So a while back a made a sloth hybrid as a idea for eremoceros’s super hybrid. Named Scutocertherium and even then after some calculating I decide from nerf it some what and make it like this
And I was satisfied, Until the people behind the JWA toolbox released their battle simulator (btw thank you so much to those who made it cause its a life saver) anyway I decide to use it and see how strong it was and I was absolutely shocked. It was so op beyond belief, basically out of all the dinos in the game only 6 creatures won against it. Out of those 6 only 2 won 100% of the time. And yeah that was a wake up call to me that it need a bit of a rework.
(Update: rough design and final deign sketched by @Snake_Dude)
Now as you all can see there has been a few changes here and there. Some more grave than others but needed for the sake of balance. A big one is the lost of camouflage, now at first this seems bad but in actuality it not really that bad in some cases and it other it’s actually better that it doesn’t have it. Before changing its kit most of the time Scuto didn’t even have to use camouflage mostly distracting shield just was a better option and was more reliable since it din’t have any RNG elements. Plus it would double distract for two turn rather than one. Another reason was for balancing purposes, having an always available instant speed, dodge and site action move on top of a distracting counter seemed a bit much even without or with distracting shield so in the end it really had to go. And instead I took a ply out of its parents book and gave it an option of two revenge moves one for damage reduction and another for speed control. In terms of resistances not much changed except for for the loss of vulnerability resistance. This is just to help more creatures with SV or VS type moves to allow for better set up or matchups. Health and attack were also lowered for balancing reasons and before you think its too low for a unique just wait till the end. Anyway after that not much changed except for it gaining on escape heal. If your still skeptical in terms of power and balance well let me show you all how good it is even with the nerfs/buffs.
- means wins less than 40% or losses completely
- Yellow / means wins 50% of the time or mind games.
- Green means wins 60% of the time or more so will usually or almost always counter it
NOTE: this the creatures win rate against scuto not scuto against the creature
These are only Tyrant through mid elite as that really where things only get strong enough to counter it again this is a endgame creature.
As you can see it a powerhouse even with such low stats compared to other uniques even with camouflage. Its very versatile kit and godly counter make it one of if not the top 5 creatures in the game. With 5 total counters and 5 good matchups in tyrant I think its balanced almost to the level of trykosaurus before 2.0. Ive also tested it out with the arena simulator and thanks to no priority moves or passive moves its very easy to set up on, it can’t remove dodge or cloak so cunnings finally aren’t at a super disadvantage since it can only slow or shield. And it low attack means that even if your hit it won’t be too much damage. Sure boosts would miss up things but boosts already mess up so much there is not fixing that Anyway what do you think, also @Ned mind sharing this lol basically did the job for ya’ll here free creature, leave your thoughts in the poll bellow. (Oh and keep an eye out @Snake_Dude will do the creatures design for it and I’ll update when that’s done)
- Very good
- Meta defining