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 Rogue Form Analysis
KiteDXX
Posted: Jul 30 2008, 11:55:09 PM


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Rogue Form Analysis

Rogue form is a very overlooked form in Star Force 2. It has a lot of potential and there aren't many real rundowns of how you effectively use it. This analysis should help clear things up for you.

About Rogue Form
  • Rogue form can be obtained in one of two ways. You can use the Wave Command Code SLNDPC to start battles with it in addition to 850 HP, a maximized buster regardless of Mega weapon, 2 additional Mega cards (which are completely worthless), and an additional Giga card slot.
  • The other method is to equip all 6 Indie Fragments as brother slots (if you have brothers, you will not be able to equip all of the fragments, and you must delete them to do it this way). You will receive an anonymous e-mail from a ghost EM wave that tells you about its characteristics. You will also obtain an Indie Proof card for your deck, and you will Tribe In to Rogue form much like any other tribe with that special card.
  • Sword-type cards are boosted by 50 damage. Guardian doesn't get this boost, despite dealing paralyzing and sword damage when struck.
  • Rogue form has no elemental weakness in any of its tribe incarnations.
  • Rogue form will share most characteristics that the original tribe had. So for example, Saurian Rogue will still have its Super Armor automatically, and Zerker Rogue will still be able to Train Combo. However, the elemental card boost from the original tribe is replaced by the aforementioned Sword+50 effect.
  • Mega cards disappear when attempting to use them as Rogue form. Since you are abandoning everything to gain power (story-wise), you no longer can get assistance from other EM beings. To compensate a bit, they didn't remove your ability to use Giga cards.
  • Rogue form has a strange ability to automatically destroy lock-on sights approximately half a second after they are established. However, the Auto Lock ability wave circumvents this, in addition to cards that lock onto a target normally, such as BerserkSword and StickyRain.
  • Rogue form has an additional layer of defense that is quite a pain to get around. Every turn (beginning with the initiation of a round after selecting cards), you will regenerate a 1 HP EM barrier that blocks the first attack done on that turn to you. Not even breaking damage overrides it, but a multi-hit card will.
Differences between Wave Command Code (WCC) Rogue and Indie Fragment (IF) Rogue
  • WCC Rogue initiates the battle as Rogue form. IF Rogue must use the Indie Proof to Tribe In to Rogue form.
  • Because of this, it is impossible for WCC Rogue form to use Mega cards at all, since it starts the battle as Rogue form and cannot lose it. IF Rogue can use Mega cards before transformation.
  • WCC Rogue can keep all brothers intact and doesn't require the Indie Fragments to use. However, the same LP reduction will take place as if you didn't have them. IF Rogue does not have this option since all brother slots are used for Indie Fragments.
  • WCC Rogue does not have an Indie Proof card. The Indie Proof card is required to perform a Indie Force Big Bang Counter, or IFBBC. As such, WCC Rogue cannot use IFBBC.
  • WCC Rogue cannot have automatic super armor unless it is Saurian tribe. In competitive play, this may be a big deal to some users. IF Rogue can use a different WCC in order to obtain super armor even if not already a Saurian Rogue. You can alternatively use the WarriorSoul secret card (DFTELQ) to obtain Super Armor but this is not suggested.
Cards to consider for use with Rogue Form
  • BerserkSword3 - The +50 boost to this card, in addition to the 3-star card for support, will enable each slash to deal 125 damage, going through auras.
  • SonicSword [PAMLBH] - The +50 boost to this card enables each wind slash to deal 130 damage for a near-instant 390 damage.
  • ElecSword - Even more useful than ever, these paralyzing blades are capable of 200 damage, breaking auras even when standing under HolyPanels. Highly advised for chaining damage together.
  • Whistle - Bring the enemy towards you (in addition to the wind effect removing their aura or barrier) to slash with a sword card. Just about any sword will do for this purpose. GreatAxe produces devastating results when paired with Whistle.
Using Rogue Form effectively
The key to Rogue form's success is utilizing all of its boosts instead of falling back on what you could have had with another form. The EM barrier itself is extremely good defense, demotivating opponents from trying any high-power single-hit Giga cards with their opening move since the barrier eats it. Sword boosts make a lot of swords ideal for a successful deck, as you will most likely be rushing in and slashing the opponent down with chain upon chain of sword attacks. A lack of Mega cards may feel strange at first, but you can fill the void with an abundance of support cards and possibly a more reliable offense.

