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Messages - metroid composite

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1
A bit late to my response but...

I do think there is a case for Mustadio higher.

He unironically gets used on the speedrun (more than Agrias even), simply as "this is a slot that's later going to be filled by Orlandu, and Mythril guns are nutty when you first get them."  Admittedly some speedruns will just slot in a generic chemist instead, so arguably Mustadio's impact isn't all that high since he is easily replaced by a generic.  But Mustadio has better stats than a generic chemist (more speed, more HP).  Also consistent zodiac, which matters when you are trying to plan out exact kills on some bosses (if you're doing a live speedrun where you are somewhat at the mercy of RNG for zodiacs).  Also, since you have 4 slots for nearly every fight before you unlock Mustadio, if you use a generic instead they will be much lower level, potentially still level 1, whereas Mustadio consistently joins at level 10, which might be higher than your generics at that point (not that level means that much to a gun user, but it still matters for speed and HP).

Like...I think Mustadio's better than Beowulf for sure.  Maybe Worker 8--obviously Worker 8 is a great character, but by the time you can get Worker 8, if you're leaning on special characters to win the game you already have Orlandu, so don't need too much help.

Agrias is a tougher sell--even if some speedruns use Mustadio over Agrias, Mustadio in those speedruns is extremely replaceable with a generic chemist, and Agrias is not replaceable (well...at least not replaceable before you get Orlandu).

2
Just musing some more on the Knight stuff.

so...judging by the Archer SCC, I had resets on Dorter, Sand Rat Cellar, Bariaus Hill, and two on Golgorand.  Knight is meant to help with these--does it actually?

Hmm...so actually, on Dorter and Sand Rat, you only have long sword--you could steal the iron sword off of Delita, but that's your option.  So it's only 30 damage (compared to 36 for monk).  What is the actual HP gap?

You could go Bronze Armor (20 HP) Linnen Curiass (20 HP).  The monk equivalent gear is Leather Vest (10 HP).  Monk class HP is like 41 to 37.  So Knight could have 77 HP compared to 51 for Monk.  But Monk does hit harder (36 damage instead of 30).  Accounting for the damage difference, it's Knight is only outclassing Monk by about 26% in these fights, and only if you spend a lot of money.  Admittedly, you could spend even more money for a shield and gain another 10% from the side (although monk has better base front evade--relevant if you're plugging a doorway on sand rat cellar for example).

So...for these two fights, banning Knight may not actually that big of a deal.  Provided you can unlock Monk in time.  Assuming 3 actions per fight, you actually likely won't have Monk unlocked by Dorter.  You would probably have Monk unlocked by sand rat cellar.

And then the rest of chapter 1, it's not that big of a deal to have monk/archer instead of knight/archer.  I had no resets on those fights on an archer SCC, and they're all blitz down fights, so Monk vs Knight isn't too big of a downgrade for those (event though knight zooms ahead in damage).

The other place the archer SCC stumbled was Bariaus Hill.  Yeah...having a tanky character wearing Gaffgarion's Gear would definitely help on that fight.

The final spot is Golgorand.  By golgorand you can have guns.  And...gaffgarion's gear is basically storebought--not the cross helmet, but the rest of it.  And clothes are only 42 HP less at that point while giving speed+1, so arguably better.  And anyway I'm also not sure how much having a damage sponge helps in that fight--it tends to be a disorganized surround by the enemy, so baiting with one high-health character is maybe not that much of a thing.

So...ok, easier dorter, technically easier sand rat cellar but maybe monk can handle that, and easier bariaus hill.  Yeah, maybe Knight isn't the ban.

Don't really feel like Monk is the ban either though--you would just lean on Archer Knight which is a solid combo till you got guns and ninjas.

So...ok, maybe it's Ninja now.

11. Ninja

And then once Ninja goes it's definitely Monk next--if you need blitz damage now it's clearly monk.

12. Monk

13...

With Monk banned, now Knight is the only thing holding Chapter 1 together.  But also...what's your plan against Velius if it's not guns?

Well...actually, Thief with Equip Sword is probably fine.  Like...6 PA, power sleeve twist headband brings that to 10, 120 damage, 180 if Velius is charging.  Yeah, that sounds good enough, and it's enabled by Knight.  Hits about as hard as a two hands Samurai, which is the Samurai SCC strategy for that fight, but you can have 6 move.

And Chapter 4...well hopefully you can get something going with Samurai by then.  Learn some draw outs or blade grasp or two hands.  Two Hands Move+2 Knight is probably a fine answer when blitzing is called for, and presumably you have a dancer for nameless dance and someone with kiyomori.  Yeah, you should be able to handle chapter 4 just fine with that.

So..."good enough" lategame, and some key contributions Chapter 1.

13. Knight

Revised list:

1. Calculator
2. Chemist
3. Wizard
4. Summoner
5. Time Mage
6. Priest
7. Lancer
8. Squire
9. Geomancer
10. Oracle
11. Ninja
12. Monk
13. Knight
14. Mediator
15. Archer
16. Samurai
17. Dancer
18. Bard
19. Thief
20. Mime

3
OK, so the ordering I came up with this time is...

1. Calculator
2. Chemist
3. Wizard
4. Summoner
5. Time Mage
6. Priest
7. Lancer
8. Squire
9. Geomancer
10. Oracle
11. Knight
12. Monk
13. Ninja
14. Mediator
15. Archer
16. Samurai
17. Dancer
18. Bard
19. Thief
20. Mime

What's different from last time?

3. Wizard
4. Summoner

Wizard and Summoner swap places.  Quick+Draw Out being a serious strategy used by speed runs convinced me that Magic Attack Up is important in later chapters.  Magic Attack Up and Wizard stats also matter for holy on assassination missions.  Wizard stats also boost Short Charge Meteor.  All this together led me to conclude that Wizards do more for Chapters 3-4.  And I ended up concluding Wizards were actually substantially better in Chapter 1 as well, like Bolt 2 outdamaging Ramuh thanks to wizard stats.

9. Geomancer
10. Oracle

Geomancer and Oracle swap places.  This really comes down to a re-analysis of where the party would be struggling at that time, it's Chapters 1 and 2, and then revisiting assumptions that Oracle was better than Geomancer in Chapter 2 (I came to the conclusion that Geomancer is actually noticeably better for these chapters).

OK, this whole sequence is different:

12. Monk
13. Ninja
14. Mediator
15. Archer

In the previous version:

12. Ninja
13. Archer
14. Monk
15. Mediator

For Monk over Ninja, I think a few big things that changed between these two is actually doing an Archer SCC, and getting a real sense of two things:

First, last time I valued Archer over Monk in chapter 1, and yeah, rethinking that cause of how bad archer weapons are for literally half the chapter.  Dorter and Sand Rat Cellar with 3 WP weapons suck, and technically there's sweegy woods and mandalia plains in there too.  This means that it's not an Archer advantage, and more of a Monk advantage for chapter 1, so monks are at least worth looking at to make the earlygame harder.  Every fight after Sand Rat Cellar is an assassination mission too, so even though archer is "better" having 25 damage at range, melee for 36 isn't bad.

Second, actually reflecting on some experience with a monk SCC in chapter 4, and how it was smooth sailing with no resets.  Bracer good.  And you get to add like...Move+2 and Concentrate onto that (concentrate being very relevant to bypass earth clothes) and like...wear elemental shields for balk, and yeah, Chapter 4 should be a stomp.  Ninja would make it more of a stomp no doubt, but it's enough of a stomp.  And this should carry back to Velius as well, since Bracers are available at that time.

So that makes the only remaining hole to plug late chapter 2 early chapter 3, when monk equipment sucks.  And...Ninjas can fix that, but gun/archer builds can too.

Obviously Ninja can't be delayed too much, so Ninja next.

Mediator over Archer...part of this is just that all the other reasonable lategame tools are banned, so suddenly you are leaning on guns for a long time.  And part of this comes out of doing the Archer SCC.  Charge concentrate bows...yeah sure they hit harder than guns, but like...8 range, instead of attacking uphill and getting 3-4 range is such a huge difference.  I'd rather have guns without charge than bows with charge.

...

11. Knight

One remaining thought is that the Knight ban...while it hasn't moved, is looking a little more suspicious.  It was banned partially for the combo between knights and monks, but then monks get banned immediately after.  Maybe the ban should just be Monk instead.  But...the idea with Knight is to just carry chapter 1 with high stats, and then immeidately steal Gafgarion's armor and carry chapter 2, and enable a build like Ninja to get through some weak classes like thief due to compensating with a strong class.  Yeah, that's probably still a solid reason for the order.  Banning Ninja obviously doesn't help stop that either, cause you just go equip armor Monk instead.

4
13...

Is there a world where guns are a good enough lategame that the answer is somehow still not ninjas?

5 Mediators can definitely gun down Velius, like...no problem there at all.

And obviously you get access to Archer (for shields and the charge skillset) and Dancer (to smash generic fights) and Thief (for move+2) and potentially Samurai on some characters.  Potentially even Bards to abuse two-part fights like Adramelk and Altima.

The question is whether you will feel the need to grind and stop to get elemental guns, as is often done on the Mediator SCC--if that does feel necessary, the ban is probably Ninja cause Ninjas absolutely require no such grind.

The other question, if it's a ban aimed at gun combos, is what piece would be the ban?  Like...my first thought was Archer, as that would continue to hammer out harder chapter 1 and early chapter 2 difficulty.  But I think the route might be...yes, be on Archer for some of those fights (unlock Mediator on the easy fights) then get equip gun, then go for like...Dancer/Samurai with equip gun.

Hmm...how much damage will Kikuichimoji do anyway?  Looks like....112 from a Mediator with a Wizard Robe.  128 from a Samurai with a Wizard Robe, but you lose Thief Hat if you do that.  96 from a dancer.

OK, so the thought was that maybe Draw Out could make it unnecessary to get elemental guns, but like...I am relatively unmoved by these numbers.  The mediator kikuichimoji number is probably the most impressive one cause at least you still have thief hat, but like...you're still equipping a Wizard Robe, so that little maneuver is costing you 70 HP.  Dancer only costs you...23 HP or so compared to Mediator, but is the same general ballpark as a Charge+3 Mithril gun.

What draw out would help with if skipping elemental guns though is like...getting through Elmdor's blade grasp, and getting through Rofel's defence up + save the queen.

And like...maybe there's still a convincing strategy for Altima, cause you can slow dance + persuade.

But I don't know, like...yeah, you probably could cobble together some lategame strategy, but it's now a pretty huge step down from just getting Ninjas instead.

So the question is whether Archer is hard carrying in Chapter 1 and 2 and...not early chapter 1, cause of how bad crossbows suck, and the fact that Thieves hit for 20 instead of 15.  Late chapter 1 early chapter 2 yeah, they are nice.  Then guns and ninjas kind of take over.  So they shine for about one total chapter.  Ninjas probably shine for two and a half.

13. Ninja

14...

OK, so...7 classes left, 6 cause Mime doesn't count.

Thief, Archer, Mediator, Samurai, Dancer, Bard.

It's between Mediator and Archer, I think.

Archer obviously still has the combined end of chapter 1 start of chapter 2 making fights easier.

Let's see, I literally just recently did an Archer SCC, and posted resets in this topic.  Oh, 17 resets on inside riovanes you say?  Had to leave and grind levels?  Shooting uphill with bows sucks?  Yeah...way back in the day I did a Mediator SCC where I gamesharked my level to level 1, and I'm pretty sure I had a much easier time with that fight.

Combine this with the fact that Equip Gun makes it a lot more pleasant to unlock and gain JP in jobs like Samurai and Dancer.

14. Mediator

15...

Is there a world where it's not just Archer?

I know the Samurai SCC hits a similar wall on Velius where you need to grind for more JP or levels.  Dancer...is not going to save Velius.  Ironically Bard could save Velius by doing sing cheese on wiegraf.

I...straight up don't think the answer is Samurai.  They have JP issues on the SCC, when you get the job unlocked in chapter 1 and have five characters sharing spillover.  The thought of sending one character to Samurai, which will unlock, being generous, around the end of Chapter 2 start of chapter 3, and then solo-grinding Samurai JP with that character...yeah, that path is not sounding amazing.

Dancer is...I mean, they take longer to unlock than Samurai, but they are good the moment they unlock.  Dropping a few numbers into a spreadsheet, job level 2 takes 2 fights to unlock, job level 3 takes 6 total fights to unlock, and job level 4 takes 11 total fights to unlock (assuming 3 actions per fight).  So unlocking Samurai (or Ninja) with zero spillover is "27" fights.  Unlocking Dancer is "38" fights.  Hmm...these numbers sound suspicious even for a game without gained JP Up--obviously levels help some and I'm assuming no levels here.  Assuming level 8, it becomes 2 fights for job level 2, 5 fights for job level 3, and 9-10 fights for job level 4.  This brings it down to 23-24 fights for Ninja/Samurai, and 32 fights for dancer.  So that would push unlocking dancer into late-ish Chapter 3 territory.  The other answer might just be "we are past the point where we can assume 3 actions per fight"--if it's 4 actions per fight, everything comes earlier.

