History Main / MagikarpPower

11th May '17 1:43:34 AM ChrisX
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*** Tailtiu is the last character that joins you in the first generation. She's level 3 Thunder Mage and has a lot to catch up with and hampered with the fact that the next chapter has her elemental weakness, Wind Mage, aplenty. The player can still make her promote at the level she joined (leaving all villagers unsaved for her to reap the golds to buy a Paragon Band, then level up immensely in Arena) that she will be able to hold on her own until her generation ends... in which with proper pairing (with either Azelle, Lewyn or Lex), her children Arthur and Tine, who joins very early unlike her will be a duo of forces to be reckoned with, though not to an extent of a GameBreaker.
6th May '17 7:42:22 PM adalwar
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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increases in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via buffs, shields and heals of all manners.

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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages.damages, any character can basically ''kill him with a sneeze'' during the first 15 to 20 minutes in the game. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increases in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via buffs, shields and heals of all manners.
6th May '17 7:19:15 PM adalwar
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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increases in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via with buffs, shields and heals of all manners.

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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increases in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via with buffs, shields and heals of all manners.
6th May '17 7:17:21 PM adalwar
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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increses in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via with buffs, shields and heals of all manners.

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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increses increases in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via with buffs, shields and heals of all manners.
6th May '17 7:15:33 PM adalwar
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*** Tristana begins the game with one of the worst basic attack ranges for a ranged marksman. Her passive increases her range as she levels up, ending with one of the ''best''.

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*** Tristana begins the game with one of the worst basic attack ranges for a ranged marksman. Her passive increases her range as she levels up, ending with one of the ''best''. Not quite the same case after her rework, where her passive range increase was nerfed and so has her attack speed, though she still remains one of the stronger marksment at the latter stages.


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*** Kog'Maw ''fits this troop to a T''. Short range, no mobility and low base damages. Kog needs to get levels in order to empower his Bio-Arcane Barrage, his primary offensive tool which increases the range of his basic attacks and grants him percentage health damage ''per hit''. Also his ultimate, Living Artilery is a long range skillshot with an execute threshold that increses in range with each rank. Once acquiring a few items and levels, his lategame becomes '''SO'''. '''FREAKIN'''. '''NIGHTMARISH'''. that high level players and teams developed ''entire team compositions'' based around Kog as the sole damage dealer with everyone else supporting him via with buffs, shields and heals of all manners.
2nd May '17 1:35:58 AM flamemario12
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** The Samurai class from Complete Warrior is an unintentional example. It's strongest feature is the Samurai code of conduct, which makes you lose all your abilities if you break it ... because the class is so weak that losing it actually makes you more powerful! Specifically, breaking this code of conduct when higher than level 11 allows you to switch 10 class levels to the far-superior Ronin class.

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** The Samurai class from Complete Warrior is an unintentional example. It's Its strongest feature is the Samurai code of conduct, which makes you lose all your abilities if you break it ... because the class is so weak that losing it actually makes you more powerful! Specifically, breaking this code of conduct when higher than level 11 allows you to switch 10 class levels to the far-superior Ronin class.



** Mokey Mokey is a very weak and harmless looking monster, but the card Mokey Mokey Smackdown raises it's attack to 3000, the same as a Blue-Eyes White Dragon.

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** Mokey Mokey is a very weak and harmless looking monster, but the card Mokey Mokey Smackdown raises it's its attack to 3000, the same as a Blue-Eyes White Dragon.



** Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), it's attack greatly increases and you can do this one per turn, increasing the attack by up to 3000 each turn and adding the cards to your hand.
** Yubel has 0 attack but strong defensive abilities. It's OneWingedAngel forms, known as [[NamesToRunAwayFromReallyFast Terror Incarnate and The Ultimate Nightmare]] also have 0 attack but their abilities very powerful.
** Satellite Cannon starts with Zero attack but it's attack increases greatly with each turn and it can't be destroyed by low level monsters, although it's attack goes back to zero each time it attack.