Support cards are a must for Rogue form. It is extremely difficult to get through a wall of defense from Rogue form, and Auras, SuperBarriers, and even DoubleStones can accomplish this fortified defense. Since your HP is probably significantly lower than your other forms due to a potential lack of 900 LP, Recover cards may be viable, but I personally do not suggest them, in favor of support cards to prevent damage altogether.

As for which Rogue to pick, if you can get IF Rogue, by all means use that one, it offers a lot more to you than WCC Rogue can. If you value your brothers (or simply want to give Rogue form a test run), then by all means, use the WCC Rogue instead. WCC Rogue has an abundance of limitations that make it quite outclassed by its true form, and it is possible to have more HP using IF Rogue than it is in WCC Rogue due to the potential 140 extra HP from the best bulky WCC available.

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This topic will remain open for questions, corrections, and discussion.

With this, I'll leave a picture of IF Rogue's brother setup:

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KiteDXX
Posted: Aug 2 2008, 12:23:25 AM


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Experimental IF Rogue Folder

Standard Cards
2 SilverMeteor
3 GreatAxe
3 Fokx-Fu3
3 ElecSlash
3 BerserkSword3
3 ParalyzeStage
3 Whistle [3 Favorite]
2 HolyPanel or 2 Invisible

Mega Cards:
1 HarpNoteSP
1 GeminiSparkSP

Giga Cards:
1 Avalanche [FRGSHT]
1 DarknessHole [TDPOCN]

Blank Cards:
1 SonicSword [PAMLBH]
1 GiantAxe [MBNPTA]
1 HarpNoteSP [SGPFHR]
1 GeminiSparkSP [RGSHPF]

Star Cards:
1 SilverMeteor*3
1 Fokx-Fu3*3
1 BerserkSword3*3

Other Options
~ DoubleCross over your 2 defensive cards
~ GigaMine over either defensive card

Ability Waves Recommended:
HP+500/300
ChargeP/50
FirstBarrier/45
Undershirt/5

Mega Weapon of Choice
ZephyrWing [2/1/5]

Preferred Wave Command Code
OHJDTR - HP+990, Attack+4, Rapid+2, Charge+2, Gauge+2, Mega Class+2, Giga Class+3, Super Armor

Strategy
First and foremost, this folder is only suited for IF Rogue. If you wish to use WCC Rogue, remove the 4 Mega cards in favor of whatever you desire, and obviously your WCC will need to be the Rogue form one [SLNDPC].

The first incarnation of my IF Rogue folder testing. It may seem quite odd with both the addition of Mega cards and an almost complete lack of defensive and trap cards, but the offensive power of this folder is quite great and would probably result in your opponent needing the defenses more than you.

I'll explain my reasoning for not having some common things such as FirstAura, Recover300, and DoubleCross in the initial folder. FirstAura, from my experience, is extremely easy to remove in the opening round by a ton of things, and has been removed in favor of FirstBarrier, which will do the exact same job of eating a strong hit. As for multi-hit cards that wouldn't normally break an Aura (HarpNoteSP comes to mind), I'll admit that it's the only flaw in using FirstBarrier. However, I do find the loss of an Aura and 50 HP rather compensated for by the new HP+500 you can use with your precious 400 LP. As for Recover300, I find it simply a waste of a space because I'd much rather be dealing damage or preventing it instead of using things to compensate for mistakes. DoubleCross, I simply didn't find the space in the folder for it, as all of the offensive options are quite unique in their own right, and it feels like I'm missing something when I have to remove some offensive options when that's mostly what this folder does best.

