▲ 28 r/Pickmin

I never heard of this subreddit before it stopped being moderated. Have this video to use when Kris (Deltarune) is misgendered.

u/Bossmani2 — 5 days ago
▲ 4 r/BTBS

Superboss Concept: The Entirety of Combat Initiation

This post was originally going to be several concepts in one post, finishing off with a remaster of another Superboss concept I made. However, the first concept was way too long. I have been writing it for hours. I'll probably make a part two to this with multiple concepts that also has a link bringing people to this post.

The Pit is back in business! The only NPC left leading up to The Pit is a Noob (not Nooblet) at the entrance. He has this dialogue:

*"Your Level Cap starts at 16, but increases by 4 every 10 floors."

*"Stepping on the healing pad will level you up to the new level cap."

*"The regular enemies will be ones you recognize, and the first two bosses will be scrapped enemies...

*"But they'll all have their stats changed, and the bosses after that are entirely new."

*"Beat any boss with Hard Mode enabled, and you'll unlock an additional challenge."

Floor 1 - 3 Nooblets

Nooblets have their health increased to 5 and their damage increased to 3.

Floor 2 - 8 Nooblets

Floor 3 - 4 Nooblets, 1 Flintlock Pirate

Flintlock Pirates have their health reduced to 6 and no longer inflict Exhausted.

Floor 4 - 7 Nooblets, 1 Flintlock Pirate

Floor 5 - 6 Nooblets, 2 Flintlock Pirates

Floor 6 - 3 Nooblets, 2 Flintlock Pirates, 1 Loyal Guard

Loyal Guards have their health increased to 10, 2 Defense, and their damage is increased by 1.

Floor 7 - 3 Flintlock Pirates, 2 Loyal Guards

Floor 8 - 2 Nooblet, 2 Flintlock Pirates, 2 Loyal Guards, 2 Nooblets

Floor 9 - 1 Nooblet, 1 Flintlock Pirate, 1 Loyal Guard, 1 Slasher (Old)

Slasher (Old) on this floor now has the Ordered Attribute, but also has his health reduced to 60. Regardless of which floor he's on, his damage increase of 10 that he has by default for some reason is removed, his Stab now deals a base damage of 5, and his Call for Help is removed.

Floor 10 - Healing pad. Max Level increased to 20. There is a door that only opens if you beat Floor 9 with the Hard Mode Card equipped.

Floor 10-A - 5 Nooblets, 3 Slasher (Old)s, 1 Big Boi Slasher (Old)

Slasher (Old) has 15 health on this Floor.

Big Boi Slasher (Old) is a Slasher (Old) with the Big status effect and health increased to 45.

Floor 10-B - 5 Slasher (Old)s

Floor 10-C - Mystic Jason

Mystic Jason -

80 HP

Ordered

Mobile

Enrage (PASSIVE) - At half health, gains Feel Fine and Pierce Defense for infinite turns, but also gains Exhausted for two turns.

No Ghost - Disables Ghostwalker because he is the guardian of it.

Stab: Now deals 10 damage.

Jump Stab: Damage is not increased, but now inflicts Defense Down (LV 2) and Attack Down (LV 2) for 3 turns.

Leap Stab: Now deals 10 damage and inflicts Silenced for two turns.

Shield Up: Now heals 10 HP and gains Shield instead of Defense Up.

Floor 11 - 6 Nooblets, 2 Toxic Dartmen

Toxic Dartmen now have 9 health. They no longer use Charge Up, meaning they also don't use Super Dart Shot. The damage for their Dart Barrage is increased to 4 per hit but it no longer inflicts Poison.

Floor 12 - 2 Flintlock Pirates, 2 Loyal Guards, 3 Toxic Dartmen

Floor 13 - 5 Nooblets, 2 Toxic Dartmen, 1 Your Bombing Pal

Your Bombing Pal has 10 HP.

Floor 14 - 2 Nooblets, 1 Flintlock Pirate, 1 Loyal Guard, 1 Toxic Dartman, 1 Your Bombing Pal

Floor 15 - 3 Loyal Guards, 3 Your Bombing Pals

Floor 16 - 3 Flintlock Pirates, 2 Toxic Dartmen, 1 Your Bombing Pal

Floor 17 - 3 Flintlock Pirates, 3 Loyal Guards, 1 Tree Golem

Tree Golem now has 20 health and his damage is increased by 3. It no longer has Defense or Fire Vulnerability.

Floor 18 - 1 Nooblet, 1 Flintlock Pirate, 1 Loyal Guard, 1 Toxic Dartman, 1 Your Bombing Pals, 3 Tree Golems

Floor 19 - Pirate Captain, Captain Trotter

Pirate Captain has his health reduced to 50 and now has Change Stance.

Captain Trotter has his max health unchanged, but his remaining health reduced to 1, therefore meaning he's below half health. He also has Invincibility in Numbers.

Floor 20 - Healing pad. Max Level increased to 24. There is a door that only opens if you beat Floor 19 with the Hard Mode Card equipped and beat Floor 10-C.

Floor 20-A - 7 Nooblets, 1 Tree Golem

Nooblets on this Floor have their health increased to 9 and have Mobile and Double Turns. The ones after this have 6 health and none of those Attributes.

Tree G O L E M has the big and slow status effect and health increased to 150.

Floor 21 - 8 Flintlock Pirates, 2 Toxic Dartmen

Floor 22 - 3 Nooblets, 3 Spiky Killbots

Spiky Killbots are no longer Spiky. Their defense is reduced to 1 but their health is increased to 6 and their damage is doubled.

Floor 23 - 3 Ancient Knights, 3 Toxic Dartmen, 2 Tree Golems

Floor 24 - 4 Toxic Dartmen, 2 Your Bombing Pals, 2 Spiky Killbots

Floor 25 - 2 Spiky Killbots, 1 Sentient Statue

Sentient Statue has 45 health on this Floor and 25 and all future Floors. Its damage is increased to its Pre-Nerf values.

Floor 26 - 2 Toxic Dartmen, 2 Spiky Killbots, 2 Ancient Knights, 1 Tree Golem, 1 Sentient Statue.

Floor 27 - 3 Ancient Knights, 1 Tree Golem, 2 Redcliff Archers

Redcliff Archers no longer use Arrow Shot. They only use Charge Up, followed by Super Arrow Shot. Their damage is increased to 20 and they're afflicted wuth Exhausted for two turns after using Super Arrow Shot.

Floor 28 - 1 Toxic Dartman, 1 Ancient Knight, 1 Your Bombing Pal, 2 Redcliff Archers, 1 Sentient Statue

Floor 29 - Vagabond

Vagabond -

75 HP

Mobile

Double Turns

Stance Change (Only below half health)

Flight Taker (PASSIVE): After being attacked, Vagabond gains the Flying Attribute for until the end of the next turn, resetting each time he's hit. If he has been Flying for a total of ten turns (pretty much unavoidable), he will add Air Dash to his Attack Pattern.

