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** Any team combination with a special attack - the Dark Magicians with Dark Magician Girl, the Gemini Elves, the Battleguards, or Mai's Harpie Ladies. These special attacks consume AP from all monsters involved in it and use up their turn, but they deal heavy damage to the enemy team and can often KO them in two rounds, or at least leave them heavily weakened. Add in a third party member to heal them and/or restore their Action Points in longer fights, and there's no reason to just spam combo attacks each turn.

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** Any team combination with a special attack - the Dark Magicians with Dark Magician Girl, the Gemini Elves, the Battleguards, or Mai's Harpie Ladies. These special attacks consume AP from all monsters involved in it and use up their turn, but they deal heavy damage to the enemy team and can often KO them in two rounds, or at least leave them heavily weakened. Add in a third party member to heal them and/or restore their Action Points in longer fights, and there's no reason not to just spam combo attacks each turn.



** Numerous duelists from Duelist Kingdom and Battle City appear as marshals, including Espa Roba, Mako Tsunami, Bandit Keith, Bonz, Weevil Underwood, and Rex Raptor. After they show up and join your forces, they spend the rest of the game just being portraits in your marshal menu, with no unique dialogue or impact on missions, even in cases where you can bring them to recruit their signature monsters, or the mission terrain is suited for their preferred king of card (for example, Mako joins up with Yugi ''after'' the mission where Yugi led his forces to cross the straight into the mainland.).

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** Numerous duelists from Duelist Kingdom and Battle City appear as marshals, including Espa Roba, Mako Tsunami, Bandit Keith, Bonz, Weevil Underwood, and Rex Raptor. After they show up and join your forces, they spend the rest of the game just being portraits in your marshal menu, with no unique dialogue or impact on missions, even in cases where you can bring them to recruit their signature monsters, or the mission terrain is suited for their preferred king kind of card (for example, Mako joins up with Yugi ''after'' the mission where Yugi led his forces to cross the straight into the mainland.).
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* ThatOneBoss:
** Arkana, especially if you did Yugi's campaign first. His Dark Magician is Level 99, and if you fight him as Yugi--[[SchmuckBait which he tries to make you do]]--he'll show off his Raigeki spells, which deal heavy damage to each of your monsters. To make matters worse, if Yugi loses you fail the entire mission. You could be seconds away from victory only to have to do it all over again.
** Scott Irvine's robot stand-in in Kaiba's campaign, especially if you already completed Yugi's campaign. You can only bring three marshals, and he rushes you with ''seven'' teams. Scott's own team is no pushover, as two of his monsters have 7 Blue Medicines and 3 Red Medicines, and all of them have a fair amount of Action Points and HP.
* ThatOneLevel: Yugi's campaign mission 15, "Betrayal," gives you about 30 seconds to reach Jakhud before Yami Bakura does. Fail to make it, and it's an instant Game Over. Only a handful of monsters in the game are fast enough to achieve this, and once they beat Bakura to the town, they'll have to defend it against Bakura seconds later. If you haven't been grinding up Harpie Lady or Ansatsu (two of your best picks to outpace Bakura), you're gonna have a rough time of it.