But yeah, regardless, everything else is very slow, I think this is just archer.

15. Archer

16. Samurai

OK, so obviously at this point the idea of not grinding is more or less out the window, or else you're doing a Thief SCC which doesn't make a whole lot of sense cause Thief SCCs need to grind a ton.

And a Samurai SCC with grinding, and where you can set Move+2, yeah, you are cruising.  Don't think banning Thief does a whole lot here, cause then you just grab Dance, and aren't too sad about the low movement.  Don't think a dancer ban does a whole lot.  Move+2 doesn't fix dancer SCC's problems the same way it fixes Samurai SCCs problems, and the grind to unlock the class will also be longer cause it's more JP, and worse cause you need an all-female squad in physical jobs.

17. Dancer

So...Dancer, Thief, Bard.

Yeah, so one of these has a comfortable SCC.  It's Dancer.

18. Bard

Unironically, I think Mime tips the scales here.  Like...I don't remember if Mime SCC or Thief SCC is harder.  But Thief SCC does need to do quite a bit of grinding.  Level grinding to actually win the wiegraf duel.  Grinding out poaches for chantages.  And the one thing they have going for them over bards is that they hit harder upfront.

Yeah, well, guess what, if you grind, you can get Mimes.  Mimes can do upfront damage.  Like...ok, level 30 Thief has 7 PA.  with power sleeve, twist headband, bracer, that's 14.  If you have 72 brave that will round up punch damage to 140.  If you don't, 126.  An equivalent level 30 Mime will have 9 PA, and be punching for 78.  So...ok, not impressive yet, but wait for it.  Level 30 bard will have 2 PA, and 7 MA.  Power Sleeve Twist Headband Bracer brings that to 9 and 7, averaging 8.  That's a harp attack of 108.  OK, so still less than the Thief punch, what's the deal?  Well...then the harp attack gets mimed.  The mimed harp will also deal 108 damage (and mimes have innate concentrate, that's a big deal too).

Also, when singing is a reasonable strategy, Mimes obviously turbo-charge it, and get turbo-charged by it.  Like...one round of battle song with a mime is PA+4 to the whole party.

19. Thief

20. Mime

5
7. Lancer

So the choice I think is between Lancer and Squire.  Squire lets you get to the good part of builds a little faster.  Lancer makes the game easy as soon as you get to chapter 2.

I cheated a bit and went back to look at my previous logic on this, cause I remember going Lancer that time, and yeah, I do think the logic I came up with still holds.

Ninja builds don't care that much if Squire is banned--they get to Ninja a bit slower, but don't care after that, and would rather have someone like a Lancer carrying the party while they unlock Ninja.

Monk builds don't care that much if Squire is banned, because unironically they just grab Equip Armor from Knight, and then they get to help the party through Chapter 1 by spending more time on Knight (chapter 1 has from testing been shown to be probably the hardest chapter once this many bans are in play) and using equip armor means Monks also get to not suck in chapter 2 (sucking in chapter 2 is the usual state of monks in the chapter).

Samurai builds obviously crumble without Gained JP Up, but I think by the time Samurai builds are rolling, the game will be fairly easy.  Oracle builds obviously care about Gained JP Up, but I'm not sure that's enough to offset how much 200 HP 100 damage lancers can carry chapter 2.

And then long-term Lancer builds are only a thing if Lancers aren't banned, and Lancer builds themselves are pretty decent.

8. Squire

I don't think there's anything obviously attractive that isn't heavily hurt without Gained JP Up anymore.

9...

So...I'm definitely eyeing Oracle primarily for three reasons.

Paralyze is going to be a popular secondary to slap on just any old physical character who hasn't trained a good secondary skillset yet.  It's got range, it's got infinite vertical tolerance.

Life Drain just trivializes most of the hardest fights in the game.

They hit pretty hard in Chapter 2, which might be a problem chapter.

Defense Up is good.

What are the other candidates?

There's...Knight, that would be targeting early chapter 1 difficulty.  Although I'm not really feeling it.  You don't care too much in late chapter 1 when you get geomancer unlocked.  Even just monk in chapter 1 is acceptable early on.

There's Ninja.  Ninja is probably where a lot of characters will end up.  Ninja obviously has damage for dealing with zodiac fights like oracle does, but also damage that's more effective for cleaning up regular fights since they can use concentrate attacks and usually one-shot generic enemies.

There's monk--it has healing and revival, and unlocks early.

There's Geomancer.  I think Elemental can fill a very similar role to Yin Yang magic as something for ranged characters to do when out of range.  And attack up is good, although with Life Drain around the value of any damage stuff is dubious.  And Geomancers are one of the few classes that can make good use of the cracked MA gear in chapter 2 (just to boost elemental).

Alright, hold on, let me think about this, I was about to declare "oracles use MA better", but I'm not sure that's true.  Level 8 oracles still have 6 MA, so with triangle hat wizard robe that's 9, and a 7 WP Battle Bamboo makes that 63 damage.  A male geomancer will have 6 PA, and 4 MA.  Triangle Hat Wizard Robe makes that 6 PA 7 MA.  The formula ends up being 4*7 = 28 damage, but it's at range 5 with potential AoE and never misses.  Meanwhile geomancers have 4 move, and their weapon attack deals 48 damage (unless they learn attack up, then it's 64).  They could, of course, opt for headgear to deal 56 attack damage and 24 elemental damage.  The Oracle stick damage is of course at range 2, but geomancers have 4 move (also better HP and shields, so they feel more comfortable going into melee).

Mmm...in terms of a class to carry you through chapter 2, I think Geomancer is making a better case for Oracle here, and elemental provides reasonable competition for paralyze as a secondary.

That said...28 damage elemental is good, but you could just be a mediator, or anything with equip gun, really and deal 36 damage at longer range.  You would lose the rushdown potential of geomancer, though--one of the strengths of geomancer over mediator is being able to deal melee level damage when they need it.  Mediator doesn't feel that exciting though cause it's kind-of a dead end.

For other options...there's...Dancer.

Is there actually a world where dancer is the right choice?  I...hmmm...think it's at least worth considering?  The logic would go like this: whether it's with life drain or attack up ninjas, you can deal with zodiac fights and assassination missions.  Nameless Dance probably is the single best "smash the mooks" plan available, with the possible exception of draw out.  Speaking of which, dancers can pretty painlessly get lots of Samurai JP, and are female for the higher MA to make draw out good.  They don't mind using dance to grind Thief JP for Move+2 either.  Also Geomancer is still legal, so move 6 or move 7 with red shoes draw out user on a high MA class is on the table.

There's...actually a case that a dancer ban is what would hurt Chapter 3 and 4 the most.  Makes mook fights harder than any other one ban, and doesn't leave an obvious path to Samurai.

Still not really sold on a Dancer ban cause you can get Ninjas with Move+2 and Concentrate before you can get dancers, and like...you're probably out of the woods once you have Ninjas with Move+2 and Concentrate.

So...ok...

Is the ban Ninja?  Eh, Dancers still smash mook fights, and life drain destroys boss fights, feel like a Ninja ban doesn't add much difficulty to early chapters where the party is weakest, and the party can still cover everything real well once past that point.

Is the ban Geomancer?  That feels like the ban that would probably hurt specifically Chapter 2 the most, and they're nice-to-have although not essential in Chapter 1.

Is the ban Oracle?  I've come to the conclusion that they're worse than Geomancers in Chapter 2 (and chapter 1).  They're definitely better than Geomancers once we're getting to fights like Altima and probably Velius, but I think you are super out of the woods by that point.  A dedicated oracle giving everybody defense up by spillover is cool, but I don't think that comes online by the end of Chapter 2.

9. Geomancer

10...

So...one pattern my brain does remember is that once Geomancer goes (and squire is already gone) suddenly Knight is a serious candidate.  Banning Knight will unironically spike difficulty in Chapter 1, and honestly Chapter 2 at this point.

Although...Oracles do keep the Chapter 2 reliance on Knights somewhat in-check.  Oracle sticks hit harder than Knights, with 2 reach.  Knight is still no joke, though, since they get to have almost double the HP of an Oracle for a bit--and realistically we're probably talking about an Equip Armor Monk by this point, so it's not like it's a dead-end job that's not gaining relevant JP (although being in monk does make them hit a little bit less hard even than a Knight--although once they get wave fist, they can hit from rage 3 through walls--they do need to equip a power wrist to maintain any semblance of serious damage with wave fist, though--60 damage with power wrist, 40 damage without power wrist, so 1 less move than the oracle).

So...ok, at very least Oracle is not blowing away Knight/Monk setups in Chapter 2, and honestly it looks like Knight/Monk setups can be pretty nice for the HP.

Yin Yang for Paralyze is obviously still quite good--especially now that it has no competition from elemental.  Just gives range option to what is going to be for the first couple chapters a party of many melee fighters.  If they have easy access to it, probably everyone's secondary.  But also...I don't think people will purposely rush to unlock oralce for it--Paralyze is nice, but it's not like haste, it's not the end of the world to delay it.

Oracle obviously brings some highly relevant tools to later chapters.

Samurai is looking pretty dead thanks to the Geomancer ban.

I guess I need to take a serious look at Ninja damage to make sure it still murders zodiacs and thus life drain isn't a big deciding factor.

A level 20 Ninja has 8 speed, and 8 PA, admittedly just missing their 9 speed and 9 PA point.  Thief Hat Power Sleeve gets them to 10 stat.  So...130 per sword swing (260 total).

Granted, you can use Equip Sword from Knight to boost that damage.  Same setup would be 280 with Equip Sword, or 336 if you used Equip Sword with twist headband.  I guess I should check unarmed damage with martial arts too.  With Twist Headband Power Sleeve that's 288, so Equip Sword is better.

I mean, it's fine if you catch the zodiac charging.  If you don't life drain does kill faster.  So ok, banning Yin Yang has a non-negligible effect on killing zodiacs later on.  I also think it has a non-negligible effect on mook smashing.  Like...yeah, dance does mook smashing better than yin yang, but the dancer wants to set Defence Up.  Defence Up is also what the draw out user wants to set at this point, if you try to make Draw Out work.

Mmm...but on the other hand, break up the Knight/Monk voltron, and Monks become a lot less attractive, and it's not like they offer nothing at later stages of the game either (the one remotely reasonable revival left).  Although nothing stopping you from training monk to get revival later on, you'd probably just delay it cause they're bad in chapter 2.

Banning Monk would close off that option.  Although I don't think it would do much to stop people from leaning on Knight if needed to ease the difficulty in Chapter 1 and 2.  A couple of Knights with Agrias and Gafgarion's old equipment using Paralyze while other characters unlock good jobs like Dancer and Ninja.  Yeah, sure, Knight JP isn't useful.  But to use a fire emblem term, Knight just becomes a Jagen.  Although...honestly, I would definitely try to beat that fight with that character in oracle first before I switched to Knight with Yin Yang.  They have a better attack, they just can't soak 200 HP worth of damage.

I guess one other complicating factor is when equipment shows up.  Like...one spare copy of armor is available for Barius Hill and Zaland Fort City (presumably you use the other armor on Agrias), but also only one Wizard Robe is available for those two fights.  For Goug Machine City, Barius Valley, and Execution Site you can have up to 5 people with Wizard Robes, and also the equipment you got from Gafgarion and Agrias is no longer so advanced--gold armor and gold helmets are buyable now.  Gold helmet is 60 HP compared to Green Beret's 48 HP, so Gold Helmet is honestly now a downgrade--speed+1 is almost always worth losing 12 HP.  (Cross Helmet is 70 HP, you still have one copy of that).

I dunno--like...one issue with the Monk/Knight route here is that you really can't just add more of them.  You can run two, one for each of Gafgarion and Agrias' armor, and then you're running on storebought trash armor.  You can run five oracles if needed to make the fight easier--this isn't that exciting until you get wizard robes (granted, cypress rod shows up after Zirekile falls--with wizard robe we're talking 54 damage, but you only have one of those.  Without we're talking 42 damage.  42 is pretty meh).  That said, another reason to be interested in the oracle route after wizard robes show up is that it also gets you to guns (which...technically there's one fight between wizard robes and guns being storebought, but it's an easy fight).  Once guns show up, gun wielders with Yin Yang sound pretty solid to me.

So...I think the breakdown works like this.  Of the fights that matter in chapter 2, the Knight/Monk combo is cooking a little for Barius Hill and Zaland Fort City, and after that the oracle route just looks better.

Another interesting question is when do I think the Knight/Monk combo will have both equip armor from knight and wave fist from monk.  Hmm...assuming 3 actions per fight, Knight unlocked in time for Sweegy Woods, no gained JP Up, no detours to unlock anything else, they should have 482 Knight JP by Zaland Fort City.  So...yeah, the Knight/Monk combo is literally going to be there to slap on Gafgarion's armor, but they won't be packing wave fist for those fights.

Zaland Fort City is also like...the classic Silence Song fight to save Mustadio, so there's a case oracles bring more to that fight anyway, so like...we are really looking at just Bariaus Hill in Chapter 2 as a "Knight/Monk fight".