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** Ma'at starts out with 0 attack but by correctly guessing the top three cards on your deck (there are some cards that let you see what they are), it's its attack greatly increases and you can do this one per turn, increasing the attack by up to 3000 each turn and adding the cards to your hand.
** Yubel has 0 attack but strong defensive abilities. It's Its OneWingedAngel forms, known as [[NamesToRunAwayFromReallyFast Terror Incarnate and The Ultimate Nightmare]] also have 0 attack but their abilities very powerful.
** Satellite Cannon starts with Zero attack but it's its attack increases greatly with each turn and it can't be destroyed by low level monsters, although it's its attack goes back to zero each time it attack.
2nd May '17 1:30:59 AM flamemario12
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** The recent Eldrazi set has brought along creatures that gain 'Level Counters' when ever you pay to do so. Their stats increase takes a while and it takes up resources that could be kicking out more cards instead, but some of them get REALLY good powers at max level. For example [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=198164 Lord of Shatterskull Pass]] - Wow.
** The latest set, Innistrad, introduces double-faced cards and the transform mechanic. Most of them are werewolves but one in particular, [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=221179 Ludevic's Test Subject,]] is an egg. It has zero attack power, and is in fact completely unable to attack. However, once you use it's ability to give it five "hatch" counters, it becomes [[NamesToRunAwayFromReallyFast Ludevic's Abomination]], a 13/13 creature with trample, which is much better for attacking.

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** The recent Eldrazi set has brought along creatures that gain 'Level Counters' when ever you pay to do so. Their stats increase takes a while and it takes up resources that could be kicking out more cards instead, but some of them get REALLY good powers at max level. For example [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=198164 Lord of Shatterskull Pass]] - Wow.
** The latest set, Innistrad, Innistrad set introduces double-faced cards and the transform mechanic. Most of them are werewolves but one in particular, [[http://gatherer.wizards.com/pages/Card/Details.aspx?multiverseid=221179 Ludevic's Test Subject,]] is an egg. It has zero attack power, and is in fact completely unable to attack. However, once you use it's its ability to give it five "hatch" counters, it becomes [[NamesToRunAwayFromReallyFast Ludevic's Abomination]], a 13/13 creature with trample, which is much better for attacking.



* ''TableTopGame/YuGiOh'' has a similar monster group known as the Geminis, monsters that are treated as effectless Normal Monsters while on the field and in the graveyard, but if you're willing to waste a Normal Summon or card effect on them, become powerful Effect monsters. Considering that Normal Monsters ''themselves'' are {{Lethal Joke Character}}s requiring a proper build with the right cards to become powerful, and most of said cards can be used with Geminis, and well...you do the math.
** Longtime players may remember Maha Vailo, a Level 4 monster with mediocre stats (1550 ATK/1400 DEF). On its own, it was useless, but its special ability allows it to gain an extra 500 points of attack power for every equip card given to it. A simple Malevolent Nuzzler or Horn of the Unicorn(both of which provide a 700 ATK boost) now boost Maha's ATK by ''1200'', and the fun doesn't stop there. With the right equips, it could have an ATK over 4000, and easily be strong enough to take out ''more than half the opponent's life points in a single shot''. Bear in mind that this is a game where most high-end monsters have ATK power in the range of 2500-3000.
*** The strongest it can get? Five Monsters out including itself (easy using Scapegoat), three United We Stand, two Mage Power, and Luminous Spark. That would give it 22550 ATK - for comparison, Five-Headed Dragon, the physically strongest Monster out there, has 5000, and starting Life Points is 8000. Don't screw with Maha Vailo.
*** It now has a SpiritualSuccessor in Morphtronic Videon (1000 ATK/1000 DEF), which gets 800 per equip card when in attack postion. Using the above cards, it can get 23500 ATK.
*** Armed Protector Dragon also gains 500 attack for each equip card on it and prevent equip cards from being destroyed.
*** For a similar effect that lets you use cards other than equip cards to power it up, and also includes your opponent's cards, you can use Jester Lord, which gains 1000 attack for every spell and trap card on the field, and it starts off with zero attack, making it potentially even stronger than Maha Vailo or Morphtronic Videon. That is up to 10,000 attack, plus any effects from equip cards if you used them. The downside is that there can't be any other monsters on the field.
*** Armed Samurai - Ben Kei gets an additional attack for every equip card you put on him. With, say, Mage Power and Axe of Despair, he'll hit three times for 2500, very nearly enough to completely oneshot a player. Yes, there have been decks built around disabling your opponents magic and traps for a turn, then summoning this guy with three equip cards and winning the game.