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* ThatOneBoss:
ThatOneLevel:
** Arkana, especially if you did The 15th mission of Yugi's campaign first. His Dark Magician is Level 99, and if you fight him as Yugi--[[SchmuckBait which he tries to make you do]]--he'll show off his Raigeki spells, which deal heavy damage to each of your monsters. To make matters worse, if Yugi loses you fail the entire mission. You could be seconds away from victory only to have to do it all over again.
** Scott Irvine's robot stand-in in Kaiba's
campaign, especially if you already completed Yugi's campaign. You can only bring three marshals, and he rushes you with ''seven'' teams. Scott's own team is no pushover, as two of his monsters have 7 Blue Medicines and 3 Red Medicines, and all of them have a fair amount of Action Points and HP.
* ThatOneLevel: Yugi's campaign mission 15,
"Betrayal," gives you about 30 seconds to reach Jakhud before Yami Bakura does. Fail to make it, and it's an instant Game Over. Only a handful of monsters in the game are fast enough to achieve this, and once they beat Bakura to the town, they'll have to defend it against Bakura seconds later. If you haven't been grinding up Harpie Lady or Ansatsu (two of your best picks to outpace Bakura), you're gonna have a rough time of it.it.
** Next comes mission 16, "A Lost Cause". The boss of the mission is Arkana, and true to form he'll challenge Yugi to a battle of Dark Magicians. It's pure SchmuckBait, because looking at Arkana's team beforehand reveals his Dark Magician is at Level 99 and packing three Raigeki spells. On initial playthroughs of the campaign Arkana's Dark Magician can solo entire teams, and at least one will probably get wiped out tanking his Raigekis. On subsequent playthroughs with higher level monsters, Arkana isn't as intimidating, but his normal soldiers get more annoying; one of them has the Gemini Elves to spam their powerful combo attack every turn, and two others have Phantom Dewan and Invitation to a Dark Sleep, monsters that can paralyze with their normal attacks and chainstun your monsters to death. Oh, and Arcana's Dark Magician is flanked by two Invitation to a Dark Sleep, allowing him to do the same.
** The 11th mission of Kaiba's campaign, "Going The Distance', only allows you to bring two marshals with you to help Kaiba, and the three of you are faced with seven enemy teams plus Scott, and many of them are packing medicine to heal themselves. The mission is simply long and difficult as you endure a battle of attrition with an enemy force twice your size, and to add insult to injury when you take the fight to Scott, it's not even really him, just a robot decoy he sent to distract Kaiba.
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* LowTierLetdown: While Dragons tended to be the dominant type in other early Yu-Gi-Oh games, here they're easily the worst type. The crippling problem for Dragons is that they suffer from low action points, [[OneStatToRuleThemAll the stat that really matters in this game]], with most dragons having the minimum 2 AP at base and only going up to 4 at their max level. Then to make matters worse, Dragons don't get any equipment that boost their attack, so they won't deal as much damage per hit as other types will (and to add insult to injury, the only equipment they get, Dragonic Attack, makes it so they can't miss, while Spirits and Warriors get Silver Bow and Arrow, which does the same thing ''plus'' boosts their attack by 500 points). The only all-Dragon team that's worth your time is a team of three Blue-Eyes White Dragons with access to Polymerization, and even then they'll be heavily reliant on fusing into Blue-Eyes Ultimate Dragon to be productive, having too few action points to do much when out of Polymerization uses.

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* LowTierLetdown: While Contrary to most other ''Yu-Gi-Oh!'' media, in this game Dragons tended to be the dominant type in other early Yu-Gi-Oh games, here they're are easily the worst monster type. They're intended to be {{Mighty Glacier}}s with high power and health but low Action Points, but Action Points are the major deciding factor in most battles since they determine how often monsters can attack; a Dragon having 1000 higher ATK than another monster won't mean that much if they can only attack half as much. The crippling problem for other issue is that most Dragons is that they suffer from low action points, [[OneStatToRuleThemAll the stat that really matters in this game]], with are UnskilledButStrong, most dragons of them having the minimum 2 AP at base only one or two support abilities like Super Stamina or an Adept-type ability, and only going up to 4 at four of them have a special move which in all four cases is merely a party-hitting attack. Finally, their max level. Then to make matters worse, Dragons don't get any equipment that equip item Dragonic Attack doesn't actually boost their attack, so they stats, it just makes their attacks unable to miss, which will rarely happen anyway unless the enemy has Lucky or is defending; on the other hand there's a chance enemy teams may be packing Dragon Capture Jar, which paralyzes all Dragons on the field, or Dragonic Fury, which boosts the power of all Dragons but inflicts Confuse on them. There ''is'' a Magic that powers up all Dragons, but it's a Level 4 spell and no Dragons learn Level 4 Magic (only two even learn magic at all). The only way to get proper usage out of dragons is to build a team centered on fusing them (since a lot of Dragon-types in this game can fuse with other monsters) and/or partnering them up with a Magic-user to support them, and either way you're forced into specific team compositions that won't deal as much damage per hit as other types will (and have a lot of staying power due to add insult to injury, the only equipment they get, Dragonic Attack, makes it so they can't miss, while Spirits reliance on items and Warriors get Silver Bow and Arrow, which does the same thing ''plus'' boosts their attack by 500 points). The only all-Dragon team that's worth your time is a team of three Blue-Eyes White Dragons with access to Polymerization, and even then they'll be heavily reliant on fusing into Blue-Eyes Ultimate Dragon to be productive, having too few action points to do much when out of Polymerization uses.spells.
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** While defending a base, you still have the option to retreat, but there's no penalty for doing it; the enemy marshal is still pushed back a short distance, buying you a little time. It's possible to exploit this by retreating constantly, stalling them indefinitely to let your party heal up more, to let base defenses charge, or to let reinforcements arrive at the base or take out the enemy's stronghold. The only risk is the escape attempt failing, which lets that monster without Action Points and the battle continues, but unless there's a significant difference in levels, this will rarely happen.
** Several monsters can inflict Paralyze with their normal attacks, letting them chainstun enemies for as long as they have Action Points. While the enemy's Action Points will remain since they can't take action while paralyzed, it's fully possible to KO them and render that a moot point.

