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Fantasy Hockey

2010.08.12 05:27 Linden94 Fantasy Hockey

A place where all fantasy managers can talk about all things related to fantasy hockey! Join other team managers and league commissioners to talk about league settings, give and receive roster advice, and any hockey news that is fantasy relevant. Please ensure to follow the rules and read the wiki on your way to winning your leagues!
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2008.03.13 22:39 statistics

/Statistics is going dark from June 12-14th as an act of protest against Reddit's treatment of 3rd party app developers. _This community will not grant access requests during the protest. Please do not message asking to be added to the subreddit._
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2010.04.13 19:46 fearsofgun Dallas Stars

The subreddit dedicated to the DALLAS STARS and its minor league affiliates.
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2024.06.01 15:00 hockeydiscussionbot Daily Free Talk Thread: PLUS, links to ALL Game Day Threads inside - 01 Jun 2024

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submitted by hockeydiscussionbot to hockey [link] [comments]


2024.06.01 13:19 Asleep-Complex-4472 Maxed Alejandro Baldé

Maxed Alejandro Baldé submitted by Asleep-Complex-4472 to DreamLeagueSoccer [link] [comments]


2024.06.01 11:03 Electrical-Ad1820 Guide to Willo: Part 1

Willo has recently experienced a boost in its player base. However, this increase isn't up to the standards of one of my mates, who plays Willo excessively. Fair enough, it’s quite frustrating when you manage to save Willo, and the person you give her to is running Scorn and dies before their Deadzone expires. So, he's convinced me to help him make this and post it here. This will be divided into multiple parts because reading long posts is daunting, and writing them is even worse.

Willo Overview

Willo is a damage champion who excels at crowd suppression, area denial, point control, and healing denial. This might seem like a lot, but much of it combines how one will engage with Willo’s kit, which is more or less built around controlling the capabilities of the enemy support and point tank. Most backline/hybrid-agro DPS do this via suppressive levels of damage output. However, Willo’s damage is shallow, but unlike her peers (specifically Betty), she can shut down healing numbers altogether via Deadzone, which I will specifically talk about when I get to that part of Willo’s kit.
Willo’s capabilities will be spread across some arbitrary stats that mean nothing outside of the context of Willo. Still, they do help convey something in a future post about her talents; for now, they function as a baseline, a “default” Willo.
https://preview.redd.it/krmr1bi6ex3d1.jpg?width=2048&format=pjpg&auto=webp&s=9a6e2cd7ba7c2d0a9461dc72656766439188946e
Damage
Willo’s damage is rather low, with her primary fire doing 500 damage per shot every 0.75 seconds, with a DPS of 666.6666 (ad nauseam). Her most impressive damage comes from Seedlings*, with a total of 2000 damage. Her Deadzone outright does only 100 damage, so Willo is quite lacking
*Seedlings are both subject to fall-off, and their fuse time is 2 seconds once they land, giving anyone nearby plenty of time to evade the damage. However, this damage is more than consistent, considering the explosive radius (at 14 units in diameter) is only beaten by Ash’s burst cannon (17 units) and Dredge’s howitzer (15 units).
Sustain Willo’s sustain for the damage role is rather middling, as it’s mostly made up of her mobility and glide, which does provide her a step up compared to the likes of Vivian and Viktor, whose mobility is either non-existent and forces them to rely on other parts of their kit, or prevents the use of their offensive capabilities. However, this doesn’t make up for her frailty, which combines with her poor damage to make engaging in duels rather painful. The only benefit is that you are a slightly smaller size than Willo.
Mobility
As previously mentioned, Willo’s mobility is rather impressive compared to most of the cast, which I guess is a common trend among the blasters now, except Dredge*. This is because of Willo’s Flutter and Glide, giving Willo immense mobility. *Yes, Crow’s Nest exists.
Area Denial
I believe that of the strengths Willo has, her ability to deny space and punish people for trying to push a locked down area is unrivalled. Short of an Omen ult and its crushing levels of damage, no one is outcompeting Willo regarding area denial, even Broadsides have plenty of counterplay, this is because of the potent tool that is Deadzone. While outright it’s not going to kill someone once it's placed, it's also not going to be destroyed or otherwise stopped, the consistent damage that Willo outputs within its radius, combined with seedlings and any support from her team, makes Willo's area denial unrivaled.
Utility
Willo’s utility is pretty good for a Damage Champion, the ability to stop healing outright, is impressive. The provided area denial makes it so Willo is no slouch in terms of utility for her team. However, like most of the damage role, she lacks hard Crowd Control, and more damningly and unique for her, she lacks power against shields and most deployables mean she has to invest in the likes of Wrecker to keep up her suppressive damage and have some value outside of her deadzone.

Willo’s Kit

Now onto the less arbitrary and made up stats, and to the more tangible: Willo’s actual kit. I will explain what the abilities do with the maximum level of depth possible and how best to use them, or I will add other comments. I intend to first mention the parts of Willo’s kit that I feel are most important to explain in depth.
Stats
Class: Damage (gains 100% more credits for dealing damage)
Starting Health: 2200 Base Movement Speed: 375 or 23.08 units per second
Movement Type: Standard (she has no slow fall, momentum, or otherwise unusual modifiers to her walk)

Passive: Glide

Willo has a glide, which I feel shouldn’t come as a surprise to anyone who’s played with/against/as Willo, since the feel of the champion has changed dramatically because of the change.
Willo’s glide has a few attributes:
Willo’s Glide is a powerful tool, but it does have certain weaknesses. Specifically, its susceptibility to knockbacks can easily force Willo off course if she doesn’t have Flutter available. To avoid being put somewhere you don’t want to be as Willo, you’ll have to land on the ground or use Flutter.
Unlike Androxus’s Drift, Willo’s Flutter is not affected by her movement speed, except for when changing direction, which instead acts similarly to Buck’s jump in that her air control is near flawless and speed is only reduced by trying to push against where your momentum is pushing you. This introduces the first real part of the Glide: because of how the Glide works on momentum, with your foot speed only modifying direction, this means that if you wish to go back where you started as Willo while gliding without slowing down, you’ll need to do a drift (not to be confused with Androxus’ passive “Drift”). You’ll find this easier on a gamepad/controller since your inputs are on a 360-degree plane. Still, on a keyboard, you’ll be able to control your trajectory regardless of Glide.
You can make sharper turns left or right without delay; however, this does sacrifice some speed based on the mathematics of momentum.

These instructions assume you’re on a keyboard going forward and want to do a 180 and use the standard WASD control scheme.

Step #1) You’ll want to start leaning forward just for a split second before step 2.
W
Step #2) Then diagonally with either strafe keys (we’ll go to the right), you’ll want to hold this until you begin to turn before
WD
Step #3) Then just strafing until you stop going forward altogether. D
Step #4) Start using your back key to begin the transfer backward. You want to hold this slightly longer to make sure you’re beginning to properly turn since normally backpedalling is slower.
DS
Step #5) You’ll want to stop strafing and lean back.
S

These instructions assume you’re on a gamepad/controller and are going forward and want to do a 180.

You’ll want to do a half-circle motion with a gamepad or controller. Once halfway through said motion, you’ll want to make the rest of the turn slower since the foot speed of all champions is slightly slower backward compared to going forward.
Willo can maintain her momentum by hitting herself with her primary attack, where she sacrifices her health and ammo to maintain her low-flying airtime and momentum, giving her the ability to roll out. That also combines well with certain high-ground positions to preserve Flutter for future use; as well, as carry and even enhance the momentum provided by Flutter. This again comes at the risk of leaving yourself more vulnerable in combat since you’re at lower health and less Ammo.
You can also skip most of this if you don’t care about facing the same direction, by using your mouse or the stick you aim with in conjunction with your forward and strafe inputs to get similar results, with less work though you are lacking the ability to face the same direction.
I mentioned earlier that the Glide has momentum both horizontally and vertically, and that can be quite the detriment since unlike Andro who’s a flat fall rate, and Drogoz which has an upward lifting force Glide has neither so if you start falling you’re not likely to slow down your descent, which makes the passive rather committal.

Primary Fire

“Wand of Overgrowth” (from here shall be generally referred to as WoO or simply primary fire) is a relatively larger but also relatively weaker AoE attack, compared to Drogoz’s Rocket Launcher and Evie’s Ice staff, in return for the weaker per shot damage, WoO is slightly faster, the firing speed more comparable to Dredge’s Howitzer and Bomb King’s Sticky Bombs.
Stats of Wand of Overgrowth
Willo’s Primary has some decent capabilities in terms of landing hits and applying Cauterize (you have no idea how much I want to spell it Cauterise), with a decent speed projectile and large AoE, and a fairly fast fire rate on direct impact, the AoE’s damage falloff and tiny effective range means that to do any meaningful damage as Willo you have to land direct hits. And to try not to get too close to your target, you don’t need to give them an extra 100 damage every shot in your fight. There are however times to consider using consistent damage over prioritizing maximised damage, this is especially true if dealing with crowds, chokepoints, or targets that may be a bit too mobile to consistently land shots on, this is why optimised splash damage is much more important than inconsistent direct hits, of course, it’s still paramount that you do try to make your damage as close to target as possible otherwise you risk doing 125 damage per shot from being lazy.

