Sunday, 12 July 2015

Path of Radiance Ratings (Part 4)

Nothing serious, just some units you pick up in Gallia.

-----

Marcia

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
05/00  20  08  00  07  11  04  08  06

Growths
MHP STR MAG SKL SPD LCK DEF RES
 55  40  20  50  55  40  25  30

Fun fact: I actually did the laguz and Fireman and was about to do Kevin when I wrote Marcia's rating.

Marcia joins you as your first flying unit, and unfortunately, she's quite underleveled. Not as underleveled as Rolf, per say, but she is still like 5 levels behind. As far as she goes, 8 str at base level is actually quite good (for a pegasus knight. Most pegs have, like, 4 or 5; looks at Caeda, Florina, and Vanessa), as is 11 speed, with respectable growths in both (40 str/55 spd). However, 20 HP/8 def is meh at best, and she is prone to getting 2HKO'd, and with 55 HP/25 def growths, it gets little better, and bow/ballistae weakness do not help at all. Her offense is decent; with an iron lance, she has 15 atk, which is 3-4HKOing most of the map (and is tinking knights); with 11 AS, she doubles and 2RKOs everything but the fighters and myrms at base (lol about the knights, she can't hurt 'em). However, she has better movement range than everyone and completely ignores terrain, so she isn't completely useless at base.

She is helpful in many maps because there is a lot of uneven terrain. Chapters 12 and 13 are closed off boats which Marcia laughs at, Chapter 14 has rivers, Chapter 15 is desert which fucks up everybody else's move (well, except Fireman and magic users), Chapter 17 has swamp for the same reason as Chapter 15, Chapter 20 has a cliff area with only one entrance, which means your units can easily get backlogged, Chapters 21 has more rivers, Chapter 23 has pitfall traps that she doesn't care about (watch out for ballistae unless she has the full guard), and Chapter 25 is basically a mountain that takes a long-ass time to even get to the top.

Her supports are also decent. She can support with Kieran and later Tanith; Rolf is also decent because he wants the atk. She has no business supporting Gatrie because she dwarves his mov by 3. I haven't really thought of skills, but Wrath is decent enough, never mind that several other units want the scroll.

She gets a...

9.5/10

Support suggestion: Tanith A/Kevin B for starters. Rolf is alright I suppose.
Band suggestion: Her str and HP could use some working, so I recommend fighter.


Lethe

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
--/03  34  12  04  10  12  15  09  07

Growths
MHP STR MAG SKL SPD LCK DEF RES
130  50  05  65  70  50  40  25

RD Lethe really should've taken notes from PoR Lethe. She's better in PoR, but that isn't saying much.

Lethe's earlygame is above average. She has transformation issues, but she does transform on the first turn, so she can immediately pull her weight. Fully transformed, she has 26 atk/15 AS on offense and 34 HP/14 def/45 avo on defense. This completely blows pretty much everyone you have out of the water. For a point of reference, Ike doesn't match her attack or defense until he's promoted, and doesn't hit 15 AS until he's 15/0. Not attacking half the time sucks, but still, she one rounds everything except armors and promoted mooks while getting 5RKO'd at worst. And that's more than what I can say for a lot of units.

Ok, downsides. First off, her offense falls behind really quickly as your beorcs catch up. Being unable to attack half the time is a huge problem mid-lategame, and if she wants to attack full time, she requires the demi band, and that has the side effect of halving her transformation bonuses. This hurts her attack significantly, especially considering that around promotion time, most beorcs can use steel weapons without losing AS. Suppose she's Lv9 by Chapter 18. With the demi band equipped, she has 26 atk/18 AS. Zihark at 20/1 using a steel sword loses atk by 2, but wins AS by 4 and has more crit. Forget comparing her to units like Boyd who has like 5 more atk and only loses AS by 3. Without forges, her attack remains poor for the rest of the game. On defense, she has 42 HP/14 def/54 avo. That same Zihark loses HP by 7 and def by 2, but has a double digit lead in avoid thanks to supports.

Lethe's problems only get worse as you head into lategame, when silvers become available at the armory and beorcs are starting to finish building their supports. By this point, Lethe has basically passed her expiry date; --/20 Lethe has 35 atk. Beorcs only need ~20 str with a silver weapon to match that, and most units can reach that really easily (hell, 20/8 Boyd can match that with a steel axe).

Her support affinity isn't as good as Mordy's (lol heaven), and none of her supporters need hit that badly. Her best supports are with Jill and Muraim (Ike wants A Soren/B Oscar, and Ranulf joins in Chapter 23) because she would like the def. As for skills, I suppose she makes good use of Resolve and/or Wrath thanks to her relatively high HP. However, don't waste one of your occults on her since Roar is a piece of shit in PoR and is a waste of time.

Plenty of use early on, but after Chapter 17, bench time. Unless you have a catgirl fetish or something.

7/10

Support suggestion: Only viable supports are Jill and Muraim. Heaven sucks anyway.
Band suggestion: Anything for str, I guess? Her stats are OK as far as I'm concerned. After you get it, demi.



Mordecai

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
--/02  41  15  02  08  08  10  13  06

Growths
MHP STR MAG SKL SPD LCK DEF RES
150  65  00  55  50  40  40  20

Thought Lethe's earlygame was good? Wait until you see Mordy.

His transformed attack is ridiculous. He has 31 atk at base, which no beorc can hope to match until after promotion. Which means that despite his poor 11 AS, he is going to be 2HKOing (some weaker dudes get OHKO'd lol) everything in his starting chapter except the boss (he still 3HKO's Danomill), and if he doubles, it is an automatic ORKO. Ridiculous. With a 65% strength growth, his attack will remain good even at lategame and demi band's transform nerf. His speed mid-lategame is indeed a problem, but even without a wing, Lv10 Mordy hits 15 AS with demi band, which is borderline on things like soldiers and fighters.

Defensively, he's likely your most durable unit at this point with 41 HP/16 def at base. To give out an idea, he takes 5 damage or less from every enemy on his starting map except the boss, who does 12. He's monstrous. Even untransformed, it takes a while before he finally dies. With 150 HP/40 def growths, this more or less continues for the whole game.

Supports? Well, he's water affinity, increasing his already ridiculous atk and def. He also supports with two people of the water affinity, and is one of Stefan's only two supporters. Go see Lethe about what skills are good for him, but I should mention innate Smite, which lets him shove a unit two spaces, and because of his massive build, can shove any foot unit untransformed, and once transformed, can do the same to mounts. Smite is also incredibly useful in Chapters 13 and 22.