4 Slash Combo: Vagabond moves up to the target and slashes three times, then winds-up before performing a diagonal slash. The first three hits deal 5, while the last deals 14 and pierces defense.

Slam: This attack has two variants, but the second only starts being used below half health. First is Arced Slam. It is the only option when above half health, but only has a 25% chance below half health. Vagabond does a somersaulting leap towards the target, travelling in an arc and creating an explosion on impact. The second variant is Linear Slam. Vagabond jumps up and dives straight down at the nearest player, creating an explosion on impact. Both versions deal 15 damage to the target and those next to them. The only difference is Linear Slam is faster.

Gale Slashes: Vagabond flies upward and slashes his sword three times, shooting projectiles from it. Each one deals 10 damage.

Air Dash: Added to the Attack Pattern if Vagabond has been Flying for long enough. The section of the Attack Pattern it's added to is dependent on where Vagabond was in the Pattern when he added it. Vagabond dashes towards a target, tosses them into the air, then performs an uppercutting slash. This attack cannot be superguarded and deals 10 damage.

Tempest: Added to the end of the Attack Pattern if Vagabond is below half health. Vagabond moves to the first target in the player's party and begins charging up a semi-transparent version of his sword. He then charges forward while spin-slashing, dealing 25 damage.

Attack Pattern: 4 Slash Combo > Slam > Air Dash[1] > 4 Slash Combo > Gale Slashes > Air Dash[1) > Tempest[2] > Repeat

[1] Only added to this part of the Attack Pattern if the previous two attacks were performed on the turn before Air Dash was added.

[2] Only added at half health.

Floor 30 - Healing pad. Max Level increased to 28. There is a door that only opens if you beat Floor 29 with the Hard Mode Card equipped and beat Floor 20-A.

Floor 30-A - 1 Ancient Knight, 1 Your Bombing Pal, 1 Redcliff Archer, 3 Spiky Killbots, 2 Sentient Statues

Floor 30-B - Abnormally Large Killbot Whose Name Is Bob

Abnormally Large Killbot Whose Name Is Bob has three copies of the Big status effect. It has 45 HP and Explode on Death (10 damage).

Floor 30-C - 1 Flintlock Pirate, 1 Ancient Knight, 1 Toxic Dartman, 1 Your Bombing Pal, 1 Flame Warrior, 1 Tree Golem, 1 Azuri, 1 Cruel King

Flame Warrior has 11 HP.

Azuri has 12 HP, Flying and Double Turns, but has all her abilities except Spell removed.

Cruel King has 50 HP and +5 damage to all attacks.

Floor 30-D - 1 Reginald, 1 Slasher, 3 Chosens

Reginald has 50 HP, +3 damage to all attacks, and Persevere.

Slasher has 50 HP and Flying.

Each Chosen has 15 HP and inflicts Freeze for one turn on hit.

Floor 31 - 7 Ancient Knights

Floor 32 - 5 Flintlock Pirates, 2 Toxic Dartmen, 1 Flame Warrior

Floor 33 - 2 Redcliff Archers, 5 Spiky Killbots, 1 Sky Healer

The Healer Bash of Sky Healers is replaced with Azuri's Lightning Spell. Sky Healers no longer have Mobile.

Floor 34 - 4 Your Bombing Pal, 1 Sky Healer, 2 Tree Golems, 1 Sky Healer

Floor 35 - King

King -

80 HP

2 Defense

Mobile

Ball Vulnerability (Takes double damage from Ball due to it hitting the guy in the cockpit)

Sword: This attack has three variants. The first has him swing his sword twice, each hit dealing 12 defense piercing damage. The second has King stab you, dealing 12 damage and inflicting Attack Down (LV 1) for three turns. This variant can be countered. The final variant is used the least often. King charges at the target while swinging his sword. This attack can be countered. If you don't counter it, he'll follow up with a Stomp, creating a shockwave that deals 5 unavoidable damage to the whole party.

Eruption: King raises his sword and slams it down, creating pillars of fire in a similar fashion to Fear's Shockwave. This deals 9 damage and inflicts Burn (LV 3) for 4 turns.

Cannon Barrage: King fires three cannonballs at a target from both Cannons, totaling to 6 hits. Each hit deals 2 damage, piercing defense, as well as damaging the people next to the target.

Flail: Yet again, this attack has three variants. The first is Flail Thrust. King will slightly tilt his flail up, before launching it directly against the player. The second is Flail Swing. King will turn his flail to the left before launching the flail horizontally at the target. The third variant is Flail Smash. King will raise his flail much higher up, before launching it upwards and crashing it down to the targeted player. All three variants deal 20 damage and all three variants can be countered.

Floor 36 - 2 Tree Golems, 2 Redcliff Archers, 3 Sky Mages.

Floor 37 - 3 Your Bombing Pals, 1 Tree Golem, 3 Redcliff Archers, 1 Azuri

Floor 38 - 2 Flintlock Pirates, 1 Tree Golem, 2 Flame Warriors, 1 Azuri, 2 Spiky Killbots

Floor 39 - Great Drakobloxxer - Harbinger of Fire

Great Drakobloxxer - Harbinger of Fire -

300 HP

Double Turns (only below half health)

Countered (PASSIVE) - When the Great Drakobloxxer is Countered, instead of taking 1 damage, it takes 20. This is increased by 10 for each player after the second.

Primordial Roar: Only used at the start of the fight and below half health. Inflicts all players with Silenced for five turns. Below half health, also summons five Spiky Killbots with 2/6 health.

Sword: Yet again it has threr variants, and two of them are counterable. First is Sword Thrust. The Great Drakobloxxer will switch open its blade, activate it and prepare for a thrust, and thrust forward to the player. This deals 35 damage. Secondly is Sword Slam. The Great Drakobloxxer will switch open its blade, activate it and raise it up, and slam it down towards the nearest player, creating a shockwave that deals 5 damage to the whole party except the target while the sword deals 20 damage. The shockwave cannot be superguarded but can be blocked. The sword can be countered. Finally is Sword Slash. This is the one that can't be countered. The Great Drakobloxxer will switch open its blade, activate it and lower it, then slice up creating a vertical shockwave that deals 8 damage to the whole party. This can be superguarded, unlike the last shockwave.

Infernal Burst: Similar to The Ancient's Ultra Beam. Deals 2 damage per hit, hitting 24 times. This pierces defense and inflicts Burn (LV 3) for two turns.

Rocket Pod: Fires ten missiles that are split amongst the players. Each one deals 4 damage.

Tail Swipe: The Great Drakobloxxer slowly swipes its tail across the field, hitting all players for 50 damage. Despite hitting all players, this attack can be countered. Each player that counters it adds to the damage, so if all four players successfully time the counter, that's 80 damage.

Floor 40 - Healing pad. Max Level increased to 32. There is a door that only opens if you beat Floor 39 with the Hard Mode Card equipped and beat Floor 30-D.