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** While defending a base, you still have the option to retreat, but there's no penalty for doing it; the enemy marshal is still pushed back a short distance, buying you a little time.time, with the one caveat being they aren't stunned before they can move again. It's possible to exploit this by retreating constantly, stalling them indefinitely to let your party heal up more, to let base defenses charge, or to let reinforcements arrive at the base or take out the enemy's stronghold. The only risk is the escape attempt failing, which lets leaves that monster without Action Points and the battle continues, but this will rarely happen unless there's a significant difference in levels, this will rarely happen.
levels.
** Several monsters can inflict Paralyze with their normal attacks, letting them chainstun enemies for as long as they have Action Points. While the enemy's Action Points will remain since they can't take action while paralyzed, it's fully possible to KO them and render that a moot point. Unfortunately, enemies can do this to you, too.



*** Particular mention to Mai's Harpies. Aside from the three of them having a devastating team attack, they're the fastest monster in the field which makes them perfect for intercepting enemies or quickly seizing bases, and in battle they have good stats and a lot of Action Points, which will be boosted even higher if you put them on Mai since she has a very high bonus to AP. They also get two unique equip items that both boost their stats higher, and Electro-Whip lets them paralyze enemies with their normal attacks. The Harpie Ladies are one of the best all-around teams in the game, and with proper strategy can take out pretty much anything.

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*** Particular mention to Mai's Harpies. Aside from the three of them having a devastating team attack, they're the fastest monster monsters in the field which makes them perfect for intercepting enemies or quickly seizing bases, and in battle they have good stats and a lot of Action Points, which will be boosted even higher if you put them on Mai since she has a very high bonus to AP. They also get two a unique equip items that both boost their stats higher, and Electro-Whip equip, Electro-Whip, which lets them paralyze enemies with their normal attacks. The attacks so they can spam their team attack safely. Used properly, the Harpie Ladies are can be one of the best all-around teams in the game, game and with proper strategy can take out pretty much anything.roll over almost anything short of the FinalBoss.
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* GoddamnBats: Some enemies can inflict status ailments with their normal attacks. Poison will continually wear down your monsters every turn, Blind will cause them to waste Action Points with whiffed attacks, and Confuse will prevent them from doing anything from attacking, including passing their turn or using items. Enemies with Paralyzing attacks are the worst and depending on the exact monster may be dangerous enough to be DemonicSpiders, because they can and will chain-stun your party and render at least one monster helpless for several turns.
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cutting down some natter and fixing some grammar


* DisappointingLastLevel: In both Yugi and Kaiba's campaigns, if you're expecting the final two levels to be the ultimate test of your strategy against an army of powerful foes, you'll be sorely disappointed. Because you're fighting [[spoiler:within the circuitry of the computer system itself]], all the paths in the last two levels are linear with a handful of bases between them, guarded by marshals that don't leave them. In the first, your monsters will end up just walking down a few hallways, beating the one stronghold blocking their path to the objective, and then move on to the final enemy, and the enemies you'll face aren't particularly powerful. In the actual final level, the final boss is right in front of you in a wide-open area, so you can surround the stronghold with your best teams and swarm it. There's not even a reason to drag the missions out, because the other strongholds in the area give a pitiful amount of money and have nothing of interest about them save for a single monster to recruit in Yugi's version.

