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Skills:
Attack: 3x punch in the stomach and 1x targeting
Defense: 3x pain tolerance
Passive skills: 1x Chaotic movement, 1x stubbornness/"d!ickhead", 1x hand brake
My trained attributes was Strength 38, Dexterity 30, Stamina 25
The fight was long at first but with this strategy I got him.
Whatever build you used to win the world championship will probably get you through the HUMAN opponents in Upper City.
The human opponents are all world-champion level, regardless of how strong or weak they were in reality. However, you have unlimited tonuses and full access to every player skill in the game. From what I can tell, you can use any primary stat to defeat all three human opponents, although it helps to choose the specific style that beats whatever type of defenses they use.
The three phases of the robot are WAY tougher, but not as insane as they look. The first phase has 99 stamina and the ability to block an overwhelming amount of incoming damage, with an energy pool of almost 1000. It deals fixed damage, so its 33 strength doesn't really mean anything except that it has a health pool like a world champion strength build. Its 33 agility just means it has a lot of initiative and will use long combos. Its attacks all deal completely fixed damage for fixed energy costs, so I wouldn't worry about getting punched for 50 damage. That's not how these fights work.
Every opponent is a puzzle that just needs to be solved.
Opponent 1: DELIVERY BOY
Style: TORTURER
Stats: 14/14/32
Attacks: Hadouken/Cleaver/Cleaver
Defenses: Living Armor / Crouch / Crouch
Modifiers: Energy Leech / Vampire / Chaotic Movements / Contusion / Masochism
Takeaways: This build is engineered to inflict huge energy costs on the player, block powerfully with high success, and replenish its own energy at a high rate. You can defeat it with any style that is designed for beating a blocker. If you like a strength build, I recommend the "Smasher," style, which will thoroughly undermine his buffs. If you are more into Agility, then the Scorpion style will undermine his defenses and supplement your energy regeneration. On my current run I'm using a stamina build, so I beat him with the "Torturer," build, but engineered my specific skills to tear him apart.
My build:
Style: Torturer:
Stats: 15/24/30 (Same as what I won world championship with)
Attacks: Sneaky Punch / Sneaky Punch / Double Inhale
Defenses: Sponge / Sponge / Sponge
Modifiers: Calculated / Aggressive Scream / Long Swing / Masochism / Burst of Rage
Takeaways: My attacking style is going to burn enormous quantities of energy, and his build is going to tax my energy supply, so I spam the Sponge block so I can defend myself for ultra cheap. I have unlimited tonuses and can do this forever. My use of Calculated and Aggressive Scream (in addition to the Torturer buffs) dramatically increase my blocking success, and cost him an extra initiative when I block successfully, which shortens his turns. Long Swing debuffs his blocking success so I land more attacks, and Masochism lets me regain energy when he lands a hit. Burst of Rage causes my attacks to deal brutal damage, even though I'm using relatively fast and inexpensive attacks for long combos.
Sneaky Punch is a 1 initiative punch that doesn't cost much energy, but it debuffs his blocking success. In combination with Long Swing, he's going to have trouble blocking my attacks. Double Inhale provides another source of energy regeneration so I can tear him apart.
Result: He barely survived the first round, and I barely took any damage.
Opponent 2: GOLD
Style: Old School Boxing
Stats: 22 / 22 / 22
Attacks: Jab / Jab / Skip / Skip
Defenses: Gold's Block / Gold's Block
Modifies: Ragged Pace
Takeaways:
My build:
Style: Torturer
Stats: 15/24/30 (Not changing a thing yet)
Attacks/Defenses/Modifiers: Same as previous fight.
Takeaways: He's also a blocker, so I'll be using Torturer/Calculated/Sponge to block everything he throws at me, and Double Inhale/Masochist to generate extra energy. Why I want such enormous energy regeneration is so I can use Sneaky Punch/Burst of Rage to rip him apart with ultra powerful punches that debuff his blocking success. The delivery boy was all about spamming super expensive attacks and debuffing my energy supply. Gold is more of a simple all-around boxer who blocks well, throws long combos, and has good buffs. Like the delivery boy, he can be beaten easily with Smasher, Scorpion, or Torturer.