Floor 40-A - 8 Nooblets

Floor 40-B - 8 Flintlock Pirates

Floor 40-C - 8 Ancient Knights

Floor 40-D - 8 Toxic Dartmen

Floor 40-E - 8 Your Bombing Pal

Floor 40-G - 8 Spiky Killbots

Floor 40-H - 8 Flame Warriors

Floor 40-I - 6 Megaphone Men

Floor 40-J - 3 Pirate Captains

Floor 40-K - N00b, DUMMY, Loyal Knight, PNG

N00b -

19 health

Mobile

Double Turns

Punch: Same as Guest.

DUMMY -

999 health

Slow (PASSIVE): Permanently has the Slow status effect.

Countered (PASSIVE) - When countered, instead of taking 1 damage, takes 200 damage.

Punch: Same as Guest but slower and 1 damage. The counter window is three frames.

Loyal Knight has its health increased to 30 on this Floor ONLY.

PNG -

50 health.

Nextbot Strike: Walks up to a target and deals 1 damage every 0.05 seconds for a second, then walks away.

Floor 41 - 1 Slasher (Old), 3 Toxic Dartmen, 4 Ancient Knights

Slasher (Old) has 25 health on this Floor and onwards.

Floor 42 - 1 Azuri, 4 Flame Warriors, 1 Sentient Statue, 2 Spiky Killbots

Floor 43 - 1 Redcliff Archer, 3 Criminals, 3 Spiky Killbots

Floor 44 - 1 Slasher (Old), 2 Tree Golems, 2 Sky Healers, 3 Toxic Dartmen

Floor 45 - 1 Slasher (Old), 1 Redcliff Archer, 3 Criminals, 3 Flame Warriors

Floor 46 - 1 Slasher (Old), 1 Sky Mage, 4 Criminals, 2 Sky Mages

Floor 47 - 2 Flame Warriors, 1 Flaming Horse, 5 Spiky Killbots

Flaming Horses now have 25 health and only uses Barrage.

Floor 48 - 2 Flaming Horses, 2 Sentient Statues, 2 Slasher (Old)s, 2 Tree Golems

Floor 49 - Doombringer - Warden of the Banlands

Doombringer - Warden of the Banlands -

120 health

1 Defense

Ordered

Double Turns

Item Immunity

Stance Change

Persevere

Domain Nullification (PASSIVE): Doombringer cannot take more than 5 damage from a single action. This is indicated by the damage number appearing, then glitching and lowering to 5. For Slingshot, this is instead indicated by every ball after the fifth disappearing halfway through their travel.

Phase Transition (PASSIVE): Upon gaining the Persevere buff, uses Final Judgement, then heals to full health and alters his Attack Pattern

Before we get to the attacks, I just want to ask... why must he have so many attacks 😭😭😭

Upheaval: Doombringer causes an orb to erupt from the ground at a player's location, dealing 3 damage. The orb will then fall down and explodes, dealing another 3 damage, this time also damaging people next to the target. This attack repeats 3 times, switching targets each time.

Melee Combo: Doombringer will hover close to a player, before dashing and punching the player, dealing 10 damage. After that, he will hover back and equips his banhammer before striking again, dealing 15 damage and inflicting Silenced for two turns.

Air Raid: Doombringer reappears at a random location, charging towards the players with a red translucent jet plane a total of 3 times, each time hitting all of them for 8 damage on hit and inflicting Dizzy for two turns.

Ground Rupture: Doombringer will teleport below a player, indicated by a red circle appearing as a warning, before Doombringer bursts through the ground below them, dealing 20 damage that pierces defense. This can be countered.

Crystal Burst: Doombringer hovers lower to the ground before charging up, indicated by a red shrinking circle. After that, he will unleash waves of crystals around his character, dealing 5 damage four times to where the crystals appeared.

Doom Buster: Doombringer summons his Banhammer and a glowing orb with a skull inside it that is very hard to see, then hits the orb at a player, dealing 3 damage that pierces defense. The orb rebounds off of the target and Doombringer hits it back. The orb hits the player six times, going faster each time it is launched. The last time it rebounds, instead of hitting it back, Doombringer catches it, then flies over to the target and slams it into them, dealing 15 damage that pierces defense.

Rend Asunder: Doombringer teleports behind a player with 2 of his axes before swinging down, dealing 12 damage. He then backs away and throws those axes towards the target, dealing another 12 damage.

Relentless Strikes: Doombringer attacks the ground, creating a line of crystals on ground that deals 16 damage to the whole party. In Phase 2, the damage is reduced to 10 but the attack is repeated three times.

Crimson Storm: Crimson Storm has three variants, gaining a fourth one in Phase 2. However, these variants don't act how Block Tales treats attacks with multiple variants, so each variant is being considered its own attack.

Crimson Storm V1: Doombringer causes crystal shards to fire out of portals above onto a player, behaving similar to Solitude's Pain Rain except with less time to react. There are twelve shards and each deals 2 damage.

Crimson Storm V2: Doombringer spawns a portal in front of him that fires crystal shards directly at a player, each dealing 18 damage.

Crimson Storm V3: Doombringer causes crystal shards to appear around a player which close in on them, dealing 15 damage and inflicting Defense Down (LV 3) for five turns.

Judgement Spear: Same as Crimson Storm except it only has two variants and it doesn't gain a new one in Phase 2.

Judgement Spear: Strike: Doombringer equips a spear, flashing before dashing towards a player, dealing 10 explosive damage while causing a shockwave. After this, summons chains from portals around the arena that deals 15 damage on hit and inflict Exhausted for one turn. This move makes Doombringer invulnerable to all attacks until he uses "Hand of Doom" a few turns later.

Judgement Spear: Throw: Doombringer equips a spear, flashing before throwing his spear towards a player, dealing 20 explosive damage. If the spear was dodged, the attack ends there. Otherwise, after this, summons chains from the portals around the area that the spear hit which deals 15 damage on hit and inflict Exhausted for one turn.

Hand of Doom: Doombringer creates a giant hand above the party that slams down on them, dealing 12 damage that pierces defense and inflicting Confusion for three turns. After that, the hand will slowly open itself, revealing an orb in the middle before exploding, dealing 15 damage and inflicting Burn (LV 1) and Attack DOWN (LV 2) for three turns. This move dispels Doombringer from invulnerability state.

Sweeping Beam: Doombringer fires a laser beam from his hands that sweeps across the party, dealing 10 damage and inflicting Burn (LV 2) for 5 turns.

Banhammer Throw: Doombringer tosses his Banhammer at a target, dealing 20 explosive damage and inflicting Silenced for three turns.

Doom Express: Doombringer conjures a yellow portal that shoots out a rusty school bus, dealing 50 damage if it hits.

Breaking Point: Doombringer morphs into a giant hand and uses one of the attacks of the Temple Guardian's Hands. This deals 20 damage and inflicts Ankh (LV 5) for three turns. This attack can be countered.

Final Judgement: Used as the transition into Phase 2 and never used again. Doombringer morphs into a giant red hand holding a giant Banhammer which hovers around above a player. It will then slam down, dealing damage equal to the max health of the target minus 1 while also creating double shockwaves, each dealing 25% of max health to everyone except the main target.