8/10

Support suggestion: He honestly couldn't give a shit who he supports. Stefan A/Mist B is good enough.
Band suggestion: Anything with spd/skl. Mordy's HP, str, and def are overkill as it is. Once you get it, demi.


Volke

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
10/00  25  12  00  13  13  07  07  03


Growths
MHP STR MAG SKL SPD LCK DEF RES
 65  50  05  55  65  35  20  10

Volke, the first of two thieves, and the better of the two, since the other one just blows giant elephant cock. Badly.

His starting stats aren't too bad. 13 speed allows him to double anything that isn't a myrmidon or a boss, and 25 HP/7 def is respectable enough durability against most things. What makes him mediocre at combat is his atk. 12 base str is good, but his starting weapon (a knife) only has 2 might, for a total of 14 atk. However, being a thief isn't really about combat, it's more or less about the utility that comes from being a thief. Let's see the chapters in which he's useful for stealing/picking, given some training.
-----
Volke's Swag List:


C=Chest item
S=Stolen item
H=Hidden item

Chapter 10
Statue frag, Short axe, Steel lance, Javelin, Counter (all C)

Chapter 11
Laguzslayer (S)

Chapter 13
Killer bow, Laguz axe, Elfire, Longsword, Occult, Energy drop, Speedwing (all C)

Chapter 15
Guard, Silver blade, Physic, Statue frag, White gem, Boots, Coin x3 (all H)

Chapter 16
Silver lance, Ashera icon, Full guard, Dracoshield, Bolting, Physic (all C)

Chapter 17
Physic (S)

Chapter 18
Silence, Wrath, Recover (all C)

Chapter 20
Physic (S)

Chapter 21
Thoron, Talisman, Energy drop, Brave sword, Stiletto, Corrosion, Parity, Master seal (all C), Sleep x2 (S), Physic (S)

Chapter 22
Spirit dust, Nosferatu, Silver bow, Sleep, Tomahawk, Bolganone (all C), Killer axe (S), Physic (S)

Chapter 23-24
Physic x3 (S), Short axe (S)

Chapter 26
Physic x2 (S), Sleep (S), Short axe (S), Short spear/Killer lance (S), Spear (S)

Chapter 27
Bolganone, Resolve, Laguz axe, Fortify, Spear, Silver lance, Physic (all C), Physic x3 (S), Sleep (S), Silence (S), Brave lance/Spear (S)

Chapter 28
Bolting (S), Sleep (S), Silence (S)

While there are several rare items in Endgame, Berserk Ashnard makes it too risky.

-----
So he's rather useful for nabbing some pretty rare items, but combat wise, he's pretty crap. The problem is not his growths (50 str/65 spd is actually quite good), but the fact that his weapons have shitty might. His strongest weapon (a stiletto) only has 8 might, and he doesn't even get that until Chapter 21. So basically, he's doubling but can't do a whole lot of damage. Even after his latish promotion, his atk isn't too great. We are looking at 24 atk at 20/1 with a dagger, which is laughable compared to the rest of the team. A 23 str cap doesn't help him any, either. And don't think that his mastery skill will help him either. Lethality has a terrible proc rate (lolcrit/2), doesn't work on bosses, and requires that you waste an occult that a superior combatant (e.g. Ike, Boyd, or any of your paladins) could have used.

I forgot to mention, he's wind and only supports Bastian, who is also Wind and is one of the worst units in FE9.

So all in all, I'll give him a 9.5/10 for his thieving and a 4.5/10 for his combat for an average of...

7/10

Support suggestion: Lolwut?
Band suggestion: He really doesn't need anything. But if you insist, give him a priest/peg band.

-----

Part 3
Part 5

-----

Have a nice day.

Path of Radiance Ratings (Part 3)

Last of the Greil Mercs. Oh, and Ilyana, I guess.

-----

Mia

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
06/00  21  07  00  10  13  06  07  02

Growths
MHP STR MAG SKL SPD LCK DEF RES
 50  40  30  45  60  45  20  25

Mia the loli is the last of the initial Greil Mercenaries and is like her larger-breasted FE10 incarnation. Starts off fairly bad, but becomes good soon enough. As in good offense, shitty durability.

Mia's largest problem earlygame is that in the first 5 chapters you have her, most of the map is composed of lance users. To give an idea, 2/3's of the map are lances, and chapters 8, 10, and 11 aren't a whole lot better. She's pretty good in Chapter 9 due to the beach being axe-heavy, but otherwise is getting 2HKO'd at dangerously high hit rates (so she is essentially blocking axes with her face, except replace axes with lances), doesn't have good damage output except against fighters, myrms, and mages, and is taking counters from everything except archers. Compare this to Soren, who has worse concrete durability, but has 1-2 range to make up for it and the fact that mages can't damage him.

After this rough start, she does improve. Her offense is great since she doubles everything except fellow myrms with decent atk, but her durability is still fucking terrible and is still blocking attacks with her face (which is bad). The only units that she's beating in durability is Soren and Rhys/Mist, nevermind the fact that Soren avoids player phase counters and the healers are hiding in the backlines. Vantage can help, but she's reliant on crits to KO anything (since she sure as hell isn't 2HKOing things with her only moderate atk) and even then, armors and generals just shrug it off like it was nothing. Also, a lack of 2-range just hurts, and she can get easily mugged by mages/archers.

Post-promotion, her offense is still relatively good (22 AS doubles everything; 21 atk with a steel sword is somewhat mediocre, but has crit to make up for it), but the people that she used to beat in durability have finally caught up (supported 20/1 Soren has 6 more avoid than 20/1 Mia, and 20/1 Mist has about the same def). No 1-2 range still hurts since people like Jill and Boyd are raping face with hand axes and Neph/Marcia does alright with javelins (Mia has the sonic/runeswords, but those show up late and there's only one copy of each).

Her supports aren't too great. Bitch supports with only one decent character (Rice) and two fail characters (Largo and Ilyana). Fire affinity is nice though. She also makes great use of Wrath thanks to her innate Vantage and not-so-good concrete durability/good avoid (actually, you can combine Vantage with some other cool abilities such as Adept, Guard and Resolve.)

