anything anyway.
Round 5: Dive.
Round 6: finish Dive. The speed reduction will have ended after round 5, so you'll still be diving and avoid both the round 5 and 6 flurry.
Round 7: Screech. This is where RNG becomes to rear it's head. You NEED this screech. You'll have been attacked in Rounds 2,4,7 and can survive 5 hits. If he ends up hitting you twice in round 2 or 4 and 3 times in round 7 or twice in each round you're dead and you may as well restart.
Round 8: Gnaw. He'll flurry and finish you off.
Round 9: Gnaw with your 2nd S/B mongoose type.
Round 10: Pass.
Round 11: Dive
Round 12: Finish Dive. Again the speed reduction will have worn off and you'll avoid both Round 11 and 12 flurries.
Round 13: Screech. There shouldn't be much RNG here, unless you got super unlucky and got hit 2 in round 10 and 3 times in round 13 with one of those 5 hits being a crit.
Round 14: Gnaw. You'll die here.
Round 15: Bring in the P/P crab and shell shield. He'll cower.
Round 16: Either renewing mists, or pass if you went with Healing Wave.
Round 17: Renewing Mists or Healing Wave.
Round 18: Renewing Mists or nothing.
Round 19: CLAW. Rawr. You should be able to survive 10 hits over the four rounds. If he gets lucky and triple hits you three times or crits one of his 10 hits, that is the poop.
But we have a lot of bandages and we only need to do this once. If there's a better strategy I'm all ears.
-------------------------
Ghostshell Crab (Spirit Claws, Bubble, Spirit Spikes)
Magical Crawdad (Surge, Renewing Mists, Wish)
Golden Civet Kitten (Gnaw, Screech, Surge)
Ghostshell Crab - Spirit Spikes
Ghostshell Crab - Spirit Claws (if you miss - quit)
Swap To Magical Crawdad
Magical Crawdad - Renewing Mists
Magical Crawdad - Wish
Swap to Ghostshell Crab
Ghostshell Crab - Spirit Spikes
Ghostshell Crab - Spirit Claws (if you miss - quit)
Ghostshell Crab - Bubble
Ghostshell Crab - pass (if still alive)
Magical Crawdad - Surge
Magical Crawdad - pass (if still alive)
Golden Civet Kitten - Screech
Golden Civet Kitten - Gnaw
Golden Civet Kitten - Gnaw
Cheers,
Henry
Re: Family Fighter - Work in Progess
Foulclaw vs Aquatics (yet another strat)Q8e192 wrote:Foulclaw vs AquaticsSellys wrote:Foulclaw vs Aquatics
Ok, I think I've figured out the RNG portion. Ie, what has to happen for you to win. B/c of the nature of flurry, almost any strategy is going to involve RNG on this guy, which kinda sucks.
First, lets map out his ability usage:
Round 1: Greater Apocalypse
Round 2: Flurry
Round 3: Cower
Rounds 4-8: Flurry
Round 9: Cower
Round 10-14: Flurry
Round 15: Cower
Round 16-20: Flurry
Cower lasts 3-6, 9-12, and 15-18. So your windows to hit him are 1-3 (if faster, otherwise 1-2), 7-9 (again if faster), and 13-15 (gotta go fast) and 19. 20 is irrelvant b/c you're going to die at the end of the round. I actually had one pull where I killed him round 20, but then the Greater Apocalypse got me.
So this is how I did it.
Start with an S/B civet/mongoose of some sort. It should have 1465 health, 273 power, and 289 speed. Abilities should be Gnaw, Screech, and Dive. You're going to want a second one of these as well, and for your third pet it should be a P/P Emperor Crab with Snap/Healing Wave/Shell Shield. Renewing mists I think works just as well.
Round 1: Screech.
Round 2: Gnaw
Round 3: Gnaw
Round 4: Gnaw or pass or screech. W/e it's not going to do anything anyway.
Round 5: Dive.
Round 6: finish Dive. The speed reduction will have ended after round 5, so you'll still be diving and avoid both the round 5 and 6 flurry.
Round 7: Screech. This is where RNG becomes to rear it's head. You NEED this screech. You'll have been attacked in Rounds 2,4,7 and can survive 5 hits. If he ends up hitting you twice in round 2 or 4 and 3 times in round 7 or twice in each round you're dead and you may as well restart.
Round 8: Gnaw. He'll flurry and finish you off.
Round 9: Gnaw with your 2nd S/B mongoose type.
Round 10: Pass.
Round 11: Dive
Round 12: Finish Dive. Again the speed reduction will have worn off and you'll avoid both Round 11 and 12 flurries.
Round 13: Screech. There shouldn't be much RNG here, unless you got super unlucky and got hit 2 in round 10 and 3 times in round 13 with one of those 5 hits being a crit.
Round 14: Gnaw. You'll die here.
Round 15: Bring in the P/P crab and shell shield. He'll cower.
Round 16: Either renewing mists, or pass if you went with Healing Wave.
Round 17: Renewing Mists or Healing Wave.
Round 18: Renewing Mists or nothing.
Round 19: CLAW. Rawr. You should be able to survive 10 hits over the four rounds. If he gets lucky and triple hits you three times or crits one of his 10 hits, that is the poop.
But we have a lot of bandages and we only need to do this once. If there's a better strategy I'm all ears.