Crimson Storm V4: Only avaliable in Phase 3, replacing some instances of Crimson Storm V2. Doombringer spawns a larger portal in front of him before shooting larger amount of crystal shards directly at a party, more scattered than usual, dealing 10 damage to everyone.

Banhammer Rush: Only avaliable in Phase 2. Doombringer charges at the player at high speed with his Banhammer, dealing 20 damage and inflicting Silenced for three turns. This can be countered.

Bound Chains: Only avaliable in Phase 2. Doombringer creates a line of chains, dealing 13 damage on hit to the party. The chains will then create the red crystals, also dealing 13 damage on hit.

Attack Pattern (Phase 1): Melee Combo > Air Raid > Ground Rupture > Crystal Burst > Upheaval > Doom Buster > Rend Asunder > Relentless Strikes > Crimson Storm V3 > Crimson Storm V2 > Judgement Spear: Strike > Upheaval > Crimson Storm V1 > Hand of Doom > Upheaval > Sweeping Beam > Rend Asunder > Relentless Strikes > Crimson Storm V3 > Upheaval > Crimson Storm V2 > Banhammer Throw > Crimson Storm V2 > Doom Express > Judgement Spear: Throw > Crimson Storm V3 > Breaking Point > Repeat

Attack Pattern (Phase 2): Melee Combo > Air Raid > Ground Rupture > Crystal Burst > Upheaval > Doom Buster > Banhammer Rush > Rend Asunder > Relentless Strikes > Crimson Storm V3 > Crimson Storm V4 > Relentless Strikes > Bound Chains > Judgement Spear: Strike > Upheaval > Crimson Storm V1 > Breaking Point > Crimson Storm V1 > Hand of Doom > Bound Chains > Banhammer Throw > Upheaval > Sweeping Beam > Rend Asunder > Relentless Strikes > Banhammer Rush > Crimson Storm V3 > Upheaval > Judgement Spear: Throw > Crimson Storm V4 > Crimson Storm V2 > Banhammer Throw > Crimson Storm V4 > Doom Express > Rend Asunder > Judgement Spear: Throw > Crimson Storm V3 > Breaking Point > Repeat

Floor 50 - Healing pad. Max Level increased to 36. There are no more floors, and yet, the door still awaits. It may only be opened if Floor 49 was completed in Hard Mode and Floor 40-K was defeated.

Floor 50-A - 1 Slasher (Old), 1 King, 5 Sky Healers

Slasher (Old) now has 60 HP again.

Floor 50-B - Your Bombing Pal - Gloom, Mystic Jason, Flame Warrior - Lunacy, Sentient Statue - Temperance

Your Bombing Pal - Gloom has 60 HP.

Flame Warrior - Lunacy has 66 HP.

Sentient Statue - Temperance has 125 HP.

Floor 50-C - Redcliff Archer - Treachery, King - Greed, Sky Healer - Faith, Redcliff Archer - Prudence, King - Gluttony, Beacon - Apostacy, 2 Ancient Knights

Redcliff Archers have 48 health.

Sky Healers have 80 health.

Floor 50-D - Pirate Captain - Agony, Vagabond - Guilt, Azuri - Rude, Spiky Killbot - Pride, HATRED - Death

Pirate Captain - Agony has 100 health.

Vagabond - Guilt has 120 health.

Azuri - Rude has 36 health.

Spiky Killbot - Pride has 60 health.

HATRED - Death has 999 health, Exhausted for twenty turns, and immediately uses Charge Outburst followed by Outburst once it wakes up. It also has Ignore Alive.

Floor 50-E - 1 Nooblet

Nooblet health reduced back down to 5.

Floor 50-G - Dylan Matthew - The One and Only

Dylan Matthew - The One and Only

400 HP

Ordered

Mobile

Double Turns (Phase 4 Only)

Invincibility in Numbers (Phase 3.5 Only)

Persevere

Phase Transition (PASSIVE) - At 75% health, enters Phase 2, summoning Mystic Jason and King and gaining new abilities. At 50% health, enters Phase 3, summoning Pirate Captain and Vagabond and buffing some abilities. At 25% health, enters Phase 3.5, summoning Reginald and a Megaphone Man with the Big status effect and gaining Invincibility in Numbers. Once all the guys he summoned are dead, Dylan Matthew will enrage and enter Phase 4, reworking many of his abilities and gaining Double Turns.

Telamonster Clash: Dylan Matthew walks up to the front of the player party and slams his Telamonster into the ground, dealing 35 damage to the player in the front and creating 3 eruptions behind them, dealing 20 damage and inflicting Burn (LV 2) and Attack Down (LV 3) for three turns. In Phase 3, the player in the front will be affected by the effects of an eruption if at least one player behind them fails to dodge it, and the Telamonster itself not inflicts the same debuffs as the eruptions. In Phase 4, if there is an ally, he will target them instead. Additionally, while in Phase 4, the attack also pierces defense.

Meteor Storm: Dylan Matthew stabs his Telamonster into the ground, then plunges it further before pulling it back out, creating an explosion that deals 10 damage that pierces defense and inflicts Burn (LV 2) for four turns. Meteors begin falling after this, acting like Solitude's Pain Rain except they also damage the players next to the target, dealing 4 damage. There are five meteors. In Phase 3, the act of pulling out the sword also creates a shockwave that cannot be superguarded, dealing 5 damage, and there are 12 meteors. In Phase 4, the explosion deals 20 damage, the meteors each deal 6 damage, and there are 20 meteors.

Telamonster Burst: Dylan Matthew aims his Telamonster to the left and begins firing a laser beam from it, then sweeps the laser counterclockwise then back in a roughly 90 degree angle, dealing 20 damage per hit and inflicting Burn (LV 2) and Confusion for three turns. In Phase 3, Dylan hits a third time by swiftly sweeping 360 degrees with the beam. In Phase 4, Dylan only sweeps once, but the beam is larger (changing the timing) and deals 75 damage.

Ascension: Dylan Matthew leaps impossibly high into the air, then slams onto the players after 3 seconds, dealing 40 damage and inflicting Small for three turns. In Phase 4, the time is reduced to 2 seconds and the damage is increased to 60.

Explosive Skygrid: Same as the Great Drakobloxxer's Primordial Roar except it also removes any buffs the players have.

Dylan Blast: Unlocked in Phase 2. Dylan shoots out a continuous spray of yellow projectiles out of his gauntlet for 6 seconds, with each projectile dealing 2 damage. In Phase 3, they are fired faster. In Phase 4, they are fired even faster, are red, and the damage is explosive, but the attack only lasts 4 seconds.

Dylan Bomb: Unlocked in Phase 2. Dylan charges a yellow orb in his mouth and fires it out, dealing 75 damage to the target and thise adjacent to them. In Phase 4, it instead acts like Frost Maw's Dragon Breath and deals 90 damage.

Supersmite: Unlocked in Phase 2. Dylan Matthew summons three lightning bolts above a target back to back, each dealing 15 damage and inflicting Confusion for two turns. In Phase 3, the lightning bolts damage those adjacent to the target. In Phase 4, there are 5 bolts.

