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  1. Good as the Drives are though, the Summons are far superior.
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  3. First off, the Summoning system itself is better. They're easier to level and all share the same level, don't require allies, all cost three Drive bars, there's no penalty for abusing them, you get to keep all the advantages of regular Sora (Guard, Guard Break, Slide Dash, Explosion, Horizontal Slash, better Magnet, etc) and most importantly, as you deal damage to enemies, the Drive Gauge increases as you deal damage with a Summon, instead of decreasing like with Forms.
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  5. This means that with a few level ups and Summon Boost, all but Genie can be made to last indefinitely. The only disadvantage is the lack of an instant HP/MP refill, and Summons give better survivability anyway.
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  7. Do NOT use their Limits, except for Genie's and occasionally Pans, just let them hang out and do their thing.
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  9. Chicken Little restore's your HP as you damage enemies, and if you're at critical health he'll toss you a Potion. He tosses firecrackers that break super armor, interrrupts attacks and stun anything. Against groups his whistle acts as a constant, damageless ground-level Magnet bringing enemies to you and stop them from doing anything. That alone is better than Final Form for groups of regular enemies, and remember he can last pretty much forever."
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  11. The strength of Genie is his attacks are completely invincible, which lets him crush enemies who are immune to Magnet (covering Stitch's weakness). Genie is also an excellent way to burn time as MP is regenerating for a Limit. His Valor and Wisdom Limits are cost effective single target damage sources; on a per Drive bar basis he's similar to Final damage-wise. Reason people don't use him for Data Org/Terra is because his Limits provoke counters. However, this isn't an issue in the story, where most bosses are environmental/blobby types or have bad counters, and you can spam Genie's Limits to your hearts nonstop. He's used in quite a few speedrun strats in the main game (moreso under leveled conditions where he can blitz bosses by himself). There's also the fact that, since his attacks are Limits, they don't benefit from boosts you don't have at Lv 1 (making him scale a bit better than the Forms). His Wisdom Limit is also good at Lv 1 for having so many hits (abusing the damage floor). Master is his strongest Limit on a per use basis (roughly equal to a four hit->GB->Explosion combo with the Combo Boost from leveling and Decisive Pumpkin) and has good crowd control (sucking in lesser enemies towards him with a vortex-like effect). Final costs more than his Master Limit and deals less damage to an individual enemy, but distributes its damage and handles crowds better. Also, Magnet->Final Limit (triggering extra hits) is quite strong, and lets you use the Final Limit three times per Summoning. Genie will also toss you potions at low health (pretty useless at Lv 1, but can be silly with Once More).
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  13. Stitch is god. He automatically stops most Guardable attacks and pretty much every projectile. He randomly plays his Ukelele, stunning every enemy on screen and causing them to drop HP orbs. He always does this when you're at critical health, and won't stop until you get out of it. His biggest draw, though, is that he acts as infinite MP. At worst, that's infinite Reflect and Cure. Magnet, combined with Thunder, Fire, Explosion or Stitche's Ukelele, is the most damaging attack in the game, the fastest way to clear crowds and the second easiest (after Final Genie). Spamming one of the elemental Magics with a few Reflects lets Stitch easily keep up with or surpass Final Form in terms of damage against bosses.
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  15. Peter Pan makes you better at pretty much everything. He gives you HP regneration, and once per Summoning revives you with full health if you die (yes, you can Summon him multiple times per fight for multiple revives). He attacks alongside you, and drops tons of MP orbs (acting as a mini-Stitch). For physical attacks, he acts as a small damage increase, makes them unparryable, and gives every hit the stun and unblockablity of a finisher (Saix never gets an attack off outside berserk). Physical attack spam lets him beat Final Form in the damage category. He also has a decently damaging Limit that can be used for emergency i frames."
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