Result: He went down after my first punch of the 3rd round. He only threw one punch for 12 damage that I didn't block, and my blocks stopped 100% of his damage. I started each round with close to full energy.
Opponent 3: LIL BOBO
Style: Crystal Cobra
Stats: 5/34/30
Attacks: Mawashi Kubi Geri / Mawashi Kubi Geri / Ushiro Mae Geri
Defense: Counterattack / Counterattack / Counterattack / Counterattack
Modifiers: Trash-talk / Phantom / Punctured Lung / Dancer
Takeaways: Lil Bobo's build is optimized to take initiative away from you whenever he attacks or defends succesfully, debuff your energy supply permanently, and dodge with an enormous success rate. He has low strength and high stamina, and has an abundant energy supply. He can dodge for days and is mainly reliant on reflecting damage by dodging you. His attacks deal tiny damage and he has a small HP pool, even before you consider that he takes double damage when you DO hit him because of his Crystal Cobra style. I really don't recommend Crystal Cobra except against another dodge artist, and that's not what we're going to use on him.
My build:
Style: Trapper
Stats: 15/24/30 (still same as previous fights and world championship)
Attacks: Twister / Twister / Double Inhale
Defenses: Crouch / Crouch / Crouch
Modifiers: Aggressive Scream / Burst of Rage / Calculated / Short Blow
Takeaways: The trapper style is the stamina style for beating dodgers; it has a host of helpful buffs for us, including nerfing his dodging success. We're keeping a Double Inhale for energy supply, but making Twister our chosen attack since it further debuffs his dodging success. He doesn't drain our energy like the delivery boy did, so we're going to use Crouch. If he's going to reflect damage while on defense, we might as well give him the same treatment back. Our modifiers are chosen to make him pay an extra initiative when we block him, burn extra energy to deal huge damage, succeed more often when blocking, and debuff his dodging success.
Result: Knocked him out with three kicks in the first round; he never even got a chance to attack.
Now we're getting into the robotic opponents, who are next-level powerful and require specialized builds to beat. I crushed all three of these, and I know there is more than one way to beat each of them, but I wouldn't go so far as to say you can use whatever primary stat you want against all three. You need a strong all-around build, and to commit really hard to one fighting style, perhaps stealing a trick or two from the others. I'll explain how I beat each one without ever being at serious risk of defeat.
Opponent 4: BFGIANT ROBOT 9000 (Stamina build)
Style: Ultimate Fighter
Stats: 33/33/99
Attacks: Lightning Jab / Lightning Jab / Lightning Jab / Ace from the Pants / Ace from the Pants
Defenses: Impenetrable Block / Impenetrable Block / Impenetrable Block / Impenetrable Block / Impenetrable Block
Modifiers: None
Buffs: Throws errors increasingly as it takes damage, skipping actions / Does not take HP damage until its first form, the energy shield, is defeated / does not regenerate energy in battle / regains 300 energy if knocked down
Takeaways: The shield has 388 health, which is very high but not much more than, say, Jax. What should worry you about this first, easiest phase is that it has an energy pool of 982(!!!!!) and a block that always succeeds unless you debuff it in some way. You can carve through by using block-penetrating debuffs, but this first phase can deal pretty respectable damage with long and punishing combos. The jabs deal only 5 damage, but have a powerful debuff to dodges and takes only 1 of the robot's 13 initiative. The kick attack deals 25 damage and takes 5 initiative, meaning that the robot's combos deal around 65 base damage per turn and will mostly ignore your dodging. This is concerning, since there's no obvious way to deal anything resembling 65 damage per turn to the robot, especially without running out of energy way before it does.