Reinforcement Portals: Unlocked in Phase 2. Summons any random non-boss enemy from earlier in The Pit. This move stops being used in Phase 4.

Regeneration: Heals Dylan and his allies 10 + [number of allies times 2] HP.

Tantrum: Similar to that one attack Villicus has, this is only used once Dylan activates Persevere and removes him from the fight after he uses it. Dylan Matthew walks up to a player and begins charging up his gauntlet for 5 seconds before punching them, dealing 400 damage to the target and creating an unavoidable shockwave that inflicts Burn (LV 100) for 100 turns but does no damage. After this, the gauntlet overheats, causing it to explode, setting Dylan alight. After 30 entire seconds of him screaming, he is defeated.

And finally, at 10:17, I'm done writing this Reddit Post I've been writing since, like 2 or something. I hope it was worth it.

u/Bossmani2 — 22 days ago

How powerful is decimating the population of a planet full of people that are, at minimum, Multi-City Block Level? (Info in body text)

The VSBattlesWiki recently downscaled Terraria so I'm asking this to spite them.

Cthulhu, who would become the Moon Lord following the events of the feat I want someone to calculate, attacked the world of Terrara.

According to this link, "None could stand against the advances of Cthulhu. The very fabric of Terraria itself seemed on the precipice of doom. At last, when all hope seemed lost, the ancient race of Dryads arose to wage battle against Cthulhu." The phrasing implies that the Dryads only joined the fight once at least 50% of the planet's population of sapiant beings had been killed, and that not a single scratch had been made on Cthulhu. We know Cthulhu doesn't have combat applicable Regeneration, we can be pretty sure that everyone Cthulhu killed got at least one hit on him, and there's a good chance this entire event happened in the span of a day.

Post-Eater of Worlds Terraria is Multi-City Block Level at minimum because the Eater of Worlds can burrow through blocks that completely impervious to these explosives. The population of this planet should all have Peak Pre-Hardmode Tier gear by this point because they've existed on this planet for countless years and are sapiant beings.

We don't know how many people were on Terraria at the time of the event, but we know that many modern things are referenced during the events of the player's playthrough, and we know there are several different sapiant species on Terraria rather than just humans, with all of them fighting Cthulhu during the event. Thus, it's probably okay to use 8.3 billion people as a good estimate.

On top of that, there's also regular animals and regular creatures that aren't sapiant. We know Cthulhu wasn't only targeting sapiant beings. He was trying to kill EVERYTHING. Regular animals should be on-par with their real life equivalents because they cannot take hits from the previous explosives, so they won't be much of a help, but there are also non-sapiant beings on Terraria who aren't regular real life animals, and those CAN take hits from the explosions that are almost Multi-City Block Level.

So, with all of that in mind... how powerful is the feat of wiping out at least half of this planet's sapiant population (who are all Multi-City Block Level), plus an unknown portion of animals (mostly lower than Below Average Human but some go up to Wall Level) and other non-sapiant beings (mostly City Block Level but some are Multi-City Block Level), and not taking any damage in the process despite not having combat applicable Regeneration, all in the span of likely a day?

reddit.com
u/Bossmani2 — 22 days ago

Supreme Mosquito Rework, Mutant Nerf, and New Chapter 5 Superboss

I saw a post earlier today saying "You can really tell Supreme Mosquito was the first Superboss added because if how easy she is," and I've had a concept since Pre-Chapter 3 for a Supreme Mosquito Rework.

I've seen people complain about Mutant being too difficult and annoying, and I know I'm not beating them. On top of that, like... I get why Mutant has 100 HP. They're unlocked in Chapter 5 but are found in the Chapter 3 area, so they're in an in-between state, meaning they have to have the health of a Chapter 4 Superboss... but even though this is technically the only way to keep following the pattern the other Superbosses have, it still feels like it's breaking the pattern, and it also doesn't make sense lore wise because Mutant is only Level 60, while Finn McCool is Level 100.

Because I'm nerfing Mutant, Chapter 5 no longer really has a Superboss, so I'm adding a new one.

Because all these things follow the topic of Superbosses, it makes sense to have them all in one post.

Supreme Mosquito

Alternate Reality (PASSIVE) - As the wielder of the Venomshank in an alternate universe, the Venomshank does not work on her. Instead of dealing damage, it heals 2 HP and gives HP Regen (LV 1) for three turns.

Call for Help - Now summons up three Mosquitos instead of only one.

Double Pierce - Renamed to Combo Pierce. She does a flip to start off the loop-de-loops, hitting the player with her sword as she does for 3 damage. The loop-de-loops now only deal 3 damage. Instead of finishing the second loop-de-loop, Supreme Mosquito stabs downward at the player while she's above them, then lands in front of them and flaps her wings to propel herself back to her starting position. The downward stab deals 8 damage, piercing defense. The wing flap deals only 1 damage and and does not pierce defense or inflict Poison, but inflicts Dizzy for 3 turns.

Poison Pierce - Damage increased to 15.

Rapid Stings - Supreme Mosquito flies up to a target and stabs them three times with her stinger. Each hit deals 7 damage with lifesteal. This also inflicts Poison for three turns.

Stinging Thrust - Supreme Mosquito charges up before flying forward with her stinger stretched outward, dealing 7 damage to the whole party. This does not have lifesteal. It inflicts Poison for three turns.

Venom Bringer Charge - Supreme Mosquito pulls out the Venomshank and gains Charge Up.

Venom Bringer - Raises the Venomshank above her head, holding it with both hands, and thrusts downward on her target, dealing 30 damage and inflicting Poison for three turns on a successful hit.

Upon her defeat, on top of giving the normal card, she also rewards you with increasing the damage of the Venomshank to 3.

Mutant Nerf

This is a short one.

Now only has 80 HP. This is based on a pattern the Superbosses have. Cruel King DX is the Chapter 1 Superboss and has the health of the Chapter 3 Final Boss. Supreme Mosquito is the Chapter 2 Superboss and has the health of the Chapter 4 Final Boss. Finn McCool is the Chapter 4 Superboss, and based on the pattern the others follow, paired with the pattern of the Final Bosses, he should have the same health as the Chapter 6 Final Boss. The Chapter 5 Final Boss had 80 HP, so the Chapter 3 Superboss, Mutant, should have 80 HP.

Mutant now deals half as much damage, with the exception of his Rocket attack.

Rocket - Easier to dodge.

Unlocking New Chapter 5 Superboss

In the Heights, there is now an area only able to be accessed with the Brigand Sword.

Behind that gate is a door that requires five cards to open: the five ATK-FX Cards gotten from Flying Cloudies.

Once you have the cards, the door will open, revealing your new hardest challenge...

EVIL Cloudie

It is very important that you capitalize the EVIL in his name. His attacks are based on the visual effects of the ATK-FX Cards you needed to get here, plus the abilities of regular Flying Cloudies.