Deadzone

Deadzone is Willo’s key ability, and most potent tool, which is kind of odd, considering that I thought to talk about her Glide and Primary first, and that’s because for the most part deadzone works like how you’d expect, there’s very little that’s too surprising about how it works, I guess anything that would make it surprising just makes it easier to use at full effect, nothing too crazy. Still, it’s incredibly powerful and it’s the reason why Willo’s area denial is so good, since the threat it has is deceptively lethal, and it

It’s not surprising how deadzone works if you’ve played Willo, the biggest thing to remember is that line of sight does matter, and that if you’re hoping to deny healing is that you’ll have to remember to shoot around corners.
There are three main thought processes with Deadzone use cases you want to stop people from going somewhere
1)Area Denial
For the most part, your enemies don’t want to stand in the spot where they can’t get healed and likely these spots can be certain chokepoints, flank routes, or even the point
2)Crowd Control
Very similar to area denial though more proactive, this is aiming to where the people are, often in groups but also at points you want people to leave, this is usually done in conjunction with your Primary attack.
3)Heal Denial 
Sometimes you want to ensure someone is dead, and that you want to stop their team -short of a Rei Rivivify- from changing that, this is especially good against Ying, and Grover’s ultimates as the duration after can lead to them getting killed even if they leave the zone.
Deadzone has an incredibly long cooldown of 16 seconds to balance out its impressive power, especially in the damage role only outdone by Drogoz’s Salvo (20 seconds) and Octavia’s Distortion Field (18 seconds) so one has to be judicious with how they choose to utilize Deadzone, often its more important to prioritize the Area Denial, and Crowd control aspects over the Value that might be found in heal denial, especially since in her base kit Willo isn’t the greatest at confirming these kills herself and without coordination might not be possible to otherwise confirm the kills making the use of deadzone in these situations potentially wasteful.

Flutter

Flutter more or less combines with the Glide otherwise acts as how you’d expect it to, with the small quirk that depending on how you angle it you keep some momentum once the ability is done done, with the further you aim up the less momentum and the more downwards you aim the more momentum you gain, though this momentum is best utilized with Glide at a somewhat forward facing angle up or down depending on if you need verticality or horizontal clearance, however, it comes with a need for one’s best judgement.
Oh, like most channeled movement abilities Willo is immune to knockbacks during the time.

Fae Flight

Fae Flight is more or less what you’d know from playing the game and seeing it at work or reading its description though some use cases aren’t immediately clear.
The ultimate gives you infinite ammo which allows Willo if in a good position to lay continuous fire on enemies, or even use it aggressively, using superior movement and crowd control immunity to overwhelm your enemies by chasing them down since you still are remarkably fast however do not get overzealous since there's seldom cover for Willo in the air and matchups can turn sour quickly if you’re not able to be reached by your team.

Conlcusion

Overall Willo in the base kit is frail to being dived, and her DPS isn’t all that impressive but has some of the most lethal area denials in the game, however, as many of you are quite aware Willo has plenty more in store to make up soon I’ll be posting follow ups guides to further aid those interesting in learning Willo in more depth.
submitted by Electrical-Ad1820 to Paladins [link] [comments]


2024.06.01 11:02 Tern_Larvidae-2424 2024 ICC Men's T20 World Cup [Preview #16] - Sri Lanka

After making 4 consecutive semi-finals from 2009 to 2014 (2 times runners-up, 1 time champion), their glory run ended with a bang in 2016 and they haven't done much of note in the next two editions either. Sri Lankan cricket for the better part of the last decade has shown glimpses of their past glory surrounded by a fog of repeated disappointments. This year might be their toughest challenge yet as there's a risk of them not being in the top 8 of a T20I World Cup for the first time ever, but this side has also shown flashes of brilliant performances. The issue though is that those good performances have been just those; mere flashes in the pan.
Overall T20I WC Performance: 43 Matches, 28 Wins, 15 Losses
T20I performance since the last tournament: 16 Matches, 7 Wins, 8 Losses, 1 Tie
Squad
They announced their squad on May 9th. Following table shows the players' recent form (their stats in their last 20 T20Is):
Player Runs Average Strike Rate Wickets Average Economy
P Nissanka 438 24.33 116.80 - - -
K Mendis 615 32.36 146.08 - - -
S Samarawickrama* 310 20.66 110.32 - - -
C Asalanka 460 27.05 134.11 0 - 8.00
D de Silva 380 21.11 127.09 10 14.50 6.69
A Mathews 361 27.76 121.54 9 36.77 8.56
D Shanaka 281 23.41 147.12 10 18.60 9.37
W Hasaranga 198 15.23 152.30 32 17.03 7.07
K Mendis* 209 26.12 135.71 0 - 8.75
M Theekshana 5 1.00 20.83 19 29.15 7.08
D Wellalage* - - - - - -
D Chameera 62 8.85 106.89 21 31.28 8.76
D Madushanka* 2 0.66 33.33 14 30.92 9.41
N Thushara* 8 8.00 88.88 11 19.72 8.97
M Pathirana* 10 10.00 62.50 11 17.09 9.55
* - S Samawickrama has played only 18 T20Is
* - Kamindu Mendis has played only 10 T20Is
* - D Wellalage is yet to make his T20I debut
* - D Madushanka has played only 14 T20Is
* - N Thushara has played only 8 T20Is
* - M Pathirana has played only 6 T20Is
Their bowling is really inexperienced although most of their XI players will be experienced (Chameera, Theekshana & Hasaranga). Theekshana hasn't been swimming in wickets and Chameera has not done better and he's also more economical. Their bowling will rely on Hasaranga who has been incredible in the 2 T20I WCs he has played so far. DDS has also done really good in his recent games.
Mendis is still not as consistent as he'll want to be but he's getting there. Asalanka has been pretty good and Nissanka provides stability at the top. Samarawickrama stats don't look good but he could come good in this T20I World Cup.
Previous T20I WC Performances
Player [Matches] Runs Average Strike Rate Wickets Average Economy
P Nissanka [15] 435 29.00 113.28 - - -
K Mendis [8] 223 31.85 142.94 - - -
C Asalanka [13] 362 36.20 134.07 0 - 11.00
D de Silva [8] 177 25.28 129.19 6 13.83 6.82
A Mathews [29] 459 38.25 129.66 19 25.31 6.47
D Shanaka [18] 209 20.90 114.20 3 41.66 8.82
W Hasaranga [16] 144 14.40 126.31 31 11.45 5.81
M Theekshana [15] 20 10.00 105.26 17 19.94 6.14
D Chameera [13] 17 5.66 68.00 11 32.45 7.62
The players who have prior T20I WC experience have played quite a long games but there are 6 players who have played 0 T20I WC games (1 hasn't played even one T20I).
Mendis, Asalanka & Mathews has pretty good overall T20I stats while Shanaka can definitely use some improvement. On the bowling front Hasaranga has been absolutely phenomenal (he'll also want to up his batting numbers as well). Theekshana has done well too. Mathews has done well with the ball but he's not exactly going to be relied on with the ball a lot this time around.
Strengths
Although filled with new blood who can falter at the big stage (it'll be their first big tournament after all), when mixed with the old dogs (mostly spinners) the Sri Lankan bowling line-up is quite formidable.
They are filled with all-rounders too and that's a superb thing to have in T20Is. They can bat quite deep and have multiple bowlers to cover up for a bowler who's having a bad day.
Weaknesses
Their batting up top can be quite slow or even collapse prone at time. Shanaka has not been in good form for quite some time now and although he can go big at times that doesn't come as often as Sri Lanka would like.
Having a lot of all-rounders is cool but a lack of specialist batters can turn out to be a weakness as well. In the past T20I WCs they've fallen apart after making a good start early on and they need to stop doing that this time if they're to do well.
World Cup Chances
First of all, the big question: Can they win it? Nah. It'll be miraculous if they actually do win this entire thing. But I don't think anybody is expecting that. A good showing in the Super 8 and at most a semi-final berth (which will be a first for them in an ICC tournament after over a decade) will make it a more than impressive performance.
They are in the toughest group stage group of this T20I World Cup with the other 4 teams being South Africa, Bangladesh, Netherlands & Nepal. They certainly possess the ability to go 4-0 here, but they can also lose against South Africa & Bangladesh and lose out in the race to Super 8. Their first two games are against South Africa & Bangladesh, the two big sides. If they go 2-0 there their qualification will be all but assured. If they go 1-1 then it's still more than likely that they'll go through to the Super 8s but if they go 0-2 it'll almost certainly be curtains.
If they do go to Super 8 they'll be in Group 1 with India, Australia & New Zealand (in all likelihood). They'll be the underdogs in all 3 of those games but in both of the last two T20I WCs they started pretty well against Australia before their bowling being torn apart. Against New Zealand in 2022 they induced a top order collapse but couldn't keep the pressure up for long enough and lost by a big margin with a batting collapse on their own. Their last T20I WC game against India was the 2014 T20I WC Final, but that was so long ago that it doesn't represent these two teams' relative strengths and weaknesses at all. It'll be a great showing if they can win 1 game there, it'll be an incredible showing if they win 2 and go to the semi-finals.
Final Thoughts
Despite their poor performances in recent times, they still have the 4th highest win percentage in T20I WCs (with one of the 3 teams above them being Nepal). It shows how dominant they really were in their earlier campaigns, having a win percentage of 70.97% at the end of their successful 2014 campaign. But still in 2021 they smashed the smaller sides before beating West Indies & Bangladesh and running England close and in 2022 they came back quite well after losing to Namibia and beat Ireland & Afghanistan in the Super 12. Just like with most members of the Group D, Sri Lanka could end up having a incredible tournament be it incredibly good or incredibly poor. They'll have to be at their best in their first two games and they were shaky at the start of the last T20I World Cup (and in the 2022 Asia Cup, which they ended up winning). Them winning the 2022 Asia Cup feels so long ago now, but it still shows that this Sri Lankan side is perfectly capable of doing well and they'll be hungry to not end up with another disappointment of an ICC tournament.
submitted by Tern_Larvidae-2424 to Cricket [link] [comments]


2024.06.01 11:01 AutoModerator MEGATHREAD: How to Make Friends in Toronto

How to Make Friends in Toronto:
  1. Download the Bumble BFF App and find some friends with the same interests/values as you
  2. MeetUp has an assortment of in-person and virtual gatherings for those wanting to connect on a hobby/interest level or learn something new
  3. JAM Sports has many sport leagues where you can join up as an individual with others to form a team and compete together
  4. The City of Toronto community centres have an array of drop-in programs here
  5. Find a local cause and volunteer your time; alternatively you can also check out some volunteer opportunities on Volunteer Toronto
  6. Check out /TorontoHangoutFriends for many others looking to make new connections
  7. Check out /Toronto_Walkers to find some walking routes or maybe a walking buddy
  8. AskTO has some previous threads here where many others are also seeking friendship
Or........ throw your stats & interests down below in the comments if you're so inclined. Respect and playing nice with each other is expected at all times.
submitted by AutoModerator to askTO [link] [comments]


2024.06.01 10:30 PandaBluu If you want to run Brutal, but the increase damage feels like it is too much - In the server settings I recommend double V Blood Health instead of the +70% damage buff.