Regarding the flow of this folder, it's quite straightforward. Use your Mega cards before going into Rogue form with the Indie Proof card, or use them when you IFBBC (Indie Force Big Bang Counter, see above post) back into normal MegaMan. Use Whistles to remove auras and strike with any card other than BerserkSword3 (ElecSlash doesn't appear to paralyze during Whistle pulls, keep that in mind) for some easy damage. Set up ParalyzeStages, jump in with anything you desire (BerserkSword's last attack ends the paralysis by flinching, this is somewhat problematic unless you Train Combo with Zerker Rogue), then hit the paralyzed opponent with a SilverMeteor or two for an amazingly simple 630 damage plus the damage from the sword. Generally there isn't a whole lot of strategy involved here as it's not a setup folder beyond Whistle and SilverMeteor.

Defensively this folder feels like it has a large void, but you must remember the EM barrier provides a passive defense every turn. The EM barrier is quite sufficient in defense from my experience, but it doesn't hurt to stay on a HolyPanel or use Invisible to extend your safety. Having 4 Fokx-Fu3 works wonders defensively, and having a natural boost (for a total of 290 damage) is also quite impressive for a card that makes you completely invincible during both the slash and the wait for counterattack. That's about it.

Still in experimental stage. It has proven effective, but I need to obtain all of the HP memories before I get some real results from it.


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Yoshididdy
Posted: Aug 3 2008, 08:55:20 PM


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Just a little thing, but are the Great Axes really necessary?


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KiteDXX
Posted: Aug 4 2008, 01:47:18 AM


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QUOTE (Yoshididdy @ Aug 3 2008, 09:55:20 PM)
Just a little thing, but are the Great Axes really necessary?

To be perfectly honest, no they aren't.

I tried a slightly tweaked DoubleStone folder with Rogue form, and it works fine. The support functions of Rogue form (EM barrier and lock on breaking) further support the folder, but like its predecessor, it is still Squall-weak. I was considering AreaEater to solve this, but I really don't need it outside of for Squall handling, so that's too much for too little.


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skeith
Posted: Aug 5 2008, 02:48:49 PM


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i think you should take off the harpnote and geminispark because you should be able to get with out bwcc but it looks great
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KiteDXX
Posted: Aug 5 2008, 03:23:57 PM


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QUOTE (skeith @ Aug 5 2008, 03:48:49 PM)
i think you should take off the harpnote and geminispark because you should be able to get with out bwcc but it looks great

I find them quite invaluable to my folder, actually. They're extremely good cards, both breaking guard when lined up with the opponent and paralyzing. I know this folder can work with more, but I simply prefer having these instead.

Anyway, here's V2 of my Rogue Form Experimental Folder:

Experimental IF Rogue Folder V2

Standard Cards
2 SilverMeteor
3 Fokx-Fu3
3 ElecSlash
2 WoodSlash
3 BerserkSword3
3 ParalyzeStage
3 Invisible
3 Whistle [3 Favorite]
1 Recover300

Mega Cards:
1 HarpNoteSP
1 GeminiSparkSP

Giga Cards:
1 DragonSkyGX [DOTELC]
1 DarknessHole [TDPOCN] [Favorite]

Blank Cards:
1 SonicSword [PAMLBH]
1 HarpNoteSP [SGPFHR]
1 GeminiSparkSP [RGSHPF]

Star Cards:
1 SilverMeteor*3
1 Fokx-Fu3*3
1 BerserkSword3*3

Not very much different about it, but all axes have been removed in exchange for more defensive cards, traps are still not implemented (and probably never will be), there are now WoodSlash cards in the offensive line, and DragonSkyGX has replaced Avalanche now that there is no reason for freezing (originally for GreatAxe combo). This is highly recommended for Zerker Rogue, as train combo makes this folder simply amazing in terms of damage output. BerserkSword3 -> SilverMeteor can indeed be train comboed, and with a ParalyzeStage on the field, BerserkSword will lock on and paralyze, and because of train combo, the last hit will not flinch. They will be left paralyzed while the 9 meteors rain down on their head for 630 damage plus the 375 from all 3 hits of Zerker Rogue BerserkSword3. Over 1000 damage from two cards.