The obvious weak point is this: It does not regenerate energy and has an absurdly high maximum energy pool, which makes it vulnerable to attacks that inflict permanent energy damage. We need to defend ourselves efficiently, absorbing hundreds and hundreds of damage while we break this opponent's strength.
My build:
Style: Torturer
Stats: 24/21/24 (I changed for this fight; I moved 6 points of stamina and 3 points of agility over to strength, since I need a beefy HP pool to fight the robot. I really prefer 10 points of agility, but the earlier phases of the robot can be brutal tests of endurance, for HP and energy both.)
Attacks: Mikazuki Geri / Mikazuki Geri / Double Inhale
Defenses: Sponge / Sponge / Sponge
Modifiers: Calculating / Masochist / Aggressive Scream / Exhausting Block / Long Swing
Takeaways: The benefits of Torturer and Calculating ensure we'll have an extremely high block rate. The use of Sponge means that the robot will expend enormous amounts of energy beating on our blocks, while we spend much less energy blocking successfully. The benefits of Torturer, Double Inhale, and Masochist mean that we'll regenerate enormous amounts of energy. Exhausting Block and Aggressive Scream will cause the robot to lose extra energy and initiative when getting blocked by us. This will shorten their combos so we can act more often and take less damage. Long Swing will help us get past their blocks more often, while our chosen attack, Mikazuki Geri, comes from the Monkey/agility style of fighting. This very expensive kick takes a whopping 4 initiative, but deals 5% permanent energy damage to the opponent. Against this monstrosity, that means 49 energy is lost permanently every time we use this kick. If we land two per turn, that's 98 permanent energy damage, which is pretty crazy. This robot can tank that for awhile, but not forever. We just need to last as well as we can while we break our opponent down permanently, and then we can take more control of the fight.
Result:
-Down to 798 energy after just one round. I've lost over 10% of my health, but am not seriously worried.
-Going into round 3, the robot is down to 667 energy but I'm down to 224 health, so I switched out "double inhale," for "numb the pain," to recover health instead of energy.
-Going into round 5, I'm down to 152 health and 165 energy, but the robot is down to 339 energy. Worse for the wear, definitely, but the end of the hardest part is in sight. After Round 5, the robot is down to 144 energy.
-The robot uses something like 80-90 energy per turn to spend 13 initiative on those punches and kicks, and I don't want to accidentally knock it down before I'm ready, so going into round 6 I stop attacking altogether, using two Numb the Pains and one Double Inhale. I'm just recharging health and energy full-time, since the robot is about to run out of energy and stop attacking.
-Sure enough, the robot stopped kicking midway through round 7 and couldn't even throw enough punches to finish its turn before the end of the round. My energy was almost full, so I just put "numb the pain," in all my attack slots. We'll do this for a round or two to get to full health, then commence with tearing this guy apart.
-Going into round 11, we're back up to 292 health, just under full, so we're using two Mikazuki Geris and a "Double Inhale," to keep our energy levels up. The robot still has 313 health for its shield, but is about to have massive problems with energy and errors.
-After round 11, the robot heals up to 282 health but is already back down to 149 energy after taking a knockdown. It now has errors in one of its attack and defense slots, so it will be throwing a lot fewer kicks, wasting a few initiative every turn, and forgetting to block 20% of the time. We're just gonna keep dealing energy damage, since we can score a knockdown every few turns, between our energy draining kicks and the robot using up its batteries trying to retaliate.
-By the end of round 16, I'm back down to 138 health, but the robot is down to 191 after repeated knockdowns, and is throwing 40% errors. I don't even feel the need to heal yet, so we're pressing on for a bit. The robot has only 68 energy left at the end of round 17, so this seems like a perfect time to refill on health - it will kill its own batteries momentarily and I don't want to fill them up immediately.
After resting all the way through the 24th round, I'm back to almost full health. This sounds tedious, but time whips by really quickly when the two combatants have 22 initiative and are only using one at a time. Back to our Mikazuki Geri combos
-By the end of round 26, the robot is down to 73 health and throwing 60% errors. We're well into the point where the error rate will let us land a good number of attacks, so instead of Mikazuki Geri I went back my plain old Sneaky Punches. He went down in the 27th. On to the next phase!
