

How To Use Flashpoint Aquaman! One of the very very bestest characters in the entire game, this video covers all of the best ways to use him. Offense, Defense, Survivor, Phantom Zone, early game, late game, Flashpoint teams, non Flashpoint teams, I go over it all! Learn all about him here!
youtu.beThat is some seriously good stats on Wight King. Not level 50 yet, and not using Über Magic Boost, and he STILL reaches 999 MP. He will be an important monster to use to beat Dr Snapped and Estark 👀
Knightfall Bane, a SILVER character, rips apart a full Blackest Night team with the world's deadliest dropkicks
It's gonna be a real shame when I have to synthesize this killer 😔
Before I have to synthesize him later for a Dragonlord and then a Dragovian Lord, I just want to admire the very first Gem Slime that I've ever gotten in any Dragon Quest Monsters game ever 💛💛💛 big things coming!!!
ONE HUNDRED AND SEVENTY FIVE NTH METAL IN A SINGLE SURVIVOR RUN, THIS IS THE MOST METAL I'VE EVER GOTTEN IN ALL THE YEARS I'VE PLAYED THIS GAME!!! 175!!!!
Do we have any interest in a video about Brandished Ninjato? It's a gear that I've used for many years on countless teams, and I'm willing to bet I could teach you a thing or two about it! Just let me know what you think, no wrong answers.
This last MP season (Brandished Ninjato), I tried out an Earth 2 Solomon Grundy defense team for the first time in years, as I thought it'd be fitting to make a team with an Earth 2 character & a Nightwing that week. The team finished with 16 wins & 5 losses, a 76.19% success rate. Not bad, Grundy.
The other day, I reached a HUGE milestone. I recently max crit augmented my Batman Ninja Batman, for the 2nd time as I had him once max crit years ago on my old account, and as a result, I now have a total of 50 max crit augmented characters on this account! 50!!!
A question for my viewers. I don't have a specific video planned until October. Is there anything you would like to see me talk about/showcase in a video? Any ideas that you think would be interesting?
reddit.comWhy Earth 2 Hawkgirl is a bad character, a detailed explanation
On paper, at first glance, she looks amazing. 1400/1300 stats are phenomenal, she can be buffed by 600 Wonder Woman, she has a 1 hit SP1 and a 2 KO SP2, all of this sounds great. But you have to actually look closer.
This is a Hawkgirl, so this SP1 is reduced damage from having a stun attached to it. It can hit decently hard if the opponent were stunned by her Earth 2 The Flash teammate, but that's not a high chance to happen, so the majority of the time she will not tag-in on a stunned character. And trying to intentionally set up a stun with a teammate's SP1 because no SP1 can guaranteed stun, if the special is blocked then it can't stun, and this takes extra time at the start of every fight so all your matches take longer to win. Doing this would mean even a bad SP1 carry like Regime Superman would be faster than her. This also means you have to use Ra's Al Ghul's Scimitar on a teammate or use extremely valuable and sought after Batgirl Prime as the other teammate, and use a SP1 that could have been reserved for using on an Astro-Harness barrier in attempt to shatter it with Claw of Horus. Hawkgirl's SP1 doesn't consistently chain from The Master's Death Cart so she would have to be using Ra's Al Ghul's Scimitar + Tantu Totem + League of Assassins Adept Knives (almost all SP1 carrys should tag-in with 2 bars of power for consistency), which then means the "stun support" character cannot use RAGS to immediately have an available SP1. Even if you did use The Master's Death Cart, it would mean you can no longer use Earth 2 The Flash as teammate because he stuns before the death cart bullets hit the opponent, meaning the stun will be broken and the opponent will be able to block when they normally wouldn't be able to. So it's a real mess of a SP1.
Her SP2 isn't any better. It's 4 hit potential 2 KO, and it does chain from The Master's Death Cart and her heavy combo, however the 1st hit does not have a minigame attached to it which means it's weak from not receiving a minigame damage increase like most specials. With it being 17% damage distribution and having no minigame, it is realistically almost never going to KO on the 1st hit, and if the 1st hit doesn't KO, the SP2 cannot achieve 2 KOs. With this low damage, Earth 2 Hawkgirl is going to be unable to bypass health threshold gears and passives such as Astro-Harness, John Stewart teams, New 52 Shazams, or Prime Ravens with either of her specials. Her SP2 also has a lengthy animation because even after the final hit, you have to wait for her to fall back down to the ground, and then the camera angle at that point can make it difficult to block the opponent's attacks before attempting another special (turtling) because her gigantic wings take up a lot of the screen and make it difficult to see. And to make things worse, even if you get a KO with her SP2 before the final hit, she will still be vulnerable to power drain on tag-in passives from common characters like Batman Ninja Nightwing and Rebirth Raven (and Rebirth Green Arrow sometimes). So that means you'd have to use Astro-Harness on her or else she's gonna cry when fighting those characters, which again are common to see.