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Yoshididdy
Posted: Aug 6 2008, 03:20:33 PM


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You don't really need 3 whistles. They help with the aiming of the sword chips, but 2 are enough. I seriously think you should add a few more defensive chips.

Theoretically, someone could keep chaining Time freezing chips/para chips and beat you. For example they start out with a few buster shots do get rid of the em barrier. You do a few damage with the sword chips. But as soon as they start using TF chips your only defense is Invis (and that can be evaded by TFC). After that all they have to do is Zerker charge shot (Pure Mega charge shot with weapon)/ Plasma Gun/Chain bubble/Elec Slash/and more TFC (you only have like 10, 5 of which are useless with Rogue [3 parastages and 2 megachips]) Rec 300 is not needed. Holy Panels/Double Cross are really helpful.

Last thing I have to say is, that train combo might have been simple to think of, but I think it is genius. I never would have thought of that. It seems simple enough to use too. Also how much damage does BeserkSword 2 *3 do (with Rogue) ? It could be useful.

Hope you take some of my advice.

This post has been edited by Yoshididdy on Aug 6 2008, 03:21:55 PM


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KiteDXX
Posted: Aug 6 2008, 08:26:11 PM


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I honestly haven't had major problems with stuff like that, yet. Generally there isn't a lot you can do to stop that from happening, but it's worth a note that both getting into and exiting IF Rogue form (IFBBC) will cancel out status; this has won me a couple of battles before.

Recover300 has gotten me out of more binds than it should, especially since there's only one of them in my folder. Someone actually managed to outlive me with a folder full of Recover stuff, I was quite inspired to try it myself. No problems yet, and my defense is quite sufficient for my needs. It's quite a lot better to be the one pressuring the opponent to need their own defenses, especially since IF Rogue is fragile with its lower potential HP.

Panel changers are something I still need to find room for in this folder. DoubleCross is nothing short of amazing to me, and HolyPanel can get traps out of my side as well. I've seen SpiritFury doing a lot of damage to paralyze chain folders (especially since both card elements that immobilize you will punish the victim with its own immobilization), that could be used as well to prevent chains from happening.

I'm pretty sure BerserkSword2 follows the same star card boost that BerserkSword3 has, so it would do 115 damage per hit with Rogue form, 65 per hit without. BerserkSwords are quite fun to use; I may try more of them in a later incarnation.


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KiteDXX
Posted: Aug 7 2008, 06:28:00 PM


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Went even more experimental and got some ridiculous results. 19 wins, 2 losses, 16 win streak, 7 ATK victories out of 9.

Experimental IF Rogue Folder V3 -- IF Zerker Rogue Only

Standard Cards
2 SilverMeteor [2 Favorite]
2 Aura
3 Fokx-Fu3
3 ElecSlash
3 BerserkSword3
3 ParalyzeStage
3 Invisible
2 SpiritFury
2 HolyPanel
2 ParalyzePlus

Mega Cards:
None.

Giga Cards:
2 GeminiThunder [DPTNCO] (1 from Zerker regular Giga card and 1 from Blank Card)
1 DragonSkyGX [DOTELC]
1 DarknessHole [TDPOCN] [Favorite]

Blank Cards:
1 SonicSword [PAMLBH]

Star Cards:
1 SilverMeteor*3 [Favorite]
1 Fokx-Fu3*3
1 BerserkSword3*3

Required Wave Command Code
OHJDTR - HP+990, Attack+4, Rapid+2, Charge+2, Gauge+2, Mega Class+2, Giga Class+3, Super Armor

Notice that is now completely devoid of Mega cards that I previous stated would be useful. Also, since we're using that specific WCC for Giga+3 (rather, it's included, because it was originally intended for Super Armor purposes), might as well make use of all 4 Giga cards you can use. Zerker is the only version that can Train Combo and have 2 GeminiThunders in the same folder, hence the exclusiveness of the folder.