Yeah, I think it's Oracle.  More and more they are just looking more valuable in Chapter 2.  And more valuable for chapter's 3-4, for all that the challenge probably is not so much of a challenge by that point.

10. Oracle

11. Knight

With oracle gone, I think it's one of the Monk/Knight combo next.  Knight clearly matters more in Chapter 1.  If my calculations are right, you're not learning much punch art that matters before Chapter 1 is over even skipping Equip Armor.  And it's the combination of them that lets you build a reasonable character in Chapter 2 that still works towards long-term goals while yoinking Gafgarion's gear.

Monks without the armor who just learn wave fist...they'll get wave fist in late chapter 1 or early chapter 2, so JP isn't an issue for Zaland Fort City/Bariaus Hill, but honestly they're not bringing that much to the party that an archer would not.  Wave fist deals 36.  An Archer with Headgear and a silver bow in Chapter 2 deals 30, but potentially with more range.  And Archers are probably more durable too.  Once you hit the PA point you can deal quite a bit more with wave fist by equipping power wrist, but at the expense of 3 move on a unit whose range isn't great.

And then guns kind of outmode everything if you bother with mediator, and then not long after that Ninjas unlock and are better than guns.

12....

So...

The argument for Monk is as follows: they punch for 36 in chapter 1.  Archers are stuck with ass crossbows up through sand rat cellar, and those deal 15.  Thieves get Mythril Knives at least, but those deal 20.  4 base move on thieves is nice though.

And monks bring some other nice things; healing revival.

The counterpoint to monks being important for chapter 1 is that once you get the Long Bow after Sand Rat Cellar, Archers are doing alright.  20 damage baseline, that you can potentially stack with charge.  Becomes 25 with Silver Bow before the end of the chapter.

The argument for Ninja is like...all of chapter 3 and 4, just dealing with fights like Velius and Altima.

But Monks, while they are not Ninjas, surely they can handle Velius right?  Like...power sleeve bracer is on the table at that point, 13 PA with level 15 Monks.  That's...133 damage, 196 if you can get Velius to charge a spell.  They can handle altima just fine thanks to revival, healing, status curing.  And they're fine against balk, do the earth slash line.  Picking up Move+2 at some point also is a nice boost compared to their SCC.

I think Charge+guns is also going to be doing pretty good pretty fast, and it helps that archers are fairly solid units in late chapter 1/early chapter 2, so you won't need to wait for guns for the character to be ok.  Gun/charge unquestionably overtakes punch art after Mithril guns but pre-Bracer.  It doesn't overtake Ninja, but I guess the argument would be you need to spend less time messing around with weird unlocks like thief.  (Do still need to go through Chemist/Priest/Oracle to unlock mediator though--all banned classes, so you don't get anything out of the six or so fights it takes to go through those).

Is there a world where the ban is archer?  Hurts the gun build.  Hurts Ninja a bit cause no access to concentrate.  But that said...maybe three characters do basically a Monk SCC where you send maybe two characters down the Ninja path early (specifically to get through theif early while thief damage is still passable) and let the monk spillover JP help with the Ninja unlocks for the ninja path characters (need 350 Monk JP to unlock Geomancer--spillover will finish that before you're done with Thief) and ehh...should be able to get Ninja before Golgorand I think.

So...if the Ninja ban doesn't hurt enough cause Monks can fill their lategame role well enough, and whichever you leave up between gun builds and ninjas cover the weak part of Monk's level curve between mid chapter 2 to mid chapter 3, I guess Monk just makes sense here.

12. Monk

6
FFT ban-a-thon redo number...whatever.

1. Calculator (yeah, nothing changes).

2. Chemist (yeah, nothing changes here either).

3...

So...I mean, ok,

It's not Ninja.

Is there a world where it's Samurai?  I don't think so.

Is there a world where it's Time Mage?  This would shut down the "send Ramza to Samurai and quick him" plan but...ehh...MAU Wizards with Ramuh are excellent and are good extremely early.  And also speed runs sometimes grind a lot more JP than I would assume for a normal run (like the calculator speedrun just grinds out calc in randoms in chapter 1; that's not normal) and that makes samurai a lot better.

I do think it's worth working out the later game damage difference here though, if short charge is gone.

A level 20 wizard has 10 base MA.  Wizard Rod, Black Robe...hmm...might be Thief Hat Angel Ring for the last two pieces, actually.  So like...12 MA, MAU and strengthen bring that to 20.  20*24 = 480.  And then against average-ish faith enemies, gonna be about 200.

A level 20 wizard using short charge Bahamut with light robe (cause, let's be honest, you need the light robe MP boost) will have 12 MA with wizard rod.  12*46 = 552.  Against average-ish faith, 231.

Finally, meteor.  12*60 = 720.  Against average-ish faith 300.

There is also a period of time when enemies wear white robes, and that will bite into the no time mage run a bit, although between Titan and Holy you should be fine.

So...ok, I feel like it's not time mage here.

So...down to the traditional "wizard or summoner?" question for third.

Wizard + Time Mage is interesting, cause I think you can probably do fine with black magic until you learn short-charge meteor.  Definitely a downgrade for the first couple chapters to ban summon, cause Time Mage with Ramuh is better than time mage with Bolt, but maybe good enough cause spellcasters are so good in early chapters, and arguably an upgrade once you get short charge meteor.  Which is to say meteor damage is 302 instead of 252 thanks to wizard stats.  Holy deals a lot more than if you wizard cause you can reasonably MAU it too--I'm going to assume an assassination mission, so like wizard robe flash hat 108 gems, but like...that gets the wizard to 15 MA, 504 damage with holy, compared to 336 if wizard is banned.  But...it's not so clear, cause while meteor is a bit better, the summon skillset is still nice--it's faster than Meteor, costs less MP, it ignores friendly targets, it's got healing and golem.

Quick shenanigans on a draw out user should work fine with either wizard banned or summoner banned if you go for that.  Although...I guess MAU does make draw out better, so...a wizard ban hurts draw out stuff much more than a summoner ban.

Banning wizard also makes a few fights in chapter 1 considerably harder (all the fights before you get enough JP to learn Ramuh and enough MP to cast it).  And...even some of the later fights are awkward--like if this is a solo challenge, you'd better one-shot with one Ramuh...from a non black mage MA.  Like...82 damage with Ramuh and then you're out of MP, compared to a wizard with bolt 2 (and not MAU) could do 88...lol.  Um...okay, so maybe Chapter 1 is harder after you get MP for Ramuh too.

So like...even if the gap is not large due to the quality of the summon skillset, I do suspect like the summoner ban might be easier in Chapter 3-4 when you have short charge meteor, and MAU+Holy for assassination missions.  And it's easier in Chapter 1.  So like...am I meant to pick Summoner here just for Chapter 2?

Eh...I feel like the numbers are actually pointing towards Wizard.

3. Wizard

4...

I think it has to be one of time mage or summoner.

Time Mage builds are just going to have the stronger chapter 3 and 4.  Time Mage allows you to go Draw Out if you want (both Quick and Teleport seem reasonably important for it) although it will be weaker without MAU of course.  Time Mage also gives short charge--either to use with its own Meteor, or with summons.

Summoner still definitely has the better Chapter 1 and 2--Ramuh still smashes.  And...makes it much more reasonable for one or more characters in your party to be weak in Chapters 1-2 (like say, unlocking ninja or samurai)--you really only need one summoner to smash a fight.

I think I lean summoner here, just because you can grab one damage summon, and then use that summon to effortlessly gain JP in white mage and oracle, white mages and oracles covering a lot of summoner weaknesses in later chapters, while enabling other builds in the party like ninjas.

4. Summoner

5. Time Mage

I mean, yeah, it's time mage next.

Without it, Draw Out is bad, due to losing both quick and teleport.

You probably do have a mixed party, not all mages at this point, and haste is good in parties with physical characters.  In fact, due to item already being banned, most physical characters probably set time magic for haste, or white magic for raise.

Time Mages aren't even the worst physical characters themselves in chapter 2--50 damage rainbow staff beats.  And sometime around the end of chapter 2 or start of chapter 3 you get short charge meteor.  While giving useful spillover to any physical characters in the party (MP Switch or Teleport).

6. Priest

Now all the physical builds are setting white magic for raise.  Yeah, so just taking that away is impactful.  And white magic is obviously a fine long-term path anyway.

7
FFT

So...something interesting Laggy pointed out to me (and I've actually chatted with the person who did the speed run now) is that the speed run meta for non-mathskill has kind-of changed...away from Ninja (I used to see the occasional Ninja on non-Mathskill speed runs) and towards Draw Out and Time Magic.

Specifically, Ramza goes for Draw Out, and then other people cast quick on him.

But I was also watching a speedrun and noticed that Meteor sometimes got used.  I asked the runner about that, and they had the following to say:

"Meteor is used for its high damage output to guarantee kills on low Faith / bad comp units. While oftentimes it can be substituted for Odin or Cyclops (much faster spells), the general mentality of the run is to maximize the odds of one-rounding the enemies, since having to use weak spells to pick off survivors is slow and awkward." - Claude

("Fast" here, I believe referencing the animation time, not the ctr--the ctr is a non-issue).

Kind of makes me want to look at another ban-a-thon.

8
Chapter 3

Goland Coal City: 1 reset.  I had to rescue this person on a roof, and my archers couldn't shoot that high.  I hope this isn't foreshadowing for a future fight.

(A few fights felt sketchy, and not the fights I was expecting--UBS2 despite having the high ground, and Grog Hill despite having 108 Gems + Windslash bows.  Long fights where there was risk of of going down early, basically).

Anyway no resets in the rest of the chapter until...

Inside Riovanes: 10 resets so far.  2/5 party members including Ramza hit level 18, and I figured that would be enough, but it's feeling like actually no, it's not enough.  I can't find a consistent way to bait him into charging a spell, and it's not even particularly good for me if I do bait that--bow range in this fight is like...3 or 4 usually, and I'm wearing 108 gems for damage so my move is 3, so him charging usually puts him out of range of most of the party.  The best runs are when I can get him to melee physical every round, keeping him in the center of my party, and then at least on the first round I use Charge+5 on him.  But outracing doesn't seem to be happening.  Ramza deals 100 damage round 0, baits him down, dies.  I deal about 500 damage round 1 (600 total).  Then typically two people die, one from the next Velius physical (which OHKOs) and one from just general demon stuff.  So two people alive, who maybe if they were both good combat and could Charge+5 without the demons killing them mid charge would deal about 300, but more realistically are dealing about 200.  600+200 = 800.

Looks like I do need to grind a bit after all, but...I'm not even 100% sure level 18 alone is enough.  Might also want to grind money for gear, though IDK what gear.  I don't have twist headbands but those don't hit a damage point.  Bracer and crossbow options seem unlikely to help.  Maybe equipping for HP so I don't die to two giga flares/dark holies?  I think I have a save file from before I bought spirnt shoes, so that might free up some money too (I thought sprint shoes would be useful here but they don't feel like it).

Feels a bit weird, cause I know I beat this with mediators gamesharked to level 1 like...back in 2002 or something, but I guess guns are long range weapons and bows are pretty short range.

EDIT:

Inside Riovanes: 7 more resets.  Came back with slightly better stats with everyone at level 18, but also a notable strategic change and a bit of luck.  (I had one bad compatibilty archer, ran that archer forward to bodyblock demons, and they actually took three dark holies to kill).

Roof of Riovanes: 3 resets.  So like...yeah, archers can't shoot stuff above them, it's a bit of a problem.  I could only figure out how to shoot with two archers on round 1, even if I move wait, move acted with one of the archers.  I think the strategy I worked out after a bit of trial and error would have eventually worked, but ultimately it didn't matter cause I got lucky with a crit.  Might have been a fight to have one archer with a crossbow but I didn't own any.

EDIT 2:

First four fights of Chapter 4 done.  Fairly uneventful.

But I do have an interesting observation about Charge (which after all was kind of the point of going back to vanilla--trying to dig into how usable vanilla charge was).  The one thing I found interesting is just how often I was landing Charge+7.  Mostly this is the first point in time when all my characters had Charge+7. By the time I had 400 spare JP it was Chapter 3 and enemies were no longer 6 speed so I delayed Charge+7.  But now that I finally have it I was landing it more often than I thought on 7 speed enemies...a knight with throw stone here, a knight with defend there, a yellow chocobo that waited on the same turn my character waited in another fight.  It came up often enough to feel worth noting.  And...often did actually make the difference between not lethal and lethal (136 damage vs 160 at the moment, so an 18% damage boost--helps that it pushes things over a strengthen threshold for 108 gems).

Do I lose any of the first four Chapter 4 fights without it?  No, they were stomps.  Do I win any previous fights with it?  Mmm...I mean I didn't have JP for it in early chapter 1, and would rather get Arrow Guard for Barius Hill.  And it would not have made a difference for the end of chapter boss fights.  Maybe Charge+7 could have prevented the Goland Coal City reset?  Charge+7 might've been nice for killing Chemists.

