Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[Meta Thread] Lord Windos' PokeRole Adventure 2: The Wild Lands
Hmm there was quite a lot of information we get. That was indeed a big strike of luck and spell preparation. Nice.

Can we somehow use the water or the water Pokemon to fight against that huge Sand-Goth? He seems to avoid the water like the plague so its looks like a weakness we can sploit if we be careful. @Redstone, your thoughs?
Kogeki currently ability to active in battles: Anticipation.
Reply
(06-12-2025, 01:17 PM)Spiritmon Wrote: Hmm there was quite a lot of information we get. That was indeed a big strike of luck and spell preparation. Nice.

Can we somehow use the water or the water Pokemon to fight against that huge Sand-Goth? He seems to avoid the water like the plague so its looks like a weakness we can sploit if we be careful. @Redstone, your thoughs?

Tbf it did say every sand except it was averse to it. We could still use it against them to maybe have all of them fuse into the goth to have a single enemy.

But if we attack them maybe the fish will join seeing as they have help.
Reply
(06-12-2025, 01:33 PM)Redstone Wrote:
(06-12-2025, 01:17 PM)Spiritmon Wrote: Hmm there was quite a lot of information we get. That was indeed a big strike of luck and spell preparation. Nice.

Can we somehow use the water or the water Pokemon to fight against that huge Sand-Goth? He seems to avoid the water like the plague so its looks like a weakness we can sploit if we be careful. @Redstone, your thoughs?

Tbf it did say every sand except it was averse to it. We could still use it against them to maybe have all of them fuse into the goth to have a single enemy.

But if we attack them maybe the fish will join seeing as they have help.

Good point. What if we use some spread moves to destroy as many enemies we can and stop them from fuse with the main Sand-Goth? Then after we deal with the army we can deal with the main one? Megidolaon still a option. In case what this move does, let me put the information here:

Megidolaon . Spread, No Roll (Costs 10 Will, Greatly Exhausts User [- 3 Dice for Round Used and Following Round, Skip Next 2 Actions to Recharge After Move is Used, then only suffer - 1 Dice on all Roll in subsequent Rounds for the remainder of the Encounter ]), AoE, Damage Can Not Be Blocked, Resisted, or Negated, Roll User's Special (*14) X (2 + 1D4) and evenly divides Damage on All Targets; More Effective Against GIANT Targets.

This is a strong option and can hit multiple enemies. But its also extremely dangerous since it will cost 10 Will to use. And currently Oz only have 12. And this move is more effective against GIANT targets. And Sand-Goth is, well, GIANT.
Kogeki currently ability to active in battles: Anticipation.
Reply
(06-12-2025, 02:18 PM)Spiritmon Wrote: Good point. What if we use some spread moves to destroy as many enemies we can and stop them from fuse with the main Sand-Goth? Then after we deal with the army we can deal with the main one? Megidolaon still a option. In case what this move does, let me put the information here:

Megidolaon . Spread, No Roll (Costs 10 Will, Greatly Exhausts User [- 3 Dice for Round Used and Following Round, Skip Next 2 Actions to Recharge After Move is Used, then only suffer - 1 Dice on all Roll in subsequent Rounds for the remainder of the Encounter ]), AoE, Damage Can Not Be Blocked, Resisted, or Negated, Roll User's Special (*14) X (2 + 1D4) and evenly divides Damage on All Targets; More Effective Against GIANT Targets.

This is a strong option and can hit multiple enemies. But its also extremely dangerous since it will cost 10 Will to use. And currently Oz only have 12. And this move is more effective against GIANT targets. And Sand-Goth is, well, GIANT.

We have a choice here, use that move here to basically guarantee a quick win against this group or save it for the big boss.


Also from the big scouting success we can presumably go ahead with our plan that we already had, gonna think about the specifics some more.
Reply
@Redstone & @Spiritmon

If you guys are ready I can start your assault at anytime on Sand-goth's Group . Direct Plans would be nice, but I got enough information so far from you both I should be able to (hopefully) interpret the spirit of it all into a nice starting point for you to truly begin fighting these baddies.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply
(06-13-2025, 03:16 AM)Lord Windos Wrote: @Redstone & @Spiritmon

If you guys are ready I can start your assault at anytime on Sand-goth's Group . Direct Plans would be nice, but I got enough information so far from you both I should be able to (hopefully) interpret the spirit of it all into a nice starting point for you to truly begin fighting these baddies.