Additional defense has been added, namely a pair of HolyAura setups (HolyPanel + Aura) and SpiritFury over DoubleCross. I had previously never seen the potential in SpiritFury; it's quite an amazingly useful card. Both Elec and Aqua, which are extremely common non time freeze elements, punish the opponent by immobilizing them through paralysis or freeze. Quite a reversal if they attempt to begin chaining paralysis off a time freeze card and get paralyzed long enough for you to recover and even retaliate.

This has been the most successful folder out of the 3 IF Rogue versions. Despite it not utilizing everything that makes IF Rogue useful (Mega cards), it still uses a couple of vital things in this form, namely super armor, IFBBC for finishing moves and escaping paralyze or freeze, the hefty boost in Giga card usage, and 140 additional HP.


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nyczxjay
Posted: Aug 7 2008, 07:48:58 PM


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You have a total of 32 cards in your folder (not including Star Cards and IndieProof), how's that possible? Anyways it looks pretty good but how do you handle Auras? You don't really have many things that can remove Auras if you don't get IndieProof early in the match. I'm just curious because I've had trouble with Auras when I'm not in Rogue form yet (IndieProof didn't show up =/).

This post has been edited by nyczxjay on Aug 7 2008, 08:11:14 PM
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KiteDXX
Posted: Aug 7 2008, 08:18:47 PM


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Oh, I copied the format from the previous post and forgot to remove the Mega cards. Fixed, thanks for the heads up.

Admittedly it is troublesome to deal with Auras without Rogue form, but the abundance of Fokx-Fu3 in my folder seems to pull me through. My defenses are decent enough to fish for cards without taking serious damage in the event that Indie Proof doesn't show up, but I honestly haven't had problems coping without Rogue form across turns, at least not yet.

Oh, I need to add the Favorite cards as well.


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Devil May Cry
Posted: Aug 10 2008, 03:42:13 AM


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Hi. I'm new to these forums (found them when reading the GameFAQs avatar forum). I've been using WCC Rogue form for my competitive folder since I realized there was a Rogue form that let me keep my IRL friends in my Brothers list. I have only lost 8 times online and won over 60 at least (I'm not looking at it now, but I know it's somewhere around there). Also, please note, I CHEATED TO GET MY STATS. So don't just post saying "Hax!11!11!". I use a DSTT and use Narin's Cheat Editor to get these stats and cards. At least I'm not using Tribe King.

WCC Rogue Thunder Berserker Folder (AKA Stunning Scythe)

Main Combo:
Paralyzing + Scythe 3/2 = WIN

HP: 3500

Abilities:

x3 HP +500
x1 HP +100
x1 HP +50
x1 GigCls +1

Weapon:

ZphyrWng (All stats are 5 anyways, so it doesn't really matter)


Folder:

x3 Scythe 2 (1 FAV)
x3 Scythe 3 (3 FAV)
x3 BerserkSword
x3 ParalyzeStage
x3 Recov300
x3 Invisible
x3 AreaEater
x3 PlasmaSpread
x3 ElecGrenade
x2 GeminiThunder
x1 PegasusMagic

I currently have bad star cards right now, so I need some help on that part. I figured VolticEye, BerserkSword and Scythe were good to shoot for. FlickrKick is great too.