She's decent enough, so she deserves a

6.5/10

Support suggestion: She likes atk, so Rice A. Ilyana can be used if her speed works out. lol Largo.
Band suggestion: I'd recommend knight or wyvern. Or just anything that fixes her attack and defense.


Ilyana

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
06/00  20  01  08  10  09  06  03  10

Growths
MHP STR MAG SKL SPD LCK DEF RES
 45  25  50  45  30  45  15  50

Ilyana is the second magic user you receive (and the first female), but like in most FE games, she's inferior to her male counterpart.

She's alright at base. She packs a whooping 15 atk with Elthunder at base, higher than anything Soren, who is likely 2-3 levels ahead, can accomplish (8/0 Soren has 14 atk with Thunder), but gets weighed down by 5, preventing her from doubling anything but weighed down armors with it (as if she was doubling anything anyway, lol 9 base and 30% growth). Durability wise, she's little better than Soren. 20 HP/3 def with the same growths as Soren is still pretty terrible. Shade can cover for her durability, but enemies will likely still be attracted to her like iron nails to a magnet.

Ilyana grows decent enough, albeit at a slower pace than Soren. Her only good growths are magic and res, both at 50. What really hurts her offense, though is her 30% speed growth. She does have 25% str growth to compensate so she won't be weighed down by heavy tomes such as Thoron or Bolganone later on in life. But that really doesn't make up for the fact that she doesn't double anything except armors and generals (which make up around 30% of the enemy force) and is prone to getting doubled by fast things (such as swordmasters). Her durability is still ass, but her light affinity gives def, and she can net a support with Zihark, who is earth (to be fair she can also support with Lucia, who is also earth, but unfortunately, she completely sucks). She can also get full def from Mordy.

And while most of the female mages in previous games (Linde, Miranda, Lilina, Nino, and Lute) have higher magic growth than their male counterparts (Merric, Asbel, Lugh, Erk, Artur), Ilyana actually has lower magic growth than Soren. In fact, he ties or beats Ilyana in every growth except luck and str. Sad, eh?

Oh yeah. She's also bulimic. That's always nice.

5/10

Support Suggestion: Zihark and Mordy are her best choices for an A support, with Mia as a secondary B support. lol Gatrie. lol Lucia.
Band suggestion: Anything with speed. Her speed growth is just that bad (it's like only five higher than what Brom has, and he can boost his spd growth by 30 as opposed to just 5).


Rolf

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
01/00  18  05  00  08  08  04  06  02

Growths
MHP STR MAG SKL SPD LCK DEF RES
 60  40  25  45  50  40  30  25

I really did not want to do this one, but it's something that needs to be done.

Rolf, the youngest and least manly of the three brothers, has a lot of controversy. Some players say he's good, others say he's just plain crap.

Rolf's earlygame is, to be blunt, quite bad. Firstly, his offense at this point in the game is beyond terrible. He has only 11 Atk with iron (13 w/ Rolf's bow) thanks to his 5 str, and 6 speed is only doubling armors (which he tinks) and the Lv8 fighters (and the poleaxe fighter). Durability wise, he's little better. He's getting 2HKO'd by basically every unit on the map. The only units that don't 2HKO are the iron sword myrms, but those double and 2RKO anyway. And what's worse is that he's facing crit against several enemies on the map, which isn't good. Being an archer helps his case, since he avoids counters from everything except mages and other archers.

One problem I have with archers and snipers is that they don't have 1-range, and Rofl is no exception. This really cuts into his CEXP gain, since at least other underleveled characters (Mia, Marcia, Neph) can counter melee fighters, and Mist (who is also underleveled) is not even a combat unit. Rolf, however, is only countering archers and mages, which is decent, but face it, archers and mages don't make up a whole lot of the enemy army. End rant.

How does Rolf grow? His growth rates are average, not great, but not bad either. 50% speed growth means that his speed picks up fairly quickly, but his 40% str growth means that his atk is average at best. 60 HP/30 def is average as far as durability is concerned, but with his base durability being as bad as it is, it doesn't pick up for a while. Still, his chip damage can be useful in chapter 12 and 13 if he's trained, but Soren can cause slightly more damage with Elwind and is way easier to use. Post-promotion, he's finally good, but you probably wasted a lot of BEXP and CEXP to get him to that point.

I also forgot to mention that he's wind (the worst aff in the game), so he's not attracting a lot of the guys he does support (Marcia and Rhys could be useful, I guess).

All I can give him is a...

2.5/10

Support suggestion: Marcia A/Rice B or Mist A/Marcia B. Pick yer poison.
Band suggestion: Fighter is probably his best bet for a while. He can also use archer/thief to boost his spd.


Mist

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
01/00  16  01  04  04  07  06  02  07

Growths
MHP STR MAG SKL SPD LCK DEF RES
 50  35  50  25  40  60  15  40

Mist. Ike's loli sister and the keeper of Lehran's Medallion. Like Rolf, starts off bad, but ends up good.

Mist joins you as your second healer, and her stats at base are god awful, even worse than Rolf's (and I had some bad things to say about him). 16 HP/2 def is possibly the worst durability on a unit at this point (yes, even worse than Rhys). It doesn't take anything to OHKO her (like 18 atk) and many enemies on her joining chapter have that. So basically, you have to fence her in so she doesn't get attacked, kind of like Laura in RD except that you have 5 built up units to protect her by now instead of only having Sothe, Aran, and Nolan (Edward doesn't count yet since he is still blocking shit with his face). And what's worse is that she doesn't heal a whole lot either. 4 mag with E staves is pretty blegh, compared to a 8/0 Rhys' 12 mag and at least C staves. And she starts at Lv1 and she only gets 11exp for using a heal staff (compared to Rolf's 15-20 exp chip). In other words, she is leveling slowly.

She does improve quite quickly, assuming that she is properly leveled. 50% mag growth is serviceable enough for healing, and 40% speed and 60% luck means that her avoid will at least be respectable. Durability wise, she's little better than Soren and Rice in that regard. 50 HP/15 def is still quite terrible, so her rut of getting killed if an enemy so much as pokes her never really disappears, but being a healer helps and her purpose isn't to even go on the front lines. This is basically Mist before her promotion.

