Miscrits Archetypes Role Settings Guide

Miscrits Archetypes Role Settings Guide by Mikey Yalung

Announcement: If you have your own special archetypes you’d like to discuss, please don’t hesitate to list your ideas down. New ideas are always welcome and the players will be credited for their contributions.

Disclaimer – This guide aims to further introduce and strengthen the foundations of archetypes, or in simpler terms, role-settings, to new and old players alike.

Table of Contents:
– Introduction
– Basics of Archetypes
– Basic Archetypes
– Special Archetypes
– Anti-Archetype Archetypes
– Archetypal Team Construction
– Archetypal Team Construction Part 2: Archetypal Combinations
– Time Stats Part 1: Hit Points
– Time Stats Part 2: Speed
– Skill-Based Archetype Teams

Introduction

What are archetypes?
– Archetypes are, in simpler terms, role-settings. These will help us determine a miscrit’s purpose in battling, the skills it must learn, and how it should be played. Archetypes can be determined by its stats (HP, EA, ED, PA, PD, SPD), and there are several types of archetypes that people are already familiar with such as “nukers” and “tanks”. Those are two of several archetypes, and the others are similar as well. Archetypes go hand in hand with Elements, but in some situations archetypes weigh more than elemental weaknesses and advantages. This guide aims to stress that point.

But why should we take note of archetypes when we can simply exploit the opponent’s elemental weakness to beat them? Why should we take that extra step when there is a simpler method of beating your opponent? That question often popped in my mind when I was planning this, and I’ve found my answer. For one, we have 6 elements. All of which has their own single corresponding weakness and advantage. Only one. So for example, a fire miscrit could only exploit the weakness of a nature miscrit. Generally we should take advantage of weaknesses. But in itself, lies its own disadvantages. Archetypes aim to mitigate those disadvantages. So what if that fire miscrit where to go against a team without any nature miscrits? When put in a situation where there no elemental weaknesses, there is nothing left to exploit. Nowadays we have many moves that negate elemental weaknesses, and we have Negate Element potions free to be used by anyone. But with archetypes, we do not look at elemental weaknesses, but rather, the strength and composition of a miscrit’s stats. Whether or not it has high/low ED or PD, or high/low EA/PA, archetypes exploit those stats, and not elements. Not to mention that most people would are also looking to exploit your own elemental weaknesses, thus putting you in an elemental shuffle. This method reduces instances of annoying elemental shuffling, and puts the battle in an evened out world where the miscrit with the better stat allocation and smarter handling wins. Archetypes will turn a battle in a more psychological battle, sort of like poker where the wittier player wins. In the archetype methods, we don’t switch because of elemental weaknesses. We can simply negate that. We switch because of stats allocation. And it is a must for us to know be familiar with the stats of all miscrits in order to effectively use archetypes to its fullest extent.

Basics of Archetypes

Archetypes have 6 modifiers namely the 6 stats, HP, EA, ED, PA, PD and SPD. All of them have their own strengths and weaknesses but to a much, much more basic extent. We can simply view this as…

PA vs. PD
EA vs. ED

HP, and SPD, are special stats in their own way which will be explained further on in the guide. If we look at it like this, and not the usual…

Fire vs. Water
Water vs. Nature
Nature vs. Fire
Lightning vs. Wind
Wind vs. Earth
Earth vs. Lightning

Looking at the stats seems much simpler, does it? Not much complications, only numbers fighting against numbers. Don’t get me wrong, though. If we can exploit weaknesses, we should. But all the other players are looking to do that. And because of that simple fact we get a lot of elemental shuffles. But archetypes will reduce that.
Moving on, let’s list the basic archetypes available in the game and the stats they use to their advantages.

Basic Archetypes

Tanks (Defensive)

– Has high ED or PD
– High HP is also a good synergistic stat for tanks.

Tanks are literal walls of defenses. They are beefed up right off the bat and can take a lot of beating. But not all tanks are the same. There are the uncommon ED-Tanks, which have high ED, but not necessarily high PD. And vice versa, the PD-Tanks, the most well-known tanks in any game. And of course, the Overall Tanks, which covers both stats, and some of the most highly sought miscrits in the game. Overall Tanks have impermeable defenses and doesn’t need to worry if the attack is elemental or physical. Tanks should be matched up with their corresponding stat advantage. It’s sort of like their own elements but simpler. Tanks can also act as blockers and scouts (to be explained further in the Special Archetypes section) which will allow you to perform double hits, or take first hits. It will be further explained later on in the guide.
Your opponent is an Eggy with scary PA? Pop a good Snorkels, high EA, and take advantage of Eggy’s moderate ED in the process. Tanks also relish in the presence of “Element Negation”. A tank is better with one of those skills such as Overwater, Sandstorm, Photosynth, etc. This way their elemental weaknesses will not be exploited, and they are free to play the roles they’ve been designed to play without worrying about trifling added factors such as elements. They also hold the most strategic value compared to any of the archetypes. Tanks act as the backbone of the party. Without them, even a team of high hitters and nukers will die against a team of strategic tanks. They are the most flexible and can fit into most situations.

Recap:

ED Tanks – High ED
PD Tanks – High PD
Overall Tanks – High PD and ED

Hitters (Offensive)

– Has high PA

Hitters are the brute force of miscrits. They relish in having high PA and use physical attacks to clobber their opponents. Physical attacks have no elemental weaknesses, nor does it have any elemental advantages as well. It’s simply against 2 stats. PA vs. PD. Hitters have high value because of its simplicity and straightforwardness. Nukers (to be explained next) will tend to think “Should I hit for elemental weakness or stat weakness?” but with hitters, there’s only “I’ll hit you. Period.” No if’s, not much but’s, real simple stuff. You’re against a Croaky, and your current miscrit is an EA Blazebit. You can switch to Digsy and DFP, who is the better choice? That’s right! The answer is Digsy because Croaky has maxed out ED. You’re a smart learner!