Opponent 5: BFGIANT ROBOT 9000 (Strength Phase)
Style: Ultimate Fighter
Stats: 99/33/33
Attacks: Penetrating Punch / Penetrating Punch / Penetrating Punch / Pneumatic Strike / Pneumatic Strike
Defenses: Fight Fire with Fire / Fight Fire with Fire / Fight Fire with Fire / Fight Fire with Fire / Fight Fire with Fire
Modifiers: None
Buffs: Throws errors increasingly as it takes damage / regains energy when struck successfully / Ignores all strikes that deal less than 20 damage / knockdowns fully restore energy
Takeaways: This phase is no longer spending all of its energy regeneration on that shield we destroyed, so while it only has 388 energy, it will regain everything if knocked down, making our previous strategy no longer useful here. Even with just 33 stamina, this form RAPIDLY regenerates energy throughout the fight so we should forget about tiring it out. One of its buffs is basically a free version of the "Masochist," skill, so it's not going to get tired. It ignores attack damage unless we it for at least 20, so we can also forget about whittling with lighter attacks - we need to hit it hard if at all. This phase has a punch which severely debuffs blocks instead of dodges. Per usual, the kick deals much higher fixed damage and proportionally consumes a lot more energy and initiative.
Most problematic of all is its enormous health pool of 982, the most of any enemy in the game, and its method of defense. It reflects 25% of any damage we inflict on it. 982/4 is around 245. That's not quite all of our health, but that gives us almost no budget left over for damage we take getting hit by the robot. We need a way to damage this robot that DOESN'T get us hit with reflected damage, and ALSO bypasses the armor ignoring any attacks that deal less than 20 damage. Here's how I did that:
My build:
Style: Tiger
Stats: 24/21/24
Attacks: Numb the Pain / Numb the Pain / Numb the Pain
Defenses: Counterattack / Counterattack / Counterattack / Counterattack
Modifiers: Phantom / Dance / Fake Move
Takeaways: Yes, this is another defensive build, but we're switching from a blocking turtle to a dodging monkey. Since the enemy's punch debuffs blocks, we're going to switch to dodging. Since the enemy has almost 1000 HP, we're not going to mess around with dealing damage to a brawler opponent who reflects damage taken. We're going to reflect THEIR damage back at them by dodging everything. Reflected damage isn't attacks, so it's not ignored for being less than 20, and it also does not trigger the robot's defenses that reflect damage from attacks. We will hurt ourselves too badly by damaging the robot directly, so we're going to heal ourselves when it's our turn, but do most of our damage on defense using Counterattack. Our modifiers are chosen to dodge successfully more often, cost the robot more initiative when we dodge successfully, and regain an initiative when we dodge successfully. This shortens the robots turns and helps us not run out of initiative from all the dodging we're going to do.
Result: The robot starts the fight with an advantage over us of 675 health. Let's see how that goes.
-After round 1, the robot is already down to 925 health, and I replaced one of my "numb the pains," with a "double inhale," since I was depleting almost no health but a noticeable amount of energy.
-After round 2, I have 271 health vs the robot's 853; the gap has already shrunk to 582. We're still not going to tank this guy, but we've shrunk the gap by almost 20%.
-After Round 3, the robot is throwing 20% errors so this is about to get easier. We're not at 261 health vs. 738, for a gap of 477, almost 50% down from when we started.
-End of round 5, and our health is down to 288 vs. 675, for a gap of 387. Since my health and energy are almost full, this is a little boring, and the robot is also using 1/4 of its functioning attack slots to self-heal. Since it's not attacking as much, I'm not reflecting as much damage, so I changed my offensive setup to Numb the Pain / Double Inhale / Tiger's Paw. I'll only attack a couple times per turn, but it's going to HURT.