And what if she is? Her promotion bonuses are actually pretty good (+2 str/+3 spd/+3 def) and gains a pony and swords. However, thanks to her 35% str growth and 1 base, she only has 10 str at 20/1, which translates to 19 atk with the strongest weapon available to her at this point (an iron blade). And considering she's promoting at like Ch20 at the earliest (a.k.a dracoknight land), her atk is garbage. 18 speed at 20/1 is decent, but she gets weighed down by any weapon that packs high enough atk to offset her low str. However, if she can get to B rank (protip: you'll want to burn an arms scroll on her; she has enough trouble getting wexp as it is), she can utilize the sonic sword, and if you are patient enough for A rank, runeswords assume position. Healing wise, she has 18 mag, so she is healing 28 HP on average, and it's hard to say no to a mounted healer. Her concrete durability could be better though (29 HP/8 def at 20/1).

Support wise, she's in the money. She is water affinity, which boosts two things she needs (atk and def), and all her supporters except Rolf give either atk or def (and Mordy gives both since he's water, as well). A Jill/B Boyd, for example gives her a healthy mix of atk and def (and both are top tier units lol). For skillz, keep Miracle on her, since it activates on luck (which she has a lot of), and she's prone to dying. She's not one of my top candidates for Occults, but she can make alright use of Sol (don't expect it to activate often since her skill is crap).

Oh, and I suppose she's useful in the Black Knight fight.

7.5/10

Support suggestion: Jill A/Boyd B is great here. Tits and Mordy are decent, too. Rolf...not so much, though he's like atk/def too.
Band suggestion: If no one else is using it, Knight. Otherwise, anything with str, skl, or def.

-----

Part 2
Part 4

-----

Have a nice day.

Path of Radiance Ratings (Part 2)

More Greil Mercenaries!

-----

Rhys

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
04/00  22  00  10  08  05  08  00  14

Growths
MHP STR MAG SKL SPD LCK DEF RES
 40  05  60  50  40  50  25  55

Rhys is just like Lissa, Elise, and Sakura: He has low maintenance and input, and moderate output.

There is no explanation how useful healing is earlygame, where your dudes aren't anywhere close to developed. Keeping people alive without eating CEXP is actually pretty cool.

Sadly, that is where his positives end. His concrete durability is the worst out of the GM's, and the second worst overall (beating out only Raisin), and his speed is absolutely atrocious. This basically means that his combat is terrible. It doesn't help that he's fire aff, which boosts two things he doesn't need, given his overkill magic and skill. To give out an idea, Rice is worried about dying for his whole existence. That's what terrible durability and not enough avoid to make up for it will do. And let's not get to his offense: his speed means he's not getting close to doubling; in fact, Rhys is worried about getting doubled. Even if he had good spd, his str makes it very hard for him to use any tomes without AS loss (he gets, like, 3 str at 20/20, and Light is 4 weight). So his offense is basically laughable.

Basically, Rhys is a healbot, nothing more. He's good for the first few maps, but post-promotion, gets WTFstomped in every way by Mist and Soren, and is a liability unless you have Volke steal Physics for him.

His rating:

7/10

Support suggestion: He'll be lucky to support anyone besides Mia.
Band suggestion: Paladin, archer, or thief bands. His speed just sucks.


Shinon

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
--/01  32  09  06  15  13  09  09  06

Growths
MHP STR MAG SKL SPD LCK DEF RES
 75  65  20  70  65  35  50  40

Shinon gets my vote for most improved unit from PoR to RD.

Which means he's worse than horse crap in this game.

Earlygame, he's doing alright. 9 str/13 spd is above average, and 32 HP/9 def is the third highest durability of the GM's (which is an understatement since Oscar has 26 HP/8 def). His usefulness in early chapters is limited due to his lack of 1 range. But hey, he can weaken stuff for scrubs like Oscar and Soren, which is cool. However, all that is too good to be true, since he packs up and leaves at the beginning of Chapter 8 and doesn't come back until... Chapter 19, where he's beyond terrible. His offense is a greater joke than the Detroit Lions and his durability is ass. His growths are epic, but all they do is turn his shitty stats into slightly less shitty stats, and after like 15 levels, becomes good. And even with the growths, he isn't as good as Rolf at the same level (and I have some pretty bad things to say about Rofl).

With all that said, he gets a

3/10

Support suggestion: I really don't give a shit, so Gatrie A/Janaff B.
Band suggestion: If you are going to use him, I'd recommend something for str and spd. But I still wouldn't bother with him since Rolf and Astrid are better anyway.


Gatrie

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
09/00  31  12  00  06  05  05  14  00

Growths
MHP STR MAG SKL SPD LCK DEF RES
 80  55  05  55  25  25  60  30

This was Gatrie before IS genetically engineered his speed growth.

Earlygame, Gat is pretty awesome with excellent durability and good attack, possibly as useful as Tits without the mov. He might even be able to sneak a few doubles here and there since earlygame enemy AS is lame. His hit is shaky against the many axes, but he hits hard and doesn't die. His higher level means that he won't gain as many levels as Ike or Soren would, but he still gains way more than Tits or Shinon are getting, so if he gets kills, no one really gives a damn.

Just like with Shinon, he leaves at the start of Chapter 8. Unlike Shinon, he comes back at Ch13, where he will likely be ~Lv15. Unlike his buddy though, he's still average. Sadly, his spd is far from good and his mobility isn't the greatest in the world. He still hits hard and still super-tanks, which is a plus, but several other guys aren't too concerned about dying either. Luckily his spd is salvageable with the KW, but he has to compete the likes of Oscar, Kieran, and Neph for it. And the three I mentioned are more useful than him. Post-promotion, he's above average in durability but average in offense (lol 11 spd at 20/1, assuming 5 KW levels after he comes back).

With his high durability, he would, in theory, be a good candidate for Resolve and/or Wrath. But he's actually a bad user of those skills because the only way for him to drop to =< 50% HP is to get hit by magic (which IIRC, makes up less than 25% of the entire map in almost all cases). Luna is probably his best skill overall, but it would need to OHKO to be really significant. As for supports, he supports with people that either dwarf his move by 3 or are really shitty, not to mention light does little for him since he has an effective 135% hit growth (but a mediocre base) and has defense coming out of his ass.

TL;DR: Gatrie sucks, use Brom instead. At least Brom doesn't fucking leave you for 6 maps.

5.5/10

Support suggestion: He'll be lucky to support anyone, since Astrid/Marcia have 3 more move than him, and Shinon/Illy aren't that good.
Band suggestion: When he shows his face again, just give him the KW. He needs it.