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* DisappointingLastLevel: In both Yugi and Kaiba's campaigns, if you're expecting the final two levels to be the ultimate test of your strategy against an army of powerful foes, you'll be sorely disappointed. Because because you're fighting [[spoiler:within the circuitry of the computer system itself]], all the paths in the last two levels are linear with a handful of bases between them, guarded by marshals that don't leave them. In the first, your monsters will end up just walking down a few hallways, beating the one stronghold blocking their path to the objective, and then move on to the final enemy, and the enemies you'll face aren't particularly powerful. In the actual final level, the final boss is right in front of you in a wide-open area, so you can surround the stronghold with your best teams and swarm it. There's not even a reason to drag the missions out, because the other strongholds in the area give a pitiful amount of money and have nothing of interest about them save for a single monster to recruit in Yugi's version.



* MagnificentBastard: Seto Kaiba is the CEO of Kaiba Corp and targeted by Scott to be drawn into the game. Initially acting as [[TheDragon head of Haysheen's guards]], Kaiba puts down rebellions against his rule but has no interest in actual being loyal to a virtual simulation. When he comes across Joey Wheeler and his Black Dragon Gang, Kaiba goads him into confronting him so his forces can destroy their headquarters, and [[AdaptationalNiceGuy actually acknowledges Joey's ability]] when he beats Kaiba. After Marthis frames Kaiba as a collaborator with the resistance, Kaiba [[HeelFaceTurn goes rogue]] and takes command of Pegasus' rebellion for real, and leads them to victory after victory. In his campaign he eventually leads a coalition of marshals to the core of Scott's virtual world and destroys it.

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* MagnificentBastard: Seto Kaiba is the CEO of Kaiba Corp and targeted by Scott to be drawn into the game. Initially acting as [[TheDragon head of Haysheen's guards]], Kaiba puts down rebellions against his rule but has no interest in actual actually being loyal to a virtual simulation. When he comes across Joey Wheeler and his Black Dragon Gang, Kaiba goads him into confronting him so his forces can destroy their headquarters, and [[AdaptationalNiceGuy actually acknowledges Joey's ability]] when he beats Kaiba. After Marthis frames Kaiba as a collaborator with the resistance, Kaiba [[HeelFaceTurn goes rogue]] and takes command of Pegasus' rebellion for real, and leads them to victory after victory. In his campaign he eventually leads a coalition of marshals to the core of Scott's virtual world and destroys it.
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* MagnificentBastard: Seto Kaiba is the CEO of Kaiba Corp and targeted by Scott to be drawn into the game. Initially acting as [[TheDragon head of Haysheen's guards]], Kaiba puts down rebellions against his rule but has no interest in actual being loyal to a virtual simulation. When he comes across Joey Wheeler and his Black Dragon Gang, Kaiba goads him into confronting him so his forces can destroy their headquarters, and [[AdaptationalNiceGuy actually acknowledges Joey's ability]] when he beats Kaiba. After Marthis frames Kaiba as a collaborator with the resistance, Kaiba [[HeelFaceTurn goes rogue]] and takes command of Pegasus' rebellion for real, and leads them to victory after victory. In his campaign he eventually leads a coalition of marshals to the core of Scott's virtual world and destroys it.
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** Kaiba's campaign starts with Mokuba and Marthis as his allies, and Marthis leaves quickly. This could be a chance to explore the dynamic of the Kaiba brothers in a different dynamic, perhaps portray Mokuba as TheStrategist who comes up with plans, or have Kaiba mentoring his brother on how to handle himself on the battlefield. Nope - Pegasus joins very soon into Kaiba's campaign and he becomes Kaiba's NumberTwo, and Mokuba ([[DesignatedVictim of course]]) gets kidnapped halfway through Kaiba's story and doesn't return until close to the end.