Recap:

Hitters…
– Use non-elemental Physical Attacks
– Have high PA.

Nukers (Offensive)

– Has high EA.

Nukers are self-explanatory in the world of gaming. Nukers are like… well, nuclear bombs. Drop them into the field and they explode with crazy magic powers. Nukers in the world of miscrits has a single requirement; which is high EA. Nukers take advantage of weaknesses, but that is actually a problem in itself. There are too less weaknesses to exploit. One nuker can only exploit one type of elemental weakness. Nukers can quickly take care of their opposing element in one to two hits, and it’s definitely best for a nuker to go for the opposing elemental weakness. But if a nuker were to be in a match where its opposing element are nowhere to be found, what other use does it have? There’s no longer any elemental weakness to exploit.

If we’re going to look at this in through the eyes of archetype-ing, its targets are miscrits with moderate to low ED, or whatever miscrit there is that will not be able to resist its nuclear forces. In simpler terms, it becomes just like Hitters. No elements, no resistances, avoid tanks that has high ED. Elemental advantages are just added bonus and it’s best to look at things at their most basic levels.

Sweepers (Offensive)

– Sweepers have both high EA and PA.
– SPD is a good synergistic skill for Sweepers.
– Good candidates for Sweepers have 2 25 AP attacks.

Sweepers are the rarest of the rare in the game. A sweeper can only be called a sweeper if it has high stats in both PA and EA, which will turn them into unstoppable forces. The only miscrits safe from Sweepers are Overall Tanks, which is almost as equally rare and limited to the point that you can count them by your fingers. Examples of Sweepers are Sapphron, Poltergust, and Thundercracker. There are also miscrits whose stats are Random, meaning they also have the capabilities to become sweepers. But Randoms will be explained in another section. Miscrits with 2 25 AP attacks may also count as sweepers, non-stat-wise, but rather more skill-wise. Skills are very fundamental in archetypes and it shall be explained in another section of the guide.

The primary role of Sweepers is to kill things – fast. A good Sweeper has high SPD, which will allow it to have the first jump on the opponent, taking a huge chunk from its HP right off the bat. Sweepers don’t need to worry about weaknesses. The only thing they need to worry about, is how to get that first jump. There are methods on getting that first jump, or two times at that. Most people have already experienced it but I’ll do my best to explain how a player can manipulate it to his own advantage. They can also fit into any situation, making them very powerful and strategic pieces in the game.

Special Archetypes.

This section is about Special Archetypes. They hold the strategic values that Sweepers, Hitters, and Nukers need in order for them to fully utilize their destructive capabilities.

Pseudo-Sweepers

– Has two 25 AP attacks.

Pseudo-Sweepers, unlike Sweepers, usually do not have the stats to back up either their physical 25 AP attack move, or the elemental 25 AP attack move. Pseudo-Sweepers are valued because of their skills, and necessarily not their stats. Pseudo-Sweepers are also more common compared to Sweepers, and are oftentimes good substitutes for Sweepers themselves.

Scouts (SPD)

Scouts have only one purpose, and that is to become the first miscrit in your team, its opening salvo. There are 2 types of scouts. One, is the fast scout. These scouts have high SPD, giving them the ability to take the first turn for you, allowing you to take a good overview of your opponent’s miscrits and giving you the choice to switch to a better strategic miscrit, or taking the first hit if it proves advantageous for you. The most important turn in every match is the first turn. This single turn will decide whether you take the offensive side or the defensive side. Fast scouts are often flimsy. You rarely get to find good scouts with decent defenses. The second is the slow scout, or in more descriptive and proper terms, the Blockers.

Blockers (HP, ED and/or PD, Low SPD)

The Blockers act as meat walls for your team. Blockers are the slow scouts. They’re taking the first position in your team so they’re bound to take some damage right of the bat. And that being said, they should be sturdy. So obviously most, if not all blockers, are tanks. They should also be slow. They want to take that damage to allow your nukers, hitters, and sweepers to get the first jump, or to give them 2 turns of attacks. But how? Blockers have special requirements for them to fulfill their roles as blockers, but mainly, low SPD pretty much defines them, and separates them from mainstream tanks. The lower the SPD of the Blocker, the better. Blockers have to be the absolute slowest in the field. SPD is a complex stat and it’s best to be familiar with it. Anyway, Blockers have 2 purposes.

Getting the First Jump – A slow miscrit doesn’t get you the first turn, but it will allow a faster miscrit in your team to hit the opposing miscrit that went first. Okay, sample. Take note and pay attention because this system can be pretty complex. But when understood it’s really convenient. Here’s Corey’s guide on Double Turns. It’s a good reference for the upcoming part of the guide.

http://www.miscrits.com/forums/showt…-row-Read-here

Quiz time! How do you get the first jump in this situation? You have a Mun Kee on the field and you are against a Beelzebug 75% HP, really fast. But it’s currently your turn. You have a Prawnja, really slow. A Leggy, really Tank-ish, and a Sapphron that is fast. You also have a Negate Element potion, and a Mythical Heal. You want to use that Sapphron, right? So what do you do? Do you…

A. Switch to Sapphron?
B. Use Negate Element and attack with Mun Kee?
C. Switch to Prawnja?
D. Switch to Leggy?

The answer is… C. You switch to Prawnja. Why, you ask? It’s because you WANT to use that Sapphron, but to its fullest extent. We’re aiming to get the first jump. Automatically switching to Sapphron will give your opponent the idea to immediately switch to another miscrit. We don’t want that because we wish to devastate that Beelzebug to the point of incapacitation. We want the opponent to believe that he’s in an advantageous situation but you’re actually setting up for a better attack. Using a Negate Element on Mun Kee is… just not smart because you have a Sapphron. It could be viable, but taking the extra turn to use a Negate Element potion costs too much time with very little rewards. Switching to Leggy is strategically nice if only it wasn’t weak to Lightning. Leggy is a tank, but since it’s weak to lightning it doesn’t really put you at any advantage at all. But switching to Prawnja and using its slowness will allow you to get the Beelzebug in possibly one hit using Sapphron’s speed and strong EA Earth move. This is how we get the first jump. You switched to Prawnja, Beelzebug attacks. The previous turn is over. A new turn begins, the miscrit with the higher SPD, Beelzebug, gets to attack first. So it gets 2 turns in a row. But since Prawnja has incredible HP, it survives, thus allowing you to switch to Sapphron with high SPD, higher than that of Beelzebug’s. A new turn then starts, the miscrit with the higher SPD gets the first jump. That miscrit, Sapphron, uses a 25 AP earth move on Beelzebug. Beelzebug dies.

