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So would the Resource gathering ones, since you don't want to gather materials when farming for Cards. This tier has nothing to do with Achievements. And, by then, you should have access to LAB and be able to just remove points from it.
If you want to make a detailed tier list for "anyone", then might as well tell the detailed part which one is good/bad for achievement too. If the tier has nothing to do with Achievements, then you should mentioned it in your initial post.
And about this part, thats not a good way for defending your initial post for not mentioning its not for achievement seeker. Because by that logic, then your tier list are not important either. Most people would have access to a lab before gaining most of Tamer Skills, they don't need a tier list when they can change skills.
P.S. About Cards, increasing Metal Man/Stone Man/Liquid Man/Material Master actually give higher chances for getting a cards. So nope, for people who want to get cards, they should increase it.
Range Expansion applies to ALL items, not just AOE items. It turns your single-target items into a small AOE. It isn't huge so it isn't game breaking but it IS nice. C tier easy.
I can't believe you put Spirit Pitcher over Quick Pitcher. OP is so easy to gain in this game, there's no need to gain extra from items. Plus, if you care about getting OP from items, quick pitcher makes that even faster. Throwing items takes away from your ability to do the support feature to gain OP or from using commands -> being able to use items quicker means you can do everything else quicker.
Spirit Pitcher is straight F and Quick Pitcher is absolutely B or A.
Sleep Care is 100% B tier. Even if it only comes up once a day, getting a proper full heal makes the training-grind way faster/easier and you don't need to use as many heal items. Pre-end game, before you have hundreds of thousands of bits, it's very convenient.
My boy OP actually put the most broken skills in the game, DigiEgg Polish/Zeal Injection/Love Injection/Heaven's Blessing, at D. Big OOF. 4% doesn't sound like a lot, but at max stats (9999), that's still 400 stats each. And max HP/MP, that's 4000 stats each. Which gets pushed much MUCH higher when they evolve into rookie thanks to digivolution bonuses (including the tamer skills). It allows you to skip the boring weregarurumon training spots and go into seadramon much sooner. The top of S tier.
Wait, so you put Good Digivolution/Fresh Digivolution at C??? Fresh Digivolution only works once. After that digimon was digivolved to, it literally stops working. And digivolution bonuses have deprecating raises at higher evolves, mainly due to proper training. Early and mid-game, they're good, but towards the end of the story and end-game, they're not that great. Good Digivolution is A tier just because it does have consistent boosts but Fresh Digivolution is easy D.
Fatigue Care: - Incorrect. They lose life at about 30% fatigue. Which makes any reduction super important just to maximize training sessions before you lose life. But fighting digimon causes fairly low amount of fatigue and is uneffected by this skill, so this is fairly limited in value end-game. I'd agree with B.
Absolute Blind Spot: exactly, you can't control your digimon. I'm not sure why you didn't put this as D. And above the inheritance skills lol.
Digivolution Veteran: - this shines mainly at the first three stages where there's only a few choices. Chances are you've used half to all of the in-training stages and rookies so you'll be gaining stats off of this still. Plus, the highest stat gain from evolutions comes from the first three stages so it's imperative to maximize that. Plus, the higher you can get your rookie, the better battle-training will go. Definitely an A tier skill if not S.
Power Trainer/Intellect Trainer/Toughness Trainer: I actually agree. Just wanted to note: this is really good at early game and end-game. Early game to get the initial stat training before you can transition to battle training and end-game to push from the last few thousand to max stats, because battle training falls off around 7k to 8k.
I steamrolled the game sticking entirely to the Combat trees, HP/MP regen while walking, and threw in some digivolution stat gains as a bonus at the end but it was not needed. Full game clear by Gen 4.
This is absolutely incorrect. I finished the game on Gen 3. Used Combat Training on Gen 1 and 2 and then went full Training on Gen 3. My Digimon were 30 and 37 days old respectively. They both had more than 7k stats.
My Gen 4 had 9999 stats. 100% Training + Food.
It just becomes meaningless when your digimon are effectively immortal with Renamon's food.
Not immortal, but does survive quite long. And ingame days are absolutely pointless. I can guarantee that it takes me less than half the time to get max stats than someone grinding in battles.
In-game days absolutely do matter when your digimon have lifespans. If your digimon were actually immortal, then yeah, in-game days don't matter and gym training would be better because it's faster and less annoying of a grind. But since lifespans do exist and you can't make them actually immortal, only effectively immortal, in-game days matter so that you can keep maxed digimon for as long as possible.
Post Game Dungeon + Rotten Melon = Digimon Living for 70+ days. You really don't need the extra 10 or so days you gain from battle spamming.
This is false, there are mons to train all the way to 9999 without fighting demon lords. Add in Seraphimon food, easily paid for via cash gains in battle, and it's a done deal before Day 4.
- Defense Order (pretty much required, if you're playing on anything other than Beginner Mode),
- HP/MP recovery while walking (can be very convinient, and allows you to save a lot of money early game),
- Carry up to 30 items (cause 20 is a bit too little even early game).