Soren

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
01/00  18  00  06  08  08  05  02  07

Growths
MHP STR MAG SKL SPD LCK DEF RES
 45  05  60  55  40  30  15  55

Soren, the strategist of the GM's, is the best magic user in this game, but even he has his issues.

His join time is one of the worst in the game. The only units who have a worse earlygame rut are Rolf, Astrid, and Tormod, and it shows. 8 atk with Wind is pretty bad, even taking into account that he hits res, and he might not double attack every enemy on the map. As far as concrete durability is concerned, 18 HP/2 def is fucking terrible, worse than anyone else except Rice, and 45 HP/15 def growths do not do him any favors. He has 1-2 range, but he gets 2HKO'd pretty much all the time at dangerously high hit rates.

Luckily for him, his offense improves quickly. 60% mag growth means that his atk picks up quickly (and he's dark aff, so he gets atk from his supports. His only supports are Ike and Stefan, though) and he has an effective 45% AS growth (since he doesn't stop losing AS from anything until 20/0, and only gets 4 str at 20/20, lol 0 base and 5 growth). And he basically has full claim on spirit dusts since I doubt any other mage would be used except Calill. As for his durability woes, he could use a little help. He gets a somewhat fast support with Ike (though it takes until Chapter 22 to max out...) so his avoid will at least be at respectable levels. His concrete durability is still ass, but 1-2 range alleviates that for the most part, and staves are pretty nice, so he can function as a healbot if need be (if you choose knives for him, you're doing it wrong). Most of that will make up for his piss earlygame, but only barely cancels out his shitty durability. There is no excuse for getting 2RKO'd most of the game.

He will get an above average score overall.

7.5/10

Support suggestion: His only option is Ike A/Stefan B. Nuff said.
Band suggestion: I would put the mage band on him, since I doubt that anyone else is going to use it besides Calill.

-----

Part 1
Part 3

-----

Have a nice day.

Path of Radiance Ratings (Part 1)

"We like Ike! We like Ike"

Vote Ike/Soren for president 2016.

-----

Ike

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
01/00  19  05  01  06  07  06  05  00

Growths
MHP STR MAG SKL SPD LCK DEF RES
 75  50  20  50  55  35  40  40

Ike is one of the best lords in FE history, right next to FE7!Hector and FE4!Sigurd and Celice. He, like those guys, has great growth rates and a ridiculous endgame weapon.

However, he starts off a bit unimpressive. 5 str is the lowest out of your initial group (yes, Oscar has a higher str base than Ike), so he isn't hitting very hard at first (esp. with sword-lock), and he also has the lowest HP base out of the group. 5 def is tied with Boyd, except that he (Boyd) has 11 higher HP, so his durability is better anyway. The Chapter 1 seraph robe will fix Ike's HP problem, but you might be saving it for a flimsier unit. He also has poor avoid for a while except against axes, and even those have ~50 hit on him. In short, Ike is blocking axes with his face. Now, he is doubling since the enemies are retards and like to weigh themselves down, but his attack is still low enough to not one-round for a good while.

However, Ike grows very well, and will soon leave those humble beginnings. He has ridiculous offensive growths (50 str/55 spd) and great defensive growths (75 HP/40 def/40 res); however, those growths will need to get him out of his hole before he's considered above average, which is about Lv10. Once he starts growing, he will soon kill shit in 3-4 hits at least, double everything, and get 4HKO'd or better at decent hit rates, which is good by this game's standards. Earth affinity does Ike a lot of favors since it grants him a ridiculous avoid boost, but in all seriousness, his avoid isn't anything special until he gets a B support, which is around Chapter 11-12.

As far as his promotion goes, he promotes at the end of C17, around the same time as everyone else (unlike Roy, who promotes at the ass end of his game) and gets great promo bonuses (including +3 str/def), and access to his mastery skill, Aether. Basically, once promoted, Ike is a monster. He will kill everything he touches in 2 rounds at most (usually one) and his HP/def and avoid means he isn't getting close to dying, and even if there is something that he can't two round, he has Aether as a backup, with an 18% activation rate when he first promotes. His supports are probably established by now (B Oscar/B Soren; Oscar could even be at A if you don't want to give Soren the A with Ike), so he has great avoid. As if that's not enough, he gets Ragnell in Ch27-2, and from there, a giant walks among you. 44 atk at 1-2 range and 52 HP/23 def (28 with Ragnell bonuses) is actually pretty scary.

The only thing destroying his bid for a ten is his shaky earlygame and his lack of 1-2 range before he gets Ragnell.

9.5/10

Support suggestion: Soren A/Oscar B. Tits is decent for the defense boost, but stay away from the others.
Band suggestion: In the earlygame, I'd give Ike something that boosts his strength. So fighter band for him. HP can be covered by the Chapter 1 seraph robe. Post-promotion, I would either give him the pegasus/priest band or the soldier band.


Titania

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
--/01  33  12  04  13  14  11  11  07

Growths
MHP STR MAG SKL SPD LCK DEF RES
 80  40  25  60  50  45  40  45

If you took Erza Scarlet, inserted her into a Fire Emblem game, and had her main axes instead of swords, this is what you'd get.

Tits McGee is absolutely ridiculous earlygame. I am not even kidding around. She has 20 base attack with an iron axe (double Ike's base atk with an iron sword), and has 14 AS (almost triple Ike's base AS with an iron sword) at base, so she will one round pretty much everything for the first 10 maps. 33 HP/11 def/7 res means that she is also extremely hard to take down, so you can steamroll through an entire wave of enemies with her if you wanted to. However, she only gets 2 EXP a kill, which harms your weaker unit's CEXP gain, so I would use her as an unequipped wall unless you are in a really tough situation in which you would need her for something (C5 and C8 come to mind).

Unlike other prepromoted pallies such as Jagen and Marcus (mostly his FE6 version, his FE7 variant is just as broken as she is), and like Seth, Tits here has a respectable midgame. All her growth rates are 40 or above, so she grows well enough to be used extensively. Yes, some other dudes, notably Ike, Boyd, and Kieran match her in sheer stats even in the unpromoted state, but she can use things like knight ward to boost her speed growth or a robe to patch her average HP for her level. Her supports are also pretty good; she can easily support with Rhys/Mist and Boyd, which will boost her lowish atk for her level.