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** Kaiba's campaign starts with Mokuba and Marthis as his allies, and Marthis leaves quickly. This could be a chance to explore the dynamic of the Kaiba brothers in a different dynamic, environment, perhaps portray Mokuba as TheStrategist who comes up with plans, or have Kaiba mentoring his brother on how to handle himself on the battlefield. Nope - Pegasus joins very soon into Kaiba's campaign and he becomes Kaiba's NumberTwo, and Mokuba ([[DesignatedVictim of course]]) gets kidnapped halfway through Kaiba's story and doesn't return until close to the end.
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** Kaiba's campaign starts with Mokuba and Marthis as his allies, and Marthis leaves quickly. This could be a chance to explore the dynamic of the Kaiba brothers in a different dynamic, perhaps portray Mokuba as TheStrategist who comes up with plans, or have Kaiba mentoring his brother on how to handle himself on the battlefield. Nope - Pegasus joins very soon into Kaiba's campaign and he becomes Kaiba's NumberTwo, and Mokuba ([[DesignatedVictim of course]]) gets kidnapped halfway through Kaiba's story and doesn't return until close to the end.

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some of these examples are a bit too generic and are simply "this monster has really good stats!"


* CheeseStrategy: While defending a base, you still have the option to retreat, but there's no penalty for doing it; the enemy marshal is still pushed back a short distance, buying you a little time. It's possible to exploit this by retreating constantly, stalling them indefinitely; you can use the time to let your party heal up, to build and charge base defenses, or to allow your own marshals to take out the enemy stronghold.

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* CheeseStrategy: CheeseStrategy:
**
While defending a base, you still have the option to retreat, but there's no penalty for doing it; the enemy marshal is still pushed back a short distance, buying you a little time. It's possible to exploit this by retreating constantly, stalling them indefinitely; you can use the time indefinitely to let your party heal up, up more, to build and charge let base defenses, defenses charge, or to allow your own marshals to let reinforcements arrive at the base or take out the enemy stronghold.enemy's stronghold. The only risk is the escape attempt failing, which lets that monster without Action Points and the battle continues, but unless there's a significant difference in levels, this will rarely happen.
** Several monsters can inflict Paralyze with their normal attacks, letting them chainstun enemies for as long as they have Action Points. While the enemy's Action Points will remain since they can't take action while paralyzed, it's fully possible to KO them and render that a moot point.



** Labyrinth Tanks. If they're the leader of a team, they move incredibly fast, and once engaged in combat they hit very hard and are pretty tough to take down. It usually takes a few rounds of combat in order to take down a team with a Labyrinth Tank.

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** Labyrinth Tanks. If they're the leader of a team, they move incredibly pretty fast, and once engaged in combat they hit very hard and are pretty tough to take down. It usually takes a few rounds of combat in order to take down a team with a Labyrinth Tank.



** Fusion teams. Unless you can knock out one of the fusion components before they use Polymerization, you will almost definitely lose the fight or be forced to run.

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** Fusion teams. Unless you can knock out one of the fusion components before they use Polymerization, you they will almost definitely lose always use it when about to be knocked out or when on their last Action Point, forcing you to face a high-level enemy that enters battle with full HP and a lot of AP, and your team probably isn't in the fight best of shape anymore. In the lategame a ''lot'' of enemy teams use fusion and it will quickly get frustrating.
** When playing the campaigns at higher levels, enemy magic Magic users will make your life miserable. You can be assured they're packing some sort of group-hitting spell, either to inflict damage
or be forced to run.debuff you, possibly both.
** If an enemy team has Fairy's Gift on it, ShootTheMedicFirst; they learn a group healing spell that's usually strong enough to fully heal the entire enemy team and they'll use it liberally to keep their two teammates healthy while they focus on fighting. And when enemy marshals with these teams respawn, they can and will use this ability to heal up their team, nulling the handicap of respawning at half HP. Finally, because this is an ability, not an item, you can't stall them until they run out of uses.