9
Got into a discussion about Charge in FFT, and decided to start an Archer SCC to give me more intuition about it.

Dorter: 1 reset
Sand Rat Cellar: 1 reset


The 3 WP crossbow is pretty bad, and I was not particularly good at judging before moving to a square whether my shot would actually be blocked before moving.  I also made equipment errors--went back to buy the better clothing for Dorter (was low on cash before and trying to avoid a potential random in araguay woods).

In sand rat cellar, first attempt Delita and Algus had too much move.  Unequipped battle boots from Delita and Algus so they didn't suicide round 1 and block me from shooting through the door.

Zaland Fort City: 0 resets

Only noting this one cause it was still 0 resets.  Despite a lot of stuff going wrong.  Round 1 carve model causing petrify.  Forgetting that you need 4 jump to get on the wall, which would have been a really nice place to be for an archer but I went in with 3 jump archers.

Barius Hill: 1 reset

A combination of not enough JP yet for arrow guard, and a Knight with battle boots whose 4 move caught me by surprise.

Golgorand: 2 resets

Gafgarion surviving was a surprising problem.  A Time Mage would haste him and let him move out of Charge+5.  A Knight would jump in front of a charged arrow.  I also once again let myself get surprised by knights with battle boots on one of the failed attempts.  Seems like the knights very often have had them in chapter 2.

Gate of Lionel: 1 reset

So the strategy is 7 speed Ramza move-wait move wait open gate with ramza, and then kill Gafgarion with Archers to save ramza.  Failed to kill Gafgarion the first attempt.  Stuff like not being able to hit him under the arch (I do need all four archers to hit him in order to one-round him, and I need charges as well.  And first attempt my archers got spread out in CT too).

6 speed actually worked a bit better than 7 speed--can charge starting from round 1, and Gaffy doubleturns the archers right after the gate opens, letting them all charge on him right after the gate opens.  Pretty much all my gear got broken due to rubber shoes.

---

Done with Chapter 2

You know, I remember hearing about people getting Charge+7 on the Archer SCC.  Never felt like I remotely had spare JP for it.  Bought whatever charge I could afford for dorter (mixture of one-of Charge+3, Charge+4, and Charge+5 on each character) and then by the time I was towards the end of the chapter, I got tired of missing and decided concentrate was just a better pickup than a second charge ability.

There have been SCCs where I skipped random encounters, but not this one, as I think I might need level 18 for Riovanes anyway, so it's not like I was unusually low on JP.  Guess the people grinding Charge+7 grinded a little extra for it.

End of Chapter 2, everyone has two charges (usually Charge+3 and Charge+5) Concentrate, Arrow Guard, and Jump+1.

---

So the goal of this being to analyze how good charge actually is in vanilla--and unsurprisingly it's been reasonably respectable so far, but that comes with this being chapter 1/2.  Like...Charge+5 is decently often landable, and it's often double damage or close to double damage.

10
Starcraft:

Guardians vs Protoss in CNSL

https://www.youtube.com/watch?v=kwrD-hyB100

(CNSL basically being the league for everyone who just barely doesn't make the cut in ASL).

11
So ok, thinking more on the two ban-a-thon lists.

I think for the first list (where no subclass or spell is banned)...it probably also makes sense to not ban any racial selections.  So, for example, flying races would be legal.

At a glance this might seem like a boost for light armor types, your monks and rogues.  But the problem comes with the Winged Tiefling, who also functions in medium armor, although with some mild downsides compared to other flying races.  This would not apply to legacy content, so no 50 foot flyspeed Aarakokra, but winged tieflings are technically not legacy content as nothing has replaced them.

What implications would this have for the order of the list?  Well...if there's any point where I'm thinking about taking Earth Genasi or Githzerai for Pass Without Trace or Shield...yeah, screw that you almost certainly want a flying race instead.  Additionally, I think there is some opportunity for the Barbarian to move up--I sort of dismissed the Barbarian damage as fairly conditional due to being melee on the first list, and it is pretty conditional, but it's a lot less conditional if you fly.

That said, no changes to the top 5 I think

1. Paladin
2. Cleric
3. Ranger
4. Wizard
5. Fighter

Paladin is too hard to replace.  Peace Cleric dips still busted.  Gloomstalker Ranger still busted.  Wizard still brings a lot of unique spells and no investment ritual casting, and Chronurgy is busted at level 10 and 2 level wizard dips are pretty good.  Echo Knight is still busted.

Next up I decided that Sorcerer/Warlock needed to be broken up, and that is probably still true.  Ranged is still generally preferable to melee even when you have the option of flight.  That said, some of the value of Warlock was probably coming from Geenie Warlock getting really good flight at level 6, so is there a chance it's Sorcerer first this time?  Hmm...no, I think the logic still holds that...replacing Sorcerer with Bard is fairly painless especially if you still have Warlock around to grab the shield spell from Hexblade.  But banning warlock stops the Sorcerer/Warlock teamup, and hurts Bard a decent amount.

6. Warlock

And yeah, the general logic of once there's only one class with easy dippable access to the shield spell, ban that class still sounds pretty good to me.  1 level Sorcerer dip is good for a lot of reasons--sorcerers have proficiency in CON saving throws.  By picking Divine Soul you get a bit of extra protection on your saving throws.  Just good.

7. Sorcerer

---

I think here, though, after Warlock and Sorcerer might be a logical place to stick flying barbarians?

Is the gap between Bards and Druids really all that large?  I kind-of feel like it's not.  Like...they probably both want to be winged tieflings, and that means the only way the Bard picks up the shield spell reasonably early is by being a Lore Bard, but then they don't have medium armor proficiency unless they dip for that or spend their level 4 feat on it, and one way or another that puts them either behind by a feat or behind by a level of spellcasting progression.  And...I mean, also Lore Bard other than being able to pick up shield early is a fairly generic subclass, whereas Druid has flashy subclasses.  So...yeah, not really convinced banning one of either Bard or Druid really hurts all that much, but Barbarian does have a notable niche of hitting very hard.

And I mean, there's still damage comparisons to Conjure Animals from Druid I guess, but the thing is the Barbarian damage is now much less conditional, they can hit flying enemies cause they fly, whereas Conjure Animals damage drops against flying enemies.  (Also drops against a lot of enemies with damage resistance if you're any subclass not named Shepherd).

Yeah, I do think Barbarian can now stand out as the remaining class whose effects are hardest to replace.

8. Barbarian

So I mean, here's a question, is it even still Bard next?  I think being really strongly encouraged to be a Winged Tiefling while having most of your good dipping opportunities taken away is kind of rough for bard, cause if they want to keep up on spell progression, it wouldn't be until level 12 that they get the three feats together Resillient CON, Moderately Armored, and Warcaster.

So like...what are their options even?  They can't dip fighter, which would cover medium armor and CON saves.  But they could dip Artificer.  And dipping 1 level of Artificer isn't bad at all, keeps full spell slot progression, even though they'll be behind on spells they actually know.

But then here's where we start talking a little bit about pointbuy.  Like...ideally to dip artificer you would like to end up with 16 CON, 16 CHA, 14 DEX, and 13 INT, but you can't actually pointbuy enough stats for that (while only using the +2/+1 from winged tiefling).  You need to either drop CON to 14 or drop DEX to 12.  DEX seems like the clear choice.

But...Druid is just kind of looking more attractive to me at this point.  Doesn't have these rough build choices.  Does have Conjure Animals, which...while it is somewhat conditional, is now kind of the way to deal big damage with Barbarian gone, even if it won't work in every fight.

9. Druid

So...what's after Druid?  I mean, it's probably just Bard right?  Like there are bards with extra attack who could build dex and do standard ranged attack stuff.  And a low CHA Bard will still bring plenty of utility (and eventually Animate Objects, which is a remaining monster damage spell).

10. Bard

And then surely it's Artificer next yeah?  I mean, the value of Winged Boots goes down when people just pick flying races, but yes I suspect it still is.  Monks and Rogues can't really deal with groups of enemies, Artificers have AoE effects, either from infusions like Pipes of Haunting or their own spells.  And Monks and Rogues are kind-of very similar to each other.

11. Artificer

12. Monk

13. Rogue

12
D&D Ban-a-thon

Mmm...yeah, I think I am convinced for the second list (the one with peace cleric gloomstalker etc banned) that Warlock should slide ahead of ranger.

So

1. Paladin
2. Wizard
3. Sorcerer
4. Warlock
5. Ranger
6. Fighter
7. Barbarian
8. Bard
9. Druid
10. Cleric
11. Artificer
12. Monk
13. Rogue

For that list.

---

Meanwhile though, for the first list, where classes get credit for even just dips into their most busted subclasses...I think I'm underselling just how unreasonable the peace cleric dip is.

Like it's hard to get an exact number on Gloomstalker Ranger's output, but lets just say it's advantage on attacks.  Sometimes it will be more than that (when you fight in darkness and also benefit from the 3rd attack) sometimes it will be less (when you only get the first round bonuses).  But let's call advantage the net output average.

Anyway, if you assume all that, how much damage does a Peace Cleric's Emboldening Bond add assuming you can leverage the 10 minute duration and get it up in advance of the combat?  Well...if you have two people with power attacks (great weapon master or sharpshooter) the net amount of contribution of Emboldening Bond to damage is pretty similar to the gap between a gloomstalker and...let's say a Earth Genasi Eldritch Knight.  And it obviously is good for saving throws and some skill checks (although I have seen it argued that since the d4 can only be added once per turn that it doesn't apply to initiative as that happens outside of the normal turn order).  So...yeah, I think I should slide Cleric up on that list.

I suppose there's maybe an argument to slide Cleric above Paladin as well, cause Peace Cleric is just that unreasonable.  But...I don't know, Paladin is a bigger saving throw boost, and has good subclass auras, and with a few more paladin levels can give fear immunity to the party.  And there's no risk of not having the feature up, it's always up.

So...sliding peace cleric upwards that would make the list with all the busted subclasses credited:

1. Paladin
2. Cleric
3. Ranger
4. Wizard
5. Fighter
6. Warlock
7. Sorcerer
8. Bard
9. Druid
10. Artificer
11. Monk
12. Barbarian
13. Rogue

13
So...random observations.

Barbarian was banned a lot earlier on the second list--does this mean it should be banned earlier on the first list too?  And the conclusion I came to was no, because on the first list spells were doing a lot of singletarget damage thanks to Conjure Animals and Animate Objects.  Both are conditionally high damage (melee damage in general falls under a similar category--conditionally high damage).  And by the time Druid got banned on the first list, we entered a weird scenario where the party was just desperate for some versatility, which is not Barbarian's forte.

Another thing worth thinking about--I think there might be a world where Warlock moves above ranger on the second list.  The more I think about it, warlock can cover a lot of bases.  Like...with wizard gone, warlock is a reasonable one to cover rituals with pact of the tome.  With pact of the chain, warlock can have an invisible scout that can travel a long distance from them, kind of like a permanent arcane eye that doesn't take a spell slot.  Yeah, warlock is probably not the one concentrating on pass without trace, but it can fill various other utility and scouting roles that the party still very much needs to fill, the same way the party wants someone concentrating on PWT.

EDIT: yeah, I think Warlock does compare favourably damage-wise to a fighter who slows down their build by taking the ritual-caster feat.  (Favourably in terms of ranged damage--at least for a while cause they delay getting to 20 DEX for so long, eventually at the 4th ASI the fighter can pull into the lead).

There's still an argument for ranger here, and it's that yeah, you want someone with rituals, and yeah, you want someone concentrating on PWT for the party, but the gap between Warlock and a fighter with the ritual caster feat is maybe smaller than the gap between a ranger and...say, an Earth Genasi Eldritch Knight fighter, which is a larger gap.  And...yes, that does sound correct.  Fighter spends its subclass and its race learning PWT and getting enough spell slots to keep PWT up, but Ranger just has those things already, and can dedicate race to damage and subclass to damage and/or nice attack riders.

Funnily enough, one of the flashier builds involve Ranger dipping into warlock (Fey Wanderer Ranger taking a 1 level Undead Warlock dip to trigger beguiling twist).  Which...obviously doesn't help pick between the two.  But I think there's enough solid ranger builds that don't need warlock that the case is still reasonably strong.

14
D&D 5e

Second ban-a-thon with different rules

(banning some problem subclasses and spells this time so that they don't make the list weird)


8. Bard

So I mean, is there a case to just ban out remaining martials?  Ehhh...there's still artificers and even some Bard subclasses with extra attack, and like...dealing damage with spells sure is a thing too.  These options won't deal as much as a monk or a rogue, but they won't be lightyears behind.

But it is worth keeping an eye on damage options still--with the assumption that summons that summon 8+ units being off the table, in addition to that blocking conjure animals, this rule also blocks animate objects, so it is pretty hard for spellcasters to deal single-target damage.

Actually, one sec, I want to check how much of a ranged single target damage dealer Cleric can be with Summon Celestial and a cantrip (Toll the Dead I guess, with Blessed Strikes).  Mmm...ok same general ballpark, but slightly less damage than a steady aim rogue, or a gunner Monk staying at range.  (Calculated at level 11, although admittedly not using a 6th level slot; 4th or 5th level.  Came out about 33 damage).