Lategame is where Tits' lowish initial stats start to bite her in the ass. For reference, at Lv12 (which is an ideal level for C20-21), she has 42 HP/17 str/20 spd/15 def. Her competition, Oscar and Kevin, have comparable stats at Lv8 (though they will probably be lowered level than this). Her attack might be a bit low compared to what other guys have (at Lv12, she has 28 atk with a steel axe; Boyd at Lv5 has 33 atk with the same weapon), but she has supports and forges to make up for it, and she can even use any killers or braves lying around to improve her offense even more. Durability-wise, 45 HP/17 def at 20/16 isn't exactly what I want to see in the lategame, but she has Light affinity and Sol to make up for it.

Between her ridiculous earlygame and her OK mid/lategame, she will get a

10/10

Support suggestion: Boyd A/Mist B. Ike's decent, but Rice has too low move to be useful for supporting.
Band suggestion: You can give Tits things like the knight band at first to improve on her average str and def. Once you get the KW, you can put it on her if you're not using an armored unit.

Oscar

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES
03/00  26  06  01  06  07  05  08  00

Growths
MHP STR MAG SKL SPD LCK DEF RES
 55  45  20  50  45  30  35  30

Oscar the Grouch is a pretty cool guy. Eh squints and doesn't afraid of anything.

His durability starts off fairly good. 26 HP/8 def is the fourth best of the GM's overall and it grows fairly well with 55 HP/35 def growth rates. Basically, he's beating out many first tiers as well as some second tiers in concrete durability. What makes him ridiculous is that he has earth affinity, as well as a really quick support with Ike (also earth), giving him stupid amounts of avoid. Basically, he is arguably the most durable unit overall (Gatrie and Brom beat him in concrete durability, but lose avoid by a crapton). Offensively, he's doing alright. 6 str/7 spd is almost as bad as Ike, arguably worse since he is facing WTD for his first two maps. 45 str/45 spd growths are fairly average, but he will generally be fast enough to double shit and atk is easy enough to fix (forges or the knight/fighter bands).

He does run into some competition when Kevin arrives. Base Kevin beats 12/0 Oscar in atk by 2 (assuming both guys use the same weapon), and wins HP/str/def growth by 5; however, Oscar wins durability by 1 def and avoid by a crapton thanks to supports, so he's still the superior unit. Moving on, once people start promoting, Oscar becomes even more ridiculous. He will get access to a weapon of his choosing (I usually go with bows, most people use axes), as well as Sol, increasing his survivability to almost Gatrie-like proportions. And it shows: 20/10 Oscar has 43 HP/19 def/10 res, which is good as far as durability goes (for reference, he beats 20/10 Titania in HP by 3 and def by 5), and his avoid can break 100 assuming A Kevin/B Ike. His atk might be a bit shaky, but he's doing alright.

With that all said, I give him his rating:

9/10

Support suggestion: Kevin A/Ike B. Tanith comes a tad late, and lol Janaff.
Band suggestion: Fighter or knight. He needs the str.


Boyd

Base Stats
LVL   MHP STR MAG SKL SPD LCK DEF RES 
02/00  30  07  00  04  06  04  05  00


Growths
MHP STR MAG SKL SPD LCK DEF RES
 75  50  05  50  45  35  25  25

Boyd. Ike's rival and the manliest of the three brothers.

Let's get to the short and quick of it. Boyd turns into a motherfucking beast. He, like other units in the earlygame, must escape humble beginnings, in his case, behaving like FE7!Bartre. He has a pitiful 3 AS with an Iron Axe equipped, but that fixes itself quickly with an effective 105% AS growth. In fact, if he gets either a str or spd on his first level up, he will actually one-round most of the bandits in C1 and C2. Ridiculous. With his manly str, fire affinity (which means at least half atk), and good speed, this will pretty much last the whole game. To give out an idea, he can use an iron axe and still match everyone else's atk with silver weapons. For example, 20/10 Boyd with an iron axe has 33 atk (32 w/ hand). 20/10 Ike with a silver sword has 35 atk. Even when silver isn't in the shop, he still matches or beats everyone. 20/1 Boyd with iron has 28 atk (27 w/ hand). 20/1 Kevin would need a steel axe to match that.

Defensively, he could be better. 30 HP/5 def bases with 75 HP/25 def growths is pretty good, and he can buff it up with supports (all his supports give def). So he's not going to be like Gatrie and get tinked/take single digit damage by everything that breathes, but he's not going to get killed if spat on either. This is great, because we want to apply his overkill offense as much as we can.

With all that said, he gets a...

9/10

Support suggestion: Brom A/Mist B. Both boost his atk and def.
Band suggestion: Anything with def. Spd and skl come in at a close second, but aren't as important as getting his def up.
-----

Part 2

-----

Have a nice day.

Path of Radiance Character Ratings (Intro)

This post was originally posted on Serenes Forest Forums on September 1, 2010.

I've always wanted to bring this back from the dead. Twas my first thread on SFF too.

Anyway, ratings are based on a Hard Mode performance. It's no use rating units based on NM since basically everybody is usable. Also, for the sake of people using blessings/screwages to rate units, I'm assuming Fixed Mode. I am going to rate each unit from 0 to 10 (0 meaning you are just garbage, 5 being the average, and 10 meaning you are epic). And while I'm going to try my best to give everybody unbiased ratings, there is a .5 margin of error. If I haven't used a character much or at all, I will do my best to give him/her an unbiased rating using the limited information I got from Serenes Forest/GameFAQs.

As usual, low turn counts are the name of the game. I'm not going to push for dondon low turns, but the goal is to stay within the limits for full BEXP.

I will also be putting in support/band suggestions as I go along.

I will be using the Hard Mode enemy stats as a guideline. It may or may not be complete since Vykan DID use only units with 9 move.

Oh, and feel free to comment. I'm doing this to contribute to SF. And please don't plagiarize my work. Just don't. I spent over a month working on this, and I don't want people stealing what is rightfully mine. Also note that this thread is rife with jokes, some really good, others as lame as Aquaman.

The following attributes will increase ratings:
-Positive Utility
-Good Offense (ex. 2 rounding when everyone else is 3 rounding)
-Good Durability (ex. getting 5RKO'd when others are getting 3RKO'd)

The following attributes will decrease ratings
:
-Negative Utility
-Having to be babied
-Shitty Offense (ex. 4 rounding when others are 2 rounding)
-Shitty Durability (ex. getting 2RKO'd when others are 3RKO'd)

Note: I am using simple averages to judge characters. Any decimals >= .5 will be rounded up, anything < .4 will be rounded down.