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* ''TableTopGame/YuGiOh'' has a similar monster group known as the Geminis, monsters that are treated as effectless Normal Monsters while on the field and in the graveyard, but if you're willing to waste a Normal Summon or card effect on them, become powerful Effect monsters. Considering that Normal Monsters ''themselves'' are {{Lethal Joke Character}}s requiring a proper build with the right cards to become powerful, and most of said cards can be used with Geminis, and well...you do the math.
''TableTopGame/YuGiOh'':
** Longtime players may remember Maha Vailo, a Level 4 monster with mediocre stats (1550 ATK/1400 DEF). On its own, it was useless, but its special ability allows it to gain an extra 500 points of attack power for every equip card given to it. A simple Malevolent Nuzzler or Horn of the Unicorn(both of which provide a 700 ATK boost) now boost Maha's ATK by ''1200'', and the fun doesn't stop there. With the right equips, it could have an ATK over 4000, and easily be strong enough to take out ''more than half the opponent's life points in a single shot''. Bear in mind that this is a game where most high-end monsters have ATK power in the range of 2500-3000.
***
2500-3000. The strongest it can get? Five Monsters out including itself (easy using Scapegoat), three United We Stand, two Mage Power, and Luminous Spark. That would give it 22550 ATK - for comparison, Five-Headed Dragon, the physically strongest Monster out there, has 5000, and starting Life Points is 8000. Don't screw with Maha Vailo.
***
8000.
**
It now has a SpiritualSuccessor in Morphtronic Videon (1000 ATK/1000 DEF), which gets 800 per equip card when in attack postion. Using the above cards, it can get 23500 ATK.
*** ** Armed Protector Dragon also gains 500 attack for each equip card on it and prevent equip cards from being destroyed.
*** ** For a similar effect that lets you use cards other than equip cards to power it up, and also includes your opponent's cards, you can use Jester Lord, which gains 1000 attack for every spell and trap card on the field, and it starts off with zero attack, making it potentially even stronger than Maha Vailo or Morphtronic Videon. That is up to 10,000 attack, plus any effects from equip cards if you used them. The downside is that there can't be any other monsters on the field.
*** ** Armed Samurai - Ben Kei gets an additional attack for every equip card you put on him. With, say, Mage Power and Axe of Despair, he'll hit three times for 2500, very nearly enough to completely oneshot a player. Yes, there have been decks built around disabling your opponents magic and traps for a turn, then summoning this guy with three equip cards and winning the game.



*** Chimeratech Overdragon is not the only monster whose power is determined by how many cards are used to summon it. There also are Chimeratech Fortressdragon, Cyber Eltanin, Megarock Dragon, Evil Dragon Ananta, Worm Zero, Starduston, Kasha, Grandora The Dragon of Destruction, Prometheus King of the Shadows, and more.
** Yet another example might be the LV monsters. While they generally start as something like a LV3 1000ATK monster, when conditions (Ranging from as simple as surviving until the next turn to directly attacking your opponents life points) are fulfilled they level up, bringing out the next level, until they reach their final forms, with 2700 ATK or more and powerful effects such as negating all Magic cards or destroying all your opponents monsters by discarding a single card.
*** These also were a subversion- only the highest levels were required to be summoned by effect (mostly) so you could often just skip the lowest stage by playing the middle one first.
** You could also consider the Batteryman AA strategy an example of this. Batteryman AA (LIGHT Three-star(I think) 0 ATK/0 DEF) is a monster that for every Batteryman AA on the same player's field (meaning your opponent's don't count), they all gain 1000 ATK each if they are all in ATK position and 1000 DEF each if they are all in DEF position. The thing is, getting and keeping your Batterymen on the field would normally be a challenge. But with Inferno Reckless Summon, a card that when you special summon a card, your opponent selects a face up monster on their side of the field, and they summon all the cards of the same name from their hand, deck and graveyard to the field in face up ATK position, but you also do that with the card you special summoned. That mean if it was Batteryman AA, you get three 3000 ATK monsters on the field, ready to attack. Then, if you use the card Shot Circuit, whose effect is if you have three or more "Batteryman" cards on your side of the field, destroy all the cards on your opponents side of the field, you then deal 9000 direct damage to your opponent's life points, and they only start with 8000, thus winning the duel with a monster with 0 original ATK and DEF.