More damage than a ranged artificer though, lol.  And admittedly the versatility is nice--Cleric is mostly about the melee AoE damage, but can switch comfortably to ranged singletarget, and keep up with...well, what's left of the damage builds anyway.

Granted, I did ban warlock earlier in a similar position, but warlock was actually out-damaging fighter for noticeable level stretches, while also getting utility like shoves.  Cleric is still dealing less ranged damage than monk/rogue, with a lot less shoving, and it still comes fairly late (level 9--warlock had summons starting at level 5).  But it's enough that I don't really think we're looking at monk or rogue for a ban right now.

So...yeah, we're probably looking at a caster then.  And...it's probably Bard again for the same reasons as before.  Last real motivation to build CHA (having someone in the party with CHA is valuable).  Magical Secrets makes them the only place to get...well a lot of spells that are locked out due to previous bans on Warlock/Wizard/Sorcerer, like Counterspell for example.  Bardic inspiration is the best remaining way to protect party member saving throws.

9. Druid

With Bard gone there is some real thought about whether Artificer should go next.  They are sort-of worse bards, but there's a lot of the same arguments around them.  Last way to build INT.  Last way to protect party saving throws.

The case for clerics is as follows: they are pretty monstrous early, level 1-4 when their weapon attacks are fine and they get to have spells on top of solid attacks, especially picking something like a Light cleric can really emphasize how good they are at low levels.  And they do eventually keep up just fine on ranged damage through stuff like Summon Celestial.

The case for Druids are as follows: clerics tend to be the most straightforward damage dealing of the casters.  Not one of them gets Wall of Stone.  Only Tempest gets Sleet Storm.  Only Trickery gets Polymorph.  Only Trickery gets Pass Without Trace.  Only Nature Domain gets Plant Growth.  Clerics mostly can't teleport party members out of danger--granted most druids can't either, but I'd be inclined to pick up Wildfire Druid in a party like this, and they're teleport city.  Clerics are mostly damage dealers, a role that monk and rogue already fill.  (Well Clerics heal too, but so do Druids).

Yeah, I find that pretty compelling--despite both being full casters, Druid spends more time doing a more supporting role, which is more of the unique thing that would be hard to replace in this party.  Cleric can probably be argued the overall best damage dealer among remaining classes, but that is replaceable at the end of the day.

Actually, worth noting, Druid gets pretty good summon X options from Tasha's.  Like...I knew about Summon Beast and Summon Fey, but sort-of wrote them off as not great due to struggling with damage resistances.  There's summon elemental too-but that one also seems like it would struggle with damage resistances.  But I didn't realize but Druids do get Summon Draconic Spirit from Fizzban's and that one is uh...quite good.  Makes a 30 foot cone breath weapon attack on top of the normal attacks for a summon (and you can pick basically any element).  Has 3 more AC than a typical Tasha's summon, and 5 damage resistances (you pick from 10 actually).  10 more HP than Summon Celestial.  Yeah.  Not ranged, granted, and the claws can be resisted, but nonetheless arguably the best summon.

10. Cleric

Is this where I just say "Cleric is the last full caster, and you want a diverse party, so it's the next to go?"

Hmm...I mean, I think Artificers are in the conversation here.  Not really because of their spellcasting, I mean, yeah, they get wizard spells like Fly and Haste, but there's no way that would keep up with Cleric--just half caster things where these spells are way less exciting when they use your highest level spell slot at level 9.  That said, they do get Web at level 5, and then can infuse Pipes of Haunting at level 6.  And can infuse winged boots at level 10.  And then at level 11 with spell storing item can have any martial that's not using their concentration concentrate on Web.

And...yeah, that is somewhat compelling, that maybe artificers bring more of what the party is lacking to the table.

But...I think some cleric subclasses just end up bailing out clerics here.  Trickery Domain cleric in particular with Polymorph, Dimension Door, Pass Without Trace.  Order Domain Cleric brings Slow, and...like...it's not the greatest combo or anything, but Order Domain Cleric can give a reaction attack to a rogue letting them sneak attack a second time, which...there's only four classes left, you probably do have a rogue in the party.

And there's just the part where Clerics are unusually good at low levels, good equipment, getting most of their key spells very early.  And outdamaging certainly ranged Artificers once they get Summon Celestial.

And there's the part where AoE damage is certainly a role that is sometimes good to fill, and Cleric fills that role.  Not that artificers are without AoE--pipes of haunting is AoE status.  Web is AoE status.  In the end it's all crowd control and mook clearing.  But Spirit Guardians is pretty good at clearing out mooks, and sometimes it's better to kill them than to just hold them in place.

Artificers keep it somewhat close, they do bring a lot of battlefield control support kind of moves, but yeah I think they're still overall outclassed by Clerics.

11. Artificer

They are the one remaining utility and battlefield control source, so just a prime choice to ban next.  Monk and Rogue kinda similar to each other so neither ban is all that painful.

12. Monk

Yeah, as discussed in the first list, all-Rogue party just unusually vulnerable, so anything else will get banned before them.  And...also as discussed in the first list, Monk fills a lot of the missing roles better--better healer than any monk, better pass without trace bot, better at kiting cause they don't rely on Steady Aim.  Have funny tactics with running up walls and across water.

13. Rogue

All Rogue party, if there's ever something preventing them from sneak attacking (attacking at range with disadvantage) are at serious risk of TPK.

15
D&D 5e

Second ban-a-thon with different rules

(banning some problem subclasses and spells)

5. Warlock

So...I don't think any of the builds that try to incorporate pass without trace into a build that is otherwise a martial character are all that overwhelmingly good at this point.  It's like...Earth Genasi Eldritch Knight, Earth Genasi Artificer, Shadow Monk.

Eldritch Knight does end up dealing the most of these but only by a substantial margin at level 11.

What about builds that don't shoehorn in Pass Without Trace?

So...one thing that's interesting is that Warlock in general between levels 7-10 actually mildly outdamages ranged fighter assuming they use a basic Tasha's summon spell and eldritch blast.  And that's without using their bonus action (which could be used for various things, but shoves from the telekinetic feat seem like an okay choice).  And presumably you're getting some value out of stuff like Repelling Blast as well.  The summons last an hour, and two can be used per short rest, and there's a flying one with 150 foot range (Summon Aberration Beholderkin).

Fighter does pull back into the lead generally as a ranged damage dealer at level 11, when they get their third attack, and around when +2 magic gear become available.  But Warlock also has additional things going on at level 11 (a 3rd spell slot per short rest, which could be used on an AoE spell like fireball or synaptic static.  A 6th level mystic arcanum).

Warlock is an okay dip on Bard, obviously, but also 1 level of Undead Warlock is a pretty reasonable dip on any ranged attacker (when you hit with an attack, you have a chance to cause the frightened condition which means that enemy can't approach and wastes their turn).

So ok, by comparison, what is fighter better at?  Fighter arguably has a better plan for using Pass Without Trace in Earth Genasi Eldritch Knight.  Fighter is also a good dip on a lot of builds--the one remaining way to get a fighting style for example.  Lots of builds want the 2nd level of fighter too for action surge.  Lots of builds want the 3rd level of fighter too for battle master.  Fighter/Barbarian is good damage, although forced to be melee which comes with limitations, and doesn't have the option of incorporating concentration cause rage is incompatible with that--not the end of the world, but limiting.

I guess...how much damage is gained by being a level 13 build that is Barbarian 2, Fighter 11, and assuming that rage and reckless attack are being used?  Hm....honestly it's pretty substantial.  Like...compared to a Fighter 11 just using hand crossbows without advantage, it's like 46 damage to 68.  But...of course, with all the downsides outlined (Enforced melee build.  Rage won't always be up, only 2 uses in this case.  If you have any spellcasting can't concentrate while raging.  Enemies hit back hard when you reckless attack.  Won't deal this damage round 1 cause bonus action is used raging.  Ranged builds can get advantage themselves on occasion, and they'll be around 67 damage per round when they do).

I guess...one other question is how much damage is gained by that build being multiclass?  So damaged gained by being Barbarian 2 Fighter 11 instead of just Barbarian 13?

Well...with no subclass (which I think is fair cause I assumed no subclass for fighter) I've got about...56 damage for the barbarian.  But I mean, add in various miscellaneous goodies.  5 rages instead of 2.  +10 feet movement.  Advantage on initiative.  Move up to half your movement when you enter a rage.  A couple of skill checks.  Some durability boosting (more HP, and if you drop to 0 HP, sometimes stay at 1 HP instead).

If we add in subclasses, something like Zealot can add about 10 damage per round.  Battlemaster using precision attacks is going to add something like 90 damage per short rest--so it depends how much combat you have between short rests, really, but subclasses adding similar-ish amounts I think.

So I mean...the fighter multiclass looks a little better overall than the mono-class barb, but like...I think it's close enough that a fighter ban doesn't substantially hurt barbarian.

Is there a world where the ban is just barbarian, though?  I'm thinking very specifically of Giants barbarian here.  They are one of the higher damage barb subclasses.  And they are also very good at thrown weapons--a lot of melee builds suffer if the enemy flies or is too far away, and fighting at range still isn't ideal for them, but they're a lot better than all other barbs.

Mmm...not sure.  Like...Rune Knight also makes a solid melee fighter.  It doesn't pump out the same sustained damage in the absence of reckless attack, but getting advantage at melee isn't too hard--can just replace a weapon attack with a shove prone.  And Rune Knight even without getting advantage can still burst a bit harder with action surge if needed.  And as far as melee builds go, there's cleric too--they're more AoE, but tend to be in melee for sure.

Mmm...no, I don't think the ban is a melee build.

Which brings me back to ranged damage, and brings me back to warlock, with relatively low investment, like not even using their bonus action (just a Tasha's Summon Undead or Summon Aberration) dealing more ranged damage than fighter builds levels 7-10, and only slightly less at 11+, but with the compensation of an additional 5th level slot every short rest, and Mystic Arcanum.

I guess the one case for fighter is that specifically battlemaster, and maybe also samurai are more damage-focused subclasses.  Whereas something like Geenie is adding 4 damage per round.  But...I think claiming either of those subclasses add more than Geenie overall is a bit of a tough sell.  Geenie gets to fly concentration free a lot.  Geenie gets to pull the party into their geenie vessel (which can be a ring worn by an invisible familiar) and give the full party a 10 minute short rest.

Is there any obvious ban in full caster land?  Mmm...honestly, I feel like Druid and Bard are sufficiently evenly matched for now.  Like Bard thanks to magical secrets will end up with slightly better spells.  But Druid ends up with slightly better subclasses (I'm looking at something like Wildfire Druid compared to something like Glamour Bard.  They both are good at repositioning lots of allies, but Wildfire is a bit better at it because they don't use a limited resource and the allies don't use their reaction, and wildfire has a bunch of other really good subclass abilities like extra spells prepared--not all of those spells are good, but we can probably think of that as +5 spell preparations).

So...yeah, think it's warlock.

6. Fighter

So...okay, with warlock gone, it's probably fighter next right?  Like...last easy access to fighting styles.  Best range damage.  Action Surge good.

Even for Pass Without Trace builds...while no pass without trace bot build is super impressive, I do think Earth Genasi Eldritch Knight does it okay, and brings notably more damage than options like Shadow Monk with no access to fighter or ranger dips, and more damage than Earth Genasi Artificers (for all that artificers bring more support).

I don't think anything has really changed on the caster end in terms of anything super needing a ban.  Bard might care about the loss of warlock some, but I do still think the mono class bard and mono class Druid comparison doesn't look like the gaps are all that large.  And Cleric is in the mix there somewhere too muddying the waters.

7. Barbarian

I think it's around this time last time that I banned Bard for filling in gaps in the spell list thanks to magical secrets.  But...I'm feeling this less this time, maybe because there's more casters still left un-banned thanks to Cleric being around, so like if you want something like spirit guardians you don't need to grab it through magical secrets.

And also...now that I've run a few more numbers, I'm really extra side-eyeing barbarian.  Like...yeah, sure, the damage a rogue or a gun wielding monk can do is fine, and it's ranged, that's very important, but Barbarians are beating the damage by 60% (before subclass considerations).  And like...one of the highest damage subclasses (Giant Barbarian) also specializes in having additional reach and throwing weapons so isn't too vulnerable to the things that normally plague melee builds like being stuck out of range.

And with fighter banned there's no longer something like a rune knight you can make if you want a melee character.

Just feels like the ban that will be hardest to replace among remaining classes is Barbarian.  Not necessarily that what it's doing is the most powerful thing, but damage is valuable and it is the hardest to replicate among remaining classes.

16
D&D 5e

Second ban-a-thon with different rules

This time, with any subclass a DM could reasonably object to excluded (Chronurgist, Echo Knight, Graviturgist, Peace, Twilight, Gloomstalker, Hexblade, Eloquence, Moon).  Wildmount spells excluded.  And swarm strategies that can take too long at tables excluded (conjure animals with 16 animals.  Animate Dead with large numbers of skeleton archers).