** Dark Magician and Dark Magician Girl have a combo attack that does massive damage to all enemies. Both are gotten relatively early in Yugi's campaign and only need to be level 30 to use it. It works with any of the three Dark Magicians, meaning two of them on a team can spam it as long as there is enough AP. Notably, the other monster pairs with a combo attack aren't available until after Joey's campaign.
** Use Metalmorph on Red Eyes-Black Dragon and you will get Red-Eyes Black Metal Dragon, arguably the best all-around monster in the game. Its stats grow at an insane rate and it gains AP quickly. After a bit of training, you will have a flying tank that tears off massive amount of enemy health with each attack and is absolutely swimming in AP.
** Along with his Red-Eyes, Joey also receives his Panther Warrior early. Just like REBMD his stats and AP grow quickly and never slow down. While somewhat frail, his damage output and is easily one of the best in the game.
** Mai's Harpie Ladies get two unique equip items, both of them give them hefty stat boosts and the Electro-Whip lets them paralyze enemies with their normal attacks. The Harpies otherwise have good stats and a lot of AP, and if you put all three of them on a team they get a combo attack that deals massive damage to all enemies. Oh, and they're fast in the field to boot. The Harpie Ladies are one of the best all-around teams in the game and can take down pretty much anything with proper usage.
** If you play Kaiba's campaign first you'll get early access to one of Ishizu's monsters, the Dunames Dark Witch. Her abilities are better than most of the fusions monsters (Level-5 Magic, Status Guard, Lucky), and with the right equipment she can easily destroy entire teams by herself.
** Spirit Monsters are by far the most powerful type in the game. They have very good equipment and items, and many of them learn powerful abilities and specials as they level up. There's also nothing in the game that does extra damage against them.
** Both of the zombie monsters - Zombie Dragon and Armored Zombie - are Kaiba campaign powerhouses. With high attack and AP, and basic attacks that inflict poison and paralysis respectively, they stand with the best monsters in the game.

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** Any team combination with a special attack - the Dark Magicians with Dark Magician and Dark Magician Girl have a combo attack that does massive damage to all enemies. Both are gotten relatively early in Yugi's campaign and only need to be level 30 to use it. It works with any of Girl, the three Dark Magicians, meaning two of them on a team can spam it as long as there is enough AP. Notably, Gemini Elves, the other monster pairs with a combo attack aren't available until after Joey's campaign.
** Use Metalmorph on Red Eyes-Black Dragon and you will get Red-Eyes Black Metal Dragon, arguably the best all-around monster in the game. Its stats grow at an insane rate and it gains AP quickly. After a bit of training, you will have a flying tank that tears off massive amount of enemy health with each attack and is absolutely swimming in AP.
** Along with his Red-Eyes, Joey also receives his Panther Warrior early. Just like REBMD his stats and AP grow quickly and never slow down. While somewhat frail, his damage output and is easily one of the best in the game.
**
Battleguards, or Mai's Harpie Ladies Ladies. These special attacks consume AP from all monsters involved in it and use up their turn, but they deal heavy damage to the enemy team and can often KO them in two rounds, or at least leave them heavily weakened. Add in a third party member to heal them and/or restore their Action Points in longer fights, and there's no reason to just spam combo attacks each turn.
*** Particular mention to Mai's Harpies. Aside from the three of them having a devastating team attack, they're the fastest monster in the field which makes them perfect for intercepting enemies or quickly seizing bases, and in battle they have good stats and a lot of Action Points, which will be boosted even higher if you put them on Mai since she has a very high bonus to AP. They also
get two unique equip items, items that both of them give them hefty stat boosts boost their stats higher, and the Electro-Whip lets them paralyze enemies with their normal attacks. The Harpies otherwise have good stats and a lot of AP, and if you put all three of them on a team they get a combo attack that deals massive damage to all enemies. Oh, and they're fast in the field to boot. The Harpie Ladies are one of the best all-around teams in the game game, and with proper strategy can take down out pretty much anything with proper usage.
anything.
** If you play During Kaiba's campaign first you'll get early access to one of Ishizu's monsters, he recruits Ishizu, who comes with the Dunames Dark Witch. Her abilities are better than most of the fusions monsters (Level-5 Magic, She eventually learns Status Guard, Lucky), Level 5 Magic, and with the right equipment she can easily destroy entire teams by herself.
** Spirit Monsters are by far the most powerful type in the game. They have very good equipment
Lucky, and items, and many of them learn powerful abilities and specials as they level up. There's also nothing in the game that her attack does extra bonus damage against them.
** Both
Dark monsters, one of the zombie monsters - Zombie Dragon and Armored Zombie - are Kaiba campaign powerhouses. most commonly used types on enemy teams. With high attack and AP, and basic attacks that inflict poison and paralysis respectively, they stand with the best monsters in the game.right build she can solo entire teams.