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*** ** Chimeratech Overdragon is not the only monster whose power is determined by how many cards are used to summon it. There also are Chimeratech Fortressdragon, Cyber Eltanin, Megarock Dragon, Evil Dragon Ananta, Worm Zero, Starduston, Kasha, Grandora The Dragon of Destruction, Prometheus King of the Shadows, and more.
** Yet another example might be the The LV monsters. While they generally start as something like a LV3 1000ATK monster, when conditions (Ranging from as simple as surviving until the next turn to directly attacking your opponents life points) are fulfilled they level up, bringing out the next level, until they reach their final forms, with 2700 ATK or more and powerful effects such as negating all Magic cards or destroying all your opponents monsters by discarding a single card.
***
card. These also were a subversion- only the highest levels were required to be summoned by effect (mostly) so you could often just skip the lowest stage by playing the middle one first.
** You could also consider the Batteryman AA strategy an example of this. Batteryman AA (LIGHT Three-star(I think) 0 ATK/0 DEF) is a monster that for every Batteryman AA on the same player's field (meaning your opponent's don't count), they all gain 1000 ATK each if they are all in ATK position and 1000 DEF each if they are all in DEF position. The thing is, getting and keeping your Batterymen on the field would normally be a challenge. But with Inferno Reckless Summon, a card that when you special summon a card, your opponent selects a face up monster on their side of the field, and they summon all the cards of the same name from their hand, deck and graveyard to the field in face up ATK position, but you also do that with the card you special summoned. That mean if it was Batteryman AA, you get three 3000 ATK monsters on the field, ready to attack. Then, if you use the card Shot Circuit, whose effect is if you have three or more "Batteryman" cards on your side of the field, destroy all the cards on your opponents side of the field, you then deal 9000 direct damage to your opponent's life points, and they only start with 8000, thus winning the duel with a monster with 0 original ATK and DEF.



*** The above mentioned cards that get more powerful with more cards removed from play are Helios The Primordial Sun, Helios Duo Megistus, and Helios Trice Megistus, the aforementioned Gren Maju Da Eiza, D.D. Dynamite, Golden Homunculus, Tyranno Infinity, Doomsday Horror, Number 92: Heart-Earth Dragon, Celestial Sword - Eatos.
*** There also are similar cards whose attacks are determined by cards in graveyard such as Chaos Necromancer, Worm Victory, Rage of the Deep Sea, Reaper Scythe - Dreadscythe, Rai-Jin, Pilgrim Reaper, and a few others.

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*** ** The above mentioned cards that get more powerful with more cards removed from play are Helios The Primordial Sun, Helios Duo Megistus, and Helios Trice Megistus, the aforementioned Gren Maju Da Eiza, D.D. Dynamite, Golden Homunculus, Tyranno Infinity, Doomsday Horror, Number 92: Heart-Earth Dragon, Celestial Sword - Eatos.
*** ** There also are similar cards whose attacks are determined by cards in graveyard such as Chaos Necromancer, Worm Victory, Rage of the Deep Sea, Reaper Scythe - Dreadscythe, Rai-Jin, Pilgrim Reaper, and a few others.



** Dark Flare Knight is a fusion monster that actually has LESS attack than one of the monsters needed to summon it, its only advantage in battle is a weak defensive ability. But when it is destroyed, it goes OneWingedAngel and becomes the devastating Mirage Knight.

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** Dark Flare Knight is a fusion monster that actually has LESS less attack than one of the monsters needed to summon it, its only advantage in battle is a weak defensive ability. But when it is destroyed, it goes OneWingedAngel and becomes the devastating Mirage Knight.



** An anime-only example from the ''Anime/YuGiOh5DS'' anime: during the Grand Prix arc, Team Taio / Sun uses as the absolute ace of their deck a card so common that everyone possesses at least 1 copy of it, but no one bothers using it, due to its extremely hard to fulfill summoning conditions, requiring you to protect a weakling monster for 10 - 20 turns. The Twist? That common card is literally god-like and unstoppable in case the player is skilled enough to let it hit the field, said in-universe to rival the power of the [[GameBreaker Egyptian God Cards]]. This card's name: Zushin the Sleeping Giant.
*** Zushin has now become playable in the real life card game, and it is nearly impossible to beat once it is summoned. It is immune to card effects, and its attack is always 1000 more than that of the monster it fights with.