1. Paladin
Paladin was the first ban on the previous list, so yeah, guess what, it's still going to be the first ban on this list too cause there's still no replacement for the Paladin aura, and Paladin is somehow very minimally hurt by all the bans.  The Hexblade ban makes paladin a little bit sad cause they can't attack with Charisma, but otherwise Paladin is largely unaffected, and a 2 level dip in Warlock for eldritch blast is still a perfectly reasonable way to build around Charisma.

2. Wizard
Are Rangers still good without Gloomstalker?  Yeah, they're still good.  But they don't necessarily stand out as the stand-alone choice for concentrating on pass without trace.

Whereas banning Wizard does make a party struggle a bit more with easily getting rituals, getting access to nice utility spells like passwall and arcane eye.  They can still do it, but at a notable cost.

And like...yeah, Chronurgist Wizard shenanigans aren't boosting Wizard anymore, but dipping 2 levels of Wizard for War Wizard to get +4 to saves as a reaction is certainly is still a thing that characters might want to consider.

It's also worth noting, in a big enough party you probably want someone with high INT and good INT saves.  You want someone to not get shut down by a Mindflayer's Mind Blast, who can prevent a TPK in a situation like that.  Obviously an Artificer can fill that role, but "a typical artificer is a downgrade from a typical wizard" is not a super hot take.

3. Sorcerer

So...I was starting to think if one of Fighter or Ranger should be up next but...no, now that I'm looking through the options I'm pretty sure it's sorcerer.

If hexblade is banned, and wizard is banned, suddenly the sorcerer is the only easy way to get the shield spell.  (Other sources would be 3 levels of artificer, or the Githzerai race, or 6 levels of Lore bard, or 10 levels of any other bard).

I've heard the shield spell called "mandatory for optimisation", and do see 1 level sorcerer dips pretty often on optimised clerics, druids, etc.

Pretty sure banning sorcerer hurts the most here.

4. Ranger

So...what's going on on the mage side?  If you want shield...you can make a bard, probably specifically a lore bard or else you wouldn't get it till level 10.  Or you can pick the Githzerai race.  Or you can dip 3 levels of artificer, which...honestly, artillerist artificer is not a bad 3 level dip, the protector cannon is quite good, but you would mostly want to do this on a class that focused more on upcasting than getting new high level spells (so like Cleric could do it I suppose).

I don't know that there's an obvious ban that really hurts here, though.  Even if you really feel you have to incorporate shield into the build, Githzerai are right there.  Bard and Druid have notably more diverse spell lists than Cleric, so I think once one of them is banned the other gets banned, but I don't think either one sticks out right now.

Warlock...exists.  Bard dips into warlock are a lot less attractive when they can't get medium armor and shields out of the deal, granted.  There's no hexblade so I am very unconcerned about warlocks outstripping martials for damage.  Maybe there's a case that some mono-classed warlock would be very much missed?  Like Geenie maybe?  Dunno.

What's going on on the martial side?  The general plan of being a martial with a ranged attack who just spends their concentration on Pass Without Trace and shoots things is still a good plan.  Hmm...if ranger does it, what subclass would be the pick?  I guess Swarmkeeper makes the most sense to me?  Just...good cost-free stuff to do when you hit.  And you'd probably do some multiclassing once you got level 5 in ranger.  A shadow monk can also do it, and then also probably multiclasses after level 6.

I think of note is that both of these builds probably do dip into fighter if they're looking for the most damage--fighter offers action surge and subclasses.  Specifically battlemaster fighter is a good damage dip.  Whereas the monk probably now is uninterested in dipping into Ranger, and the Ranger is similarly uninterested in dipping into Monk.

That said, either of these builds ignoring fighter and multiclassing rogue instead doesn't sound unreasonable to me.  I also think banning fighter hurts the monk build more than the ranger build--the ranger already has archery fighting style, and even continuing with mono-class ranger is not outlandish--the new 10th level ranger feature from Tasha's is very good (bonus action invisibility so advantage on your attacks).

I'm also kind-of thinking that the ranger is...while the gap is smaller than the gap between Gloomstalker and Shadow Monk, I do think there's still a gap there.  Ranger can be a healer and a pass without trace spammer and have archery fighting style and extra attack all by level 5.  Monk can get all those things, but either not on the same subclass, or needs multiclassing and comes together at higher levels. Plus rangers get some extra bonuses on hit from being a swarmkeeper, while also having some other nice stuff like expertise in a skill and some free casting of information gathering spells.  Oh and d10 HP.  Rangers would also have an easier time benefitting from Shield if they did pick it up from somewhere (a multiclass or a race).

There is alternatively the option to be an artificer with a race that can cast Pass Without Trace (Earth Genasi).  But...there's no fighting style that comes with being an artificer so you'd need to dip for that.  Being an Earth Genasi comes at a cost of not being variant human.  And artificers have fewer features built around weapon attacks (e.g. 3rd level feature of rangers often gives bonuses for making weapon attacks.  All rangers get a 10th level feature that's very good for weapon attacks).

Yeah, I think Rangers are still noticeably standing out on the weapon attack side, whereas nothing else is ultra standing out.

17
Oh I mean, in terms of the DM stepping in and making a ruling, I think it's very reasonable to outright ban Peace and Twilight domain clerics, and do a small edit to what Chronurgy Wizards are allowed to do (limit Arcane Abeyance to only casting 1 action spells, for example).

But there's a problem of where exactly do you draw the line?

A DM could also reasonably ban Gloomstalker Ranger--that's probably good for the overall health of the game--and suddenly you'd see a much bigger variety of rangers, and wouldn't need to worry about designing the storyline so that the characters rarely fight in darkness.  And yeah, if Gloomstalker Ranger doesn't exist, Ranger's tier ranking probably slips.

A DM could also reasonably be like "I'm sick of seeing hexblades, no hexblades!" and yeah, that probably affects Warlock's tier rankings.  Suddenly you can't dip warlock to learn the shield spell and get proficiency in medium armor and shields.

A lot of DMs just don't allow any Wildmount content, because it tends to be really weird with the rules.  Echo Knight jumps to mind--officially the echo can move in any direction including straight up into the air, and is not a creature so can't be targeted with certain spells and doesn't trigger attacks of opportunity.  Just...weird rules-wise, independent of any balance concerns (although it's also very strong of course).  Banning wildmount content also happens to ban Chronurgist.

And...honestly, I would totally get it if a DM was like "I don't like Eloquence bard; when there's an Eloquence Bard in the party, the rest of the party stops talking in social situations cause they know the bard can't fail".

And...I could see a DM objecting to Moon Druid at some very specific levels (level 2 one-shots.  Level 20 one-shots).

And...some DMs do ban Conjure Animals and similar spells just because it takes too long to resolve the actions of 16 summons (less of an issue on some digital tabletops).

I guess I can't really imagine a DM banning any additional subclasses beyond those 9, however.

I suppose I could do a second ban-a-thon assuming those 9 subclasses are off the table (Chronurgist, Echo Knight, Graviturgist, Peace, Twilight, Gloomstalker, Hexblade, Eloquence, Moon).  Also additionally banning any spells from wildmount, and any swarm style playstyles (conjure animals.  Creating skeleton armies with animate dead.  Etc).

18
D&D 5e ban-a-thon continued

8. Bard

So...I thought this next one was going to be tough.  Turns out...not really.

So I mean, we're definitely starting to feel a lack of party diversity.  Stuff like AoE damage, kinda hard to come by.  Stuff like the shield spell, kinda hard to come by.  Stuff like Counterspell, kinda hard to come by.

But Bard has this ability called Magical Secrets, where they get to pick spells from any spell list, and that just plugs a lot of holes.

This on top of being just generally a solid class--full caster with decent spells.  Bardic Inspiration being generally better than the Artificer Flash of Genius.  Being good at skill checks.  They're also the last remaining class that wants high charisma, whereas Druid, whom I assume is one of the major points of competition here, is not the last remaining class that wants high WIS.

I think there's a good case to be made that if magical secrets didn't exist, Druid would look like the stronger class--better base spell list, and they come with medium armor and shield proficiency (with the asterix of "won't wear metal armour").

But I think banning Bard next just more significantly limits what parties can do.  Like for example, let's say the party has a barbarian.  Someone needs to be able to make the Barbarian fly in case you fight a flying enemy.  Druids...well no subclass gets the fly spell, but maybe you could cast conjure animals and get giant owls or giant bats and mount them, and then hope that the giant owls don't lose their 19 HP (by the way, Druids don't learn Feather Fall).  Artificers could cast fly, but at much higher levels, and they would have trouble upcasting it if multiple party members needed to fly.  Although they can just spend an infusion on Boots of Flying at level 10.  Bards?  No questions asked, Lore Bard can just learn Fly from magical secrets at level 6 if that's a concern.

Now that we're down to like...6 classes and the potential for party diversity is dwindling, the number of holes Bard can fill just seems like a bit too much to leave them unbanned.

9. Druid

Once we ban Bard, it's going to be Druid next, right?  You want party diversity, this means you want a full caster.  Druid is the last option for a full caster.  If all the other martials were banned, we would ban the last martial here probably.

I guess the one point of comparison would be Artificer, who can definitely lean more into the full caster role by infusing items like Pipes of Haunting.  But like...nah, it's not the same.  Druid gets Revivify and Dispel Magic at level 5.  Druids make better use of ritual casting than artificers.  Druids can take something like Moonbeam, upcast it like a full caster, and then every martial who can grapple or push can shove enemies into it for extra damage (enemies taking damage both when they enter and when they start their turn in it).  There's still multiple sources of Pass Without Trace even this deep into bans, but Druid is a pretty good way to get PWT.  Druids get polymorph at a level when it's relevant (like conjure animals it doesn't scale up in hit rate, but it's great at level 7).  Druids get Wall of Stone.

10. Artificer

OK, I'll admit I'm not sure what's next.  Intuitively, on the same "party diversity" line as Druid, it feels like kicking out the last half-caster in Artificer should be a real kick to party diversity.  But...is it that bad though?  Rogues have Arcane Trickster, which...while Arcane Trickster gains spells slower than artificer, it does pick from a bigger spell list.  There's a few Monks that can cast spells.

Mmm...no, it probably is still Artificer.  Basically the only healing outside of Mercy Monk.  Has Revivify, yeah level 9 is late for revivify, but Mercy Monk doesn't get a similar feature till like level 17 or so.  Flash of Genius is good.  Has some ritual casting, even if it doesn't mean as much due to being a half-caster.  In a party full of martial characters, Spell Storing Item is great cause it lets party members who don't have a use for their concentration concentrate on something.

Artificers can also adapt on a long rest.  Swap out infusions.  Swap out spells.

Yeah, they're still not a full caster, but they bring enough more from the spellcasting side of things compared to something like an Arcane Trickster that they're probably still the ban.

11. Monk

So...both rogues and monks can heal, Rogue, you pick Thief Rogue, and you pick the healer feat, and now as a bonus action you can use an item (healing kit) to restore a bit of health to people.  But...a creature can be healed in this way only once per short rest, so it's not actually great healing.  In fact...ehh...you kinda want your bonus action for steady aim or rogue damage won't be great.  So Monk is quite a bit better at covering the healing angle.

Pass Without Trace...obviously monk can cover that with Shadow Monk.  Rogue could also cover it by picking Arcane Trickster and being an Earth Genasi.  Earth Genasi learn pass without trace and can cast once without spell slots and later through their spell slots.  But...honestly being locked into Earth Genasi is kind-of pretty bad for Rogues who lean pretty hard towards picking elf for Elven Accuracy.

What about Barbarian?  Well...Barbarians definitely add to parties like these, Barbarians hit harder, they can take more hits, they can grapple better, but do risk struggling with flying enemies cause Monk and Rogue are really not well equipped to make them fly.  (Although technically both of them can--Arcane Trickster and Four Elements Monk can both cast fly).

So...what are Barbarian's options in that regard?  Giants Barbarian is decent at throwing weapons, and Beast Barb can jump pretty high or walk on walls and upside down on ceilings (just not both at the same time).  I think you'd probably want to stick to those subclasses cause you're not getting help in terms of getting airborne, but those do happen to be two of the better barbarian subclasses anyway so you won't be too sad with those picks.

So...maybe it is Barbarian just because Barbarian is more different than the other two.

The one thing I will note is that it's not necessarily bad having an all ranged party.  Classic kiting strats are good in any movement based game.  (The one caveat being you do need to be able to switch to melee in case an enemy gets on top of you--but every remaining build can do that).

Although...classic kiting strats do call for pretty specifically monks and not rogues.  Rogues if they want to use steady aim will not be kiting.  Unless there's a melee barbarian next to their target, then they can kite while still using sneak attack although with less damage due to not having advantage, but...regardless in that scenario they don't get the benefits of doing a full party kiting strat cause the barbarian is still gonna get hit.

I dunno, maybe Rogue and Monk have so much overlap that I ought to pick Barb, but I feel like Monk is just looking all around good here.  Better at healing, better at using pass without trace without sacrificing too much of their build, better at kiting, ranged damage monk builds are keeping close enough to ranged damage rogues without sacrificing movement.  Monks also offer some funny strats like running up walls and across water and stunning enemies, which won't come up all the time, but are kind of great when they do.