** Picking Kaiba's campaign first. Sure, he gets plenty of good monsters, but nothing compares to the magicians or harpies trios and they come at their starting levels regardless so you're much better off doing Yugi's campaign first so that they don't have to fight monsters around level 40 just to try and level up.

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* DisappointingLastLevel: In both Yugi and Kaiba's campaigns, if you're expecting the final two levels to be the ultimate test of your strategy against an army of powerful foes, you'll be sorely disappointed. Because you're fighting [[spoiler:within the circuitry of the computer system itself]], all the paths in the last two levels are linear with a handful of bases between them, guarded by marshals that don't leave them. In the first, your monsters will end up just walking down a few hallways, beating the one stronghold blocking their path to the objective, and then move on to the final enemy, and the enemies you'll face aren't particularly powerful. In the actual final level, the final boss is right in front of you in a wide-open area, so you can surround the stronghold with your best teams and swarm it. There's not even a reason to drag the missions out, because the other strongholds in the area give a pitiful amount of money and have nothing of interest about them save for a single monster to recruit in Yugi's version.



** As mentioned above, The Illusory Gentleman comes early at a high level. He gets even better later, gaining Level-3 Magic and a strong special attack. There's little reason to ever replace him.

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** As mentioned above, The Illusory Gentleman comes joins Yugi's party fairly early into his campaign at a high level. He gets even better later, gaining Level-3 Magic Level 30, likely putting him on-par or above most every other monster you've got by now, and a strong special attack. There's he's got good stats and will eventually learn Level 3 magic. Whomever ends up using him will likely find little reason to ever replace him.stop for the rest of the campaign.



** Give Mai all three Harpie Ladies, and equip each one with a Cyber Shield and/or an Electro-Whip. She now has a trio of monsters with tons of AP and a very high chance of paralyzing opponents, as well as a powerful special attack that hits all enemies. The Harpies are easily one of the best teams in the game in almost all situations, but especially when it comes to neutralizing enemies with items.

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** Give Mai Mai's Harpie Ladies get two unique equip items, both of them give them hefty stat boosts and the Electro-Whip lets them paralyze enemies with their normal attacks. The Harpies otherwise have good stats and a lot of AP, and if you put all three Harpie Ladies, and equip each one with a Cyber Shield and/or an Electro-Whip. She now has a trio of monsters with tons of AP and them on a very high chance of paralyzing opponents, as well as team they get a powerful special combo attack that hits deals massive damage to all enemies. Oh, and they're fast in the field to boot. The Harpies Harpie Ladies are easily one of the best all-around teams in the game in almost all situations, but especially when it comes to neutralizing enemies and can take down pretty much anything with items.proper usage.



* ThatOneLevel: Yugi's campaign mission 15, "Betrayal," gives you about 30 seconds to reach Jakhud before Yami Bakura does. Fail to make it, and it's an instant Game Over.

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* ThatOneLevel: Yugi's campaign mission 15, "Betrayal," gives you about 30 seconds to reach Jakhud before Yami Bakura does. Fail to make it, and it's an instant Game Over. Only a handful of monsters in the game are fast enough to achieve this, and once they beat Bakura to the town, they'll have to defend it against Bakura seconds later. If you haven't been grinding up Harpie Lady or Ansatsu (two of your best picks to outpace Bakura), you're gonna have a rough time of it.
* TheyWastedAPerfectlyGoodCharacter
** Numerous duelists from Duelist Kingdom and Battle City appear as marshals, including Espa Roba, Mako Tsunami, Bandit Keith, Bonz, Weevil Underwood, and Rex Raptor. After they show up and join your forces, they spend the rest of the game just being portraits in your marshal menu, with no unique dialogue or impact on missions, even in cases where you can bring them to recruit their signature monsters, or the mission terrain is suited for their preferred king of card (for example, Mako joins up with Yugi ''after'' the mission where Yugi led his forces to cross the straight into the mainland.).

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