120 HP

Flying, Double Turns and Mobile

Cloudie Smite - EVIL Cloudie strikes lightning on a player, dealing 22 damage and inflicting Confusion for three turns.

Star Storm - EVIL Cloudie summons the ATK-FX S card above him and 8 stars rain from above in the same fashion as Solitude's Pain Rain. The stars deal 6 damage each, as well as inflicting that damage to the people next to the target, just like Captain Trotter's Barrel Toss.

Cloudie Heal - EVIL Cloudie heals 10 HP and gains HP Regen (LV 2) for 3 turns.

X-Slash - EVIL Cloudie summons the ATK-FX W card above him and flies over to a target, swinging his arms at them twice. With each slash, a visual effect similar to The Knight's SWOON appears. Each hit deals 15 damage.

Cloudie Buff - EVIL Cloudie gives himself Defense UP (LV 1) and Pierce Defense for three turns.

Coin Gun - EVIL Cloudie summons the ATK-FX O card and opens his mouth, firing 20 coins at a rapid rate. Each hit deals 2 damage.

Call for Death - Summons three Flying Cloudies.

Explosion - EVIL Cloudie summons the ATK-FX R card and causes the Cloudies he summoned earlier to explode. Instead of dealing 30 damage (total of 90) like normal, the Flying Cloudies deal 10 damage (total of 30) to the party.

Last Breath - Upon death, gains Persevere for two turns as well as Charge Up. You are warned to Ghost Potion.

SUPERNOVA - EVIL Cloudie summons the ATK-FX P card and creates a purple explosion, dealing 999 damage and completely destroying the background. EVIL Cloudie dies after using this.

I know the reward should be a shop ran by a Flying Cloudie, but I don't know what they should sell, it's 11:21 PM, and my phone is on 16% battery.

reddit.com
u/Bossmani2 — 24 days ago

Which verse would be nerfed the most if chainscaling was banned?

I've gotta go with unmodded Terraria.

u/Bossmani2 — 26 days ago
▲ 2 r/BTBS

I made a challenge based on Yharon (Terraria) but I can't export things from my Xbox to my Phone, so I had to record this scuffed thing.

To summarize:

Yharon (Frostmaw) can be damaged before the Sky Mage wakes up, but cannot be killed due to Persevere and Undead. What you're supposed to do is trigger Persevere before Sky Mage wakes up, but don't trigger Undead before he wakes up. That way, you won't have to deal with Perseverance later on. If you fail to do this, though, you can still win the fight.

Once Sky Healer wakes up, he heals everyone 999 HP, as well as doing something I forgot to show in the video (giving everyone Pierce Defense and LV 2 HP Regen for 100 turns and Detachment for 5 turns), then attacks HIMSELF with Healer Bash, dealing massive damage to himself, removing him from the fight.

Other things I forgot to show in the video:

Yharon's bite inflicts Defense Down (LV 1) for 5 turns.

Fire Horse has a 2x damage multiplier.

The Ancient's Beam attack no longer inflicts Confusion.

It is recommended for you to play Infernal Catharsis before the Sky Healer wakes up and Roar of the Jungle Dragon afterwards.

u/Bossmani2 — 27 days ago
▲ 2 r/TDS_Roblox+1 crossposts

I'm making a conceptual Gamemode about if Voidcore cared less about balance and more about Hype and Aura. Give me suggestions.

Self explanatory title.

reddit.com
u/Bossmani2 — 27 days ago

The situation created from a poor reaction to the larping situation.

I may be breaking the rules about "no posting about other users unless its a weekend," but this could be a serious situation, and two people were allowed to post about the pccatmage larper situation despite that being about the same "other user" I'm referring to.

I thought the larping situation died the day it started. But now, days later, I've seen two posts about it in less than an hour.

My experience:

*I saw pccatmage's post talking about being mad about a larp account for him.

*A deleted account was in the comments and their discussion with pccatmage showed they were the larper account.

*Since he deleted his account, that means the situation is resolved, obviously.

*Hear nothing of it for days because, obviously, it's resolved.

*Suddenly see two posts about the pccatmage larper within the span of an hour.

*One post was made by a person role-playing as Tutorial Terry. It seems to be a new account, as I don't remember seeing them before and no one in the comments seemed to recognize him. Therefore, I am left to assume that this account was made for the sole purpose of acting out how a fictional character would respond to this, apparently, serious real-world situation.

*Both of the posts did the u/ thing on pccatmage, despite him saying in comments that he doesn't like being summoned like that.

My Opinion:

I think the people saying "its not that serious" are assholes, but I also think I understand what they're trying to say, and my interpretation of the point they're failing to make is a point that I agree with.

The point in question is as follows: pccatmage responded very poorly to the situation. While it is acceptable for him to be upset, it is not acceptable for him to crash out like he did. There are better ways to express your displeasure with something. Also, as stayed, when the larper account heard of how pccatmage felt, he was perfectly fine with deleting his account. If pccatmage just confronted the larper by saying "I am not okay with you using my image, please stop," everything would've gone perfectly fine. Instead, he made an entire post yelling about his frustration with the larper, and didn't directly confront the larper until the larper made a comment on that post.

All of this being said, please do not harass pccatmage for his inability to respond correctly. I've seen what happened in the Grace community, and I was a part of the Pressure community. I don't want people acting like that. I don't want people doing horrible things to someone and everyone connected to that person just because they want to FEEL like they're doing something right, even though they aren't. It's also possible there's context I'm missing with this post, just like how people went after Zeal because they didn't have the context that Ren was actually the one in the wrong. As such, I'd like to repeat, please do not harass pccatmage. Or anyone connected to him.

And last but not least, I'd like to talk about where I think this situation could be heading. This subreddit, and a lot of other subreddits I've seen, have been repeating the same types of posts over and over. There was the trend of role playing as cards, and there was the whole "simping over every female character except Blue Noob" thing. Seeing two people make posts about the pccatmage situation in under an hour makes me worried that this'll be one of those situations. Except this time, it'd be much worse because it would be about a real person. A person who probably doesn't want to be reminded of the situation, seeing how loudly he crashed out when it happened. On top of all that, the fact that the first person to make a post about this was a Tutorial Terry role player makes me fear this outcome even more, since it makes the possibility of this being a trend more likely. There's not enough about the larping situation for people to be entertained constantly talking about it, but role playing as the fictional characters talking about the situation? That seems like something this subreddit would absolutely do. If they're willing to role play as motherfucking cards, then they'll be willing to do this terrible thing in the name of making a joke that they can milk until it's dry.

Conclusion:

Pccatmage responded to the larper poorly. The community responded to pccatmage's response poorly. Please don't harass pccatmage. Please don't milk the situation for Reddit Karma.

Thank you.

reddit.com
u/Bossmani2 — 1 month ago

Golden Shotgunner and Golden Military Base upcoming?

The current Evolution Towers are evolved versions of Minigunner, Scout and Crook Boss. All three of those towers have Golden variants.

The upcoming Evolution Towers are evolved versions of Shotgunner and Military Base.