This makes the fights a lot longer which provides an alternate form of difficulty and basically have no other option but to learn the fights since you and the boss spend so much time dancing together. Of course there is also a lot more room to experiment since you can make a mistake or two without throwing the entire fight.
The final boss does get pretty dicey at double health however, so keep that in mind - but it still very doable.
I did a full run of this on a solo dedicated server, so I am not sure how it will impact multiplayer boss scaling.
Extra context, I played the game at the start of Early Access and now came back for 1.0, ended up liking the changes to the boss movesets from Brutal but felt like the damage increase was too much and made the experience of learning bosses more of a hassle since there is such little room for error. I messed around with settings for a few weeks and double health made the best experience for me. Did a full 100% run and by the end I ended up liking all the bosses (that are not Vincent), specially Simon and the final boss.
ServerGameSettings changes:
"UnitStatModifiers_Global": { "MaxHealthModifier": 1.00, "PowerModifier": 1.0, "LevelIncrease": 0 }, "UnitStatModifiers_VBlood": { "MaxHealthModifier": 2.00, "PowerModifier": 1.0, "LevelIncrease": 0 }, 
I also tried a few settings for regular (_Global) enemies, but quite honestly for me it only had a big impact during the start of Act 1. Later on the difficulty of regular enemies is more so the complexity of the encounters, and all the crowd control they can do. So all the settings felt pretty much the same by the end. That said, I do not know if _Global includes boss minions, and if that is the case then changing enemies too much might make a couple bosses particularly troublesome since they have minion specific mechanics.
If you want a recommendation on regular enemies then an increase in their levels is a pretty dynamic way to go at that, 3 or 5 is good. But again, it might make some bosses more trouble than they should be.
submitted by PandaBluu to vrising [link] [comments]


2024.06.01 10:30 BaseballBot [General Discussion] Around the Horn & Game Thread Index - 6/1/24

So what's this thread for?

For game threads, use the games schedule on the sidebar to navigate to the team you want a game thread for.

Featured posts and links


Saturday's Games

Away Score Home Score Status National GDTs
PIT TOR 3:07
TB BAL 4:05 TB
DET BOS 4:10
WSH CLE 4:10
AZ NYM 4:10
SD KC 4:10
MIN HOU 4:10 HOU
OAK ATL 4:10
TEX MIA 4:10 TEX
CWS MIL 4:10
CIN CHC 7:15
LAA SEA 7:15
STL PHI 7:15
NYY SF 10:05 SF
COL LAD 10:10
All game times are Eastern. Updated 6/1 at 9:10 AM
Yesterday's ATH

This Week's Schedule (all times Eastern)

Day Feature
Sunday 5/26 Game Thread: ESPN Sunday Night Baseball: Cubs @ Cardinals at 7:10pm EST
Monday 5/27 baseball Power Rankings
Tuesday 5/28 State of the Baseball Subreddits
Wednesday 5/29 META: Potential Subreddit Formatting Issues
Thursday 5/30 Division Discussion Thread: The Easts
Friday 5/31 META: baseball is updating the flair system
Friday Compliment Thread
Saturday 6/1 No subreddit features planned
submitted by BaseballBot to baseball [link] [comments]


2024.06.01 09:39 nathanjyun Layman's Terms - Clusterf*ck Celebration Edition

It's pretty clear the GLB is gearing up for the sync, because a bunch of random stuff released that are in no way related to each other. Everything is included here I think.

AGL 1st Form Frieza

TL;DR: I'm sure you've seen the thoughts about this guy. He deals a boatload of damage, but that's it.
Skills Table
AA Within Entrance Buff After Attacking Five Times When Fighting a Pure Saiyan and a Low-Class Warrior Total Max # of Supers in a Turn
50% Normal / 50% Super Guaranteed Super Guaranteed Super 5
Crit With a Full Terrifying Conquerors Team When Fighting a Pure Saiyan Total Max Crit Chance
70% 50% 100%
This unit has no built-in Dodge.
Recommended Build: AA > Crit

INT Dodoria

TL;DR: Locked to one team (a Frieza team), but pretty good in that team.
Skills Table
AA Within Entrance Buff With Frieza on the Team Total Max # of Supers in a Turn
50% Normal / 50% Super 30% Normal / 70% Super 4
Crit Full Buildup Once Entrance Buff Ends Total Max Crit Chance
30% 50% 80%
This unit has no built-in Dodge.
Recommended Build: AA > Dodge

AGL SSJ2 Future Trunks

TL;DL: I smell a dodge-or-die unit. Good thing he maxes out at 90% dodge chance.
Skills Table
Crit With 5+ Time Travelers on the Team At 70% HP or Less Total Max Crit Chance
50% 20% 70%
Dodge Within Entrance Buff With 5+ Time Travelers on the Team At 70% HP or Less Total Max Dodge Chance
20% 50% 20% 90%
This unit has no built-in AA.
Recommended Build: AA > Crit

TEQ LR One Piece

TL;DR: Just wait for their EZA.
Skills Table
AA When there is Another Earth-Bred Fighter in the Turn Total Max # of Supers in a Turn
70% Normal / 30% Super 3
Crit With 7 DB Saga Allies on the Team (Total Max)
49%
Dodge When there is Another Earth-Bred Fighter in the Turn Active Turn Total Max Dodge Chance
30% 30% 60%
Recommended Build: AA > Crit

EZA INT LR Team Bardock

TL;DR: Finally useable!
Skills Table
AA When there is a Team Bardock Ally in the Turn Total Max # of Supers in a Turn
Guaranteed Super 3
This unit has no built-in Crit or Dodge.
Recommended Build: AA > Crit
submitted by nathanjyun to DBZDokkanBattle [link] [comments]


2024.06.01 08:56 SadCommon2820 Important pokemon Hope and Despair balance changes for starters and others as well as new pokedex entries for pydra, pegasea and mega castform.

Pydra now has rearranged stats being less minmaxed. Old stats in parenthesis.
Ability: Blaze/regenerator
Hp: 115(125) Attack: 63(63) Defense: 93(103) Special attack: 113(123) Special defense: 73(83) Speed: 73(33)
Now it is about as fast and bulky overall as skeledirge instead of moreso. Hypothetically it might still be ubers since it is very similar to annihilape and has regenerator but I think this makes it look about as natural as official starters to some extent.
Hope dex entry: a pokemon of incredible resilience, it can regenerate its heads in a very slow rate however it usually replaces them with fiery apparitions that engulf threats in flame. It bears a striking resemblance to the hydra slain long ago.
Despair dex entry: This pokemon spells doom to those that threaten as it scorches enemies with relentlessness as soon as they are established as a threat. It bears a striking resemblance to a beast slain in times past by a noble hero.
It's sig move is multiflame and it is a special fire rage fist for those Unaware. It has a movepool on par with skeledirge and also has fickle beam as well which I might remove. It gets earth power, recover, will o wisp, dragon pulse, Draco meteor, ect.
Now Pegasea. Out of all of these, this one is the most drastic change becoming a full on physical attacker and gaining a different signature move and hidden ability. The pre evolutions also change too.
Ability reckless instead of serene grace.
Stats Hp: 70(60) Attack: 120(95) Defense: 70(60) Special attack: 85(130) Special defense: 70(60) Speed: 120(130)
Important moves: u turn, wave crash, brave bid wild charge, double edge.
Signature move: soaring maneuver which rather than a burning bulwark that creates Tailwind instead and can only be used when Tailwind isn't up, it is now a flying type physical contact move that is 90 base power, and 100 accuracy that deals 1/4 recoil and switches the user out.
Now it becomes a glass cannon even frailer than before despite higher bulk stats due to constant wave crash, brave bird, and soaring maneuver recoil but because of reckless, it deals high damage while also having good speed and pivoting. I like this mon's current competitive design as it is a little more interesting than skymin on crack.
Pokemon hope dex entry: Finally gaining the ability to fly, it soars at astonishing speeds above the seas. It can use its horn to fire water as several pressures and temperatures as a defense mechanism however it mostly charges into enemies. It bears a resemblance to the deceased pegasus of legend.
Pokemon despair dex: After taking flight, it soars at petrifying speeds, using a hit and return based strategy. It can cover itself with water to make these tackles more potent. It bears a striking resemblance to the soaring beast slain by a mighty hero.
Mega castform. While the ability is more broken than I thought, this pokemon's stat total is much lower than other Megas so I think it balances out to some extent. I'll change its stat spread anyways to both make it look more natural and for balance. For those that don't know, it's signature ability changes the form on weather like forecast but alsobchanges the weather if the user uses weather ball judging the type of weather based on damage. It changes the weather before dealing damage. This was considered broken due to hitting 9 types super effectively with one move.
Super effective sun/rain>super effective snow> neutral sun/rain>neutral snow ect.
Hp: 70(70) Attack: 70(70) Defense: 70(70) Special attack: 110(120) Special defense: 110(70) Speed: 90(120)
Now it won't instawin every time against mega zard y and has a tougher time with some pokemon although it is still strong due to the ability which grants it 3 powerful stabs in one move slot.
Hope dex entry: a castform transformed from a powerful bond and mega stone, it now gains the capabilities of controlling the very weather that changes it due to the influx of mega energy.
Despair dex entry: This pokemon can cause untold destruction on cities due to its control over the weather, through drought, flood, or snowstorm when controlled by those willing to do so.
Finally we have armored falinks. I will now make this a cross gen evolution and get rid of its mega. I'd argue that without its mega, it isn't that much of a menace due to becoming vulnerable when using no retreat. If anyone thinks otherwise then tell me why and offer changes. It has an important synergy with a certain pokemon similar to tatsugiri dondozo.
submitted by SadCommon2820 to theorymonning [link] [comments]


2024.06.01 08:20 LePeaceMaker To The_Keg and people who believe AGI heroes are the trend setters and others need to keep up...

