Post by Lady on Jan 23, 2015 6:10:14 GMT
Name: Dreamwarp
Link to Profile: thehomestuckglitch.proboards.com/thread/1017/dreamwarp
Strife Strategy: Dreamwarp is at a sharp disadvantage without all her items, but she can still put up a bit of a fight. Her weapon is so versatile it's almost borderline cheating, fortunately she's only permitted 1 of each card type per strife.
Her primary strategy with default opponents is to try and immobilize them. She'll open with a flung Death card which is actually useless, but she does so in the hopes that it will trigger whatever starting defenses her opponent has and allow her a chance to study how they react to her throwing cards. If there's a clear opportunity to hit them with a card, she'll use the following in quick succession: Hanged Man (bind them up), Moon (Auditory/Visual hallucinations, again, to further immobilize them), and then Tower (to crush them under a rockslide.)
Ranged opponents, she'll try to take them out with a Star card (fireball) to start. Especially mobile enemies she will drop a Chariot and ride to give herself some speed as well, although it's not exactly good at sharp turns.
Before using any of her god tier powers she'll supercharge herself with a Magician (power up card) for maximum effect.
If the enemy uses mind altering abilities, she will use a Fool (physical buff that destroys her common sense and sense of fear.) on herself to make herself into an erratic and unpredictable fighter.
If she's fighting against an up-close and personal opponent, she'll utilize a Lovers (lustful infatuations with Dream) card in hopes of getting them to stop fighting. If that happens, she'll either try to seduce them into surrendering or, failing that, will use a Strength card (Strength boost card) and sucker punch them as hard as she can.
Against invisible opponents she'll use as a Judgment card to make several moving illusory clones of herself as well as a Devil card to help her attack her assailent.
Justice and Temperance cards are for damage. Justice is used after taking a good amount of damage, Temperance is used to top off after Justice is used.
Finally she will utilize her Hope powers primarily against rage or fear based opponents, calming them and keeping herself from despair by manipulating the amounts of hope and optimism and happiness in herself and her opponent. If she winds up against an opponent who's being too cautious, or an opponent that relies exclusively on anger or negative emotions, she'll use her Emotional Blow-Out ability on them.
Weapon of Choice: Chaos Infused Tarot Deck (See profile)
Strengths: Highly, highly versatile and is skilled at picking out a strategy that matches her opponent's strength's and weaknesses.
Weaknesses: If you can make her run out of cards or put her in a position that she can't use them, she's a sitting duck. Without all her other items to augment her powers, she's little better than an average athletic woman with a deck of cards in terms of speed and strength.
vs
Name: Arckan Dammon
Link to Profile: thehomestuckglitch.proboards.com/thread/948/arckan-dammon-scavenger
Strife Strategy: Arckan usually doesn't rely on much other than his primary weapon and his god tier abilities anyway; the rest of his items just enhance that. His strategy is simple, but brutal. For ranged opponents or opponents who are making it a point to stay out of his melee, he'll use his weapon to chuck fireballs at them as he moves to try and close the gap. As a god tier, he can also do aerial pursuit. If faced against an opponent that can't fly, he may try taking wing first and trying to bombard them with fireballs for a (hopefully) easy win.
For most opponents the strategy is to close and just wail on them. With his Page powers, every single time Arckan takes damage, he grows stronger, hardier, and faster at an exponential rate. Whenever provoked through taunting (super effective!), being sucker-punched, or taking a few hits. Arckan will fly into a rage. While in a rage he has an all-consuming desire to kill his opponent. His capacity to think diminishes considerably but he strikes harder and faster. While berserking, he will ignore all but the most critical wounds.
Weapon: Claws of Hells - These gloves fit over Arcan's hands, giving him monstrous like claws. They burn to the touch and are capable of creating fireballs.
Noteable Powers Each 'round' in a strife that he takes damage, his aspect activates and makes him stronger and faster. It's only a small buff but it stacks so the longer the strife go, the stronger he gets.
Strengths: Arckan is a physically impressive troll. He can take a hell of a beating, even by troll standards, and he's pretty strong at baseline. Highly resistant to pain and injury. If he gets his 'teeth' into someone he will tear them to shreds.
Weaknesses: Very easy to outsmart and confound when raging. Not very effective against quick fighters unless his buff has pushed him up to quickness to match. If confused in the middle of a rage, he has a tendency to stop completely in confusion, allowing his opponent to get a cheap shot in.
