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** [[DeflectorShields Light Shield]] instantly gives you a 50hp barrier at no cost [[note]] beyond taking your turn and putting it on cooldown [[/note]], [[{{Whoring}} can be recast every 5 turns whenever you get a spare turn]], and protects the aformentioned Flight [[note]] which is otherwise cancelled by taking damage [[/note]].

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** [[DeflectorShields Light Shield]] instantly gives you a 50hp barrier at no cost [[note]] beyond taking your turn and putting it on cooldown [[/note]], [[{{Whoring}} can be recast every 5 turns whenever you get a spare turn]], and protects the aformentioned aforementioned Flight [[note]] which is otherwise cancelled by taking damage [[/note]].
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An Axe To Grind is no longer a trope


** {{Black Knight}}s, [[MightyGlacier while lacking in mobility]] and unable to hit flying targets, have enough health to make [=OHKing=] them difficult and usually impractical, while their own [[AnAxeToGrind giant axe]] can inflict massive damage and even {{One Hit Kill}}s with impunity, often leaving your only option as ''running the heck away''. [[BoringButPractical Or using]] the aforementioned [[{{Teleportation}} Arcane Gate]] [[note]] as most players will save them for when your Flight has been shot out and is on cooldown [[/note]].

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** {{Black Knight}}s, [[MightyGlacier while lacking in mobility]] and unable to hit flying targets, have enough health to make [=OHKing=] them difficult and usually impractical, while their own [[AnAxeToGrind giant axe]] axe can inflict massive damage and even {{One Hit Kill}}s with impunity, often leaving your only option as ''running the heck away''. [[BoringButPractical Or using]] the aforementioned [[{{Teleportation}} Arcane Gate]] [[note]] as most players will save them for when your Flight has been shot out and is on cooldown [[/note]].
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Up To Eleven is a defunct trope


*** Mounting them on a {{Pegasus}} makes them ''[[UpToEleven even more]]'' dangerous, by [[ImplacableMan allowing them to hunt you to the ends of the Arena.]]

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*** Mounting them on a {{Pegasus}} makes them ''[[UpToEleven even more]]'' ''even more'' dangerous, by [[ImplacableMan allowing them to hunt you to the ends of the Arena.]]
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Direct linking.


** [[BoringButPractical Arcane]] [[TeleportersAndTransporters Gate]] can be [[ScrewThisImOuttaHere essential for making a quick getaway]], or [[RandomNumberGod getting out of a bad spawn.]] Or [[DirtyCoward hiding in a tiny hole somewhere]] [[note]] or on the cliff-face side of the most basic map [[/note]]. Having it available also prevents you from being forced to use it via CastFromHitPoints when you're [[{{Troll}} inevitably]] [[SuperDrowningSkills knocked into the water]].

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** [[BoringButPractical Arcane]] [[TeleportersAndTransporters [[{{Teleportation}} Gate]] can be [[ScrewThisImOuttaHere essential for making a quick getaway]], or [[RandomNumberGod getting out of a bad spawn.]] Or [[DirtyCoward hiding in a tiny hole somewhere]] [[note]] or on the cliff-face side of the most basic map [[/note]]. Having it available also prevents you from being forced to use it via CastFromHitPoints when you're [[{{Troll}} inevitably]] [[SuperDrowningSkills knocked into the water]].
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Not YMMV


* NotSoDifferent: [[WhiteMage Overlight]] and [[TheDarkArts Underdark]] in Arcanists. Both are focussed around minions, restoring your own health and your minions', and longer games. Heck, they even both have a SuperMode that lets you restore your health and enjoy another perk ({{Flight}} for Overlight, and a permanent [[DeathOfAThousandCuts Aura of Decay]] for Underdark), at a cost of [[ThemeDeck locking you out of other spellbooks.]]

