Thanks for the input Pyro
*Team CT vs. Stocke, Eruca, Rosch and Marco~
When did this happen? ~ >_> For some reason I thought I'd be knocking the Shadow Yukikos down with the ice/water magics/elementals from Mesa, Vanille and Peppita <_< Oh well my fault for not paying attention I guess~
Well assuming I get here ... I sure hope someone on my team is faster than Eruca otherwise she gets the invincibility/turn shift/nuking of terror hax game going >_>
Brief run down on abilities -
Fang -
F1 - Attack, Ruin, Slow, Curse, Blitz, Adrenaline, Smite, Launch, Mediguard, Evade
F2 - Slowga, Cursaga, Dispel,
F3 - Steelguard, Lifesiphon, Ravage, Scourge
Peppita -
Floor 1: Magic Hook (added MP damage, chaos), Charge, short O, counters (added MP damage, chaos) , Critical Hit
Floor 2: Frozen Daggers (ice/water element, freeze/shatter kill ID), Power Dance, Critical Hit MP, First Aid, Standby Healing
Floor 3: Instanto Blast(added MP damage, crappy ID), Panic Dance (chaos, targets can't act/focus though if ARPG type characters are in the middle of a move as the status hits they are able to finish that move but can't act after that while inflicted with the status, HP/MP drain, SO3 chaos is death if HP/MP hits zero under the status), *Kaboom (ID)
Vanille -
F1 - Deshell, Deprotect, Cure, Aero, Fire, Water
F2 - Poison, Imperil, Cura, Esuna, Overwhelm, Fira, Thunder, Aerora, Belladonna Wand (Improved Debuffing)
F3 - Dispel, *Raise, Blizzard, Blizzara, Watera, *Healing Staff (Improved Healings)
Mesarthim -
Life Rain, Maelstorm, Victory Rune, Freedom Rune, *Vitality Rune, *Dwarf Rune?
Priest -
Cure, Raise, Cure 2, Shell, Protect, Esuna, ~Cure 3, ~Cure 4 ~Protect 2, ~Wall ~Shell 2 ~Holy, ~Reraise, Raise 2~
*YMMV/based on ten levels per floor/Triple EXP interp/generous chapter/crystarium stage allowance/not sure about these
~ One only (I guess she could maybe go for something like Cure 3 (400 JP) and Wall (380 JP) though?)
Oh and I just noticed Neph added a new rule about Scaling/Temp Scaling too~ That's cool! For my team Peppita joins as a temp first anyway so it'll be like she never left
**
Ok ... for the last fight I'm up against -
*Speed (Eruca, Stocke)
*Invincibility hax (Eruca)
*Turn Shift/get all the turns hax (Eruca, Marco)
*Three healers (Eruca, Stocke, Marco)
*Two revivers (Stocke, Marco)
*Evil nukage (Eruca)
*Full status immunity (stacked Sky Drops, don't allow universal full status immunity in general myself and I wouldn't allow it to get freeze/shatter kills or ID type moves in general but, know some peeps allow the full status immunity for RH peeps~)
Does Priest really need Holy for the earlier fights? Maybe she should save it or go for something else, I dunno~
**
The Good -
*Speed (Fang, Mesa, Priest? Can Priest twink for speed at all here?)
*Power Dance's buffing is increased by chaining and builds early skill/proficiency levels up quick so I'd say it's probably at least a MT 2.00/200%/double ATK buff by now with Peppita chaining it into Frozen Daggers or w/e, whichs means Fang, Mesa, Peppita (and PRIEST STAFF THWACKS! ) physicals/physicals skills have double the power.
*Priest and Vanille might also be faster than Marco. Not sure about Peppita though. Depends on SO3 speed interps (I take SO3 as average with skill speed tie breaks but) Don't have much Marco speed respect either but yeah.
*Fang, Vanille and Peppita have infinite resources (Peppita as long as she HP off Vanille infinite healing)