12. Barbarian

If it comes down to two classes in a ban-a-thon and one of them is rogue, I suspect letting the rogue slip through is the correct choice.

Yeah, maybe Rogues are abstractly "more flexible" cause of stuff like arcane trickster.  But if a party of 4-5 mono-classed rogues ever come across a situation where they can't sneak attack, like maybe there's an enemy they just have disadvantage to attack for some reason like an invisible enemy, or maybe they all got hit by the dragon's frightful presence and the dragon is now flying, the whole party is going to deal their non-sneak attack damage and that's just a disaster.  It's a disaster because the whole party implodes at the same time.  One or two party members being ineffective in a fight is often fine in D&D, but the whole party being ultra ineffective?  That just sounds like a TPK waiting to happen.

Yeah, in a party full of barbarians you probably do want to build some Barbarians with DEX and use a bow.  But like...you know what?  That's not that bad.  Ancestral Guardian barb with a bow is honestly not awful for the same reason Echo Knight+Ancestral Guardian barb is really good.  Same idea where an enemy loses basically all their offence if they can't hit you thanks to being a ranged Ancestral Guardian; just you know...with way less damage cause you're a barb with a bow.  Zealot barbarian with a bow gets to deal their divine fury damage while raging, and...as a result actually keeps up just fine with a ranged level 11 monk or rogue.  Path of the Giant Barb's elemental cleaver similarly just works on a weapon, so they can get their fire bow or ice bow or whatever and also keep up reasonably well on damage.

Obviously don't make a fully ranged barbarian party, that would be silly.  But the point is that Barbs can diversify a bit better than rogues can--every rogue struggles at the same time if sneak attack is turned off for some reason

13. Rogue

To be clear, I don't think rogue is "bad", any more than in the FFT ban-a-thon Samurai often got banned very late, and I don't think Samurai is "bad".

Ban-a-thons just kind of get weird towards the end, and yeah, full rogue-parties just have a massive Achilles heel of if for some reason sneak attack can't be activated, the party is screwed.

19
D&D 5e ban-a-thon continued

5. Fighter

Okay, so 5th spot actually requires some thought.

On the caster side, Druid, Bard, and Sorcerer are all pretty good, but don't necessarily stand out next to each other.  There's also warlock, which is a really common dip for Bard and Sorcerer.  Warlock and Sorcerer have one of those interesting standoffs you sometimes see in ban-a-thons where they're the last two easy ways to access the shield spell, so when one of them goes, probably the other one goes right afterwards.  That said...I'm not seeing an obvious weak link that would dramatically lower the power level of parties if it was removed here.  Dipping hexblade warlock for medium armor is popular, but dipping a level of Artificer would be an easy enough replacement.

But meanwhile, on the martial side, there is a dream team that I think I want to break up, and that dream team is Echo Knight Fighter + Ancestral Guardian Barbarian.  You can recklessly attack through your echo while being nowhere close to a target.  And then Ancestral Guardian Barbarian will make that enemy basically harmless at attacking anyone other than you while you're out of range (the enemy has disadvantage to attack anyone but you, AND if they hit, the party member gets resistance to the damage too LOL).

Now, I mean, is the ban Barbarian, is the ban Fighter?  I think it's Fighter.  For one thing, Echo Knight is probably the real power behind the build here (infinitely spawning echos, free teleports, a 7th level feature that's really good for scouting).  For another thing, Fighter has a lot more scope for other builds, like fighter still can do archer builds, which Barb cannot.  Fighter's now the only easy way to get a fighting style, and some fighting styles are very good (like Archery fighting style).  1 level dip of fighter is not a bad dip on mages.  Some mages even take 2 level dips for action surge.  Action Surge is good on martial builds too.

---

I suppose I should make a note on Druid, cause like...I don't know if a typical RPGDL reader would object in this way, but there are random people on the internet who will say things like "conjure animals outdamages any martial in D&D" and like...it's not like there aren't calculations to back that up, but I calculate slightly differently and I'd like to explain my calculations real quick.

Conjure animals damage is a lot worse if you go by the Jeremy Crawford tweet where the DM picks the animals (if we just assume the DM randomly rolls for animals among CR 1/4 beasts in the monster manual).  I'm also making an assumption slightly different from the rest of the internet which is that you get some basic magic items.

Like...let me do a very basic level 11 fighter with no subclass using crossbow expert, sharpshooter, and 20 DEX.  Variant human or custom lineage.  With a +2 hand crossbow because that's the level when I said they'd get up to +2 magic weapons.

To hit the fighter has +4 from proficiency, +2 from archery fighting style, +5 from DEX, +2 from their hand crossbow.  So...+13 to hit.  They will take -5 to hit for sharpshooter, so that will drop down to +8 to hit.  Let's say they're facing...18 AC; that AC seems reasonable, given the level and the +2 weapons.  55% chance to hit,

By comparison, a lot of CR 1/4 beasts have +4 to hit (Axe Beak, Giant Lizard) and some have +3 to hit (Boar, Giant Frog).  But let's assume your DM is rolling on a table of beasts to decide what spawns, and you get something above average like a Draft Horse--+6 to hit, 9 damage.  Excellent.

Fighter with no subclass not using action surge is dealing 45.8 damage per turn.

Conjure Animals with 8 Draft Horses is dealing 34.4 damage per turn.

And then if you low roll on the animal, the DM rolls randomly for an animal and gets something mildly below-average like Giant Lizards, then we're talking 20 damage per turn from 8 giant lizards.

Now, granted, Conjure Animals can be upcast for 16 animals out of a 5th level slot, so with a relative highroll like Draft Horses yeah, now that's 69 damage per turn.  And 40 damage with a relative lowroll like Giant Lizards.  But also...I've watched Conjure Animals in action in high level games--AoE damage happens, the animals die.  You also need to be specifically Shepherd Druid or you'll do half damage to some percentage of monsters.

And...we could start adding in stuff like...Bless despite banning paladin and cleric still isn't that hard to get, either from Fey Touched or from Divine Soul Sorcerer.  And Bless gets more value buffing a single fighter than it does buffing 3/8 of a Conjure Animals spell.

Or we could consider that some enemies fly--presumably your DM isn't so strict with conjure animals that they will give you cows against a flying dragon, presumably they'll pick randomly between flying beasts in the monster manual--Giant Owls, Giant Bats, or Swarms of Bats, but all three of those deal pretty bad damage, so your damage will always be low-ish vs flying enemies.

We could also consider subclasses for the fighter, we could factor in stuff like Action Surge.

And then there's just party diversity to consider--one of the roles of a martial character in a party is to bail the party out if there's anti-magic stuff--like an anti-magic field, or like a monster that has some level of magic immunity.  And a lot of that stuff does stop conjure animals.

This isn't to say that Druids can't deal good damage with conjure animals.  Druids can absolutely do good damage, even with my extra assumptions.

But if you relied exclusively on Druids and not martial characters to deal damage, the party would have some real weaknesses--some real fights where they would really struggle.  Flying enemies, anti-magic fields, enemies with limited magic immunity, enemies that can center AoE damage on themselves.

---

6. Warlock

So okay, what's going on with martials at this point?  Barbarians do the most damage, and soak more hits than Rogues and Monks usually, but they're mostly limited to melee.  And they can't concentrate on spells while raging, which is noteworthy--you can't dip a couple levels of say, druid, to concentrate on pass without trace with a barbarian build, but a rogue or a monk sure could do that.

Monks and Rogues can both go ranged, which...ranged physical attackers are worth having.  Rogues deal a bit more damage than monks by going Elven Accuracy, and then using Steady Aim to get advantage every turn.  Although gunner monks can technically sink a lot of ki into Focused Aim to pull ahead on damage, but with small ki investments it's a bit lower on average.

I suppose there's also Barb/Rogue multiclasses to consider (Rogue is a better exit multiclass for Barb than Monk is).

Artificer probably also pops into consideration at this point.  They get extra attack, they hit things.  Hmm...ok well actually, running some numbers gunner monk and steady aim rogues should out-damage battle smith artificers by a decent amount.  But artificers come with some party support, and they're kinda tanky so that's nice.

Mmm...It's not clear that losing any one of these would hurt all that much to lose though.

What about the casters?

...I am side-eyeing one combo on the caster side, which is Eldritch Blast plus quicken Eldritch Blast, which does actually pull into the lead for ranged damage at level 11 when Eldritch Blast gets the third beam (pull into the lead in terms of damage compared to ranged rogues, monks, etc).  This is with no hex or hexblade's curse or anything like that, so you can be concentrating on a real spell while you do this--maybe a Tasha's summon with more ranged damage--Aberrant Mind Sorcerer gets Summon Aberration for example.  I mean, it's not free, but 2 sorcery points a turn can be sustained for quite a while if you convert sorcery points to spell slots, the range is good, and it comes with some utility (repelling blast).

Yeah, I mean, I don't think I necessarily made an error banning fighter first, the echo knight combo is still very unique, but this combo it is starting to stand out a little now.

And...as mentioned earlier, the moment we ban one of Sorcerer/Warlock, the other one probably goes next, cause they'd be the last easy access to the shield spell.

Sorcerer without Warlock...you would just dip a level in...probably Artificer instead for medium armor and shields.  I suppose Druid also an option if your DM is nice about offering non-metal armor or isn't super stringent about enforcing the "druids will not wear metal armor".  The main thing you would lose is access to a strong at-will option in Eldritch Blast, but you would pick up more spell slots.  But also worth noting, Bard would also lose access to Eldritch Blast and probably its favourite dip target for getting medium armor and shields and access to the shield spell.  Swords and Valor bard in particular basically would not want to focus on weapon attacks at all with no hexblade dip.  You also wouldn't be able to be a mono-class warlock, which...isn't nothing, Geenie Warlocks are pretty good, Hexblade Warlocks are kind-of like fighters, and those just got themselves banned.

Warlock without Sorcerer...there's basically no access to metamagic, but that's not necessarily a dealbreaker.  Divine Soul Sorcerer is still a pretty good one-level dip for anyone with spell slots who doesn't have the shield spell (lets you pick up shield, and bless, and the 1st level DSS feature which is a once-per-rest +5 to a saving throw).  If you're going primarily sorcerer, I will say I think Clockwork Soul Sorcerer is probably overall better than any official Bard, just gets so many more spells prepared than any bard, and with Wizard banned sorcerer in general gains a lot of uniqueness from Wizard spells like Web and Haste and Fireball.  (These are available from other classes like Artificer, and some Circle of the Land Druid subclasses but the opportunity cost of getting them from those methods is much higher).  If for some reason you really want Spirit Guardians, Divine Soul Sorcer is probably the best way to grab that, though I don't see an obvious build where the party would suffer without spirit guardians.

Interestingly Warlock and Sorcerer have a lot of overlap--like one of the things sorcerer does that Bard does not is AoE damage like fireball which is now becoming relatively scarce with Wizard and Cleric banned.  But warlock does that too.

That said, I think going back to a bit of utility discussion--Bard is still worth considering bringing with the current class limitations.  It's a ritual caster, it has Leomund's Tiny Hut and Detect Magic; yeah, you have to prepare them but better than wasting a feat on them.  Bard also has skill checks and expertise.  Bard protects your saving throws a bit.  And if you have a bard in your party, you probably don't bring a sorcerer (too similar, not good for party diversity) but the bard could easily dip Warlock.  Full warlock teamed with bard also arguably makes a bit more sense than full sorcerer teamed with bard (less overlap).

I think Warlock is probably the link that hurts the jenga tower the most here.

7. Sorcerer

OK, so I predicted whichever of Sorcerer/Warlock went first, the other one would go right afterwards.  Am I still sticking with that?

Mmm...sorcerer is a pretty good 1 level dip on a Bard or a Druid, gets CON saving throws, the shield spell, and a subclass (usually divine soul on a 1 level dip).  Whereas dipping the other way around, sorcerer dipping druid or Bard...probably not.

This is in addition to a select few subclasses of Sorcerer like Clockwork Soul just having a lot more spells prepared and a lot more access to wizard spells than their Bard or Druid counterparts, so you might just want to bring a full Sorcerer anyway.

There are other ways to get the shield spell of course--3 level dips into artificer.  Picking a specific race from monsters of the multiverse.  But these are much more expensive.

Yeah, I think it's still Sorc next.

20
D&D 5e

So...lots and lots of blathering has happened on the internet in terms of class balance.  And I kind-of tuned most of it out, cause like hey, balanced parties work better than parties of all wizards anyway.

But recently it occurred to me...what if I do to D&D 5e the same thing I did with FFT and do a ban-a-thon.  If I ban one class, how much does it hurt overall party strength?

Assumptions

No Combos: Much like I assumed no full party combos in FFT (no sunken stated dance, no quickening) I will also assume no full party combos here (e.g. no Haste + Spike Growth + high movement grappler parties).

No scaling to party: I will also assume, and this needs to be stated because it's D&D and often in D&D the DM will just scale the difficulty to the party.  But I will also assume that parties are facing the exact same scenario, the DM isn't adjusting difficulty to the party.  Maybe it's a pre-made module.