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* NotSoDifferent: [[WhiteMage Overlight]] and [[TheDarkArts Underdark]] in Arcanists. Both are focussed around minions, restoring your own health and your minions', and longer games. Heck, they even both have a SuperMode that lets you restore your health and enjoy another perk ({{Flight}} for Overlight, and a permanent [[DeathOfAThousandCuts Aura of Decay]] for Underdark), at a cost of [[ThemeDeck locking you out of other spellbooks.]]----
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** [[DishingOutDirt Mega Boulder]], as a comparatively easy to use potential OHK which will deal [[ForMassiveDamage massive damage]] if it hits anywhere near the target, is a mainstay. It also blows up a fair amount of earth, making it powerful against enemies that have been trapped prior to using it.

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** [[DishingOutDirt Mega Boulder]], as a comparatively easy to use potential OHK which will deal [[ForMassiveDamage massive damage]] damage if it hits anywhere near the target, is a mainstay. It also blows up a fair amount of earth, making it powerful against enemies that have been trapped prior to using it.



** {{Black Knight}}s, [[MightyGlacier while lacking in mobility]] and unable to hit flying targets, have enough health to make [=OHKing=] them difficult and usually impractical, while their own [[AnAxeToGrind giant axe]] can inflict [[ForMassiveDamage massive damage]] and even {{One Hit Kill}}s with impunity, often leaving your only option as ''running the heck away''. [[BoringButPractical Or using]] the aforementioned [[{{Teleportation}} Arcane Gate]] [[note]] as most players will save them for when your Flight has been shot out and is on cooldown [[/note]].

to:

** {{Black Knight}}s, [[MightyGlacier while lacking in mobility]] and unable to hit flying targets, have enough health to make [=OHKing=] them difficult and usually impractical, while their own [[AnAxeToGrind giant axe]] can inflict [[ForMassiveDamage massive damage]] damage and even {{One Hit Kill}}s with impunity, often leaving your only option as ''running the heck away''. [[BoringButPractical Or using]] the aforementioned [[{{Teleportation}} Arcane Gate]] [[note]] as most players will save them for when your Flight has been shot out and is on cooldown [[/note]].
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None


** [[ShockAndAwe Shock]] [[CartoonBomb Bomb]] is the hardest-hitting ''reliable'' damage spell, as well as [[RingOut being able to send opponents flying]], dealing massive damage (although not on the same level as the above spells) ''and'' [[RingOut forcing them to spend their turn]][[SuperDrowningSkills teleporting out of the water]] with skilful play.
** [[DishingOutDirt Mud Ball]] traps your opponents by creating terrain around them, limiting their options next turn (and setting them up nicely for a Mega Boulder or Dark Knight follow-up).
** [[BoltOfDivineRetribution Sky Ray]], while less powerful than most of the above spells (and examples of that trope), is still a laser-precise DeathFromAbove attack that deals just enough damage to shoot out a damaged Light Shield, and is thus excellent for grounding flyers (or just dealing damage) no matter where you are. It also has a decent splash radius, allowing it to get past light cover, especially with skilful aim. [[note]] Perhaps it wouldn't be as commonly seen if Light Shield wasn't also its prerequisite so if you have a Light Shield, you might as well take Sky Ray too[[/note]].
** [[LifeDrain Drain Bolt]], although strong enough on its own [[note]] dealing just over half the damage of the basic Fire Ball attack, thus gaining you a slightly greater net advantage as the drain is 1-1 [[/note]], ''really'' shines when you [[CombatPragmatist box your enemies in with minions, and then drain them all.]] Or drain your own Tower/Light Shield, making their temporary HP boosts more permanent by adding them to your actual life pool.

to:

