Kit: Evasive strike Precise Rampage- (cool down 1) Maiming Wound- Attack 1x, inflict 40% wound for 2 turns. (Cool down 3) Decelerating Impact- ( cool down 1)
Nullifying counter: after surviving and receiving a physical hit remove positive effects On escape evasive strike
This snake it’s a sure two shot kill on anything that not immune or can’t cleanse.
*the wound and counter both come from moves that ludia hasn’t implied yet so why not now; plus it makes sense since null come from its dilophoboa ancestry and maiming wound comes from a combination of gashing and exploit wound
Now this snake is the king of all bleeders so is it better than it is now?
Psst: @J.C Can ya share this or at least keep this in mind
Also, for the king of bleeders, I guess maybe, although it may need another bleed move like Stigydaryx, spinotahsuchus, darwezopteryx and I for it to be a true bleeder
I like it for sure, but I do live on Snake island so might be biased lol.
in terms of balance, what would be a possible counter, as ideally it would need one, from what I can see I gather immune hard hitters that are faster, such as Magna yeah?
Anything faster and immune you can also bleed it back, and anything with cleanse can have a chance but ya basically tanks, chomper, pterosaurs, and amphibians are screwd
I would actually love for it to have its own class of damage ovet time, in the form of poison, that could inflict small amounts of damage and a stacking damage debuff, making the enemy weaker as the poison ticks!
Like all these with their kills in three turns nah get that out of here all this snake needs is two and anything non immune is dead even Indoraptor gen2 quivers in fear.
I actually really like the current build. Obviously it has counters, but when my spinoconstrictor was just lv21 I was taking out lv28 indoraptor g1 with sidestepping and wound. Don’t forget that sidestep stacks so as long as you’re not facing an opponent with definite or null moves you have a good shot at survivability. Add to that the fact that exploit wound doesn’t draw a counter either you can spam sidestep-counter-sidestep now you’re at +20% spd and can rampage or exploit wound if you know you can survive. I hit dioraja with that combo for 2719/turn without ever attacking and drawing that precise counter
I feel like something could be done with it’s counter to make it more effective, as well as the basic move becoming Sidestep, allowing for another gimmick. Ideally it should combine Diloboa (a utility chip damage) with a bleeder (Spino). I feel like the important thing is utility and bleed there, with a lesser focus on the chip damage and a more solid feel.
My Idea:
Sidestep
Precise Rampage
Lethal Wound
Nullifying Impact
Passives:
Immune to Distraction
Poisonous Counter
Stats:
3900 Health
1100 Attack
121 Speed
0% Armor
10% Critical Hit Chance
New Move: Poisonous Counter
When attacked, deal Damage over Time equal to 20% of opponents maximum health over 1 turn. Distract opponent 50% for 1 turn.
Given the rarity of Titanaboa, this should be a VERY strong hybrid. The bleed is incorporated into the basic Dilophoboa archetype, which is that of a creature that relies heavily on a counter to be effective. It is designed primarily as a dodging anti-speedster (hence its current ability to flat out kill Dilorach and Erlikospyx T1). However the current build suffers heavily against immune creatures, and particularly those that are bulky, which is why the Null Impact has been added, partially to a second viable damaging move and partially to compensate damage reduction. While ending up dead when facing many bulky immunes, it now has the ability to deal more than a single hit against these creatures. The counter was to preserve the distracting aspect of Dilophoboa, one of its tools to stall out the enemy, though this was compensated by a drastically decreased bleed. Hope you all like, feedback appreciated.