Basic magic items available: The official adventure league has a list of "evergreen" items, which are bag of holding, +1/+2/+3 weapons, +1/+2/+3 shields, +1/+2/+3 wand of the war mage, +1/+2/+3 rod of the pact keeper, +1 armor (or barding), potions of healing (any), spell scrolls (any).  None of this is unlimited of course, loosely it should cost gold.

If it comes up, I will assume +1 stuff in tier 2 (level 5-10), +2 stuff in tier 3 (level 11-16), and +3 stuff in tier 4 (levels 17+).  Except for +1 armor which I will only assume in tier 4.

The reason for doing this is to correct a bit for the internet, which tends to assume no magic gear at any point.  And it's worth noting that magic weapons are a bit better than wands (e.g. +2 sword is a bigger damage boost than a +2 wand).

Basic adventure league rules assumed: so this means stuff like if you have your simulacrum wish for something big, and it backfires and they lose the ability to cast wish, you also lose the ability to cast wish and so do your future simulacrums.  This also means stuff like max 2 short rests per adventuring day (mostly to stop short rest spam from sorcerer/warlock mutliclasses).

All official Subclasses assumed: yes, even the busted ones.

Up to date races assumed, within reason--no flying races: So like races in monsters of the multiverse minus Fairy and Aarakokra.  Plus like variant human.  I don't know if this will come up, but maybe.

I'll assume 3-5 combats, and more often than not 1 short rest rather than 2: I know some people say they run more than this, or less than this, but I've watched a number of one-shots on youtube with various famous youtube optimisers playing, and it's pretty consistently between 3-5 combats in that format.

Anyway...assumptions out of the way, the first few classes I think are fairly obvious.

1. Paladin

The first class to ban seems very straightforward to me.  The difference between a party with aura of protection and without aura of protection is noticeable.  And Paladin Subclasses offer some very nice additional bonus auras (like everyone adding your proficiency bonus to their initiative score for Watchers Paladin).  This is simply not a replaceable feature--artificers and bards can use their inspiration or their flash of genius to help a little bit, but they are limited in use, and need to spend bonus actions or reactions.

Now I mean, if Paladins themselves were terrible at everything other than giving the party a big  stat buff, maybe they would not be so high, but you know, they are decent at damage, they are decent at healing, they get find steed and find greater steed which are very nice.  They would be a reasonable but not standout class without the auras.

2. Ranger

There's a basic plan with ranger which is pretty good, and it goes like this:  Concentrate on Pass Without Trace to give the full party +10 to stealth, this theoretically allows the party to avoid trouble, or sneak up on enemies and get surprise.  (Which...official rules on surprise are super busted--basically a full extra turn.  Not all DMs run it that way).  And then other than that just be a high damage character (which a lot of full spellcasters would struggle to do without dropping concentration on Pass Without Trace--they generally need to pick between continuing to concentrate on PWT, or dealing damage).  Use remaining spell slots on Goodberry or whatever.

Now I mean, there's some obvious objections--Ranger isn't the only place to get Pass Without Trace, Shadow Monk could be the Pass Without Trace bot, and shadow monks...you could build them for damage, or at least I've seen someone claim they succeeded at building them for damage.  There's just one problem: the high damage shadow monk build I saw dipped 3 levels into Gloomstalker Ranger.  As do...many of the damage builds I see, TBH.  Gloomstalker is just the universal "dip this to make your damage build deal more damage".

It is pretty specifically Gloomstalker Ranger in particular that lifts Rangers up above other options here.  If they ever fight in darkness, they become invisible for free, get advantage on all their attacks, land most of their sharpshooter hits and that's very very strong.  A DM that gets used to having a gloomstalker ranger with sharpshooter in the party will plan around this, be very careful with where they place darkness.  But one of my starting assumptions was that there would be no adjusting for the party.  A pre-made module where there's a fully dark corner in every fight would just get trivialized by a gloomstalker.

But wait, there's more!  Let's say there's zero fights in darkness, Gloomstalkers aren't necessarily a problem class without darkness but they still get some nice 3rd level features, and in particular a lot of nice 3rd level features for dealing damage.  Particularly with the new bugbear from Monsters of the Multiverse.  If Bugbear beats enemies on initiative, all their attacks deal extra damage round 1.  Well guess what?  Gloomstalker gives a boost to initiative and an extra attack on round 1.  Everything Bugbear cares about.  They just fit together like puzzle pieces.

3. Wizard

I think #3 gets a lot more murky.  There's maybe some arguments for cleric because Twilight and Peace cleric are silly overtuned subclasses.

There also might be some argument for fighter.  With ranger and paladin out of the picture, if you want to have a balanced party that won't die in, say, an antimagic field, not having fighter as an option probably does hurt.

That said, I think this has to go to wizard.  Cutting out wizard means you just won't have access to certain spells, unless you use Bard Magical Secrets.  Like...passwall for example, which is a spell that can really stand out when you give the same dungeon to multiple different parties.  Or Arcane Eye, which is very strong for scouting ahead.

Cutting out Wizard means it becomes kind-of expensive to get someone who's good with rituals.  Now I mean, anyone in the party, even a fighter or a barbarian can grab the ritual caster feat.  But that does weaken the character that grabs it, whereas wizards are good at rituals almost for free.  Similarly, a warlock could go pact of the tome and then take the book of ancient secrets invocation.  But that's not free either--requires an invocation and a pact selection.

Of course, classes like Cleric and Bard do get ritual casting, but they need to spend spell preparations preparing all their rituals.

These aspects on their own might not be enough.  But on top of those nice things I think there's a decent amount of power here is coming from Wizard subclasses as well.

Chronurgy Wizards are famously busted when they get to level 10, because they (or even their familiar) can use Arcane Abeyance to cast Leomund's Tiny Hut with one action.  Leomund's Tiny Hut should never be castable with an action--nothing can enter it, no spell, no object, but anything that starts inside it is free to move in or out, so like...the party archer who has their arrows inside the hut can just shoot out of the hut.  Oh, and the dome is also transparent from the inside but opaque from the outside, so archers on the inside should be attacking with advantage being unseen by their targets.  It's...yeah, not like there's no way ever to break it, dispel magic can break it, enemies running away and hiding down the road is an option, but it still should never have been castable as an action.

But I mean, for another much lower level subclass, lets say you know your party isn't going to have a paladin and you're worried about your saving throws on your fighter or barbarian or rogue.  Well...have you considered a 2 level War Wizard dip?  Get yourself +4 to any saving throw as a reaction useable infinite times per day!

Admittedly, War Wizard dips are not as impactful as just...one person in the party grabbing a peace cleric dip (+2.5 to the whole party's saves and doesn't even take a reaction), but War Wizard dip is still a pretty good dip.

Just...losing wizard means you need to work quite a bit harder to get versatility tricks such as rituals, passwall, arcane eye.  And while yeah, arguably there are still stronger subclasses out there because Tasha's Clerics are dumb like that, Wizard subclasses are certainly on the high end of the remaining ones.

4. Cleric

You know, if this was just player's handbook versions, I think Cleric would actually slide down the list quite a bit.  But if I'm thinking of "what's the best way to protect saving throws with Paladin and Wizard banned" it's not a bard with bardic inspiration, it's not an artificer.  It's any party member grabbing a 1 level Peace cleric dip.  If I'm thinking in terms of what will hurt party damage more, missing out on fighter as a class, missing out on barbarian as a class, or missing out on a 1 level peace cleric dip somewhere in the party--yeah, when I've plugged stuff like this into spreadsheets before, the +2.5 hit rate to the whole party was just such a big deal.  So peace cleric dip is more impactful than missing any one of the remaining damage classes.

And then like Twilight Cleric does some goofy stuff too with handing out temp HP every turn, and having 300 foot darkvision which can be shared with the whole party.

Note that none of this really has anything to do with cleric's spells (unlike the wizard ban).  They could be a martial with these subclasses, and probably still get banned at this point.

21
Starcraft

https://www.youtube.com/watch?v=Dgd3A0dmw9E

Mini showcases a style against Terran where he gets Dark Templar basically every game.  He accepts a base trade from the Terran, kills the enemy scanners, and then holds off the terran army with DTs.  Requires pretty good micro to make sure mines from vultures don't just kill the DTs.

This is a response to a pretty specific build that has been popular among Terrans recently (5 factory 2 base push).  If they go for a science vessel, sniping all the detection doesn't work.

22
Starcraft

Apparently there is a new style now in lategme TvZ that goes much heavier firebat, like 20%-50% firebat over marine.  Artosis casts a game here:

https://www.youtube.com/watch?v=mXS1fULC5cw

23
I suppose as long as we're mentioning classic tetris stuff, two different people just cracked 2 million with the 39 double killscreen cap.

Sidnev did it first:

https://www.youtube.com/watch?v=jE-09no3Pjg

And then Blue Scuti beat her score two days later:

https://www.youtube.com/watch?v=v7OCIi6FJfw

On paper this has been doable for a while--if you added together the best pace anyone had playing from 18-28, with the best practice run anyone had done from 29-38, you actually got something like 2.3 million.  But up until fairly recently the record was something like 1.89 million, so actually getting performances like that back to back has clearly been fairly hard.

24
Fairy Chess with 960 rules.

---

So...something that has been a thing recently at high level chess is "chess 960" with pieces scrambled.

It's called chess 960 (also called Fischer Random) because there are 960 possible configurations.

Here's the rules for the placement orientations:

The king must be between the rooks (to enable castling)

The bishops must be on different colours

Here's how the math works out for that.

Place the two bishops first, one of them goes on black, one of them goes on white.  4 possible squares for the black bishop, 4 possible squares for the white bishop.  16 configurations.

Next place the queen.  6 remaining squares.  16*6 configurations.

next place the two knights.  5 remaining squares, so 4+3+2+1 = 10 configurations.

3 squares remaining for the king and the two rooks.  the king is forced to go in the middle, so no decisions here.

So we're left with 16*6*10 = 960.

---

Anyway, so...I was thinking about Capablanca chess, and thinking that going up to a 10x8 board is kinda meh, I'd prefer to keep an 8x8 board.  But what if we blend Chess 960 with a few fairy chess pieces?

So that would be like...

Archbishop (Bishop+knight)
Empress (Rook+knight)
Guard (moves like king)

You would have 0-1 each of the heavy pieces (Queen, Archbishop, Empress) and then 0-2 of the minor pieces (Knight, Rook, Guard, Bishop)

Mostly I was wondering how many configurations this would be.

Well, first of all, we need to figure out how many different mixtures of pieces there could randomly be.

So it's 11 pieces crammed into 7 slots.

Need to pick 4 to exclude from any given game.  OK, so this is already a nontrivial calculation, the binomial coefficient here would suggest 330 possible combinations.  But a bunch of those are duplicated (doesn't matter if we remove the first or the second knight) and some are duplicated many times (if you remove 1 knight, 1 bishop, 1 guard, 1 rook, there's 16 ways to do that which are identical).

So ok, binomial coefficients aren't going to save us.

We have 11 pieces, but only 7 unique pieces.  So no removal has more than 7 options.  This puts an upper limit on the number of options at 7^4/24 = 100ish.

A bit of spreadsheet is telling me the actual answer is about 62?  ish?

Of those, the most common case seems to be 2-of two minor pieces, 2 pieces excluded, 1-of all remaining pieces.

The number of configurations of that are...

The two ways the first set of minor pieces can be configured (assuming it's knights or guards not bishops or rooks that would have additional restrictions) 28 placements for the 2-of minor piece.  Next set of minor pieces will have 15 placements, and then x4 x3 x2 x1 for the remaining pieces.

So...10,080 configurations for that piece set.  Multiply by 62 for the number of different piece sets.  Around 620k configurations.

---

Now, I mean, granted, I have no clue if this is a good idea or not.  One issue with having only one bishop is that when you mirror the position it leads to opposite colour bishops on move 0 (and opposite colour bishops are often draw-ish positions).  So maybe bishops need to be 2 or 0 but never 1-of.

A board without rooks means no possibility of castling, potentially.  Is that a problem?  IDK.  Maybe 2 rooks need to be locked in and the other pieces can be randomized.  Not sure.

One issue that apparently came up in the original capablanca chess was one pawn that was undefended on move 0, which was claimed to give white an advantage.  (This was fixed by shuffling pieces).  Now, I mean, it depends why this happens, but it's possible this happens because of the Fairy chess pieces (specifically the Archbishop/Empress being able to jump over their own pawns and then threaten black pawns before black has moved).  This could be a unique challenge that does not come up in chess 960 just due to the nature of pieces that don't exist in that format.

25
Starcraft

https://www.youtube.com/watch?v=e_LcMkuAiGw

Multiple guardians and devourers in an ASL game (doesn't win, but economic damage was dealt early to the zerg).  And a few other goofy strats.  Lurker rush ZvT (failed as it always seems to in ASL).  Battlecruiser rush TvT (failed, but showed some promise).   Proxy robo against a terran (succeeded but Artosis said that the terran just needed to build a second bunker and greedily tried to hold with 1 bunker).

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