Do you remember TI12 and the most contested heroes in pro play and pubs? Bristleback, Spiritbreaker, Doom, Centaur, Tidehunter, Mars, Kunkka etc. Do yall remember the Vanguard Blademail Heart Octarine builds that majority of carries couldn't deal with?
Try playing Slark into these heroes in lane with his worthless stat gains and weak farming capabilities. Try playing Ursa in these lanes where they can trade and heal back up with their regen from Bracer and Vanguard while Ursa has to keep ferrying regen. Monkey King? he can do aight, but these STR heroes have aoe farm spells that easily lets them comeback into the game and proceed to control said MK. Least we forget Brewmaster with evasion and brewlings that had 3k hp with magic immunity that demolishes your towers from safety.
Even now with 7.36, the trend setters are STR Offlaners like LC, Axe, Night Stalker, Centaur, Slardar and SK who has risen from the sands to fuck you with his Stinger and almost 100% uptime in his Aghs aoe stun Sandstorm (Topson is currently spamming him mid, and sometimes he plays it offlane cause the hero is that versatile).
To me, the OP of that "Why I'm so glad Valve (almost) never listen to reddit take on balance" post has clearly not played through multiple years of Dota and took the time to analyze the meta timelines. STR heroes had climbed in relevance since TI6 and had reach their apex form in TI12. Prior to 12? TI11 Zoo Tanks that bought Wraithpact like Beastmaster, Tide, Lycan, Underlord etc. If not, then you had tanky fucks like Wraith King and his skellies running at you non-stop.
TI10 Tiny was busted cause of broken numbers, otherwise as carry, he could be controlled as seen with Spirit vs Tinys in that tournament (Magnus Horn Toss, Collapse Mars Godly plays both heroes are STR). Supports, Offlanes and Mids had received a lot of utility and damage with their spells to control these carries (Spirit hero mids, Willow Lion pos 4, Hoodwink etc,). Remember when Yataro had the most versatile carry picks of that tournament as he was given late picks during the draft just so he can adapt to the offlaners and Tinys thrown at him?
Even then, carries are forced majority of the time to buy BKB just so they can actually survive in fights and yet, not necessarily kill the opponents (remember the time where people complained about how BKB is overbought but fail to realize it was the only way to protect oneself from being constantly disabled, controlled slowed etc cause STR INT heroes whose new kits to do said things and scale?). Furthermore, BKB stat's were not necessarily good vs other scaling items for its price.
Lets not forget TI8 and 9 with Ench offlane having Untouchable as their regular spell, making it impossible to kill her since pos 5s and 1s are primarily right click first in lane. Then you had the Necro, Wraith King, Weaver offlanes. Not all offlaners are STR, but look at how versatile their toolkits are. Literally just shut down the carries and eventually take over the game as carries can't 1v5 anymore (Yes Dota is a team game to win, but pos 1 has the hardest route to come online and requires a lot of help from their teammates and even then, not necessarily the most impactful throughout the game as pos 2s, 3s and 4s are with their lockdown, mobility and damage).
Regarding the Zeus outrage. Zeus was known as a glass cannon who primarily played mid and was usually last pick. He had %hp damage with his E passive before it was a jump, had shit tons of burst damage, able to reveal invis heroes and had 2 global bursts (1 with aghs). His weaknesses was he's squishy and had low mobility, hence unplayable if Storm or similar jump hero was in the pool. However, despite his flaws, he had a high win% on dotabuff and a decent winrate in high mmr because he was a late game menace as bkb durations dwindled. Players adapted to play against him and Valve thought "you know what, let's give him a jump so he can have better odds to survive" (granted I think the jump was fine, just heroes now needed to expand more resources to kill him).
But then Valve gave him his shard of right-click Arc Lightning with %hp damage that worked with illusions. Now he can buy Manta that gives him more damage and a dispel. Oh, he can also buy Hurricane Pike for the extra attack range and force-staff to push him to safety. Oh, now he don't necessarily need to buy a lot of mana regen to spam Arc Lightning to farm cause of his shard. Phylactery introduced? Best of both worlds of Burst damage and consistent high right-click damage. Since his Arc deals %hp damage, fuck buying damage items, he just needs attack speed, boom, Moonshard and now recently, Parasma. If Zeus still can die? He can now buy BKB and stand his ground to right click.
You see this Powercreep? You see how this hero no longer has a unique weakness that people can rely on to counter? This has trickled down to many heroes from the position 2, 3 and 4 for years now. Pos 4 example, Hoodwink has high cast range for her spells. Acorn does decent damage, aoe bounces and applies her right-click damage with attack modifiers. Bushwack is an aoe burst and stuns you towards a tree. No trees around? Acorn does the trick. Scurry gave her evasion and free pathing through trees and her Ult burst and breaks heroes too. But acorn scales, so she buys attack modifier items and damage items etc.
Lion, has aoe stun, single target hex and mana drain that gives him magic immunity with his shard, eventually leading to his mana draining dealing damage too. May not scale as greatly has Hoodwink, but key examples of power-creep through survival.
I can go on and on with how left behind carries are. Your TA example, TA was originally a mid hero and was pioneered as a safelane carry by OG.Sumail in the EU TI10 qualifiers as her refraction stops the burst damage dealt by the pos 3s and 4s. She then had the kit to jungle if needed and could scale as a range carry. Even then, she's burst susceptible if refraction is down, can't deal with illu/zoo heroes and has no cheap utility teamfight aoe spell. Think about that, TA, was not originally a carry, was adapted to be one just so carries can deal with the Tanky Burst Offlaners and their laning pos 4s.
Next time, actually go back and study the meta timelines before you spew your false "facts" on which roles are the most powerful and impactful. To the rest of the players who play other roles, especially the 2, 3 and 4s, look, there's no hate from me to yall, this is Valve's doing. I believe you guys have the same attitude years back with carries and their trilane AM's Gyro etc, so the current moment you guys prevailing is respectable.
I just cannot shake the fact that many carry heroes are the only ones that retain their unique traits of strengths and exploitable weaknesses when other roles are given the depth and tools to overcome their initial weaknesses without much resources/gold.
submitted by LePeaceMaker to DotA2 [link] [comments]


2024.06.01 07:39 29dollarfanta FM24: How can my regen be born in 1998 and start their career in the 25-26 Season

FM24: How can my regen be born in 1998 and start their career in the 25-26 Season submitted by 29dollarfanta to footballmanagergames [link] [comments]


2024.06.01 07:14 Tern_Larvidae-2424 2024 ICC Men's T20 World Cup [Preview #15] - Bangladesh