Sapphron is a Sweeper.
Mun Kee is a Nuke ED-Tank.
Leggy is an Overall Nuke Tank.
Prawnja is a Hitter PD-Tank.

This results into situations we know as “Free Hits“, where you get a free turn to do anything you want to your opponent.

Prawnja acted as the Blocker. Leggy might have been the better tank stat-wise, but Prawnja had the appropriate conditions and stats to become the blocker. The only disadvantage of this setup is that if the opponent had a miscrit that is of the opposing element as your blocker, it would be pretty disadvantageous for you elementally. But it could only happen 1 out of 6 times. Trends in the battle arena can also be easily plotted out and predicted. In the end, it all boils down to how the player assesses the situation and how he takes the proper steps to put it under his advantage with the knowledge of his miscrits. Great job answering correctly! It was pretty easy wasn’t it? Now for the second purpose of blockers.

Sacrificial Lambs – Simply means that Blockers are sometimes, if not often times, helpful when they are at the points of their defeat. The previous link I posted already has it summarized. Blockers should also be strategically positioned in your team so that when they die, the next miscrit, which should be faster, will be able to take 2 turns giving you a good lead and possibly KO-ing your opponent in the process.

Good Blockers also have good debuffs and status moves in their arsenal of skills. This way they can leave their sort of “dying will” to the next miscrit in your team. Poison skills are particularly good for blockers. It doesn’t require good attack stats in order to do damage. And being beefed up as blockers are, they will have a decent amount of time to do damage with Poison.

The deaths of these blockers will result into “Double Hits“, where you get 2 turns in a row instead of the usual one turn.

Speed is the most complex stat in the game. It can be better understood by experiencing its effects in-game. If there’s anything that is in need of clearing, the Battle Arena can answer it for you in ways that you’ll remember much clearly.

Snipers (SPD, EA, PA)
(c/o Joe Rorrer)

You can imagine the roles of Snipers as the “assassins” of your team. They usually stay behind the protection of your low SPD tanks, and are never supposed to be placed in the opening position of your team. Snipers take advantage of the 2 turn strategy by doing that. Imagine this situation… You have a Fossilia and a Dark Flowerpiller. Your opponent has a Snorkels and a Grubbean. Dark Flowerpiller is the Sniper for this situation, Fossilia is the Blocker.

Match Start. The Miscrit with the faster SPD goes first.
Turn 1: Snorkels goes first and casts Finwave. Fossilia uses Tectonic Shift and deals decent damage.
Turn 2: Snorkels goes first and casts Finwave. Fossilia’s health bar is in the red. Switches with Dark Flowerpiller.

The Miscrit with the faster SPD goes first.

Turn 3: Dark Flowerpiller uses Dark Bugs. Snorkels is defeated. Grubbean is up and…

And that’s how Snipers are usually played. They just stay behind the lines, and when the opportunity to kill is up, they pop out and do a huge amount of damage, enough to kill a miscrit in one hit. The goal of Snipers is to take advantage of elements through EA, but sometimes we can’t afford to do this. So it’s best to have your Blocker weaken the miscrit you wish defeated before you let your Sniper out in the field. You can damage it, use debuffs, use status moves (sleep, confuse), a lot of things you can do here and it’s all up to you and how you perceive the situation. But allow me to tell this in advance, the most basic form of harm is the best, and that is dealing raw damage. Debuffs can be convenient but it disappears once your opponent switches out, and that is the same with status moves like poison. Sleep and Confuse are different stories, though. When successful you basically have your opponents miscrit playing on the palm of your hands. But when it fails you wasted a single turn because of it’s slim 50% chance to hit. Damage, on the other hand, doesn’t heal when switched out. The only way to “remove” this damage, is by healing. And people can only heal for a limited amount of time in the BA. Not to mention most people wouldn’t heal their miscrits if they were still at an effective functioning condition with 60% – 70% health. Successful and appropriate Snipers have maxed out speed and EA. That being said, dealing 60% – 70% elemental damage is no big deal for Snipers, making 60% – 70% a good standard to know when to switch for the Sniper and hit for critical damage.

Anti-Archetype Archetypes

Anti-Archetype Archetypes are, in simpler terms, archetypes that with stat distributions designed to dominate the most common and basic archetypes, the tanks, hitters, and nukers. Though sweepers are basic archetypes, the only type of miscrits that are completely safe from sweepers are Overall Tanks (high PD, high ED). Anti-archetypes have a peculiar stat distribution that people often misunderstand. But in reality it can be really effective provided that you get to match it up to its opposing type of archetype. Anti-Archetypes are currently rare, and because of their rarity they’re actually pretty overused too. Some people just haven’t realized how powerful some of their miscrits truly are, stat-wise, when it comes to special anti-archetype situations. I currently have thought of only 3 archetypes under the Anti-Archetypes, and those are…

Anti-Hitters, Anti-Nukes, and Anti-Tanks.

