Today’s Team: Batter Not
P/P Sen’Jin Fetish (Flame Breath, Wild Magic, Sear Magic)
S/S Robo-Chick (Batter, Overtune, Wind-Up)
H/S Tiny Twister (Wild Winds, Bash, Call Lightning)
With the extra damage added onto attacks by lightning it’s easy to forget about its other benefit, the 10% buff to mechanical moves. That’s why the Robo-Chick is on this lightning team, so it can get the 10% buff to its mech moves. It also has a multi-attack in Batter that will benefit from multiple lightning strikes each round. The Tiny Twister is obviously included to cast Call Lightning and to Bash slower pets. The Sen’Jin Fetish provides a DoT and and Wild Magic, which can be a brutal combination in lightning.
While there’s some nice synergy here I don’t feel that any of my three pets are top-flight, with perhaps the exception of the Sen’Jin Fetish. Don’t get me wrong, it’s a decent team, but I just don’t have that security that a Spirit Crab or Warbot would provide.
The Opposing Team:
P/B Direhorn Runt
H/P Direhorn Runt
H/H Direhorn Runt
Rng was so mean. Not to me, to my opponent. Even though there were three Direhorns, Horn Attack only interrupted once. It also missed once, and there were two missed Trihorn Charges. That’s some bad luck buddy. I started with the Sen’Jin Fetish. It had to face the P/B Direhorn Runt. No interrupts meant that the voodoo mask was able to easily take out the first with a Flame Breath, Wild Magic then more Flame Breaths. The mask was able to get the DoT going on the second runt after the only interrupt landed. My Robo-Chick was next. Wind-Up, release and Overtune meant a second dead runt. I had to use Overtune because all my pets were slowed from Primal Cry. The final beast came in and this time all I did was Batter and Overtune when necessary. The misses allowed my Robo-Chick to survive the battle. So much for this being a lightning team.