Critical chance: 10%
Created using DNA from Sinosauropteryx and Dakotaraptor.
Alert the Flock.
Cautious on Escape.
Resistant to crit reduction (100%), reduced damage (100%) and rending (33%).
Sinokotaraptor is the last of the new 2.11 hybrids added to the game. She is another flocking creature with the benefits and annoyances that it brings. Sinokotaraptor has good health and a fair damage. Like other flocks she also has a high speed value. As for her abilities, she seems fair enough although distraction as a basic attack isn’t all that nice for everyone else. At first glance to me, Sinokotaraptor seems quite average compared to some of the flocking creatures that we have. She’ll do well but for a Legendary rarity should she not be slightly better?
What are your thoughts on Sinokotaraptor?
Although she has fair stats and abilities for a flock of her rarity, she’s quite underwhelming compared to DCevia and CHaast.
Honestly, Sinokotaraptor needs a buff. They have absolutely nothing special about them, excluding Sinokota’s Cautious OE. Every Flock had either had a signature move or has something that makes them Unique. Sinokota, on the other hand, has nothing of the sorts. Literally just super basic Cunning Moves, not even a single Alert one, despite being a Flock. Plus, it’s stats and resistances are pitiful. It should get a buff in Atk or HP, some sort of signature move and Alert Move, or something like that. My personal buff for it would be:
Sinokotaraptor: Legendary Hybrid
Accelerate Cunning Strike (Target: Self) Increase Speed by 10% for 3 turns. Cleanse Damage Over Time. (Target: Lowest HP.) Remove Increased Damage. Remove Increased Crit Chance. Reduce Crit Chance By 100.0% for 1 turn(s), 2 attack(s). Reduce Damage By 50.0% for 1 turn(s), 2 attack(s). Attack 1X
Hop and Mock
Alert Evasive Pounce: Secure: (Target: Lowest HP) Attack 2x, bypassing Dodge. Reduce Damage for 1 turn, 3 attacks. Threatened: (HP 33.3% or less) Attack 1.5x. 75.0% chance to Dodge By 66.7% for 2 turn(s), 4 attack(s). Cooldown of 2
Critical Group Distraction: (Target: Self) Increase Crit Chance By 100.0% for this turn. (Target: All Opponents.) Attack 1.5X. Reduce Damage By 50.0% for 1 turn(s), 2 attack(s). Cooldown of 2
100% Critical Hit Reduction, 100% Reduced Damage, 33.4% Swap Prevention, 33% Rend
Absorb: (Flock of 3) Max damage received is remaining HP of flock member nearest defeat. Exception: Group attacks.
Cautious On Escape:
Alert the Flock