Anti-Hitters (High EA, High PD)

Anti-hitters, as its names suggests, are miscrits that were designed to completely overthrow the most basic and common types of hitters available in the arena. Hitters have high PA, and usually they also have high PD to match it up. That being said, you most definitely can’t beat a hitter with another hitter. That’s where anti-hitters come in. Anti-hitters exploit the “stat weakness” of hitters. Notice how many hitters have moderate – weak ED. Anti-hitters exploit this, while effectively protecting themselves from the powerful physical attacks of their opponents. The best anti-hitter in the game right now is Snorkels. Strong EA, random health and PD gives it a good chance to get max stats in both, strong speed too. Most hitters are undoubtedly slow.

Anti-Nukes (High PA, High ED)

Anti-nukes are pretty much the same as anti-hitters. Only this time, instead of countering hitters, these miscrits counter nukes. They have high PA, giving them the ability to exploit the most common weaknesses nukes have, which is their physical defense. Notice how most of them have weak – moderate PD. That being said, the stat distrubution of anti-nukes, which is high PA, high ED, gives them the capability to exploit that single weakness, while protecting themselves from the harm that nukes usually bring down. Some skills that can help anti-nukes are “Negate Element” skills. Since nukes tend to exploit elemental weaknesses, having this skill removes their edge against you, thus giving you better defensive capabilities against them. The currently strongest anti-nuke in the game is Digsy. Just the best. The added strong physical defense is just a plus, but really, Digsy was born to eat nukes as breakfast cereal. But with the coming of the newest anti-nuke in the game, Winniebeargo (did I spell that correctly?), Digsy might have a good challenger for its seat as the best anti-nuke in the game. Winniebeargo has maxed health, meaning it can take on more hits from opposing nukes. But without its skill list we can never really tell. Though its stat setup pretty much gives it the role of an anti-nuke.

Anti-Tank (Poison Skills, Debuffs)

Anti-tanks are the strangest of all archetypes and anti-archetypes. They don’t really on stat distribution, but rather, they rely on skills alone. One of the main skills to rely on are poison skills. There are currently 5 poison skills in the game which are…

Poison – 5 AP poison for 3 turns.
Toxic – 10 AP poison for 3 turns.
Acid Rain – 10 AP poison for 3 turns.
Venom – 14 AP poison for 3 turns.
Toxic Puff – 25 AP wind-type move with 5 AP poison for 3 turns. (c/o Ian Feagins)

*If anyone has any info about Toxic Puff’s AP, please don’t hesitate to leave a message. You’ll be credited for your contributions. If there are other Poison skills that I missed, just leave a message and I’ll list it down immediately.

These poison skills have the ability to stack with other poison skills, and currently no miscrit in the game is immune, or let alone resistant to poison damage. Poison, as everyone may already know, do not rely on stats to damage its opponents. Rather, it damages the foe based on the AP of the poison skill, irregardless of defensive stats. All poison skills stack. The best example of this is Dark Flowerpiller’s poison intensive moveset. Dark Flowerpiller is also, currently the best anti-tank in the game. But all miscrits with good poison skills have the capability to become anti-tanks. For anti-tanks, their poison skills are best matched with strong to max attack stats, whether it be PA or EA. It doesn’t really matter, most specially against an Overall Tank with defenses comparable to that of a fortress’s. Having strong attacks to pair up with poison skills give you the ability to yield a higher amount of net damage against the tank, thus destroying the tank slowly but steadily. DFP has 2 poison skills, namely Toxic and Venom. Toxic and Venom stack against one another because they’re both two types of different poison skills, but if you cast Toxic 2 times in a row, they won’t be stacking at all because it’s the same type of poison. Moving on, DFP is the best example of an anti-tank because of its intense skill setup. An anti-tank DFP would have a skill setup that would look like this at level 30.

Dark Bugs, Confuse, Toxic, Venom.

Photosynth or Blitz is nowhere to be found. That’s because this skill setup concentrates on beating tanks. Venom and Toxic for sheer irresistible damage, Dark Bugs for added power and element exploitation, and Confuse if you ever get into a bind where gambling for the 50% doesn’t seem that much of a gamble anymore. But what if DFP encounters a non-tank? Or a nuke, to be precise? Well, the simplest answer is to switch. This is one of the most important lessons of archetypes. Oftentimes your miscrit won’t be able to handle some situations by itself. When it does come to one of those said situations, the best way to deal with it is to allow another one of your miscrits who has a more appropriate archetype to deal with it. Don’t hesitate to switch, even if the miscrit is half or near death. Switching can be a very important game-changing move. A well-timed switch may allow your team of half-dead miscrits to triumph due to sheer wits.

Conclusion for the Basics of Archetypes

The entire gist of archetypes can be summed up by a simple phrase. “Your miscrits are a team and they’re most definitely not alone.” It’s best to have your team to function as one singular entity that changes and adapts according to the situation. That is what archetypes are all about. Miscrits may attain balanced skills, but you can never change or balance their stats to match with their skills. The factors that can be manipulated is often better off matched with the factors you can’t control… such as stats and elements, those two can never be controlled by the player. Treat a miscrit’s stats as the skeleton, and the skills are the flesh that follows the shape and guide of the skeleton. Your team is the different parts of the body that has different roles, but all in all they function as one being with only one goal.

And after matching those skills with their appropriate stats, team setup is the next step. That is where you could even things out, creating a harmonious and balanced team that is able to support each other’s strengths and weaknesses. Harmony in the entire team is always greater than harmony in just a single miscrit. In order to better understand how harmony can be attained, try reading Installment #4, which is about Team Construction using archetypes. Maybe you might pick up an idea or two. Thanks for reading up to now. It has been long, but I hope it’ll be worth it for you.

To be added here, or to be made as other guides.

Trends and Battle Arena Patterns.
List of Miscrits, their Corresponding Archetypes & Battle Strategies.

Archetypal Team Construction

Before going deeper into the mechanics of creating a sound team and choosing the missing miscrit, allow me to explain the basic foundations of any team. A team must have these 3 types of miscrits, and never lose one of them.