Bangladesh' performance at T20I WCs have been quite disappointing. Till 2022, they had won just one game against a full member and their best performance ever being in 2016 where they won 2 out of the 6 games that had a result. But despite regular poor results before the 2022 T20I WC edition, they performed really well in the tournament and beat Netherlands & Zimbabwe (finally, another full member), gave India a close run and got themselves into a knock-out game against Pakistan. They're once again coming into the tournament with some dubious form, but their past performances suggest that those results are hardly an accurate indicator of how they're going to perform in the tournament proper.
Overall T20I WC Performance: 38 Matches, 9 Wins, 28 Losses, 1 No Result
T20I performance since the last tournament: 25 Matches, 16 Wins, 8 Losses, 1 No Result
Squad
Bangladesh announced their squad on May 14th with Shanto as the skipper. Following are the players' recent performances (performance in their last 20 T20Is):
Player Runs Average Strike Rate Wickets Average Economy
N Hossain Shanto 315 21.00 107.14 0 - 14.00
L Das 500 27.27 132.27 - - -
T Hridoy 413 31.76 133.22 - - -
J Ali* 210 35.00 128.04 - - -
T Hasan* 237 47.40 126.73 - - -
S Al Hasan 379 27.07 130.24 24 21.08 7.36
M Mahmudullah 353 23.53 122.56 6 9.83 6.00
M Hasan 111 12.33 103.73 14 30.78 6.44
S Sarkar 284 15.77 125.11 3 32.33 8.81
T Ahmed 64 9.14 103.22 36 14.66 6.94
M Rahman 14 14.00 82.35 24 21.29 7.06
S Islam 22 5.50 115.78 19 32.36 8.64
T Hasan Sakib* 6 3.00 85.71 4 45.75 8.31
R Hossain* 88 14.66 135.38 15 24.86 7.17
T Islam* 11 11.00 91.66 2 34.50 7.66
* - J Ali has played only 13 T20Is
* - T Hasan has played only 7 T20Is
* - T Hasan Sakib has played only 6 T20Is
* - R Hossain has played only 17 T20Is
* - T Islam has played only 4 T20Is
Although Litton's recent form looks decent, most of it was done in a single series (against Ireland). Much of Shakib's good stats with the bat results down to his performance in that tri-series before the 2022 T20I WC. Their new talents have looked pretty good so that could be an exciting thing to watch out for.
Their bowling has been really good for most part. Although the pitches certainly play some part in it, their stats still look good. Taskin just had a really good series against Zimbabwe and that is something encouraging for the team.
Previous T20I WC Performances
Players [Matches] Runs Average Strike Rate Wickets Average Economy
N Hossain Shanto [5] 180 36.00 114.64 - - -
L Das [13] 260 20.00 113.04 - - -
S Al Hasan [36] 742 23.93 122.44 47 18.63 6.78
M Mahmudullah [30] 363 18.15 110.67 8 34.62 7.10
M Hasan [8] 53 13.25 110.41 8 18.75 6.12
S Sarkar [15] 151 10.06 100.00 1 36.00 9.00
T Ahmed [16] 33 8.25 67.34 18 19.88 6..65
M Rahman [15] 21 4.20 105.00 20 21.00 7.50
S Islam [5] 0 0.00 0.00 4 31.75 7.85
Bangladesh has went in with a good number of newcomers, with 6 of their players having a chance to make their T20I WC debut this edition. There's not much to say in the batting front with only Shanto having a good average. In the bowling though, all of them look pretty good. Taskin doing well upfront will be a crucial factor in Bangladesh' fortunes along with how well Shakib does with the ball (and bat).
Strengths
Their newcomers have done pretty well at times in Bangladesh' recent bilateral games. Their batting in the lower middle part has a bit of a firepower which is something Bangladesh has been lacking in T20Is for ages. Their aggressive style of batting (along with good bowling of course) brought them series wins against England & Ireland. After that they whitewashed Afghanistan and beat New Zealand in an away T20I before losing to Sri Lanka at home and US away (with a 4-1 thrashing of Zimbabwe in between). Their form since their last tournament has been great despite their recent fumble against the States and they certainly don't look that far away from Sri Lanka (Bangladesh weren't far away from winning it 2-1).
Weaknesses
Since their loss in that final T20I against Ireland, Bangladesh' batting has gone back to being inconsistent. Given a sample size of only 5 games, their good batting performance was the outlier. Also the last time they played in the West Indies, they were thumped 2-0. The last time they played in the States, they were beaten 2-1.
They were 7-3 up against Australia & New Zealand combined before the T20I World Cup in 2021 but those were home games and they couldn't replicate those results and lost against Scotland and were thumped by England & Australia. This time too, their home performance against Zimbabwe may not mean that much. The players will need to adapt quickly in the tight group they find themselves in.
World Cup Chances
They are in the most interesting group of the group stage. They have more than just a chance to qualify for the Super 8 as beating Sri Lanka and 2 out of the 3 remaining teams will almost certainly do the job. Their first two games are against the two big teams which is probably not ideal since it means that they'll have to be near perfect right from the moment they set foot on the ground. If they get 1 (or perhaps even 2) wins out of the first 2 games they'll move on to the associates where winning just 2 (or 1) will do the trick for them. Although they are capable of beating their fellow full members, they're also perfectly capable of losing against the associates. Losing the first 2 games will probably shut off their qualification chances, so a good start is a must.
If they do go to the Super 8s? Well the group they'll find themselves in will depend on which of the seeded teams they knock out (or in a crazy scenario where neither South Africa nor Sri Lanka qualify they'll go to a group according to their position in the group). A Super 8 is quite certainly the most they can do (which is already a big thing for sure) but if they find themselves in Group 2 they will have an outlandish chance of qualification in which they'll need to beat one of England and Pakistan and then West Indies or Afghanistan. 2 points can still get them to qualify but that requires NRR supremacy.
Final Thoughts
In 2016, Bangladesh should've beaten India and were decent against Australia & New Zealand (only with the ball against the Kiwis). The less said about 2021 the better but in 2022 they exceeded expectations and knitted out close wins against Netherlands & Zimbabwe and were on course to beat India before they lost the plot. All this (and a bit more) meant they found themselves in what was a knock-out game against Pakistan in which they lost comfortably. In 2 of the last 3 editions they did pretty well. If the don't do well this time the good performances will be thought of as mere glimpses of what could be in an otherwise dismal T20I WC history. But if they perform well, their recent performance will constitute as an upward trajectory in which 2021 was the outlier.
It's hard to derive what's going to happen in an ICC tournament for Bangladesh based on their recent performances. They did nothing in 2021 after coming in with form, did well in 2022 after coming into the tournament with not much form. They can go 3 out of 4 in the group stages, they can go 1 out of 4 in the group stages. Bangladesh supporters will be in for a ride alright, but how will the ride be a smooth one?
Probably not, for better or worse.
submitted by Tern_Larvidae-2424 to Cricket [link] [comments]


2024.06.01 06:30 BigGreenThreads60 Beating Explorers of Sky with every starter: Vulpix and Munchlax


https://preview.redd.it/o3u18jbb1w3d1.jpg?width=3060&format=pjpg&auto=webp&s=3233cfe80b6bdef88a471313ede76e68f8ede89a
That’s ten starters ticked off in total, and another thirty hours of my life wasted! For reference, I consider a full completion in the context of this project to be finishing the main campaign, postgame, and seven treasures.
I’d say that this run was a mid-point between my Riolu run, and my Treecko run in terms of difficulty. I have to admit, Vulpix was the first starter to somewhat underperform relative to my expectations, after hearing so many stories about how overpowered Imprison is. Certainly, Vulpix is very good; but the extent to which Agility + Bullet Seed trivialised so many obstacles in my last run was naturally hard to top, and I definitely missed its absence.
Nonetheless, Vulpix is undoubtedly a very good choice of starter. Fire is a generally good offensive type that has multiple opportunities to shine, despite the abundance of water dungeons. Flamethrower in particular a rock solid STAB option that Vulpix learns relatively early at Level 24, if you don’t find a TM before then. Faint Attack is also a surprisingly good Egg move! I wasn’t expecting much from it, but for some reason in Sky it was buffed to a ridiculous 25 pp, and the fact that it can never miss is really valuable in a game where almost nothing is guaranteed. Northern Desert in particular is made more bearable when you aren’t missing twelve hits in a row against Sandshrew and Cacturne. Dig, as always, is a solid filler move that can one-shot resistant Rock types. Dark Pulse and Overheat also provide crowd control by hitting in a circle, which can save you in monster houses, and can target foes in walls, which is always valuable. It’s just such a crying shame in Vulpix’s case that tutor moves weren’t added to the game in Sky, as learning both Heat Wave AND Ominous Wind would have catapulted Vulpix to god-tier instantly.
As it stands, the main thing that makes Vulpix stand out is its access to some great hax in the form of Confuse Ray, learned nice and early at level 17, and Imprison at level 21. For those who don’t know, Imprison, which is borderline useless in the main series, basically functions like Attract from Rescue Team here, unconditionally pausing any target for 5-12 turns. This is absolutely great, since unlike confusion, sleep, or any of the statuses from the main series, there are no abilities which can block this, nor are you going to get screwed by Nonsleeper. Together, these tools can absolutely trivialise boss fights like Groudon and Palkia. In group fights, they’ll also buy you breathing room against the likes of Dusknoir, Wigglytuff, and Darkrai while you eliminate the mooks. Plus, in regular dungeons, I lost count of the number of close scrapes which Imprison got me out of. However, as I alluded to before, I don’t believe Imprison is anywhere near as broken as other tech, like Agility. Sadly, it is burdened by being a move that only hits a single adjacent target. You can’t disable groups with it, and in boss fights Intimidator can still activate to screw you; Primal Dialga in particular still managed to wipe me out, because Intimidator repeatedly stopped Imprison from working, and it frustratingly doesn’t work when he recharges from Roar of Time. If Imprison was truly the only valuable trait Vulpix had going for it, I’d place it in C-tier.
Fortunately, Vulpix is also blessed with the incredible IQ Group G. Access to the holy trinity of Stair Sensor, Trap Seer, AND Map Surveyor easily justifies Vulpix’s place on any team. Other great abilities like PP Saver, Self-Curer, Quick Healer, Exp. Elite, Critical Dodger, and Quick Striker are just the icing on the cake. Vulpix also has the distinction of possessing the best exclusive item of any of the starters, the Glowing Bow. This incredible item basically applies a permanent Light Screen to Vulpix, reducing pretty much all special damage to negligible levels if you’ve acquired a decent number of gummi boosts. Moves that could usually bring about an instant knockout from across the floor, like Earth Power and Hydro Pump, were only doing 10-30 damage. Flash Fire, meanwhile, is so-so as Abilities go. It won’t activate as much as Blaze, but has the advantage of allowing for multiple boosts without needing to be pushed into such a precarious position. In fire dungeons like Dark Crater, you’ll be getting juiced multiple times; nonetheless I’d still prefer Blaze.
Overall, I’d say Vulpix is B-tier. It has a number of qualities which are great in isolation, but nothing I’d really call game-breaking. You’ll end up with a solid ‘mon with some decent range, hax, and all the right IQ skills, but nothing that can one-shot monster houses.
Munchlax, along with Meowth, is unique in that it is only available in Sky as a partner. That is something of a negative, since most ‘mons are better when you’re actually in control of them, but as partners go Munchlax isn’t half bad. The elevated importance of STAB in this game, relative to super effective moves, makes Normal a pretty good type- your STAB can hit most things neutrally, and even foes who resist still take 1.1x damage. Body Slam is also a great STAB option, albeit one you learn late- good power, a chunky 17 PP, and the chance to inflict a debilitating status condition on anything that survives. The only major drawback to Normal is the lack of a good ranged STAB option. Luckily, Munchlax’s learnset also contains a phenomenal range of coverage moves. Pretty much any strong TM you’ll acquire is likely compatible with this beast. Water Pulse, Flamethrower, and Shadow Ball are all great ranged moves; Thunderbolt can hit foes in walls; and most importantly Blizzard is your room-clearing move, something Meowth tragically lacks. You even get some pretty goofy melee options thrown in there: Rollout, Psychic, Focus Punch, SolarBeam, the list goes on. There are so many miscellaneous moves that would be irrelevant in the main series to play with here, and doing so is incredibly fun. You even get Metronome from the start, which is 100% a meme option, but using Blast Burn in Mt. Bristle is its own reward.
Unfortunately, many of these positive qualities are undermined by the curse of a mediocre IQ group. Group E rears its ugly head once more. Yes, Brick Tough is very nice when paired with Munchlax’s noticeably impressive HP (something which the Glutton Cape will elevate even further), and it synergises fantastically with Bodyguard when he is a partner. And true, Deep Breather, Quick Healer, and Energy Saver all work together beautifully when Munchlax is made leader, eliminating the three big strains on your longevity. Nonetheless, the lack of access to any of the Holy Trinity is hard to forgive. Intimidator is great, but just comes in too late for me to care when other IQ groups basically hand you a cheat sheet.
Thankfully, Munchlax’s two fantastic abilities compensate for these deficiencies, at least somewhat. Pickup is a tremendous advantage in a game so focused on acquiring and stockpiling resources: I grabbed plenty of free gummis, reviver seeds, and other goodies over my playthrough this way (though this does unfortunately require you to forgo a held item, and didn’t activate quite often enough for my liking). Thick Fat is almost equally good, essentially giving Munchlax two additional immunities against Fire and Ice, reducing their damage to a mere 50%, rather than the standard 70%. For such a conspicuously bulky starter, this is another great boon. The only real problem on the ability front is that evolution changes Pickup to the considerably inferior Immunity, essentially forcing you to avoid evolution and leave a free stat boost on the table if you’re determined to min-max.
Overall, I’d say Munchlax’s access to Blizzard, solid type, great TM compatibility, bulk, and access to Pickup place him in the B-tier as well, although the lion’s share of that is undoubtedly the presence of a room-targeting move. It’s rather difficult to say who was better between Vulpxi and Munchlax, overall; the former allows for easy navigation and hard carries in boss fights, while the latter clears Monster Houses. Together they covered everything important, but overall I’d estimate that Vulpix’s qualities were less easily replaceable, especially since I got poor RNG and couldn’t acquire the Blizzard TM until Mystifying Forest, grumble grumble.
That about wraps it for Team Pastry! The next team I’ll be doing is a fun one: Squirtle and Turtwig. Any names for these two shelled heroes are appreciated, as are any team name recs. :)