** [[ShockAndAwe Shock]] [[CartoonBomb Bomb]] is the hardest-hitting ''reliable'' damage spell, as well as [[RingOut being able to send opponents flying]], dealing flying]]; with skilful play (and a bit of luck in positioning), it deals massive damage (although not on the same level as the above spells) ''and'' [[RingOut forcing forces them to spend their turn]][[SuperDrowningSkills turn]] [[SuperDrowningSkills teleporting out of the water]] with skilful play.
water]].
** [[DishingOutDirt Mud Ball]] traps your opponents by creating terrain around them, limiting their options next turn (and setting them up nicely for a Mega Boulder or Dark Black Knight follow-up).
** [[BoltOfDivineRetribution Sky Ray]], while less powerful than most of the above spells (and examples of that trope), is still a laser-precise DeathFromAbove attack that deals just enough damage to shoot out a damaged Light Shield, and is thus excellent for grounding flyers (or just dealing damage) no matter where you are. It also has a decent splash radius, allowing it to get past light cover, especially with skilful aim. [[note]] Perhaps it wouldn't be as commonly seen if Light Shield wasn't also its prerequisite prerequisite, so if you have a Light Shield, you might as well take Sky Ray too[[/note]].
** [[LifeDrain Drain Bolt]], although strong enough on its own [[note]] dealing just over half the damage of the basic Fire Ball attack, thus gaining you a slightly greater net advantage as the drain is 1-1 [[/note]], ''really'' shines when you [[CombatPragmatist box your enemies in with minions, minions,]] and then [[BadBoss drain them all.]] Or drain your own Tower/Light Shield, making their temporary HP boosts more permanent by adding them to your actual life pool.

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Changed: 119

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Can't stop :/


** [[BoringButPractical Arcane]] [[TeleportersAndTransporters Gate]] can be [[ScrewThisImOuttaHere essential for making a quick getaway]], or [[RandomNumberGod getting out of a bad spawn.]] Having it available also prevents you from being forced to use it via CastFromHitPoints when you're [[{{Troll}} inevitably]] [[SuperDrowningSkills knocked into the water]].

to:

** [[BoringButPractical Arcane]] [[TeleportersAndTransporters Gate]] can be [[ScrewThisImOuttaHere essential for making a quick getaway]], or [[RandomNumberGod getting out of a bad spawn.]] Or [[DirtyCoward hiding in a tiny hole somewhere]] [[note]] or on the cliff-face side of the most basic map [[/note]]. Having it available also prevents you from being forced to use it via CastFromHitPoints when you're [[{{Troll}} inevitably]] [[SuperDrowningSkills knocked into the water]].


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** [[CoolGate Arcane Portal]] has a variety of (ab)uses, and requires only [[BoringButPractical the aforementioned staple Arcane Gate]] as a prerequisite.
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Yeah, I'm a Serial Tweaker :/


** [[ShockAndAwe Shock]] [[CartoonBomb Bomb]] is the hardest-hitting ''reliable'' damage spell, as well as [[{{Knockback}} being able to send opponents flying]], dealing massive damage (although not on the same level as the above spells) ''and'' [[SuperDrowningSkills forcing them to spend their turn teleporting out of the water]] with skilful play.

to:

** [[ShockAndAwe Shock]] [[CartoonBomb Bomb]] is the hardest-hitting ''reliable'' damage spell, as well as [[{{Knockback}} [[RingOut being able to send opponents flying]], dealing massive damage (although not on the same level as the above spells) ''and'' [[SuperDrowningSkills [[RingOut forcing them to spend their turn turn]][[SuperDrowningSkills teleporting out of the water]] with skilful play.
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None

Added DiffLines:

** [[DishingOutDirt Mud Ball]] traps your opponents by creating terrain around them, limiting their options next turn (and setting them up nicely for a Mega Boulder or Dark Knight follow-up).
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* ComplacentGamingSyndrome: Certain spells can be relied upon to show up in any non-themed Member spellbook, while others show up semi-regularly:

to:

* ComplacentGamingSyndrome: Certain In Arcanists, certain spells can be relied upon to show up in any non-themed Member spellbook, while others show up semi-regularly:
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Yes, I'm an Arcanists fanboy. How'd you guess?