Recently, we've been getting the first new Golden Towers in years, those being the Admin Exclusive Golden Snowballer and the Golden Demoman. The latter was added in the same update as the Kingpin, an Evolution Tower.

Therefore: Golden Shotgunner and Golden Military Base are to be expected in future updates.

u/Bossmani2 — 1 month ago
▲ 5 r/BTBS

Custom Boss Concept - Nameless Deity of Light

(I did not make the Roblox Model for the Nameless Deity of Light. The creator is u/Reset62749287 )

I don't think this should be added to BTBS. I'm just suggesting it because there's been a lot of custom bosses recently, two of them coming from other games, and I am quite fond of this character for some reason.

How to Unlock - Start a battle with The Ancients (health increased to 77 and defense increased 7) and the Temple Guardian Hands (health decreased to 7). On The Ancient's turn, when he attempts to perform an attack, the two hands will transform into the Nameless Deity's hands and grab The Ancients. Slashes materialize in the air, cutting down The Ancients. When the player reappears in Bizville, a cutscene plays of a beam of light teleporting them upwards.

The player is taken to a staircase in the clouds, and they are ordered to Ascend. As they climb, the background slowly turns into a starry backdrop. The top of the stairway is covered with a dense layer of light. Moving into the light will teleport the player to the Eternal Garden, which is added to the player's map as somewhere they can fast travel to.

At the center is a large Apple Tree. Interacting with it asks "Begin your final test?" If you say no, it says "Return when you are ready." The first time you say yes, it plays yet another cutscene. This one has the screen pan upward to the sky, where an eye forms with a squelching sound. It then disappears before a rift crosses the screen, which is pulled open by several hands, causing the screen to go white. When the white fades away, the background is changed to the cosmos and, after a pause, the Nameless Deity appears. If you press "Yes" after seeing the cutscene at least once, you are also given the option to skip the cutscene.

Stats:

* 77 HP

* 1 Defense

* Mobile

* Double Turns

* Flying (only every other turn so Sword Mains, such as myself, can have a fair fight)

Passive Abilities:

* Irridescent Divinity - While the Nameless Deity is alive, the screen has visual effects that match the ones from the Twisted Garden music video.

* Even the Odds - The first three times the a player dies, the Nameless Deity of Light will feed them a Good Apple, reviving them with full health. If a player dies after these three chances are up, their face will be censored and any attempt to revive them is nullified. Nameless Deity will also revive the player's allies the first time they die.

* Phase Transition - The first time the Nameless Deity is brought to one health, he grabs his health bar and flips it over, completely refilling it. He then summons two hands on the screen, which grab your NRG Bar and the Strategy section of your option menu. The hands crush both of these options. Afterwards, the Nameless Deity has an entirely new Attack Pattern. The background becomes a monochromatic kaleidoscope. The second time the Nameless Deity reaches 1 HP, imagery appears on the screen. When it is gone, the Nameless Deity has infinite health (his health bar is extended to go off screen) and his Double Turns and Mobile Attributes are removed. The boss theme is changed and the Attack Pattern is changed yet again. The kaleidoscope now has color.

Phase 1 Attacks:

* Starburst - The Nameless Deity shoots out a ring of orange fireballs and summons five rings of smaller blue bolts. The orange fireballs damage the entire party, though similar to Fear's Shockwave, it damages the players one at a time. Meanwhile, all of the blue bolts target one single person, though each ring is shot out one at a time. The fireballs deal 10 damage and inflict Level 2 Burn for 5 turns. The rings of blue bolts deal 6 damage when they all home in on their target, totalling to 30 damage to one person.

* Dimensional Slashes - The Nameless Deity flies into the background and grows two additional pairs of arms (total of 6 arms). The Nameless Deity slashes at the players with one of these arms five times, creating a dimensional rift with each slash, targeting a random player with each slash. This deals 20 damage per slash.

* Starburst Ring - Same as the Korblox Magewalker's Starstorm except there are six hits instead of four, it doesn't inflict any debuffs, it deals 12 damage per hit, and it behaves like Captain Trotter's Barrel Toss (damages the people next to the target).

* Camellia Bursts - The Nameless Deity of Light flies upwards and dashes to the legt above them, creating a trail of camellias before disappearing. The camellias then fire energy rays at the party. The Nameless Deity reappears to the left or right corner above the party and dashes downwards, creating the same trail who fire the same energy rays. Finally, he appears above them and dashes to the right, doing the same thing. The energy rays deal 15 damage and inflict Confusion (LV 1) for three turns.

* Collapsing Star - The Nameless Deity summons the sun in its hand, and it begins spinning. Every now and then, it stops rotating and fires out two Solar Flares and a cosmetic double ring of fireballs. The Solar Flares first target the first and fourth player slots, then the second and third player slots, then the first and third player slots, and lastly the second and fourth player slots. After this, the Nameless Deity crushes the sun with his mind, collapsing it into a black hole, which rushes forward at the party in the same way as Toothy Deer's Charge. The Solar Flares deal 12 damage and inflict Burn (LV 5) for 3 turns. The Black Hole deals 50 damage.

* Attack Pattern - Starburst > Dimensional Slashes > Starburst Ring > Camellia Bursts > Starburst > Collapsing Star > Starburst > Camellia Bursts > Repeat

Phase 2 Attacks:

* Judgement Cut - The Nameless Deity disappears and a randomized net of light beams appears where the players are. After a few seconds, slashes travel along these light beams, dealing 25 damage to the party and inflicting Dizzy for 3 turns.

* Reality Shattering Punches - Two of the Nameless Deity's fists appear on either side of a player, punching together into them, making the screen flash black for a moment when they do. This is done once for each player + 1, because of allies. Afterwards, the two fists wind up for a bit before smashing in the middle, hitting the full party. When they connect, a tear in reality is created and colors are inverted. The tear sends three shockwaves. The punches deal 7 damage each, piercing defense. The stronger punch deals 15 damage (still piercing defense) and inflict Defense Down (LV 2) for 4 turns. The shockwaves deal 2 damage and inflict Dizzy for 4 turns.

* Solar Sparks - The Nameless Deity flies into the background and summons six teal stars into existence. He launches them into the sky and sends them at the ground where the enemies usually are. When they hit the ground, they explode into four Solar Sparks that target the corresponding player. For example, if the teal stars fall on the fourth enemy slot, the Solar Sparks will target the fourth player slots. The Solar Sparks deal 12 damage and inflict Burn (LV 2) for 3 turns.

* Orion's Sword - The Nameless Deity summons a sword made of Constellations and charges through the players six times, dealing 10 damage that pierces defense each time.

* Converging Supernova - The Nameless Deity flies offscreen while bombarding the players with several fireballs, hitting the entire party ten times. Afterward, up to three players are targeted with larger fireballs falling from above, and the Nameless Deity returns. The bombardment deals 3 damage per hit, while the larger fireballs deal 7 damage. All the hits inflict Burn (LV 1) for 5 turns.