https://preview.redd.it/krx633zf1w3d1.png?width=602&format=png&auto=webp&s=cdff02ad553d37f9a9d34c4db2e002c225897ab4
submitted by BigGreenThreads60 to MysteryDungeon [link] [comments]


2024.06.01 06:09 Myriai Dawn Broke over Icewind Dale (Finally! AMA if you'd like)

With a clang of a Cast Iron Frying Pan +1 the 3rd form of Auril shattered and the goddess banished until Midwinter and for the first time in almost 3 years the sun rose over Ice Wind Dale)
(I need to purple prose this into Google Docs for the Fam since it was 3 AM when we finished and I just wanted to go to sleep--but that's neither nor there)
The Family D&D RotFM Campaign ended last Sunday (5/25) and the Unnamed Group (they never came up with a name for themselves) defeated Auril with a resounding crash. We started in roughly July 2020--our meetings were somewhat sporadic due to a lot of things (schedules, pandemics, deaths in the family, kids in school, jobs, etc.) so I can't give a true estimate of how many sessions it took, but probably averaged out to roughly 50ish? Our sessions were usually long about 8 hours--but play time averaged between 4 & 6 hours depending on attention spans (my niece and nephew were about 14 and 15 when we started). We started at level 1 and I kinda fast tracked them to 10 by the end of the game.
A few notes:
\ This was the very first campaign I DM'd beginning to end*
\ We only played through Chapter Five (Ended in Grimskalle--the ending chapters didn't really fit in to what I was envisioning so I'll probably use them elsewhere in another campaign)*
\ I changed (and homebrewed) A LOT*
\ There was actually a lot more I wanted to touch on and do, but we ran out of time with my nephew graduating high school and going to boot camp a month and a day later and I didn't want to leave it hanging.*
\ I did run it loosely survival, but I didn't run it as survival horror for various reasons*
\ I run with milestones because I don't like math ^^;*
There was probably more than a few trips and falls along the way and I didn't learn to fall forward until about halfway through, but everyone seemed to enjoy it in the end.
We started the campaign at level 1 and used the Ice Road Trackers to start the campaign off, which put them at level 3 when they finally reached Bryn Shander to start the book part of the campaign (Orianna joined the campaign about a year or so in) and introduced them to Mother Tusk and her Awakened brood.
Party Make-Up:
Karadon//High Elf Psi Warrior Fighter (Harper Contact Secret)
Al//High Elf Assassination Rogue/Draconic Bloodline Sorcerer (the multiclass was for character flavor) (Wanted in Neverwinter, Waterdeep, & Luskan for various crimes and hated by crime syndicates--she also spent the majority of the game with Auril whispering in her ear to join her due to taking Auril's Dagger from Sephek--I upped the DC on the saving throw every time she used Lucky to change her roll or after 3 in game days--it started at 5 and ended at 15)
Kiri//Half-(Dark) Elf Monster Slayer Ranger (Reghed Heir Secret)
Sh'Meral//Tabaxi Circle of Wildfire Druid (Owlbear Whisperer)
Uthal//Goliath Path of the Zealot Warrior (Midwinter's Child--since he was already cold resistant, he became immune to natural cold and resistant to cold magic, but it came with a DC 20 CHA check to avoid being turned against his friends anytime they ran across followers of Auril--I did nerf him under their control so that he could only do normal damage and not use all of his abilities because that boy brought the pain train at full power and could've TPK'd the Party)
Orianna//Tiefling Gunslinger Fighter (Eventually wound up as a Midwinter's Child as well due to some very badly (or well) placed Nat 1s)
The characters rolled their stats (4d6, drop the lowest, reroll 1s) and some of them (+cough+Uthal+cough+) got ridiculous scores so it was fun to work around it and allowed me to figure out a lot of different ways to try and challenge the party.
The group was pretty new to D&D, except Sh'Meral who is a player in a campaign I'm in as a player and Orianna, who played 3.5 fairly extensively. My mom played AD&D with my dad and their neighbors at the base in the early 80s, but it was different enough and long enough ago she gets lumped in with the newbies. I had started and aborted a Ghosts of Saltmarsh campaign with them, but that didn't actually get very far hence I say this is the first campaign I did start to finish and I still classify them as new.
Because it's been a long time and my note-taking wasn't good at the beginning (hence some of the stumbling), I don't remember every nuance of what we did, but I remember chunks of it.
I actually used both starting quests (The Chwinga who ended up being named Chime and rode Kiri's shoulder the entire game and Sephek) though I dragged the Sephek quest out a bit per an adventure I downloaded from DM's Guild from Bob the Builder and they got a taste of the Coldlight Walkers early with the red-coated sled driver who died from an ice knife to the heart that later attacked their camp as a red-coated Coldlight Walker.
Chapter One: Ten-Towns
They actually wound up hitting a large chunk of the quests in the first chapter, but they were strewn through the campaign and more than one had to be changed up to compensate for party levels.
* Bryn Shander (Foaming Mugs)
* Lonelywood (White Moose & Ravisin)
* Termaline (Beautiful Mine)
* Targos (Mountain Climb)
* Easthaven (Toil and Trouble)
* Good Mead (The Mead Must Flow)
* Dougan's Hole (Holed Up--modified to almost unrecognizability)
Chapter Two: Icewind Dale
We actually didn't do a lot in this chapter--I'd added a lot of extra stuff and as I said we ran out of time (I wanted to do Dark Duchess and Cave of the Berserkers, but it didn't happen)
* Black Cabin
* Cackling Chasm
* Jarlmoot
Chapter Three and Four: Sunblight and Destruction's Light
Due to various shenanigans (the party not picking up the Duergar crumbs and the sudden time crunch), we actually didn't really do these chapters at all except I did unleash the Chardalyn Dragon (as a reskinned Deep Dragon because they were like Level 7 or so at this point).
I did not, however, unleash the dragon as written because that would be enough to make me rage quit as a player and my players would've done the same if I did it that way--Dougan's Hole was a casualty but they caught it on the way to Good Mead, plus if I hadn't done it this way it would've been a waste of the model I bought two years or so ago and that would've been awful since we never made it to Sunblight.
I did loosely imply that Auril's Frost Druids running around Ice Wind Dale were in cahoots with the Duergar--they gave them chardalyn in exchange for gems needed for Awaken spells.
Chapter Five: Auril's Abode
Ran this sort of as written except I had a few things (characters) come back to haunt them on their way to Grimskalle
* Ravisin caught them on the way from the dock (they didn't kill her before she escaped in the barrow) with some of Auril's ice sculptures so the characters roused some divine wrath by hitting some of Auril's beloved sculptures
* A resurrected Vursin (Ravisin's sister--my spelling is probably crap on the names) and Sephek (Revenant Version) with some Coldlight Walker pals
* They ran across a mind-controlled Mother Tusk that they either had to kill or find a way to free (they found a way to free her)
* The party almost failed the Test of Cruelty (but managed not to)--I had a couple of them in tears. Only one of them managed to pass all 4 trials to open the door to the Vault (which served a different purpose detailed in my changes below)
Things I Changed (Added In)
* Part of Auril's spell was held down by 4 druid circles (one was near the barrow in Lonelywood, one to the east of Easthaven, one to the west a bit beyond Bremen, and the last was in the Stones of Thruun south of Dougan's Hole) as the party defeated the circles they got to add 2 hours of dim light to their days until after the fourth when Auril doubled down on her spell when they killed her beloved Archdruid Priestess Geluvicken
* They faced Maude in Toil and Trouble and Maude used underhanded tactics to escape, but then they faced Maude and her Coven in the Frost Giant Hunting Lodge (from Holed Up--as I said I altered it almost beyond recognition)
* I moved the Codicil of White to Jarlmoot and the party had the option of using that in the vault under Grimskalle to seal Auril off plane for 100 years--but at the cost of making a Con 21 saving throw and the one person that probably could've done that with no issue (Uthal) couldn't read (due to his player's role-playing all game) so they wound up choosing to not sacrifice one of their friends (an NPC College of Swords Bard I originally created as a random encounter that won their hearts and became a beloved friend I had to flesh out) and just make sure to kill Iskra and try and defeat Auril to at least hamper her plans.
The final battle with Auril wound up stretching into two sessions between when they left Jarlmoot and confronted Auril on the battlements of Grimskalle--each of those sessions were long (10-8 one day and 2 PM-almost 3 AM for the last--obviously breaks for food and player leg stretching).
I managed to not kill any players--but a few of them were knocked unconscious at multiple times but managed to make their death saves until their friends could help them out.
So if you made it through all of this--go ahead and as me anything!
I'll do my best to answer :)
submitted by Myriai to rimeofthefrostmaiden [link] [comments]


2024.06.01 05:58 sbpotdbot Daily Picks - 6/1/24 (Saturday)

Cricket Picks, Darts Picks, World Basketball Picks, World Hockey Picks, All Picks, Any Sport, Any Time, Any Form, Dump Them Here. Anything Goes.
submitted by sbpotdbot to sportsbook [link] [comments]


2024.06.01 05:49 Bruh19837 Advice on how to improve my madara

Advice on how to improve my madara
I recently got his newest ult and I plan to use him, however I was wondering if I need to change/obtain any different jutsus or use different items. Thanks
submitted by Bruh19837 to ninjavoltage [link] [comments]


2024.06.01 05:17 DislikesSand Debunking The Codex

original doc: https://docs.google.com/document/d/1dmNSAdm1RH0v2Eulu7lXCbubYGGauUV-598HgPMyPCw/edit

Introduction

This is an article refuting the scales of Dragon Ball that the site known as thecodex.wiki has, as well as the validity of its tiering system and judgement.
Our goal is to debunk this website.