– Tank
– Hitter
– Nuke

These three miscrits are the most basic foundations of any team. You can have a team full of special archetypes, but they might not be able to perform the basic flexible functions of a team. They’re supposed to work together, and aim to adjust to each other’s strengths and weaknesses.

Why must you always have a tank?
– Tanks are there to act as a counter to damage dealing archetypes like hitters and nukes. They are able to deal a decent amount of damage in the process of taking blows. Not having one in your team could prove fatal due to the fact that your team will become real flimsy that a single Kelpa, which can be said to be the most powerful sweeper in the game right now, can potentially destroy three of your miscrits without a tank to act as a damage absorber for you.

Why must you always have a hitter?
– Hitters are there to destroy your opponent’s nukes, which are usually weak to physical attacks. Having no hitter in the team will give you a very hard time in matches, most specially when you are at an elemental disadvantage against your opponent, where your opponent can exploit majority of your current elemental properties, and all you have are nukes that are able to deal only weakened elemental attacks. Hitters are there to deal irresistible physical damage that has no weakness nor advantage.

Why must you always have a nuke?
– For one, it is usually used against hitters, and other miscrits that are weak to their inherent element. Nukes make matches much easier most specially when your miscrits are at a elemental advantage against your opponents. Most nukes are also fast, and thus most nukes are also snipers, hiding behind the walls of your slow blocker and eventually emerging like a venomous viper to sting your opponent to death using a well-placed elemental attack that exploits elemental weaknesses. Nukes are there to deal damage that aims to exploit an opponent’s elemental weakness. And if there isn’t a weakness, it will simply act just like the hitter, that deals neutral damage that has no weakness or advantage.

Team Construction and Finding that Missing Miscrit for your Team.

Some forum posters often ask for help with teams. Usually they’re simply missing their fourth and last miscrit, and asking for the best miscrit that would fit in their team. People would oftentimes list down popular miscrits famous for their abilities to take on any roles. But sometimes, other “cheaper” miscrits are the better choice. The “better” choice can also be determined and summed up by 2 simple questions.

1. What do I currently have?
2. What do I currently need?

Contrary to popular belief, all teams have the capability to become strong, so long as they’ve been appropriately placed and plotted out. A well-placed Cubsprout can act as a sweeper because of its decent speed and the presence of two 25 AP moves at level 30. Cubsprout is often frowned upon by the player base but it’s actually a pretty decent low-tier miscrit. There is no miscrit in the game that holds no strategic value at all. There is no such thing as a an entirely useless miscrit. It all boils down to how you look at it. All it requires is for a player to sit down and think for a second about those 2 small questions. Identifying a miscrit’s appropriate archetype is simple. The hard part is building the appropriate strategies based on the available resources on your hand. The first step in making a good team, is identifying the current factors of what you currently have. That includes your miscrits’ possible archetypes, their skills, and elements.

Let’s try to plot out and assess Cubsprout. Cubsprout’s stats are…

HP – Moderate
EA – Moderate
ED – Moderate
PA – Strong
PD – Moderate
SPD – Strong

Given those stats we can conclude that Cubsprout is a fitting PA-Hitter. But it also has two 25 AP attacks in its arsenal, thus giving it the capability perform the roles of Sweepers. Good speed is also a synergy for its sweeping capabilities. We can say that Cubsprout is at best, a Hitter, but is able to play some of the Sweeper’s roles. Cubsprout is also has decent speed, thus making him a good SPD Scout that could take the lead position for your team. Cubsprout could also stay behind the lines of a tank and wait for an opportunity to get a jump on the opponent because of its strong speed.

Cubsprout
– SPD Hitter
– (Sweeper)*
– SPD Scout
*Sweeper has been enclosed in a parenthesis to show that Cubsprout is merely pseudo-playing the sweeper’s roles. In simpler terms, it can do sweeper roles, but not as good as real sweepers.

We now identified three of Cubsprout’s possible archetypes. So what next? Let’s say we have a full party of underrated low-tier miscrits; Sparkupine, Sparkitten, Hydroseal, Kiloray, Elefauna, Frostmite, Tulipinny, and Steamguin. Those will be Cubsprout’s potential team mates.

We’re going to identify their basic archetypes, and assume that everyone already knows their stats so we won’t need to list them all down. Look at their stats at www.worldofmiscrits.com and feel free to take note if I missed anything and let’s exercise what we’ve learned so far.

Sparkupine
– PD Tank
– Hitter
– (Sweeper)
– Blocker

Sparkitten
– Nuker
– SPD Scout

Hydroseal
– Nuker
– SPD Scout

Kiloray
– Sweeper
– SPD Scout

Elefauna
– Overall Tank
– Blocker

Frostmite
– Nuker
– (Blocker)*
*Frostmite has the capability to become a blocker particularly because of its slow speed, even without the defenses that usually come with blockers. Meaning it’s a good when it’s near death, or taking the first turn for your team to allow you to get the first jump.

Tulipinny
– Nuker
– ED Tank

Steamguin
– Nuker
– (Blocker)

These miscrits are low-tiered miscrits that are readily available for any low level player. They don’t get much exposure because at higher levels there are much better miscrits than these. But it doesn’t mean that these miscrits don’t hold any value at all. Let’s build a team using these miscrits, but the tricky part is that Cubsprout must ALWAYS be in all the teams. We’re going to choose the appropriate archetypes we want, mix and match each of those archetypes and determine the best possible results we can get from our low-tiered miscrits. We can use the principles of Blockers and/or Scouts to determine who should get the first spot, and predict the overall flow of your battles to foresee how the others should be positioned in your queue.