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* ComplacentGamingSyndrome: Certain spells can be relied upon to show up in any non-themed Member spellbook, while others show up semi-regularly:
** [[BoringButPractical Flight]] provides an almost unparalleled mobility advantage, and doesn't even end your turn, allowing you to do all kinds of mean things to your still-grounded opponent.
** [[BoringButPractical Arcane]] [[TeleportersAndTransporters Gate]] can be [[ScrewThisImOuttaHere essential for making a quick getaway]], or [[RandomNumberGod getting out of a bad spawn.]] Having it available also prevents you from being forced to use it via CastFromHitPoints when you're [[{{Troll}} inevitably]] [[SuperDrowningSkills knocked into the water]].
** [[DishingOutDirt Mega Boulder]], as a comparatively easy to use potential OHK which will deal [[ForMassiveDamage massive damage]] if it hits anywhere near the target, is a mainstay. It also blows up a fair amount of earth, making it powerful against enemies that have been trapped prior to using it.
** [[DeflectorShields Light Shield]] instantly gives you a 50hp barrier at no cost [[note]] beyond taking your turn and putting it on cooldown [[/note]], [[{{Whoring}} can be recast every 5 turns whenever you get a spare turn]], and protects the aformentioned Flight [[note]] which is otherwise cancelled by taking damage [[/note]].
** [[BaseOnWheels Clock Towers]] one-up the aforementioned Light Shields by adding 75hp, but are incompatible with flight and cost you some of your mobility [[note]]although less so than other towers, each of which has its own advantages[[/note]]. They also stack with Light Shields.
** {{Black Knight}}s, [[MightyGlacier while lacking in mobility]] and unable to hit flying targets, have enough health to make [=OHKing=] them difficult and usually impractical, while their own [[AnAxeToGrind giant axe]] can inflict [[ForMassiveDamage massive damage]] and even {{One Hit Kill}}s with impunity, often leaving your only option as ''running the heck away''. [[BoringButPractical Or using]] the aforementioned [[{{Teleportation}} Arcane Gate]] [[note]] as most players will save them for when your Flight has been shot out and is on cooldown [[/note]].
*** Mounting them on a {{Pegasus}} makes them ''[[UpToEleven even more]]'' dangerous, by [[ImplacableMan allowing them to hunt you to the ends of the Arena.]]
** [[ShockAndAwe Shock]] [[CartoonBomb Bomb]] is the hardest-hitting ''reliable'' damage spell, as well as [[{{Knockback}} being able to send opponents flying]], dealing massive damage (although not on the same level as the above spells) ''and'' [[SuperDrowningSkills forcing them to spend their turn teleporting out of the water]] with skilful play.
** [[BoltOfDivineRetribution Sky Ray]], while less powerful than most of the above spells (and examples of that trope), is still a laser-precise DeathFromAbove attack that deals just enough damage to shoot out a damaged Light Shield, and is thus excellent for grounding flyers (or just dealing damage) no matter where you are. It also has a decent splash radius, allowing it to get past light cover, especially with skilful aim. [[note]] Perhaps it wouldn't be as commonly seen if Light Shield wasn't also its prerequisite so if you have a Light Shield, you might as well take Sky Ray too[[/note]].
** [[LifeDrain Drain Bolt]], although strong enough on its own [[note]] dealing just over half the damage of the basic Fire Ball attack, thus gaining you a slightly greater net advantage as the drain is 1-1 [[/note]], ''really'' shines when you [[CombatPragmatist box your enemies in with minions, and then drain them all.]] Or drain your own Tower/Light Shield, making their temporary HP boosts more permanent by adding them to your actual life pool.
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** Those with a decent knowledge of mathematical theory may realize [[spoiler: Tetralink, like any connect-4 variant, is mathematically solvable and you can guarantee yourself a 100% win rate with the appropriate guides.]]

to:

** Those with a decent knowledge of mathematical theory may realize [[spoiler: Tetralink, like any connect-4 variant, is mathematically solvable and you can guarantee yourself a 100% win rate with the appropriate guides.]]
* NotSoDifferent: [[WhiteMage Overlight]] and [[TheDarkArts Underdark]] in Arcanists. Both are focussed around minions, restoring your own health and your minions', and longer games. Heck, they even both have a SuperMode that lets you restore your health and enjoy another perk ({{Flight}} for Overlight, and a permanent [[DeathOfAThousandCuts Aura of Decay]] for Underdark), at a cost of [[ThemeDeck locking you out of other spellbooks.
]]
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This isn\'t YMMV. Probably shouldn\'t add it to the main page without context.


* ExcusePlot

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