Scientism

Asa/thegiver believes that science is the fundamental explanation of everything. This is scientism. Scientism is wrong.
https://edwardfeser.blogspot.com/2011/03/scientism-roundup.html
Since the very foundation of knowledge of this wiki is based on lies, it serves to prove that all of its statements are lies. A false theory can only produce true results in the real world, a false theory can produce only false results in the world of imagination.

Motivated Reasoning

One of us tried to talk to Asa. However, he would not change his mind no matter what, despite the many scans that refuted him.
Being a follower of the supremely illogical belief known as scientism, he likely has a lot of experience in using mental gymnastics to keep his beliefs secure.

Dragon Ball

Quick Clarification on Canon

The original manga is canon. The original and Z anime are canon. Super is canon (anime and manga). GT is canon. Movies are not canon.

Debunking Island Level

Above Island Level Feats

https://www.youtube.com/watch?v=kHC8RvDX1Rw

But Frieza Can’t Survive a Planet Bust!

  1. He did, you moron.
  2. According to the codex

Debunking sub-FTL

Debunking Shitty Standards

https://thecodex.wiki/Requirements_for_Speed_of_Light/Faster_Than_Light_Speeds
To start off, as our Tiering System & Attack Potency system, base our standards off real life and thus assume a verse for the most part follows our real life laws of physics in order to give them statistics, we also follow that the verse follows relativity. As we allow gravity to exist, a concept directly connected to relativity and time. Thus with this baseline established, achieving speeds faster then the speed of light is impossible as that requires infinite energy, and faster then light speeds are impossible as the faster you travel through space, the slower you travel through time.
Already starting off with appeal to reality. And don’t you fucking strawman me by saying ‘oooo then we can’t calculate planet busting!!!’. Fuck you. We use real life to guide character feats and understand what they are. We do not use real life to limit a character. We can use real life physics and geometry to figure out that a character who smashes through planets while traveling across the milky way in seconds is massively FTL and bare minimum continental. We do not use real life physics to say ‘actually that never happened’.
As explained above, space travel granting Faster Than Light is not an allowed idea due to the existence of time dilation, but also with the existence of "apparent" or "effective" FTL which proposes an area of space-time is distorted to temporarily allow faster then light travel"Apparent" or "effective" FTL,[1][2][3][4].
Lol.
  1. There are several space travel feats in DB and other works
  2. Spaceships in DB travel FTL. That is how they work. How? They go really fast. That’s that. Fuck relativity.
https://character-stats-and-profiles.fandom.com/wiki/User_blog:Crim3322/Dragon_Ball_Space_Ship_speeds
  1. Give me one statement that implies FTL travel in DB works like this. No using real life physics or your fanfiction. One. One concrete statement that time dilation is the reason why. Do not use steven universe. Use Dragon Ball.

Solar Flare is Light Generated by Ki

Light. Generated by Ki. Light in Dragon Ball is faster than it is in real life.
‘But science!’
  1. Fuck your scientism
  2. Fuck real world science. This is fiction. Light can be faster than IRL light if the author wants it to be.

Many FTL feats

Original DB

https://character-stats-and-profiles.fandom.com/wiki/User_blog:Crim3322/Relativistic_-_Light_Speed_feats_in_OG_Dragon_Ball
https://vsbattles.fandom.com/wiki/User_blog:Maverick_Zero_X/Every_speed_feat_in_Dragon_Ball#Faster-than-light

Gas

https://comicvine.gamespot.com/forums/gen-discussion-1/how-fast-is-gass-new-speed-feat-dragon-ball-super--2257513/

Whis/Other Characters

https://vsbattles.fandom.com/wiki/User\_blog:FluffyCreatureZ/DBS\_Speed\_scale.
https://comicvine.gamespot.com/dragon-ball-universe/4015-56629/forums/dbs-angel-speed-calc-2123720/
https://vsbattles.fandom.com/wiki/User_blog:FluffyCreatureZ/New_DBS_speed_scale

Viz is not reliable

https://www.youtube.com/watch?v=QP41c__XmiE
https://www.reddit.com/dragonball/wiki/manga/

Example #1 = Galaxy level Moro

https://comicvine.gamespot.com/forums/dragon-ball-universe-1775304/moros-self-destruction-2180104/
Moro is actually a universal or even multiversal threat

No Ki Control

First off, here’s some scans.
https://web.archive.org/web/20111104071908/http://kanzentai.com/trans-daiz04.php?m=05&id=attacks#link
https://imgur.com/a/xgLXJh7
https://imgur.com/a/X5jVtfD
Secondly, let’s list how many series would be nerfed from this.
  1. Fate
  2. Persona
  3. Saint Seiya
  4. Destiny
  5. The Elder Scrolls
  6. Pokemon
  7. Digimon
  8. Almost every fiction
If you’re happy with this, go fuck yourself.

Debunking No Resistances

Murphy’s Debunk of the Dragon Ball Explanation Page

Debunk of Moon Level ‘Outlier’

https://www.reddit.com/PowerScaling/comments/18js205/debunking_master_roshis_supposed_outlie
https://www.reddit.com/powerscales/comments/1bmty4p/the_strongest_under_the_heavens/
Thegiver: This also can’t be argued ki control since Roshi literally admitted he went overboard and such, mind you there’s still pieces of the castle left in tact after the feat, so if this was the true moon busting kamehameha he would’ve atomized the castle pieces, unless we’re going to say the moon is smaller than that.
Murphy: This argument doesn't work, Roshi is simply saying he didn't control himself completely not that he didn't control himself at all, you can control yourself to a certain extent yet still miscalculate without going all out.
Thegiver: We also know that this isn't a casual feat because one, Roshi went to MAX power. Now contrary to popular belief, MAX Power Roshi isn't a form that Roshi controls, it's literally in the name. It's Roshi at his maximum power, just like 100% Final Form Frieza isn't a form. Now we also know with the kamehameha that Roshi is using is directly explained by Yamcha to be using ALL of his dormant power and condensing it into a single blast
Murphy: Yamcha is simply explaining the nature of the Kamehameha to his knowledge he's not describing what Roshi is doing specifically
Thegiver: This also goes against the VERY NAME of the attack, which is the MAX POWER Kamehameha:
Murph: Nominal Fallacy + Name doesn't exist in the Manga or Canon Guides
Thegiver: So let's talk about Piccolo destroying the moon. https://imgur.com/a/4swh2gT Dragon Ball Z Kakarot directly states they straight up retconned Piccolo's moon feat with him "creates an illusion in which the moon only appears to be destroyed.
Murphy: not everything in Kakarot is Canon it only incorporates Canon Elements and doesn't override the Main Story in which he very blatantly destroyed it
Thegiver: So an interesting thing to note is that first and foremost, Piccolo did this with a charged energy blast, which in the same saga and in an early fight, it's noted that charged energy blast are greatly above the users power level: https://imgur.com/a/d0JUlCg So this would mean the attack wouldn't even physically scale to Piccolo, it'd be a tier with a charged blast.
Murphy: Piccolo doesn't even charge up the Attack in the Manga
Murphy: he has a lot of stuff here which is just explained by Attack Potency ≠ Destructive Capacity like Raditz's Ki Blast & Vegeta's Final Flash (edited)
Murphy: Vegeta notes with a charged galick gun he's going to destroy the planet: https://imgur.com/a/zDxDUGw So one of the biggest issues I always, always had with this scene was one major thing. Vegeta can't breate in space. He also would not be able to survive this explosion if the likes of Frieza and SSJ Goku wouldn't have survived Namek's explosion, don't even get me started on how inverse square law and how far they are from the explosion since they're fighting in the sky would massively lower the energy they're actually tanking. Vegeta also notes in the statement if Goku moves out of the way the planet would get destroyed, so if Goku stood there and took it the planet wouldn't have been destroyed. So what makes far more sense is Vegeta was going to shoot a blast that hits the core, or he was baiting Goku to let himself get hit by the blast by threatening the entire planet would be gone if he dodged it. Vegeta himself has a saiyan pod he would've likely used too to just leave if the core was detonated, he already had everything he needed from Earth on top of this, so he would have no reason to stay.
Murphy:Vegeta was not thinking about surviving at that point, his pride is very clearly hurt and according to his words he cannot accept losing to Goku, him blowing up the Planet, not thinking about his survival, makes perfect sense, but nothing suggests that he's going to destroy its core, he literally says he's going to blow it to bits which suggests immediate destruction.
Thegiver:Cell's kamehameha was going to destroy the earth and Goku notes since Cell knew he was going to jump and Goku responds "You're not that stupid" implying Cell would've died to the blast too: https://imgur.com/a/Dbv7BDE
Murphy:Cell literally says in the same link he would've destroyed the planet without batting an eye he just wants to have fun
Thegiver:Goku's kamehameha was going to destroy the earth and Cell cannot tank this blast, needing to regenerate: https://imgur.com/a/UM1wIch
Murphy: Earth blowing up would simply be a side effect of Goku's Kamehameha it doesn't mean that's its full extent
Thegiver: Semi-Perfect Cell explosion was consistently noted it was going to destroy the planet and Gohan and it straight up killed Goku:
Murphy: https://imgur.com/a/WAMQQNH same thing although here Cell is saying if Gohan kills him everyone dies because they can't breathe in space
Introduction
submitted by DislikesSand to PowerScaling [link] [comments]


