Slay the Spire

Slay the Spire

Urshifu
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Update: Feb 9, 2024 @ 7:23am


Adding some HMs to his pool to give him more options to pick between that hopefully address his poor interaction with traditional scaling and defenses, looking to eventually have one of every type. If these HMs feel good, let me know so I can use them as the goalpost!


'Strength' is a back-targeted attack that deals a little damage and grants Strength.

'Eruption' is an all-enemies attack that scales ala Heavy Blade with Strength based on remaining HP, letting you clear crowds more easily as long as your health stays high.

'Waterfall' is a back-targeted attack that grants Block equal to unblocked damage, giving you a way to turn offense into defense.

'Bolt Strike' deals half half of a target's 'Paralyzed' as base damage, giving you a reward for piling it up and a way to benefit from large amounts of it quickly.

'Poisoned' will now always tick up by 1 each turn, and tick up by 2 while 'Badly Poisoned'.



Update: Feb 5, 2024 @ 2:37pm


Another batch of tweaks!

'Close Combat' Max PP 3 -> 8.

'Diluted X Attack' gives 2/3 -> 1/2 Strength.
'Diluted X Attack' changed from Fleeting to Exhaust.
'Diluted X Attack' costs 1/1 -> 1/0.

'Diluted X Defend' grants 8/13 -> 5/7 Block.
'Diluted X Defend' costs 1/1 -> 1/0.

'X Attack' gives 3/5 Strength -> 2/3 Strength.
'X Attack' changed from Fleeting to Exhaust.

'Dire Hit' gives 4/6 -> 2/4 'Critical Hit'.
'Dire Hit' changed from Fleeting to Exhaust.

'Burn Up' inflicts 7/10 -> 15/21 'Burned'.

'Forest's Curse' inflicts 6/10 -> 7/13 'Parlyzed'.

'Freeze-Dry' deals 5/7 -> 5/8 damage.

'Frost Breath' deals 3/5 -> 1/1 damage.
'Frost Breath now grants 2/4 Block.
'Frost Breath' grants 2/3 -> 3/4 'Critical Hit'.

'Hone Claws' grants 1/2 -> 1/1 'Critical Hit'.
'Hone Claws' grants 1/2 -> 4/7 'Vigor'.

'Ion Deluge' grants 5/8 -> 7/10 'Paralyzed'.

'Life Orb' draws 0/1 -> 1/1 cards.

'Misty Terrain' grants 7 extra Block -> 1 Dexterity for 'Grass' and 'Fairy' types.

'Rage Fist' deals damage equal unblocked damage taken this turn -> equal to 2/3x your negative 'Strength' and 'Dexterity'.

'Rock Throw' now hits the front enemy twice correctly.

'Smack Down' deals 4/6 -> 6/9 damage.

'Spirit Break' deals 4/6 -> 5/8 damage.

'Trick-or-Treat' applies 6/10 -> 8/12 'Burned'.

'Blaze Kick' deals 4/7 -> 5/8 damage.
'Blaze Kick' applies 5/8 -> 6/9 'Burned'.

'Trop Kick' Max PP 20 -> 10.
'Trop Kick' now deals 8/13 damage.

'Brutal Swing' deals 5/7 -> 7/10 damage.
'Brutal Swing' applies 1/2 -> 1/1 'Vulnerable'.


'Bulk Up' Max PP 4 -> 10.
'Bulk Up' grants 1/2 -> 2/3 Strength/Dexterity.

'Dragon Dance' grants 6/9 -> 7/10 Block.

'Geomancy' Max PP 2 -> 5.

'Lum Berry' changed from Fleeting to Exhaust.

'Sunsteel Strike' deals 5/7 -> 6/10 damage.

'Wicked Blow' deals 8/10 -> 10/10 damage.
'Wicked Blow' applies 3/7 -> 3/11 'Burned'.

'Baneful Bunker' now deals 5/8 damage to poisoned attackers.

'Eathquake' now deals 5/8 -> 7/10 damage.

'White Herb' now converts ALL Strength and Dexterity to 2/4 times as much Block, including negative.

Update: Feb 5, 2024 @ 1:32am

More pass-overs on his stuff! Gonna try out more traditional defends and see what they do to him.


'X Defend' now properly tagged as non-fleeting.

'Grassy Glide' inflicts 'Poisoned'/'Badly Poisoned' on 'Critical' -> Gain 3/5 block per enemy on 'Critical'.

'Mud Sport' Max PP 5 -> 12.
'Mud Sport' now grants 5/8 Block.

'Wish' Max PP 7 -> 8.

'Protect' Max PP 1-> 2.

'Take Heart' now also grants 4/6 Block.

'Rock Throw' now hits the second target 2 times.

'Sandstorm' deals 4/6 damage -> 8/12 damage each turn.

'Aqua Ring' grants 3/5 Block.

'Diluted X Defend' grants 8/13 -> 5/7 Block.
'Diluted X Defend' is no longer Fleeting.

'X Defend' is now common.

'Assault Vest' grants 5/8 -> 6/10 Temporary HP.

Update: Feb 4, 2024 @ 6:49pm

Don't do two things at once, folks. you'll delete your modid and end up with a copy you have to delete.
Added the 'Pokemon' tag.

Urshifu's damage/block balance is really wonky compared to normal, so you'll see a lot of sliding numbers in here over time! Foregiveness for the ride, I beg. This time I'm trying to round out some of the moves against each other some more, and add a few consistent conditional defensive tools.


'Red Apricorn' Exhausts.
'Red Apricorn' deals 1/1 damage -> 1/1 damage 2/4 times.
'Iron Head' description has been fixed to accurately reflect damage.
'Lash Out' now scales with 2x negative Strength.
'Poison Jab' deals 7/11 -> 5/7 damage.
'Poison Jab' now hits twice when landing a 'Critical Hit' on a 'Poisoned' target.
'Brick Break' now deals doubled damage if the target had block.
'Close Combat' deals 12/20 -> 14/24 damage.
'Barrage' deals 2/2 damage 3/4 times -> 2/3 damage 3/4 times.
'Feather Dance' gains 4/6 Block -> 4/6 Block 2 times.
'Gravelrock' deals 2 damage 2/3 times -> 2 damage 3/4 times.
'Shelter' grants 5/7 Block -> 8/12 Block.
'Sitrus Berry' and 'Oran Berry' Heal 2 HP -> 3 HP.
'Stomping Tantrum' grants 1 'Critical Hit' -> 2 'Critical Hit'.
'Trailblaze' deals 4/7 damage ->7/9 damage.
'X Defend' grants 13/18 Block -> 'X Defend' grants 5/8 Block.
'X Defend' is no longer 'Fleeting'.
'Brave Bird' deal 10/15 damage -> 13/18 damage.
'Crush Grip' deals 7/11% HP -> 12/21% HP.
'Wish' has 5 PP -> 7 PP.


Added 4 cards to the card pool:
Added 'Potion' at 'Uncommon'.
'Potion' restores 5/8 HP. Fleeting.

Added 'Heat Rock' at 'Common'.
'Heat Rock' grants 12/20 Block and 6/10 'Burned'.


Added 'King's Rock' at 'Common'.
'King's Rock' grants 8/12 Block and 4/6 'Paralyzed'.

Added 'Punching Glove' at 'Common'.
'Punching Glove' grants Block equal to 2/3 times your 'Critical Hit'. Exhaust.

Update: Feb 3, 2024 @ 7:43pm

1.0 released!