Final Note: I will bump a unit up or down only if I have solid evidence. Any fanboys/fangirls or trolls will be ignored.

Have a nice day.

Friday, 10 July 2015

Pokemon Emerald Ratings (The Final Reckoning)

The Final Tally:

Treecko - 7
Torchic - 9
Mudkip - 10
Poochyena - 3.5
Zigzagoon - 6
Beautifly - 3.5
Dustox - 2.5
Wingull - 6.5
Lotad - 3.5
Seedot - 5.5
Ralts - 7.5
Taillow - 8.5
Marill - 6.5
Shroomish - 9
Slakoth - 6.5
Skitty - 2
Abra - 7.5
Ninjask - 3.5
Shedinja - 4
Whismur - 6.5
Magikarp - 7
Tentacool - 7
Goldeen - 3.5
Zubat - 5
Geodude - 6.5
Makuhita - 8
Aron - 6.5
Sableye - 6
Nosepass - 0.5
Electrike - 7
Plusle - 4
Minun - 3.5
Oddish - 4.5
Gulpin - 5.5
Volbeat - 4
Illumise - 2.5
Numel - 4
Slugma - 1.5
Torkoal - 6
Machop - 7.5
Koffing - 5
Grimer - 4.5
Spinda - 1
Skarmory - 6.5
Swablu - 3
Seviper - 4
Solrock - 5
Spoink - 5.5
Wynaut - 4
Sandshrew - 3.5
Trapinch - 3.5
Baltoy - 2.5
Cacnea - 6.5
Lileep - 3
Anorith - 5.5
Jigglypuff - 4
Magnemite - 7
Voltorb - 5
Carvanha - 7.5
Corphish - 6.5
Wailmer - 6
Barboach - 7
Feebas - 0
Tropius - 6
Castform - 5
Kecleon - 4.5
Absol - 6
Shuppet - 4.5
Duskull - 2.5
Vulpix - 5
Chimecho - 1.5
Doduo - 5.5
Natu - 2.5
Girafarig - 5
Pikachu - 6
Psyduck - 5.5
Rhyhorn - 1.5
Phanpy - 2
Heracross - 6
Pinsir - 5
Staryu - 4
Spheal - 4.5
Snorunt - 2.5
Clamperl - 3
Huntail - 4
Gorebyss - 4.5
Chinchou - 5.5
Relicanth - 3.5
Luvdisc - 1
Corsola - 2
Horsea - 2
Bagon - 1.5
Mawile - 1
Regirock - 3.5
Regice - 4
Registeel - 3
Rayquaza - 5

Overall: 452.5/97= 4.66

With these results, I have also formulated a tier list to better organize the results:

SS Tier:
Mudkip

S Tier:
Torchic
Shroomish
Taillow
Makuhita

A Tier:
Ralts
Abra
Machop
Carvanha
Treecko
Electrike
Barboach
Magnemite
Tentacool
Magikarp

B Tier:
Skarmory
Cacnea
Corphish
Marill
Geodude
Aron
Slakoth
Wailmer
Zigzagoon
Sableye
Pikachu
Heracross
Tropius
Absol
Torkoal

C Tier:
Anorith
Doduo
Spoink
Seedot
Psyduck
Chinchou
Rayquaza
Pinsir
Voltorb
Castform
Zubat
Koffing
Vulpix
Oddish
Grimer
Kecleon
Shuppet
Spheal
Gorebyss

D Tier:
Numel
Plusle
Staryu
Huntail
Jigglypuff
Volbeat
Regice
Seviper
Wyanut
Shedinja
Minun
Regirock
Sandshrew
Trapinch
Beautifly
Ninjask
Lotad
Poochyena
Goldeen
Relicanth

E Tier:
Registeel
Swablu
Lileep
Clamperl
Baltoy
Snorunt
Illumise
Duskull
Natu
Phanpy
Horsea
Corsola

F Tier:
Skitty
Slugma
Chimecho
Rhyhorn
Bagon
Spinda
Mawile

Detroit Lions Tier:
Luvdisc
Nosepass
Feebas

Links to each Pokemon's ratings:

Starters
Earlygame Com Mons
More Earlygame Mons
Petalberg Forest Mons
Route 116 Mons
Old Rod Mons
Granite Cave Mons
Mauville City Mons
Fiery Path Mons
Fallarbor/Lavaridge Mons
Desert Mons
Sidequest/Good Rod Mons
Route 119/120 Mons
Mount Pyre Mons
Safari Game Mons (Part 1)
Safari Game Mons (Part 2)
Ocean Mons (Part 1)
Ocean Mons (Part 2)
Legendaries

-----

Have a nice day.

Pokemon Emerald Ratings (Part 19)

And here be legends...

-----

Regirock, Regice, and Registeel

Type: Rock (Regirock), Ice (Regice), Steel (Registeel)
Ability(s): Clear Body

Oh god, this one is going to get very long...

So we now cover the legendary trio of this game, and while they can't hold a candle to the legendary birds of olde, they still have a massive 580 BST and a high base level of 40. In a stark contrast to the birds, who you can catch once you have access to the dungeon they are in, the regis require a more convoluted method, which I'll be glad to explain.

In order to unlock the caves which they are imprisoned in, one must travel to Route 134, sticking along the south edge of the preceding routes. Once there, the player should find a solitary dive spot, which if traversed, will lead to a braille tablet. Surfacing while next to this tablet will send the player into a cave with braille tablets. In order to access the next room, the player must go to the northernmost part of the room and use Dig next to the tablet that is there (if you used up your Dig TM and overwritten it, you're shit out of luck unless you train a Trapinch to Lv41 or a Nincada to Lv45. Note that only those two and not their evolutions learn Dig naturally). Once in that room, to actually open up the tombs in which these beasts are held, one then needs to put a Wailord in the first slot and a Relicanth in the last slot (note that Relicanth is a 5% encounter in the underwater sections of Routes 124 and 126 and Wailord can either be evolved from a Wailmer at Lv40 or be found on Route 129 with a 1% encounter rate.)