Link to Profile: thehomestuckglitch.proboards.com/thread/1017/dreamwarp
Strife Strategy: Dreamwarp is at a sharp disadvantage without all her items, but she can still put up a bit of a fight. Her weapon is so versatile it's almost borderline cheating, fortunately she's only permitted 1 of each card type per strife.
Her primary strategy with default opponents is to try and immobilize them. She'll open with a flung Death card which is actually useless, but she does so in the hopes that it will trigger whatever starting defenses her opponent has and allow her a chance to study how they react to her throwing cards. If there's a clear opportunity to hit them with a card, she'll use the following in quick succession: Hanged Man (bind them up), Moon (Auditory/Visual hallucinations, again, to further immobilize them), and then Tower (to crush them under a rockslide.)
Ranged opponents, she'll try to take them out with a Star card (fireball) to start. Especially mobile enemies she will drop a Chariot and ride to give herself some speed as well, although it's not exactly good at sharp turns.
Before using any of her god tier powers she'll supercharge herself with a Magician (power up card) for maximum effect.
If the enemy uses mind altering abilities, she will use a Fool (physical buff that destroys her common sense and sense of fear.) on herself to make herself into an erratic and unpredictable fighter.
If she's fighting against an up-close and personal opponent, she'll utilize a Lovers (lustful infatuations with Dream) card in hopes of getting them to stop fighting. If that happens, she'll either try to seduce them into surrendering or, failing that, will use a Strength card (Strength boost card) and sucker punch them as hard as she can.
Against invisible opponents she'll use as a Judgment card to make several moving illusory clones of herself as well as a Devil card to help her attack her assailent.
Justice and Temperance cards are for damage. Justice is used after taking a good amount of damage, Temperance is used to top off after Justice is used.
Finally she will utilize her Hope powers primarily against rage or fear based opponents, calming them and keeping herself from despair by manipulating the amounts of hope and optimism and happiness in herself and her opponent. If she winds up against an opponent who's being too cautious, or an opponent that relies exclusively on anger or negative emotions, she'll use her Emotional Blow-Out ability on them.
Weapon of Choice: Chaos Infused Tarot Deck (See profile)
Strengths: Highly, highly versatile and is skilled at picking out a strategy that matches her opponent's strength's and weaknesses.
Weaknesses: If you can make her run out of cards or put her in a position that she can't use them, she's a sitting duck. Without all her other items to augment her powers, she's little better than an average athletic woman with a deck of cards in terms of speed and strength.
vs
Name: Arckan Dammon
Link to Profile: thehomestuckglitch.proboards.com/thread/948/arckan-dammon-scavenger
Strife Strategy: Arckan usually doesn't rely on much other than his primary weapon and his god tier abilities anyway; the rest of his items just enhance that. His strategy is simple, but brutal. For ranged opponents or opponents who are making it a point to stay out of his melee, he'll use his weapon to chuck fireballs at them as he moves to try and close the gap. As a god tier, he can also do aerial pursuit. If faced against an opponent that can't fly, he may try taking wing first and trying to bombard them with fireballs for a (hopefully) easy win.
For most opponents the strategy is to close and just wail on them. With his Page powers, every single time Arckan takes damage, he grows stronger, hardier, and faster at an exponential rate. Whenever provoked through taunting (super effective!), being sucker-punched, or taking a few hits. Arckan will fly into a rage. While in a rage he has an all-consuming desire to kill his opponent. His capacity to think diminishes considerably but he strikes harder and faster. While berserking, he will ignore all but the most critical wounds.
Weapon: Claws of Hells - These gloves fit over Arcan's hands, giving him monstrous like claws. They burn to the touch and are capable of creating fireballs.
Noteable Powers Each 'round' in a strife that he takes damage, his aspect activates and makes him stronger and faster. It's only a small buff but it stacks so the longer the strife go, the stronger he gets.
Strengths: Arckan is a physically impressive troll. He can take a hell of a beating, even by troll standards, and he's pretty strong at baseline. Highly resistant to pain and injury. If he gets his 'teeth' into someone he will tear them to shreds.
Weaknesses: Very easy to outsmart and confound when raging. Not very effective against quick fighters unless his buff has pushed him up to quickness to match. If confused in the middle of a rage, he has a tendency to stop completely in confusion, allowing his opponent to get a cheap shot in.