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Generally, I feel that mons with their own move that costs 20~30 SP would basically invalidate the same inherited move with the same element and same single/multi target effect. It's where you get to the piercing moves or Shinegreymon BM and Lucemon SM that you still might need to consider the basic inherited version because of the SP cost.
I'm going into this with the mindset of all 20 moves, I know you can only use 6.
I know depending on the mon, the optimal build is subjective and different each time, but I probably don't have time to do all that research and testing, so I'll just unify how I build them.
100 atk/int and 50 spd is the way to go tbh. It might also be a good idea to invest in health in case the base health is low (1500 or less).
It's also kind of unfortunate that mixed attackers are not viable in this game.
Just tested it. Obviously Final Heal being a single target move, heals more. But originally, due to its wording, I thought Ocean's Love only healed at an X-Aura level. Nope, it's Final Aura.
Too lazy to learn X-Aura to see how much that heals lol.
By the way, do you guys only raise 11 Digimon? Or do you have more and just swap between them? I find it hard to raise a 12th.
Besides, it has been my experience that in most games "Hard" means little more than making the enemies hit harder, take more hits to defeat, and reduces your amount of resources, which just doesn't appeal to me. I grew up playing games in an era in which Hard Mode meant more enemies with faster movement speed, which made the game more exciting/challenging to play as opposed to more tedious to play.
WHat games/era was that?
I looked it up and he's an ancient weapon digimon (along with a shield one that didn't make it into the game), but nothing strikes me as "light and dark" themed.