1st Team.
– Sparkupine (Tank/Blocker/Sweeper)
– Cubsprout (Hitter)
– Hydroseal (Nuke)
– Kiloray (Sweeper)

Why?
– This is actually the normal balanced team. It is comprised of different miscrits of different elements and different archetypes that support the roles of each other. Sparkupine acts as the blocker/sacrificial lamb. Once it takes the first turn you will have the option of switching to your other 3 faster miscrits to get the first jump, or you can simply choose between its two 25 AP attacks and decide which one would be the better choice for dealing damage to your opponent. Cubsprout will take on the opposing miscrits with moderate to low PD, Hydroseal will take on those with moderate to low ED, Kiloray can do both and is the safety net of the team just in case Cubsprout or Hydroseal dies. Each of their roles is able to support each other’s weaknesses. This is an example of a balanced team. Take note that their positions are also in its elemental advantage. If Sparkupine were to die, it would probably have died by the hands of a water miscrit. If that was the case, then Sparkupine will be acting as the Sacrificial Lamb, allowing Cubsprout to take advantage of its element for 2 turns, dealing devastating damage to your opponent’ miscrit.

2nd Team.
– Frostmite (Nuke Blocker)
– Kiloray (SPD Sweeper)
– Elefauna (Overall Blocker)
– Cubsprout (SPD Sweeper)

Why?
– This is a straightforward setup. This is a setup where you already foresee that your first and third miscrit will be at a disadvantage, and thus, die. You’re aiming to get a 2 turn hit right off the bat. Frostmite is the first blocker for this instance. You want him to die, but of course you also want him to deal damage before going down. A good blocker has, as mentioned previously in the previous parts, Element Negating Skills. Frostmite has Overwater. So if by any chance it does meet a nature miscrit it would still be able to pop a hit or two on it before going down, leaving you with not much losses because you already have planned beforehand that your Frostmite will die. On the other hand, your opponent who would most likely use a valuable nature miscrit on it would lose an important piece. This setup doesn’t require much switching. The plan is to not switch and allow both Blockers to die, while leaving your sweepers, who are flexible and powerful, to do the cleaning up. Kiloray could also be replaced with a Sparkitten. Because as we’ve said, most players would tend to go for elemental weaknesses. It’s sort of like the psychology of the Battle Arena. It’s a trend that people have been following since the start of the game.

Of course, these setups aren’t limited to these miscrits. If we look at it this way, without the name of the miscrits, and simply state the needed archetypes, it’ll be much easier to visualize

– Blocker
– Sweeper
– Blocker
– Sweeper

Those blockers can be any blockers in the game, and those sweepers can be any sweepers in the game. But all in all, they’d still be performing the same way as they were designed to do. Those blockers will still weaken your opponents and when they die, sweepers will be taking 2 of your opponents miscrits each because of their speed and power. The only thing a player needs to look at in team setups, is the archetype combination, and not the miscrit perse. Up next will be a list of archetype team formations and how they should be used in battle.

(To Be Edited)

PS. I also wouldn’t be lying if I said that there isn’t a single most optimum archetype setup in the game. There is, actually. And most advanced players already have it. It will be explained in another section of the guide. I hope this proves useful to old and new players alike.


Archetypal Team Construction Part 2 – Archetype Combinations

Continuing from where we last left off, I gave an example of an Archetype combination which was the Blocker, Sweeper, Blocker, Sweeper, setup. But that’s not the only way we could arrange archetyped miscrits. There are a lot of useful and interesting combinations. From basic to advanced setups. I will attempt to compile all the team setups that have been used in the BA for some time now.

Double Hit Setup

– Blocker
– Sweeper/Nuke/Hitter
– Blocker
– Sweeper/Nuke/Hitter

Pros: Able to abuse a lot of Free Hits and Double Turns. Moderately flexible.
Cons: Requires skill and extensive knowledge of speed to fully utilize.

This is an example of an Archetype Combo, and a basic archetype combination. By arranging your team like this, you’re clearly aiming to abuse Double Hits, provided that your Sweepers, Nukes, and Hitters are all fast, namely Snipers. This setup is a flexible setup. Although there are certain risks with this setup, most specially since you’re taking the second turn. If your opponent’s first miscrit is your 1st miscrit’s opposing element, then it will probably take a huge chunk out of your blocker, forcing you to switch to either an element that can oppose your opponent’s miscrit, or an archetype that can oppose your opponent’s archetype. Good choices for the first miscrit in this setup are miscrits that learn Negate Element Moves such as Digsy, Dark Prawnja and the likes. The rest of your team must be faster than your first blocker, except the blocker on the third slot in your team.

Overall Counter Setup

– Scout + Any other archetype
– Overall Tank + Blocker + Hitter
– Overall Tank + Sniper + Nuke
– Overall Tank/Sweeper or Overall Tank + Sweeper (if possible)

Pros: Very tough and hard to take down. You will do moderate damage while sustaining little damage.
Cons: Matches can be long. May also involve a lot of healing. Very costly on gold. Requires some skill to use.

This setup is a bit more complicated than the first one. This one aims to get you the first turn to allow you to get an overview of your opponent’s miscrits. Unlike the Double Hit setup, this one tends to switch a lot. Good Overall Tanks have Element Negating Moves. It gives them less weaknesses and gives more field time. Make sure those Overall Tanks have those moves. The best miscrits for each of those roles are…

– Scout: Mun Kee, Dark Flowerpiller, Beelzebug, or any other miscrit with fast speed. They won’t be fighting much.
– OT1: Digsy, Orcatide, Grubbean
– OT2: Leggy. Just Leggy.
– OT3: Kelpa, Ignios, Blazebit (Those three are the only miscrits capable of becoming overall tanks while being sweepers.)

Mun Kee is a great choice of miscrit for this setup, particularly because of Deep Sleep. Beelzebug also works because it has Sleep, Hyper Power, and Scorched Earth. Dark Flowerpiller is a fine additional as well because it functions as an Anti-Tank, giving you an advantage against your opponent’s tank when you need it. Leggy is the only Overall Tank with high nuke abilities, not to mention it has Lightning Rod. This setup aims to get the first turn and switching to an appropriate miscrit. Whether it be nukes, hitters, or sweepers. We aim to deal as much damage in appropriate manners. If the opponent’s miscrit is weak against elemental attacks, use your nuke overall tank. If it’s weak against physical attacks, switch to your hitter overall tank. Overall tanks are the best choice in this setup because they can absorb any form of damage and just stand there as if nothing happened.

