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Harvey and RT have some really useful status attacks and those are essential for avoiding permadeath attacks. Of course Harvey and RT are easily replaced since lots of characters have good status attacks but Carp isn't. Why? Becuase he's so ♥♥♥♥♥♥♥ cool thats why.
As long as one of them is Terry.
Dat "ROOSTER APOCALPYSE"!
solo target Birdy covers enemies in oil and Brad/Terry spam fire abilities while Nern keeps sp/tp up. In the fight with the super cool boss that heals around 1.2k every turn - (if I remember correctly) Terry dealt around 1.7k damage each turn allowing me to win the fight <3 Terry
Multitarget Brad spams aoe headslide for tripping while everyone else kills priority targets Terry also makes sure people have rage.
It worked pretty well as Terry Nern and Birdy can all heal if needed. Nern's ability to boost sp/tp was amazing, and Birdies oil debuff + fire attacks combo was just too good to turn down.
Finished with Nern, Yazan, and Birdie. Used Percy until I had Birdie, & Olan til I got Yazan.. After exchanging Terry's life for all my items I was very careful with party members. For some reason Nern was the only one who was ever kidnapped.
Nern's topics kept me from hardly ever using items, so it was really annoying that he was always taken. Yazan was good for speeding the party up, slowing enemy down, decent damage dealt. I mostly used Birdie to oil + blind everyone, then use Brad's fire attacks
Area 2: I shifted out Rage early on, since he felt like my weakest in damage and durability, and versatility, and tried out a few different characters as I came across them. Wound up settling on Geese (who had some really strong hits. I eventually came across Harvey and Bo, and decided to use them. Harvey seemed like a really good choice since he had a good amount of versatility, with some strong damaging skills, lots of status ailment moves (that also do okay damage), and a single target ailment heal, while Bo is an absolutely awesome support. He has no real offense (aside from a skill that does around 100 damage + bleed), but full party, 400 hp heals help a ton for survival, and some of his others skills are also pretty handy at times (I'm still not exactly sure what Ironbody does, though).
There were a few others who stuck out as being pretty good (like Birdie and Fly), but didn't use them, since I liked the guys I had. Kind of wanted to use Carp since his design really stuck out, but he felt slightly lacking to me (maybe he'd seem more impressive if I had leveled him or given him better gear, though), and I already had a Fish-lawyer anyway. (maybe I'll try him on another runthrough, along with a couple other interesting ones)
Area 3: I stuck with my party of Geese, Bo and Harvey, since they were working really well. Was considering possibly replacing Geese, but the characters in this area didn't particularly impress me (they seemed like solid choices, but felt like my current guys had comparable power and more versatility) and geese had good damage with 900-1100 damage hits, and a deep poison ability (also a stun, but didn't use that much, since Harvey and Bo covered crippling enemies well).
I ended up finishing with Garth who I kept for his attack/defense buffs as well as his purge (which I thought it was so bizarre that it only cured status effects in enemies). His poison attack was nifty too despite his pitiful ability to do damage.
I also liked Nern for his heal and SP replenish. However, his ability to inflict status debuffs was about as underwhelming as his wife's... melons. God rest her soul.