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** An anime-only example from During the Grand Prix arc in ''Anime/YuGiOh5DS'' anime: during the Grand Prix arc, anime, Team Taio / Sun uses as the absolute ace of their deck a card so common that everyone possesses at least 1 copy of it, but no one bothers using it, due to its extremely hard to fulfill summoning conditions, requiring you to protect a weakling monster for 10 - 20 turns. The Twist? That common card is literally god-like and unstoppable in case the player is skilled enough to let it hit the field, said in-universe to rival the power of the [[GameBreaker Egyptian God Cards]]. This card's name: Zushin the Sleeping Giant.
*** Zushin has now become playable in
Giant. In the real life card game, and it Zushin is nearly impossible to beat once it is summoned. It is immune to card effects, and its attack is always 1000 more than that of the monster it fights with.
1st May '17 2:37:46 PM Blastgamer
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* In the ''WesternAnimation/{{Chaotic}}'' TCG, Stelgar both [[SubvertedTrope subverts]] and plays this trope straight. [[http://vignette2.wikia.nocookie.net/chaotic/images/6/60/Stelgar01.png/revision/latest?cb=20090325183725 Normal Stelgar]] has fairly good stats and the typical underworld elements, fire and air, ''and'' it gains more in every stat except energy every time it wins. However, grow its power stat, which is normally its biggest one, too much, and Stelgar [[HoistByHisOwnPetard destroys itself.]] On the other hand, play Stelgar in a [[BrainwashedAndCrazy minion]] deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used to cast mugic, so it becomes a mugic casting ''machine''. In Stelgar's second card, [[http://vignette2.wikia.nocookie.net/chaotic/images/e/e6/Stelgar.png.png/revision/latest?cb=20100219212100 Stelgar, Vicious Mutation]] it plays this trope ''extremely'' straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in ''everything'' at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in ''every stat.'' Then equip some element gaining battlegear on to it. Now you've got a complete ''monster''.

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* In the ''WesternAnimation/{{Chaotic}}'' ''TabletopGame/{{Chaotic}}'' TCG, Stelgar both [[SubvertedTrope subverts]] and plays this trope straight. [[http://vignette2.wikia.nocookie.net/chaotic/images/6/60/Stelgar01.png/revision/latest?cb=20090325183725 Normal Stelgar]] has fairly good stats and the typical underworld elements, fire and air, ''and'' it gains more in every stat except energy every time it wins. However, grow its power stat, which is normally its biggest one, too much, and Stelgar [[HoistByHisOwnPetard destroys itself.]] On the other hand, play Stelgar in a [[BrainwashedAndCrazy minion]] deck and it changes to gaining mugic counters every time it wins a battle, which, unlike the power stat, can be used to cast mugic, so it becomes a mugic casting ''machine''. In Stelgar's second card, [[http://vignette2.wikia.nocookie.net/chaotic/images/e/e6/Stelgar.png.png/revision/latest?cb=20100219212100 Stelgar, Vicious Mutation]] it plays this trope ''extremely'' straight. It starts with the water element, which is unusual for Underworlders, and 20 in every stat. However it gains 10 in ''everything'' at the end of each turn. Protect Stelgar long enough and it will grow into a massive creature with over 100 in ''every stat.'' Then equip some element gaining battlegear on to it. Now you've got a complete ''monster''.
30th Apr '17 1:32:13 PM magmablock
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* In [[TabletopGame/YuGiOh the real card game]], Thousand Eyes Idol has zero attack and defense points and no special ability. However, it can be fused with [[PowerCopying Relinquished]] to create the Thousand Eyes Restrict, which prevents your opponent's monsters from being able to attack at all.
23rd Apr '17 5:08:10 PM nombretomado
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* ''Franchise/TalesSeries'':

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* ''Franchise/TalesSeries'':''VideoGame/TalesSeries'':
This list shows the last 10 events of 479. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.MagikarpPower