-End of round 7, were at 295 health vs. 527 health, for a gap of 232. These numbers are squaring up rapidly, but I'm still near full health and energy, so we're going to continue getting more aggressive. Now my setup is Tiger's Paw / Tiger's Paw / Double Inhale.
-End of round 10, and we're at 223 health vs. 194. The robot is throwing 60% errors and I finally have a health lead of 29. My energy is literally full, so I switched out "double inhale," for "numb the pain," and kept on with the Tiger's Paw mix.
-In the 12th round the robot kicked at me, missed, and knocked itself out. On to the final opponent of the game!
Opponent 6: BFGIANT ROBOT 9000 (Agility phase)
Style: Ultimate Fighter
Stats: 33/99/33
Attacks: Space-bending blow / Space-bending blow / Space-bending blow / FTL Kick / FTL Kick
Defenses: Inexplicable Evasion / Inexplicable Evasion / Inexplicable Evasion
Modifiers: None
Buffs: Throws errors increasingly as it takes health damage / Massive buff to dodge success rate / heals some health between rounds / innate chance of critical hits for double damage
Takeaways: This is the game's toughest opponent, unless you know your way around the game's combat system. 388 health is a lot, on par with a world-class strength build human. It also has 388 energy, which is plenty for its needs. Most terrifyingly, the robot has a monstrous 35 initiative. Thankfully, moving at the speed of light soaks up a lot of initiative. Its punches use TWO initiative, and its kicks SIX. This is double the normal amount, so it will behave like something with around 17 initiative, which is still extremely fast.
This time, the punches have a total debuff to dodges, and the kicks have a total debuff to blocks. There is simply no way to defend ourselves from all of it, so we need to be strategic about our defenses. Worst of all, the innate buff and dodge skill both have enormously enhanced chances of dodge success, so it's going to be had to damage this final opponent unless we are smart about it. So here's what we're going to do....
My build:
Style: Flycatcher
Stats: 24/21/24
Attacks: Close Overhand / Close Overhand / Close Overhand / Take Aim
Defenses: Damage Tolerance / Damage Tolerance / Damage Tolerance
Modifiers: Armored Forehead / Handbrake / Short Blows
Takeaways: After blocking the first robot phase for 20+ rounds while we slowly debuff it to death, and spending 12 rounds endlessly dodging the second robot phase so we could reflect enough damage to deal with its huge pool of health, we're using a murderously aggressive bear build for this final form. The innate buffs of the Flycatcher build give us some health regeneration that will help, and more importantly debuff our enemy's godly dodge rate.
Our chosen main attack, "close overhand," costs only on initiative but deals good damage and further debuffs enemy dodge chances. In one of our attack slots, we put "take aim," which doesn't attack at all but inflicts ANOTHER debuff to enemy dodge chances.
The enemy's punch attack is too fast to dodge, but it deals only 4 damage. Our chosen defense of "Damage Tolerance," can literally ignore that, so that's what we'll do. 40% of the enemy's attacks will be an unblockable kick that we just have to tank.
Our modifiers are chosen to reduce damage we don't try to block or dodge, which should take some of the pain off of those kicks; reduce energy cost of dodged attacks by 60%, so we can keep swinging at this robot for a long time; and yet further reduce the robot's dodge chances.
We will debuff the robot's dodge success with one of our passive buffs, our main attack, our debuffing secondary attack, AND one of our modifiers. That's four debuffs to dodge chance, which is how we're going to pin this robot down.
Result:
-At the end of round 2, we're at 273 HP vs 260, so I already have a health advantage. The robot is now throwing 20% errors, so things are about to go from bad to worse for them.
-End of round 3, the error rate is now up to 40%.
-End of round 4, we're at 217 health versus 100 health. All of these defensive errors are causing us to land even more hits.
-The robot started round 6 with 4 health and didn't last long.
And that's that! You have a choice to make at the end of all this, but if you choose wrong then Frank will just restart the simulation. Enjoy the ending!