A word of advice. This setup will be really effective if the player using it has enough experience and knowledge with the SPD stat. Knowing a miscrit’s estimated speed will allow a person to predict how the match will flow, and knowledge of the skills of each miscrit will allow a person to predict the moves the opponent will be using on him. Players make rational choices. Take advantage of that and plan ahead based on human rationality.

Direct Anti-Archetype Setup

– Blocker
– Anti-Hitter + Sniper
– Anti-Nuke + Sniper
– Anti-Tank/ Sweeper + Sniper

Pros: Very direct. This setup has counters for all basic archetypes. Very easy to use.
Cons: Not too flexible. Involves a lot of switching. SPD is a big requirement for the anti-archetypes.

This setup aims to destroy archetypes instead of elements. It aims to get the second turn, which means that your anti-archetype miscrits must be REALLY fast as well. This setup is really simple to use. Just determine your opponent’s archetypes through their stats, and assign your miscrits to each of those archetypes. Anti-Archetypes with fast speed means that once your first miscrit takes the second turn, you can abuse a Free Hit on your opponent’s miscrit provided that your miscrit is faster than your opponent’s miscrit. Good suggestions for miscrits for this setup are….

– Blocker: Any slow miscrit
– Anti-Hitter + Sniper: Snorkels
– Anti-Nuke + Sniper: Thundercracker
– Anti-Tank/ Sweeper + Sniper: Dark Flowerpiller, Sparkitten

Aside from the first miscrit, which is the blocker, the entire team is composed of fast miscrits that give them the ability to snipe your opponent’s via Free Hits.

The “Time” Stats: HP and SPD.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

HP: The 1st Factor of Time.

As I’ve said at the earlier parts of the guide, HP and Speed are two special stats that indirectly affects the overall “time flow” of a match. HP shouldn’t necessarily be viewed as health, nor should it be viewed as the numbers you readily see. Why?

Imagine this.

A Kelpa has an HP of 110, and its opponent deals an average of 30 damage per turn. So what does that mean exactly? It simply means that Kelpa can last on the field for an average amount of 4 turns, being dealt 30 damage without missing, until its time on the field is over; which is 4 turns OR until you decide to switch.

HP doesn’t necessarily equate to “life”, it can simply be viewed as time remaining. Instead of looking at 110, after being dealt the damage of 30, we can simply view Kelpa’s life as… 3/4. 3 turns remaining from the maximum of 4 turns it could have lasted on the field. HP can simply be viewed as the average number of turns a miscrit can last on the field.

But how exactly can we determine this? Well for one, you cannot readily determine this with just the HP alone. HP works along with the 2 defensive stats, namely ED and PD. HP and the 2 defensive stats work hand in hand with each other. They dictate how much damage you will take or in other terms, how much turns it will knock of from your “Turn Counter” or “HP Bar”. But before that, a person must also have an extensive knowledge of miscrit stats.

For example. What if…

A Kelpa has a health of 110 with defenses both in their 70’s. It is against a Fossilia. How do you determine how much average turns your Kelpa will get in the field?

First we look at Fossilia’s offensive stats, mainly its PA. Fossilia has Max PA. Max stats are usually around 70 – 80. And in rare cases, it goes above those numbers. So first, we begin to assume for the worst case scenario, the Fossilia’s stats are ABOVE 80. Always assume for the worst case scenarios so you can prepare yourself for it and plan ahead. Meeting an unforeseen scenario will throw your game plan out the window, leaving you confused in the middle of the 30 second time limit per round. Assuming that your team is more powerful will be anyone’s downfall. One must always steer clear from arrogance. A lesson usually learned hard by most people.

Moving on, so we assumed that the Fossilia has a PA of 80 above. After that, is a simple computation for Damage Calculation. Please take note that it’s not the correct Damage Formula, it is merely theoretical, but it does help a lot to imagine an average amount of damage your miscrit may take.

Skill Attack Power + (PA/EA – PD/ED) = Damage Taken.

I use this to create averages in my mind. It’s not the only way. The best way to keep tabs on the average amount of damage you take is to experience matches and see how much damage your miscrits usually take, thus allowing you to further visualize how much turns they usually last on the field, giving you better ideas how to plan your miscrits’ “time” on the field.

So continuing, the Fossilia used a Tectonic Shift on the Kelpa. Tectonic Shift has an AP of 25. So using the theoretical formula, we’ll get…

Damage = 25 + (80 – 70)
Damage = 25 + (10)
Damage = 35.

Your Kelpa should theoretically take damage of 35 per turn. Now we divide 35 to 110 to see how much turns it would take until Kelpa goes down.

HP/Damage

110/35

Turns = 3.1

And of course, it’s easy to divide these sort of numbers in the middle of the match and practically anyone can do it. And whenever we encounter results with extra decimal numbers, always ROUND DOWN. Why? Because we wish to look at the worst case scenario. Theoretically, Kelpa’s 3rd turn would leave it with 40-ish HP. But we also have to consider that Damage always fluctuates, making it nearly impossible to completely visualize how many turns a miscrit may last.

So yes, theoretically Kelpa’s 3rd turn would leave it with 40 health. Another hit would leave a remaining 5 health or less, giving it a 4th turn on the field. But since we’re looking at the worst case, always assume that it won’t get a 4th turn. So make the 3rd turn seem like your Kelpa’s last turn and make it worthwhile. Make sure it leaves something useful for the next miscrit on your queue.

Some good things to leave are…

Debuffs.
Status Changes.
But most importantly, Damage.

Lessening the time your opponent’s miscrits spend on the field is always the best parting gift a half-dead miscrit could ever leave.

Always remember to plan ahead, most specially in your first round. The first round dictates the overall time flow of a match. So make it count. But what are you supposed to do on your first round? How do you make it worthwhile?