The core of this deck is using AreaEater to get opponents in range of Scythe, which gets the Sword boost of Rogue. Scythe 3 does 90 per hit, Scythe 2 does 80. Those add up REALLY fast, especially when you use the FAV system I used. Paralyzing is used to keep them in place when using Scythes. Also, Auras aren't a problem in this deck since Scythe is considered Wind. I often switch between ElecSword and PlasmaSpread, as the lock-on can usually be ElecSword's downfall unless I previously paralyzed them. A very funny move to do is using AreaEater or a ParalyzeStage at the beginning of the turn. Many people will chain whatever card they have on accident, most of the time being a Mega or Giga. This is a -1 for them because or the 1 HP barrier produced. If you want to use this, BE WARNED. This folder can run out ridiculously fast. If that happens, the chance of you winning is terribly low. So remember, this folder is balls to wall fighting.

P.S. Scythe kicks major arse. I <3 Scythe.


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Haze
Posted: Aug 10 2008, 09:12:12 AM


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Hee, I'm a Scythe user as well. Although right now I'm experimenting with various other folders which means my Scythe folder isn't active (and the experimental folders also netter me a few losses on Wifi >.>;;)

Here's the folder in its most recent form. It netted me the majority of my 54 Wifi wins (out of 81), and I wasn't using the folder for some of my losses either. Not great I'll admit, but still pretty good.
*steals copies KiteDXX's formatting*

Standard Cards
2 Aura
3 Death Scythe 3
2 Henge no Jutsu 3
3 Beserk Sword 3
2 Zetsuen Stage
3 Recover 300
3 Invisible
3 Area Eater
2 Holy Panel
3 Mahi Plus

Mega Cards:
None. Wahahaha.

Giga Cards:
1 Nadare Daiko
1 Dragon Sky GX

Blank Cards:
1 Destroy Upper
1 Zetsuen Meteor

Star Cards:
1 Death Scythe 3*3
1 Henge no Jutsu 3*3
1 Beserk Sword 3*3

Required Wave Command Code
HP+850, AT+4, RA+4, CH+4, GA+3, M+2, G+1, Undershirt, Floatshoes FirstBarrier, Burai form

The first, and to date only successful, Burai folder I've made. The folder is built around Death Scythe's potential do do massive damage when boosted with Burai form. Naturally, Area Eater makes an appearance since it is needed for Death Scythe to even reach the opponents.

Rather than take the paralyzing approach, with Paralyze Stages/Grenades or Plasma Spreads, the folder uses zetsuen panels to remove the opponents ability to dodge. Zetsuen Stages not only provide the zetsuen panels while removing any special panels the opponent might have set up. Zetsuen Meteor, while not necessary by any means, is simply a damaging way of laying the panels. Likewise, I often run Charge Zetsuen with the intention of laying additional panels, but truth be told I've never used it. Destroy Upper removes the common, but pesky, Float Shoes that render the Zetsuen Panels useless. I will add that if anyone knows how to get more of the secret cards (I've been hit by three Zetsumetsu Meteors, three Muramasas, etc before) I'd love to find out.

Beserk Sword is an obvious choice in a Burai folder, and is a chip I favor due to not needing to target with it. Furthermore, it can screw up some of the opponants cards that target specific areas of the field, due to the nature of the card. Henge no Jutsu is a staple in most of my folders. Good damage, and excelent defense.

The folder could run perfectly well with out Giga Cards, which would ruin any Giga Mines the opponent might have planted (Uragiri no Susume is already rendered useless). However, they do provide power, and the two chosen support the other cards well enough. Nadare Daiko is generally good, especially when it renders the opponent frozen and open to attack. Dragon Sky GX removes barriers/auras, and doesn't flinch. 'Nuff said there.

The folder runs a lot of defensive and supporting cards. Invisible screws over so many cards when used with time freeze counter (although I have been smart enough to counter Voltic Eyes with it...). Auras by themselves are already decent at blocking some cards, but Holy Auras absolutely shine. Considering they block ATK'd Leo Kingdom GXs, something I have a small grudge against, they win in my books. A nice tactic I use sometimes is chaining defensive chips, even two invisibles in a row. Unfortunately I've seen opponents chain three time freeze attacks before, so they still get the hit in. Taunting the opponent into a time freeze counter, with a spare Zetsuen Stage for instance, can also be fun, as you can time freeze counter their counter with a defensive card of your own. Recover 300s have proven their worth to me as they've saved me a couple times, so they stay in.