Once inside the caves, it's only a matter of what you must do to undo the final lock and reach your legendary. To get Regirock, one needs to go two steps left, two steps down for the tablet and use Rock Smash. For Regice, one must walk along the perimeter of the first room, and to get Registeel, one needs to go to the center of the room and use Flash. The only thing left to do now is catch your legendary, which isn't exactly a walk in the park, as they each have a catch rate of 3. Even if you have a sleep move handy and get the Pokemon to <5% HP, you only have a 4.366% chance of catching them with Ultra Balls, which equates to around 25 balls needed on average. Even if you stall for 40 turns and use timer balls, you still have only a 9.265% chance of a successful capture, or around 10 balls.


Regirock:

While their typings, movepools, and stat distributions are different, one thing can be best summarized about them: the regis are all built like tanks, and Regirock is no exception. Sporting a colossal 200 base defense, Regirock has the highest defense stat in the entirety of the Hoenn dex, and in fact, is only dwarfed by Shuckle as of Gen V. This kind of defense means that Regirock will basically never die to unboosted physical attacks, super effective be damned. And he's no slouch on the special side either, with 80 HP/100 SpD being able to withstand all but the strongest water hits (so avoid Juan and Wallace, and you're golden), which is impressive considering that the entirety of the lategame is composed of water. Granted, being rock typed hurts his durability with its five weaknesses, but he still delivers.

With that out of the way, how's he doing offensively? Regirock sports a rather high 100 base attack and has access to Curse, but like Relicanth, he suffers from a lack of especially strong STAB. Because let's be quite honest here: Rock Throw's 50 BP really sucks by the point in the game, and Ancient Power's 60 BP is little better, not to mention the latter has very little PP. Thankfully, he does get pretty nice coverage in the form of Superpower, a 120 BP fighting move that drops atk/def by one stage after use (and is also useful against Sidney), though he is compatible with Earthquake should you not want a move that drops your stats. He can also get Explosion through the relearner, and while Thunderbolt access is cute, 50 SpA is not. He is also very slow, sporting the same speed stat as Aggron (this is a stat all three Regis share).

Overall, a very potent tank, but a shame his typing sucks in Hoenn's lategame.

3.5/10


Regice:

Regice is, in a way, Regirock's polar opposite in that while Regirock has a physical bias and rock typing, Regice has ice typing and an overwhelming special bias. With a base special defense of 200 (which no other Hoenn Pokemon even comes close to), Regice is virtually indestructible on the special side, and it helps that ice has no special weaknesses outside of the now scarce fire (and that isn't saying much, as ice is still one of the worst defensive typings in the game). While I can't say the same for his physical defense, 80 HP/100 Def is still on par with Walrein, so he can take a fluke rock/fighting hit if need be.

Due to the general better quality of special attacks, Regice has a better offensive game than his brethren, sporting the same special attack stat as Starmie and Milotic, and having access to STAB Ice Beam (as opposed to being stuck with the pathetically weak AncientPower and Metal Claw). He can also use Thunderbolt to great effect, and electric/ice is damn near unresisted (only Lanturn and Magneton resist both in Gen III). Unfortunately, his physical coverage is kind of wasted on a 50 base attack, but it's still enough to make Explosion hurt a bit.

While both are shitty defensive typings, ice is better than rock lategame due to not having a water weakness. That and high special defense is more valuable than high defense lategame.

4/10


Registeel:

Registeel can be best described as the middleman between the other two regis. While Regirock is supreme on the physical side and Regice is the same on the special side, Registeel falls between both extremes and while 150s in either defensive stat pale in comparison to Regirock and Regice's stronger defensive stat, the stats themselves are still very high, and it helps that steel is a far better defensive typing than rock or ice could ever hope to be, with its 11 resistances and complete immunity to poison.

Sadly, his offense is horrible in comparison to his brethren, with only 75 in either attacking stat. Not helping his case is the fact that steel, while a great defensive typing, is horrible offensive typing (it's essentially a crappier fighting, while rock and ice are both good offensive types), and just to pour salt on an already gangrenous wound, the only STAB he gets is Metal Claw, which is a pretty bad attack at this point in the game. At the very least, he gets Earthquake, Thunderbolt, Superpower, and Explosion access, but he still begs to have a better attacking stat and/or get Meteor Mash.

Great mixed tank capable of surviving just about anything the final bosses throw at him, well minus things like Flygon's Earthquake. All he really needs is a higher attack stat and a stronger STAB move.

3/10


Rayquaza

Type: Dragon/Flying
Ability(s): Air Lock

Here it is, the long awaited rating for the game's cover legendary, and what a way to end a ratings guide too. In any case, Rayquaza is the game's signature cover legendary, and like with all legendaries, while he isn't required to beat the game, he certainly makes the final bits a hell of a lot easier.

Rayquaza can be found on the top floor of the Sky Tower upon clearing Groudon and Kyogre from Sootopolis City, with a base level of 70. Yes, you heard me correctly. Level. Fucking. Seventy. To put things into perspective, Wallace's highest leveled Pokemon is only Lv58. Now imagine the total curbstomp that you will inflict by using this thing against regular trainers, or even Juan and Wally, who's strongest Pokemon are Lv46 and Lv45, respectively. Of course, being a legendary, he is very difficult to catch. Being at Lv70 (which is 20 levels above what your endgame level should be) with a catch rate of 3 (on top of having Rest), I highly doubt you even stand a snowball's chance in hell of catching him unless you use the Master Ball.

Not only is Rayquaza brutally overleveled, his stats are off the charts with a base stat total of 680, the highest in the game (in fact, as of Gen V, only Arceus's 720 and Black/White Kyurem's 700 exceed this). To make things even more awesome, Ray has some of the best offenses in the entire game with 150s in either attacking stat. This would be completely ridiculous on a non legendary, and even most other legendaries have only one attacking stat that's 150 or above. It helps that Ray is also quite fast and while his durability pales in comparison to some of the tankier 680's such as Lugia, 105/90/90 bulk still beats out pretty much any non legendary sweeper.

Movepool? Out of this world. Rayquaza already comes with some pretty nice moves, including Fly, ExtremeSpeed (a stronger version of Quick Attack) and Outrage (a dragon type Thrash clone), as well as Crunch, Dragon Claw, and Dragon Dance through relearner, but he gets a wide range of TMs/HMs including, but not limited to: Earthquake, Thunderbolt, Ice Beam, Flamethrower, and Surf.

Overall, very game breaking when you have him, but is gotten very, very late. Call him the Pokemon version of Athos, if you will. While I'd give a perfect score to Ray, availability this bad means that you can only do so much.

5/10

-----

Have a nice day.