So as you can see, she is a very bad carry. But what about as a support? She does get the proper timing for Enchantress skulls to apply gear effects after 2 back to back SP1s, which would make her a good support if she does reach 2 bars of power, but do you know who also does that and has a passive that supports the team? Earth 2 The Flash. And it's far easier for him to get 2 bars because of his infinite combo. So on the Earth 2 team, Flash is simply always going to be the better support, and Solomon Grundy is always going to be the better carry. Maybe you can use her as tank? But her passive is not a supportive passive so she really would not contribute much. You would be better off using a Killer Frost, for example, as her power dampening stacks with E2 Grundy's power dampening. Or perhaps Rebirth Wally West to benefit from a Flash already on the team, or Regime The Flash to make Earth 2 The Flash attack faster and thus reach 2 bars faster. Point being, there are plenty better alternatives than using Earth 2 Hawkgirl on the Earth 2 team.
The best thing I can say about Earth 2 Hawkgirl is that she's worth a whole lot of credits due to her very high stats, so if you happened to do her challenge and received extra copies of her, you can sell her for almost 150k credits, and put those credits to much better use.
That's all I have to say about this character, if you read through all of this, thank you, I appreciate you very much. I hope this all made sense and cleared things up for everyone. Thus conclude class for today.
Beating and embarrassing a hacker with AO Batman + 2 bronze characters, without anyone getting KO'd. #RespectTheGrind
So I've gotten a Grandpa Slime just the other night for the first time ever in DQMJ. Never ever had one before. I have an idea on how to best use him but some things I'm unsure about. Details in the post's body text:
This is a pretty neat monster because it's one of only 2 monsters in the entire game, the other being Hawkhart Ace which is only a post game monster, that has access to BOTH Psycho and Magic Regenerator. He also has very high MP cap and MP stat growth. This makes gramps a prime candidate to utilize the spell "Magic Burst". Magic Burst uses up all of your MP, takes that number and multiplies it by 2, and that resulting number is the damage he will do with that spell to the entire enemy team. It is potentially the strongest spell in the game if the user has enough MP. Without buffs, it can do up to 1998 damage with 999 MP. If you use Psych Up 4 times, I believe it gets close to 6000 damage.
The easiest way to learn Magic Burst is to have Grandpa Slime have the Muspell skill. But that only takes care of 1 out 3 Skills, and I'm unsure about what to use for the other 2. At first, I wasn't sure that Grandpa Slime could reach his 999 MP cap, but mine here at Level 50 has around 900. Once he becomes synthesized to +5, he will most certainly reach 999 MP. I first thought he was gonna need Über Magic Booster but I know now that definitely won't be necessary.
Grandpa Slime doesn't have good Attack, but he has solid Wisdom. But it's not like naturally on par with real deal spellcasters like Rhapthorne 1 or Angel Slime or Mortamor for example. I believe it gets up to 820 without stat increase skills. Mine at level 50 I think has around 600 or 700 but he does have Wisdom Booster II. Normally it's better to build around Attacks rather than Spells as they just do more damage but if the Wisdom stat is a lot higher than the Attack stat, that's a different story. I gave mine the Cleric skill so that he could utilize Gigagash after he ran out of MP. That skill also teaches Kazap (not Kazapple), and it's actually doing more damage than Gigagash is. Which kinda makes Gigagash outclassed for this purpose. This would mean I should have him learn a skill that can teach Kazapple for best damage output after he has used Magic Burst. He does naturally get Bang & Zap, so do you think I should have him learn Bang & Zap III instead, and then use a Wisdom Boost skill to try to push his Wisdom to 999?
Finally the BN Flash season is over. I tried to get the grind done before I went on vacation but I had to play a good bit this morning to get back into Top 1%. Almost 2.5 million BR needed for Top 1%. But it's done, and I got the last BN Flash copies I needed.
Sometimes you just gotta put these hackers to shame and let them know exactly where they stand. Beating a hacked Elite 7 metal team with Hawkgirl + 2 BRONZE CHARACTERS
Too easy 🤭