* Attack Pattern - Judgement Cut > Reality Shattering Punches > Solar Sparks > Orion's Sword > Converging Supernova > Reality Shattering Punches > Solar Sparks > Collapsing Star > Orion's Sword > Converging Supernova > Repeat

Phase 3 Attacks:

* Light Slashes - The screen goes dark and the music becomes muffled as the Nameless Deity vanishes. A crack will appear near the players after a delay, after which a barrage of slashes will emerge and move slowly through them. It hits each person five times, dealing 7 damage per hit.

* Chronos' Hand - A clock appears around the party and the minute hand starts spinning, slowly getting faster. It starts as 1 hit in a second, then 2 hits in a second, then 5 hits, and finally 10 hits, totalling to 17 hits in 4 seconds. Each hit deals 2 damage. Afterwards, the hour hand starts shaking a bit before swinging across the party, dealing 20 damage and inflicting Defense Down (LV 2) for 3 turns.

* Nebula Charge Up - The Nameless Deity summons a massive spinning magic circle. The Nameless Deity gains Charge Up and you're warned to use Ghost Potion.

* Nebula Gigabeam - A massive laser is shot from the magic circle, darkening the screen and muffling all other sounds. It deals 7 damage every frame, ignoring defense. This lasts 9 seconds. For context, assuming you have 60 FPS, that deals 3780 damage. You can technically superguard this, but you probably won't.

* Moment of Creation - Genesis - The Nameless Deity flies into the background and summons a massive grey, censored flower which blooms, creating a massive explosion that launches Newborn Galaxies into the air. It behaves similar to Solitude's Pain Rain attack except it's deals 10 damage per hit and there are 30 shots.

* You Have Passed the Test - The screen goes black and text appears saying "You have passed the test." Then, a bunch of hands appear and slam into the screen, shattering it and ending the fight, regardless of other enemies being alive. If you started the fight using the tree, this also sends you to the main menu. The main menu is permanently changed after winning the fight. Instead of saying "Block Tales: Swords of Time," it says "You Have Passed the Test."

After winning the fight, interacting with the tree gives you a new option: Harvest Good Apple.

Good Apple:

* Type: Item

* Effects: While in the Inventory, increases max HP by one every turn. When eaten, converts all max HP gotten from the Good Apple into healing and also gives Feel Fine for three turns. 50% chance to not be consumed.

* Cannot be used in those Challenges that prevent you from being higher than Level 24.

u/Bossmani2 — 1 month ago

Could your OC(s) take care of Felix Tchvertkin's cats, Paz and Dasha, for a week?

Paz is the one you're most likely familiar with. She's the one who drinks dangerous fluids regularly. As of the day I'm posting this, her best feat, and her most recent feat, is drinking the Multiverse and being larger than the bucket containing it as she drinks it. She has resistance to fear, intangibility, she drank water for 22 minutes and 55 seconds straight (now that she's grown so large that a bucket containing a Multiverse is now the same size as the bucket containing water in this video, that means she should be now able to drink Multiverses for 22 minutes and 55 seconds straight, although she is able to shrink herself so she doesn't have to drink that much), she can drink emotions, she can manipulate time and consume souls, and she's immune to a lot of damage types. Her Attack Potency is seemingly higher than her Durability. She was able to drink herself, implying her tongue can damage herself, and her tongue is not her strongest weapon. This video also shows she has incredibly fast Low Level Regeneration, as she regenerates from the minor injury of drinking herself so quickly that we cannot see the wound.

Dasha is the one who gets attacked when he appears in the background of Paz drinking fluids. He is a parallel universe version of Paz. The fact that he appeared in Paz's universe even before we knew this fact implies he has the ability to travel between universes. He can communicate with humans. He did not appear in the video where Paz drank the Multiverse, so he can only scale to Pre-Multiversal Paz. Unlike Paz, his Durability is higher than his Attack Potency. He has taken multiple direct hits from Paz's paws, something Paz herself might not be able to do. However, he has never been seen attacking her back and always backs off after being attacked by her, implying he knows he wouldn't win that fight. Note that this was at a time when Paz's best feat undeniable feat was being larger than the Sun when she drank it, and her best deniable feat was the possibility of Galaxies and Universes being included in the dark matter she was drinking. It should also be noted that Dasha has been able to reach these levels of power without drinking dangerous substances, yet still tries to drink them before Paz stops him. This implies that he is passively growing in power without needing to drink dangerous fluids, but also implies that he could still gain power from these fluids if he could drink them, likely surpassing Paz if he does so.

Rules -

  1. Your character cannot kill Paz or Dasha or allow them to die. (The only real way they're dying is through starvation. Nothing else can compete with them.)

  2. Your character cannot leave the house unless to get food for themselves and the cats and dangerous fluids for Paz.

  3. They must feed Paz a unique dangerous fluid each day and must continue the YouTube channel in Felix Tchvertkin's temporary absence.

  4. Do not allow Dasha to surpass Paz, but ensure that he's strong enough to compete with her.

  5. If Dasha travels to an alternate universe, you must find him and bring him back in time to feed him.

u/Bossmani2 — 1 month ago

Could someone powerscale my Dad's DND OC? I can't do it because I don't know DND Powerscaling.

He was a character in 3.5th Edition for DND. By the end of his story, he was a Greater Deity. He was specifically a Deity of Time, in a version of DND where the highest CR Monster was an Archwyrm Time Dragon and where Chronomancy was its own school of magic that was so powerful that it locked you out of three other schools of magic. Also, he could've became an Overdeity if he wanted to, but he chose not to because Overdeities don't really do anything in 3.5th Edition.

Before becoming a Deity, he was a Level 20 Ranger, Level 10 Samurai (Fighter subclass), Level 20 Chronomancer, and Level 20 Monk. He was also a homebrew cat man race because his character was made before DND added Tabaxis. Replace his homebrew race with that of a Tabaxi for powerscaling's sake.

He was the first Deity in his Plane of Existence, which has traits from every other Plane of Existence but isn't superior to them, I think. It's a homebrew Plane of Existence but the Cosmology of the verse is unchanged outside of having this one extra Plane of Existence.

Finally, Perrin has a habit of punching up.

Punching Up Example 1 - In 3.5th Edition, when you Multiclassed, you aren't able to use the abilities of your old class until your new class is at the same level as your old one. Perrin had recently become a Chronomancer and was traveling with people who were new to DND. The DM, a friend of my dad's (or maybe his family, I can't remember), tried using a Tarrasque to teach these players that you can't win every fight and sometimes you need to run away. Perrin defeated it with a single creatively used 3rd Level spell slot.

Punching Up Example 2 - When Perrin first became a God (technically only a Demi-God), the other Gods didn't like that because they made an agreement that Juxtaposition shouldn't have any Gods. As such, they sent their stronger Demi Gods to go kill him. Every God has some amount of time magic, and while Perrin had a better hold of it due to being a Time God, these Deities were still stronger than him by such a magnitude that they could nullify his Time Magic. Despite fighting creatures stronger than him without his best asset, he still managed to kill a little over a dozen before another Deity made a proposal to make the attacks stop.

reddit.com
u/Bossmani2 — 2 months ago