I prefer to run this folder, or truth be told, any folder with the Shinobi tribe. The card charge with its auto lock, or more to the point in this folder (hardly any need for targetting), its invisible piercing, has found many uses when I've battled (no need for invisible piercing cards).


By the way, sorry if we aren't supposed to put our folders in here. I know there's the folder posting thread, but I figured since this was a Burai folder it would fit well in here.

This post has been edited by Haze on Aug 10 2008, 09:12:50 AM
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KiteDXX
Posted: Aug 10 2008, 12:43:03 PM


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Those are perfectly fine posts. Anything goes really, keeping to the topic at hand.

Because you already run Area Eater, I suggest Extinction Meteor as well, because of the nifty additional hits it gets from Area Eaters on the field. It will hit 4 times after one Area Eater, and 7 times after two. Breaking damage is cool too, despite the fact that it doesn't matter when Guard Null panels are already set up.

Personally I found Attack+10 not effective enough for use in a folder outside of Mad Vulcan/Squall usage because the damage bonus is so small. Personally I would use Attack Panel instead, simple because it provides the effects 3 potential card boosts, and removes any bad panels from your side of the field in the process, in addition to also being a white card.

Your defense is significantly high, and your damage output is more than enough assuming you can put off the Scythes in the folder. Quite a nice balance you've got there.


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Haze
Posted: Aug 10 2008, 11:20:40 PM


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(Replying as if the comments were directed at my folder, as, seeing as how both folders put up were Scythe folders, they could apply to either one. But I would assume it was mine anyway due to the defense comment.)

QUOTE (KiteDXX @ Aug 10 2008, 12:43:03 PM)
Because you already run Area Eater, I suggest Extinction Meteor as well, because of the nifty additional hits it gets from Area Eaters on the field. It will hit 4 times after one Area Eater, and 7 times after two. Breaking damage is cool too, despite the fact that it doesn't matter when Guard Null panels are already set up.

Mmm, yeah. There are quite a number of things I've considered putting in this folder. Zetsumetsu Meteor is one, one of the others being Sonic Sword.
On Zetsumetsu Meteor, 360 damage is significant I'll admit, but I wouldn't know what to remove. With two area eaters, 630 is very good, but with Scythe's it's detrimental to run more than one area eater.
Well, it's definately an option anyway ^_^

QUOTE (KiteDXX @ Aug 10 2008, 12:43:03 PM)
Personally I found Attack+10 not effective enough for use in a folder outside of Mad Vulcan/Squall usage because the damage bonus is so small. Personally I would use Attack Panel instead, simple because it provides the effects 3 potential card boosts, and removes any bad panels from your side of the field in the process, in addition to also being a white card.

True enough, I agree. But unfortunately I don't see any Atk+10s in either folder ^_^U Were you looking at the Mahi Pluses (Paralyze Plus)?
Even with Attack Panel, I don't consider +30 or +40 damage enough to replace any cards.



I like the "Experimental IF Rogue Folder V3 -- IF Zerker Rogue Only" you posted up earlier. Silver Meteors with Burai, awesome =P It also solved how I've seen people with identical Giga Cards in their deck before, which is helpful.

The only problem I seem to have with the folder is the possible clash between Seirei no Ikari and Paralyze Stage, but that's to be expected I suppose.
Can you time freeze counter with the trap cards by the way? For example someone activates Harp Note, can you counter it with Uragiri no Susume successfully?
Just a little note about Beserker, I don't see how Train Combo is useful at all >.>;; But the point about 2 Gemini Thunders stands.
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