We shall use the path fortuna found to avoid the worst of the hazards and stay unnoticed until close. if we can use surprise to enhance our setup there during creation even better. 

Oz' group has the benefit of mostly not being ground bound while gloom and kayla can prob make due when being careful for now, if any problems arrise on the way we can go for the officers idea to glass the sand for easier passage.

If setting up all the buffs somehow doesn't count as part of the combat already (it probably does) I can list what we have planned before then.
Reply
(06-13-2025, 03:36 AM)Redstone Wrote:
(06-13-2025, 03:16 AM)Lord Windos Wrote: @Redstone & @Spiritmon

If you guys are ready I can start your assault at anytime on Sand-goth's Group . Direct Plans would be nice, but I got enough information so far from you both I should be able to (hopefully) interpret the spirit of it all into a nice starting point for you to truly begin fighting these baddies.

We shall use the path fortuna found to avoid the worst of the hazards and stay unnoticed until close. if we can use surprise to enhance our setup there during creation even better. 

Oz' group has the benefit of mostly not being ground bound while gloom and kayla can prob make due when being careful for now, if any problems arrise on the way we can go for the officers idea to glass the sand for easier passage.

If setting up all the buffs somehow doesn't count as part of the combat already (it probably does) I can list what we have planned before then.

Alright! I'll factor that in accordingly! You could recall Kayla and Oz / her Witches can try to fashion something to float Gloomtail along, but I doubt you want your Mons balled in such a stressful and dangerous place and Gloom would be VERY reluctant to let the Witches do anything to him.

Buff Moves will fade away by the time you get to the Defense/Staging Ground. Generally speaking Buffs don't last TOO long outside of Combat or certain scenarios (like high risk Scouting), but Party Wide / Field Effects like Tailwind, Lucky Chant, Safeguard, etc. can still be used and last long enough for them to be still active at the start of Battle/Encounters - it's a bit case by case. Ability Buffs are a small exception to this - for example proccing Guts means that Mon will still benefit from it until the Status is cured, Poison Heal still does it thing, and Stat buffs from Abilities tend to linger longer than using a Move, an Move used on them, or an Item used on them.

So in short - yes, I want the list of Buffs/Pre-Combat Prep you plan to use Out of Battle (you too @Spiritmon), and I'll tell ya which ones will last long enough to be around once it actually starts. Keep in mind the whole buffing cycle could take a bit of time , which not only gives your enemies time to react/notice you/etc but in this case could be enough time for the very land to change and trip you up too!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
Reply
...My Umbrelong's charm~ is out of this world. This brings me immense joy and laughter, while the feels of 'what have I caught there' intensify. HOWEVER, the following note:
(06-13-2025, 02:02 AM)Lord Windos Wrote: (...)Curious thing to note about, uh, THAT - the CURSED and oppressive feeling that was blanketing your part of the Bunker (which is out of sight/sound of everyone else, thank god) was BLASTED away the moment Lopzu and Nox had their, ah, own moment. The Power of Amorousness seems to be a Counter to the Curse Energy? Hooray???
makes me lean into indeed having her/them serve as the desired distraction so that Lopzu (once she had her fill) and Seddi can go in unnoticed - would Equinox be up to that, Windos, would she be willing to put herself out there 'into danger', so to say? How risky would that be, how receptive would the cursed foes be to that given their cursed nature and everything? Asking here in MetaThread beforehand to not, uh, interrupt things going on ingame (I'll go forward with that plan howecer depending on your input and once having greenlight from @Dragonstrike whether this would be a viable enough distraction)
"Anything can be art. Anything can be self-expression. Now take your weapon and run with it" [Gerard Way]

--Windos is my OTP ❤---

`❤★`°・:*:・。[Image: qt5IPWF.png]。・:*:・゚’★❤`
Reply
(06-13-2025, 03:57 AM)Lord Windos Wrote: Alright! I'll factor that in accordingly! You could recall Kayla and Oz / her Witches can try to fashion something to float Gloomtail along, but I doubt you want your Mons balled in such a stressful and dangerous place and Gloom would be VERY reluctant to let the Witches do anything to him.

