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| Broken Combinations; What are the most broken combinations you can devise? | |
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| Tweet Topic Started: May 18 2015, 10:49 PM (2,668 Views) | |
| Giant2005 | May 18 2015, 10:49 PM Post #1 |
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Pokémon Trainer
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As the title/description suggests, this thread is for you to put forth your most overpowered or broken combinations whether those combinations are of Fighter classes or Trainer classes or Pokemon or whatever. I figure this thread could be a good resource for future balancing efforts or at least teach DMs some possibilities they might want to avoid (Or maybe throw at their players as a challenge). Anyway, I'll get the ball rolling with a combination that relies on the insanely powerful Binacle/Barbaracle evolution line. By getting the combination of the Sniper ability, a powerful, high critical rate move like Stone Edge and the means to self-buff their critical hit rate further via the Vicious ability, they are very prone for abuse. Throw in some key trainer abilities and they are near undefeatable Combination Requirements: Level 40 Binacle 3 Feats in Ace Trainer (Ace Trainer, Elite Trainer, Signature Technique - Unbalancing Blow) 2 Feats in Duelist (Duelist, Expend Momentum) 3 Feats in Stat Ace: Special Defense (Stat Ace, Stat Maneuver, Stat Mastery Trick Shot Brutal Training A TM of Stone Edge A PP up By pre-training with Brutal Training, binding the strategem Trick Shot and having the Binacle use his own Hone Claws ability; Stone Edge's critical threshold is reduced to the magical number of 11. Why is that a magical number? Because the Duelist's Expend Momentum ability allows you to take an 11 on a roll which means Stone Edge will critical hit on every round, combined with the Ace Trainer's Signature Technique: Unbalancing Blow, it is also guaranteed to hit every round. By attacking and existing a round, he will gain at least 2 momentum each round which is enough to sustain Expend Momentum indefinitely. The above combination results in a respectable average of 90 damage per round before stat considerations are taken into account. What does that mean? the Binacle can happily get away with ignoring his offensive stats and focusing on defense which is where Stat Ace comes into play. Between Stat Ace's bonuses to Special Defense and the fact that all of Binacle's stats will be put on Sp. Defense and Defense, he will be an absolute Wall. The benefit Stat Ace comes into play when the Binacle faces his prime weakness: Tick damage. Stat Mastery reduces the damage you take from Tick Damage by 5 to a minimum of 1, so ideally you would want his HP to be around 69 in order to have his HP as high as possible while reducing tick damage down to 1 point. By using stat suppressants you can keep his HP low enough right up until he reaches level 56. Once he hits that mark I have no idea how to keep his HP from rising but you might have to bite the bullet and allow him to take a little more than 1 Tick damage. The end result is a Pokemon that inflicts some serious damage while not taking any noteworthy damage in return. |
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| Masterly | May 19 2015, 04:51 AM Post #2 |
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Pokémon Trainer
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Something something Arcanist/Fortress/Glamor Weaver/Roughneck. |
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| Flamewolf9 | May 19 2015, 05:26 AM Post #3 |
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Pokémon Trainer
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Keying off the duelist line and expanding it to a host of other situations including freezing and flinching a target every turn after the second just because you can. Duelist, Expend Moment, Effective Orders, Directed Focus Ace Trainer, Elite Trainer Focused Command, Commander's Voice, Precision Orders Chef, Accentuated Taste, Culinary Appreciation, Complex Aftertaste With this build, your first turn with a given pokemon should be to use a sour snack you made(like sour leftovers) for a buff to effect range by +1 for the battle and use this turn to set up Pinpoint Strike as a trainer as well as another order, and any effects on the target for your pokemon's turn. (Total momentum: 4). The second turn use a second sour digestion buff(sour leftovers are great right) and use Brutal Training Orders and Expend Momentum 2 to make the magic number 11. Then begin using your favorite effect with impunity. (Total Momentum: 5) Repeat as necessary. With two digestion buffs, pinpoint strike, and brutal training x2(orders + training) you now have +6 effect range so any move that triggers on 17+ or less will automatically trigger. Some fun options include dark pulse, Air Slash, Blizzard. My personal favorite pokemon for this is houndoom. Notes: Critical Hits can also be included by using dry digestion buffs and Razor Claw. This will also leave you with an accuracy bonus of +6 at the end of the second round meaning you will not miss with anything other than sing if the target also has +9 speed evasion. Houndoom Abilities Brimstone This houndoom only cares about HP, Speed, and S. Attack. If it survives the first turn against a target, then it's going stun lock it till the miltank come home. First turn: Pinpoint Strike, Perfect Aim. Sour Leftovers. Then houndoom uses Inferno to burn, poison and deal DB 12 damage. Second Round+: Brutal Training, Focused Training. Sour (Leftovers or Status Curing Snack) Dark Pulse for auto flinching goodness. |
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| The Magician's Adviser | May 19 2015, 06:11 AM Post #4 |
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Farfetch'd Ace
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You can only have a 14-20 crit range |
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| Giant2005 | May 19 2015, 07:11 AM Post #5 |
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Pokémon Trainer
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Is there a rule or something I am missing? I was under the impression that you could extend a move's effect or critical hit range by up to +6. The move crits on a 17 so extending that by 6 would make it crit on an 11. |
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| The Magician's Adviser | May 19 2015, 08:25 AM Post #6 |
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Farfetch'd Ace
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Pretty sure the mive's crit range countss toward that |
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| Jacquerel | May 19 2015, 08:47 AM Post #7 |
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Pokémon Trainer
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The text is "Effects such as Features and Abilities that extend the Critical Hit or Effect Ranges of a Move cannot extend them by more than a total of +6 from their natural ranges." The meaning is clouded here because it is talking about crits and effects as the same thing, and the natural range of crits is exactly the same for every move, but I would agree with The Magician's Advisor as to its interpretation. I just think the sentence should be written out separately for Crits and Effects, because there is no natural range for effects beside the one written on a move, whereas the natural range for crits is always "20", making the sentence less clear than it could be. On the other hand, this does make moves with high crit ranges somewhat worse as once you are capable of pulling off combos like this, they gain proportionally less benefit, and if we are allowed to read effect ranges as part of moves as the "natural" range for that move... why not also for crits? (Another reason to write the sentences out separately if this is the intention). Edited by Jacquerel, May 19 2015, 08:50 AM.
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| Doxy | May 19 2015, 12:32 PM Post #8 |
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The PTU Guy
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Giant2005's interpretation is correct. It's +6 from the Move's Natural Range - this takes into account extended ranges from moves such as Stone Edge So Stone Edge could crit on 11. |
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| Nomad | Jul 7 2015, 11:24 PM Post #9 |
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Pokémon Trainer
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Martial Artist(guts) + Sniper + Was it Sig move? storm throw + stab fighting. At-will db 8*3 for crit or an at-will 57+att skill Maybe throw on berserker to extend survivability and tumbler for mobility/extra turn or rogue for ghosts. Edited by Nomad, Jul 7 2015, 11:26 PM.
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