-------------------------
Ghostshell Crab (Spirit Claws, Bubble, Spirit Spikes)
Magical Crawdad (Surge, Renewing Mists, Wish)
Golden Civet Kitten (Gnaw, Screech, Surge)
Ghostshell Crab - Spirit Spikes
Ghostshell Crab - Spirit Claws (if you miss - quit)
Swap To Magical Crawdad
Magical Crawdad - Renewing Mists
Magical Crawdad - Wish
Swap to Ghostshell Crab
Ghostshell Crab - Spirit Spikes
Ghostshell Crab - Spirit Claws (if you miss - quit)
Ghostshell Crab - Bubble
Ghostshell Crab - pass (if still alive)
Magical Crawdad - Surge
Magical Crawdad - pass (if still alive)
Golden Civet Kitten - Screech
Golden Civet Kitten - Gnaw
Golden Civet Kitten - Gnaw
Cheers,
Henry
Gulp Froglet (Water Jet, Toxic Skin, Swarm)
Darkmoon Turtle (Bite, Healing Wave, Headbutt)
Magical Crawdad (Surge, Renewing Mists, Wish)
Gulp Froglet - Toxic Skin
Gulp Froglet - Swarm
Gulp Froglet - Swarm (until death)
Darkmoon Turtle - Headbutt
Darkmoon Turtle - Bite
Magical Crawdad - a combination of Surge / Wish depending on the Boss's CD of Crouch
Re: Family Fighter - Work in Progess
YAY IT WORKED! I seriously tortured myself for 3 hours on this. (And obviously mongooses and otters have the same moveset as civets, so I had plenty of pets to pick from).Sellys wrote:Pilfer vs Aquatics
I got kinda lucky on this attempt, but it does work if you're not lucky, you just need to keep chugging away with that second civet.
Puddle Terror (1,2,2) two S/B civets (2,2,2).
Re: Family Fighter - Work in Progess
Yeah I'm not sure what the general term for those pets is. I've alternated calling them mongooses, civets, otters.
Re: Family Fighter - Work in Progess
Watcher vs Aquatics
P/P Crab with surge. Puddle Terror (2,2,2), H/P Tideskipper (1,x,1). I think another tideskipper could work, but you'd need two good crushes instead of one.
Round 1: Surge, crab dies to cannon.
Round 2-4: Punch with puddle Terror.
Round 5: Clobber.
Round 6-7: Punch.
Round 8: Dive.
Round 9: Finish Dive.
Round 10-11: Punch.
Round 12: Die.
Round 13: Clobber with Tideskipper.
Round 14-16: Crush.
If he's not dead you'll die to Cannon on 17.
I had writeups for everything else, but power went out and ate them. Most of the strats are not hard, generally something dies round 1 if you can't go first, and if you can interrupt the Eye Beam after the first use you're generally golden.
If something's giving you trouble let me know and go into more detail.
That concludes Krokuun and Anatares or whatever this place is called. Mac'aree next week and then we get a new pet, hurray!
P/P Crab with surge. Puddle Terror (2,2,2), H/P Tideskipper (1,x,1). I think another tideskipper could work, but you'd need two good crushes instead of one.
Round 1: Surge, crab dies to cannon.
Round 2-4: Punch with puddle Terror.
Round 5: Clobber.
Round 6-7: Punch.
Round 8: Dive.
Round 9: Finish Dive.
Round 10-11: Punch.
Round 12: Die.
Round 13: Clobber with Tideskipper.
Round 14-16: Crush.
If he's not dead you'll die to Cannon on 17.
I had writeups for everything else, but power went out and ate them. Most of the strats are not hard, generally something dies round 1 if you can't go first, and if you can interrupt the Eye Beam after the first use you're generally golden.
If something's giving you trouble let me know and go into more detail.
That concludes Krokuun and Anatares or whatever this place is called. Mac'aree next week and then we get a new pet, hurray!
Re: Family Fighter - Work in Progess
So you finished all 120 pet battles in the 2 Argus zones? me too. Which one was the hardest for you?Sellys wrote:Watcher vs Aquatics
P/P Crab with surge. Puddle Terror (2,2,2), H/P Tideskipper (1,x,1). I think another tideskipper could work, but you'd need two good crushes instead of one.
Round 1: Surge, crab dies to cannon.
Round 2-4: Punch with puddle Terror.
Round 5: Clobber.
Round 6-7: Punch.
Round 8: Dive.
Round 9: Finish Dive.
Round 10-11: Punch.
Round 12: Die.
Round 13: Clobber with Tideskipper.
Round 14-16: Crush.
If he's not dead you'll die to Cannon on 17.
I had writeups for everything else, but power went out and ate them. Most of the strats are not hard, generally something dies round 1 if you can't go first, and if you can interrupt the Eye Beam after the first use you're generally golden.
If something's giving you trouble let me know and go into more detail.
That concludes Krokuun and Anatares or whatever this place is called. Mac'aree next week and then we get a new pet, hurray!
Re: Family Fighter - Work in Progess
Probably Foulclaw. It was one of the first ones I did, and so I didn't really have any general strategies, I was making up things from scratch, and learning that Life Exchange and Explode are your friend.
Once I had those down, I was generally able to just modify them based on the specific pet's speed/ability usage.
But Pilfer vs Aquatics sucked too.
Once I had those down, I was generally able to just modify them based on the specific pet's speed/ability usage.
But Pilfer vs Aquatics sucked too.
Re: Family Fighter - Work in Progess
Agree to Foulclaw ... that was tough. Foulclaw: Elemental was my toughest fight.Sellys wrote:Probably Foulclaw. It was one of the first ones I did, and so I didn't really have any general strategies, I was making up things from scratch, and learning that Life Exchange and Explode are your friend.
Once I had those down, I was generally able to just modify them based on the specific pet's speed/ability usage.
But Pilfer vs Aquatics sucked too.
What was your Foulclaw Elemental team?