Buff Moves will fade away by the time you get to the Defense/Staging Ground. Generally speaking Buffs don't last TOO long outside of Combat or certain scenarios (like high risk Scouting), but Party Wide / Field Effects like Tailwind, Lucky Chant, Safeguard, etc. can still be used and last long enough for them to be still active at the start of Battle/Encounters - it's a bit case by case. Ability Buffs are a small exception to this - for example proccing Guts means that Mon will still benefit from it until the Status is cured, Poison Heal still does it thing, and Stat buffs from Abilities tend to linger longer than using a Move, an Move used on them, or an Item used on them.

So in short - yes, I want the list of Buffs/Pre-Combat Prep you plan to use Out of Battle (you too @Spiritmon), and I'll tell ya which ones will last long enough to be around once it actually starts. Keep in mind the whole buffing cycle could take a bit of time , which not only gives your enemies time to react/notice you/etc but in this case could be enough time for the very land to change and trip you up too!

From Akamu's side i dont think I have any that could feasably be set up before reaching the place besides safeguard, mist is stationary, rain dance would probably alert them too early and wide guard doesnt last long.

the rest will be setup when at the place

From Oz' side I can assume Tailwind and Lucky chant would be lasting options. Gonna have to wait for what spirit has to say.
Reply
(06-13-2025, 03:57 AM)Lord Windos Wrote:
(06-13-2025, 03:36 AM)Redstone Wrote:
(06-13-2025, 03:16 AM)Lord Windos Wrote: @Redstone & @Spiritmon

If you guys are ready I can start your assault at anytime on Sand-goth's Group . Direct Plans would be nice, but I got enough information so far from you both I should be able to (hopefully) interpret the spirit of it all into a nice starting point for you to truly begin fighting these baddies.

We shall use the path fortuna found to avoid the worst of the hazards and stay unnoticed until close. if we can use surprise to enhance our setup there during creation even better. 

Oz' group has the benefit of mostly not being ground bound while gloom and kayla can prob make due when being careful for now, if any problems arrise on the way we can go for the officers idea to glass the sand for easier passage.

If setting up all the buffs somehow doesn't count as part of the combat already (it probably does) I can list what we have planned before then.

Alright! I'll factor that in accordingly! You could recall Kayla and Oz / her Witches can try to fashion something to float Gloomtail along, but I doubt you want your Mons balled in such a stressful and dangerous place and Gloom would be VERY reluctant to let the Witches do anything to him.

Buff Moves will fade away by the time you get to the Defense/Staging Ground. Generally speaking Buffs don't last TOO long outside of Combat or certain scenarios (like high risk Scouting), but Party Wide / Field Effects like Tailwind, Lucky Chant, Safeguard, etc. can still be used and last long enough for them to be still active at the start of Battle/Encounters - it's a bit case by case. Ability Buffs are a small exception to this - for example proccing Guts means that Mon will still benefit from it until the Status is cured, Poison Heal still does it thing, and Stat buffs from Abilities tend to linger longer than using a Move, an Move used on them, or an Item used on them.

So in short - yes, I want the list of Buffs/Pre-Combat Prep you plan to use Out of Battle (you too @Spiritmon), and I'll tell ya which ones will last long enough to be around once it actually starts. Keep in mind the whole buffing cycle could take a bit of time , which not only gives your enemies time to react/notice you/etc but in this case could be enough time for the very land to change and trip you up too!

Alright...The moves will be Lucky Chant, Life Dew (after The Rain be set), Tailwind and Calm Mind. It will be possible to use even with the her Confusion state?
Kogeki currently ability to active in battles: Anticipation.
Reply


Forum Jump:


Users browsing this thread: 12 Guest(s)