2024.06.01 05:03 LevSmash Post Game Thread Oilers v. Stars: Game 5 31 May 2024

🔮 Final
Oilers 3, Stars 1
â„č Stats
Goals: Nugent-Hopkins (x2), Broberg
Shots: Oilers 26, Stars 20
Saves: Skinner 19/20
đŸ”« HAN SOLO
This team? Actually holding a lead??
⏩ Next Game
Sunday, June 2 (YES, OILERS HOCKEY IN JUNE) vs Stars in Edmonton, 6:00pm MT
submitted by LevSmash to EdmontonOilers [link] [comments]


2024.06.01 04:38 GustForce Remove Baby Battle and throw it at the bottom of the Mariana Trench. (Feedback post)

MAIN COMPLAINTS:
1- This game mode is slow. Most matches end with EVERYONE alive, even bots. Lack of healing exacerbates this by forcing most to avoid fighting, more at #4.
2- Extremely dependent on suppliers. If you aren't lucky to get a supplier(goblins do not count), you're guaranteed to lose unless you use a fusion key.
3- Characters lose their uniqueness. Stats wise, Barbarian and Goblin are almost the same, what makes them unique are their abilities: Barbarians can turn Elite and regenerate all their health and getting a huge DPS bonus at later levels, and Goblins give huge stacks of coins. In Baby Battle these abilities are lost unless you manage to get a fusion and goblins give a miserable amount of coins, enough to maybe get one new character mid-game. Only epic characters are safe from this, since their main ability is unlocked at baby form.
4- Healing is scarce. Barbarian, Mavis, Greg, Primo, Shelly, Heavy, Trader, King, Queen, Healer(??) all lose their healing abilities, making you way too dependent on Pam and Medic. Baby Medic healing is negligible, making Pam the only reliable option(If you have her unlocked lmao).
POSSIBLE FIXES:
1- Increase Turbo drop rates in this modifier
2- Apply the 1 minute remaining loot table buff across the entire duration of the match to avoid this.
3- Hard to fix, maybe change it to "Classic Battle" instead?
4- Add a heart surge every 30-45 seconds, similar to Loot Surge but with a lower amount. If you want more randomness, make them drop from normal actions instead.
While you're at it, take Angry Vines with it too.
submitted by GustForce to SquadBusters [link] [comments]


2024.06.01 04:21 Get_a_Grip_comic Looking for a cyoa that had 'stats'

It was like an isekai/hero genre/setup
it was well designed
but I remember it had stats in the form of like 'strength' 'speed' 'magic'
and your choices of job classes and perks would rankup your stats, this was presented in the form of like 'D' 'C' 'B' 'A' , and when you reached a hidden amount it would highlight that letter.
I think it also had a lewd mod to it?
thanks!
(I had a look in the index and tested all the isekai and hero labelled ones and couldn't find it)
submitted by Get_a_Grip_comic to InteractiveCYOA [link] [comments]


2024.06.01 04:01 One_piece_weeb Jjk Oc(character is simple but necessary for abilities)

Name:Hilbert Black
Nationality:American
Race:Caucasian
Appearance: He has brown hair and eyes. His favorite outfit which he wears most of the time is a black shirt, blue zip up hoodie, black pants, red shoes, and a baseball cap.
Backstory: Hilbert comes from a family of sorcerers but never had any interest in being one himself due to the danger and complications of such a life, preferring to indulge in his hobbies. After people close to him were badly hurt, he became a jujutsu sorcerer to help protect them. When starting out as a sorcerer he was inexperienced and lacking in multiple fields which he made up for with his CT and DE.
Shikigami Creation: The Black Family’s cursed technique revolves around creating new shikigami. Because of Hilberts love for and familiarity with PokĂ©mon, that is the form in which his shikigami take.
Cursed Technique:Shikigami Creation: Hilbert can summon one random Pokémon to fight by his side. He can customize their set(their moves, ability, evs, ivs, nature, and item). The randomized aspect is part of a binding vow he made in order for his pokemon ally to become stronger than normal in exchange for the summoning to be random.
Domain Expansion:Cursed League Victors: This domain takes the form of a PokĂ©mon tournament battlefield of which Hilbert can decide what setting he wants it to be. When within this domain, nobody can attack anybody. Only two people can be on the field at a time, the caster and whoever the caster chooses to be their opponent. Any other individual caught up in the domain is sent to the stands to watch the battle until it’s either their turn to fight or the domain is extinguished. This domains sure hit effect is not an attack but a basic explanation as to how PokĂ©mon, moves, abilities, ivs, evs, held items, field conditions, and status conditions work. Each player is given a chance to make a team of 6 pokemon. They cannot use the same pokemon twice however. There are three matches. Once the first match ends, whoever wins will get their Atk, Def, SpA, SpD, Spe, CE Pool, CE Output, CE Regeneration and critical hit ratio maximized(multiplied by 4) and a fight will ensue. Atk is someones raw strength and damage they do with physical attacks, SpA is how much damage they do with ranged attacks, Def and SpD is how well they resist the corresponding attacks, Spe is their overall combat, reaction, and movement speed, and critical hit ratio is the capability of landing a black flash. Whoever wins the fight will get one out of three points and this will be repeated until someone gets two points. If they win the second PokĂ©mon battle phase, they can pick their PokĂ©mon ally. Once they get two points, all spectators will turn against the loser. If there are no spectators, the winner gets two PokĂ©mon allies and a third fight will begin. Every combat round has a 5 minute timer. If the timer runs out and both participants are still alive, neither fighters are given a point and they will be healed and have a rematch. If someone does die before the round ends, the domain is exhausted.
Cursed energy attribute: Whatever pokemon Hilbert summons, his cursed energy takes on the type of the summoned pokemon. Basic cursed energy has dark type properties. Every type follows its battle properties in the pokemon games against cursed energy, techniques, and spirits. For example, if hilberts, cursed energy is ground type, he will take no damage from electricity, deal 2x damage against fire, steel, poison, electric, and rock based things, deal 1/2 damage against bug and plant based things, receive 2x damage from water, grass, and ice based things, and receive 1/2 damage against poison and rock based things. Hilbert can use one move of his choice that shares the type he takes on. They can also take up any ability and item they want. If the users Pokémon ally has two types, they can use two moves.
Type effects: Fire:Has a 30% chance to burn opponents, burns burn away at their body, and halves their physical damage and ce output. Deals 2x damage in the sunlight and half in the rain.
Water:Deals 2x more damage in the rain and half in the sunlight. The user can also breath and swim faster in water.
Grass:Heals the attacker by half the damage dealt upon contact.
Electric:Has a 30% chance to paralyze opponents which cuts their speed in half and occasionally prevents them from moving completely.
Psychic:Users attacks have a 30% chance to inflict opponents with confusion.
Ice:Has a 30% chance to freeze opponents, rendering them completely immobile for a period of time and a 30% chance to inflict frostbite, reducing special attack damage and ce output by half.
Dragon:Users base stats rise.
Dark:Users attacks have a 30% chance of putting targets to sleep.
Fairy:Reverses users cursed energy. Immune to dragon/reptile based cursed phenomena.
Normal:User is immune to physical attacks from the reanimated but cannot damage them directly either.
Fighting:Gains proficiency in all forms of combat. Attacks have a 30% chance of flinching opponents.
Flying:User can fly around freely. Immune to earth based cursed phenomena.
Poison:Has a 30% to badly poison opponents which deals more damage as time passes.
Ground:Attacks lower targets accuracy.
Bug:Has a 30% chance to inflict an infestation which deals damage over time.
Ghost:Immune to attacks that are both not imbued with cursed energy and not from a reanimated individual.
Steel:Users durability increases greatly.
submitted by One_piece_weeb to CTsandbox [link] [comments]


2024.06.01 03:31 sageplusorbs chance me pls (from a basic asian sophomore who has no clue if theyre on the right track)

im a sophomore in highschool and looking to see what schools i could get into with my current ecs. also looking for advice on how to expand/improve upon my current ones. would be super grateful for the help!
bg: - asian female - top 5 public hs, competitive - generally interested in design (ux? engineering? some form i have no clue)
stats: - uw gpa: 3.97 - w gpa: 4.5 something - school doesnt do rank
relevant classes: - 5 APs (school offers 11) -> chinese (5), csp (5), csa, env sci, bio; taking psych/lang/us history/calc ab next yr - i also took summer courses at a local college ab game design/animation
ecs/awards: - art class/club: national comp qualifiers/top state/US regional honors - vex robotics: worlds comp awards, top 20 team - science education npo outreach lead: 300+ families impacted so far - coding education npo director: biweekly lessons, 10 students - speech/debate: club prez, jv ivy invitational top awards, bunch of varsity local awards - member of math npo design team: 500+ student impact, graphic/ux design work - tech student association: 2 semifinalist awards at state - yearbook club designer: bronze jostens award - lowkey irrelevant ones that i did for like 7+ years but quit after freshman year: chinese school, piano, badminton
stuff im adding next yeaover summer: - research for regional isef comps (cs application in art) - design internship at a startup - debate class teacher assistant over summer - generative ai/art competition over summer - coding a game rn so potentially publishing that as a startup - plan on taking the SAT, based on practice scores im looking at a 1500+
submitted by sageplusorbs to chanceme [link] [comments]


http://rodzice.org/