The answer… lies in Speed.

Speed: The First Round is Everything.

The beginning of the match decides how the overall flow of the battle goes. There are 2 simple yet equally complex methods for this. One is taking the first turn, the other is taking the second turn. Okay, so it’s a choice of 1st or 2nd turn. How hard could it possibly be? Right? But no, actually. This is probably the turn where most players commit the worst of mistakes when it comes to matches. Let’s say you have a Digsy, you took the 2nd turn and the player who took the first turn has a Mun Kee. Will you switch?

Answer is no. A good Digsy can usually tank out a Mun Kee’s Zen Zephyr. Your HP may be taken down to half, but remember that you do have a Sandstorm, an Element Negating Buff. The next hits your opponent’s Mun Kee will do on your Digsy after using it will be halved, making it near moderate. Healing your Digsy after which refreshes the number of turns it is allowed on the field. Allowing you to use your powerful physical attacks to completely decimate your opponent’s Mun Kee.

That’s an example of how Speed and HP directly affects your overall battle “time flow”. So what should we do when we wish to take the first or second turn? Perhaps we should start with the most commonly used Speed strategy in the game, which is taking the first turn.

Taking the First Turn

People most usually wish to take the first turn because it gives us the ability to deal damage first. It also gives people the option to switch to another miscsrit when at a disadvantage. The first turn is what I’d like to call a “free hit turn“, where you are given almost limitless choices.

What are the things you could do on the first turn?

– Inflict Damage
– Switch
– Status Changes
– Potions

This turn basically gives a player a free choice to do anything without much repercussions. Unlike taking the second turn where a player is at a disadvantage in terms of being inflicted damage, the first turn has the Freedom of Choice. So when do you use each of these options?

Inflicting Damage

– A player should only inflict damage if he has the upper hand against the opponent. Never miss out on the chance to inflict damage to your opponent, most specially when you can inflict massive ones. A person can inflict massive damage when he can inflict critical elemental damage due to elemental weakness, or when the attacking miscrit has a favorable archetypes that is effective against the archetype of the opposing miscrit.

Switching

– A player should only switch when he is at a disadvantage against the opponent’s first miscrit. For example, you have a Beelzebug but your opponent’s first miscrit is a Fossilia. You have no choice but to switch because Fossilia’s archetype is effective against Beelzebug’s non-defensive archetypes. A simple Tectonic Shift could erase more than half your health bar with one hit. Another one is if you’re elementally weak against your opponent, for obvious reasons. Third is when you want to play a psychological game with your opponent. Switching to a miscrit that is let’s say for example, slower or elementally weak. This will leave your opponent thinking… “what could this guy be thinking?”

I will be making a more detailed guide about Switching and the tactics involved with it. Switching is a very strategic choice is the game. An intelligently placed switch would give you the upper hand even in a losing battle.

Status Changes

– The first turn is the best turn to cast Confuse, Sleep, or Deep Sleep. These moves effectively increase the number of turns where you can safely do anything you wish, similar to getting a new set of first turns. Getting one of them to hit will prove to have a favorable overall effect on your match, but conversely, if it misses on your first turn, its as if you are simply giving the first turn to your opponent but with MUCH dire consequences. Your opponent can exploit a “free hit” against you because he took the 2nd turn. If he has a faster miscrit than your first miscrit, and your miscrit is weak to the element of the miscrit he just switched to, you not only gave the effects of 1st turn to your opponent but you also gave him a free choice to switch to another miscrit and hit you badly.

But if it does hit, friend you better take advantage of it.

Confuse – When you confuse your opponent during your first turn, some of the things you can do are…

Buff/Debuff.
Potions.
Sleep/Poison.
Attack.

The best way to use these few turns is to attack the miscrit based on its weaknesss, either elementally or archetypal. A person should only buff or use buff potions when the player wishes to use the buffed miscrit for more than 1 miscrit. It is usually used for Mun Kees who have the skill Deep Sleep which effectively puts the opponent to sleep for 3 turns, leaving you a free choice of using buff potions to further increase the defenses of your Mun Kee, thus allowing him to stay on the field for more turns.

Players should also only use debuffs on your opponent’s miscrit when it has too strong defenses and you have no other miscrits that could take it down more effectively. Debuffs are often times much more effective than increasing your own stats. A completely debuffed attack stat would completely negate all damage your opponents inflict to you. A completely debuffed defense stat would result into an Overkill, where the damage inflicted is incredibly larger compared to the miscrit’s life.

But usually, attacking is the best choice most specially when Confused. A miscrit afflicted with Sleep shouldn’t be attacked. It will wake up. It should also not be Poisoned. Allow me to stress this further. So long as a sleeping miscrit is dealt damage from any source, it will wake up even with Poison. Poison causes damage at the end of each round. So a miscrit afflicted with Sleep that takes damage from Poison will wake up, letting your 50% Accuracy gamble go to waste.

Potions

– A player should only use buff potions when the miscrit he’s using it on already has high defensive stats. Imagine a Blazebit with 70 SPD, with 70+ points on ED and PD. You take the first turn, so you’re free to choose whatever you want for your Blazebit. Your opponent has a Snorkels, and you intend to use Blazebit for quite some time.

What potion should you use?

The obvious answer would be the Negate Element Potion. A handy little potion but could be used once in the Battle Arena so make it count. Make sure the miscrit you’re using it on will use its effects to its fullest extent. This will make your Blazebit completely impermeable to critical elemental damage. Snorkels won’t be a threat anymore. For your next turn you can then proceed to use all the defensive buff potions.

A player should ALWAYS start with the defensive potions. Why? Because it increases the number of turns your miscrit can stay on the field. Remember that we have healing potions to heal up the lost HP of your miscrits. Increasing your miscrit’s resistances will make the attacks of your opponents completely useless against you. And in time, the damage he does will be so little that another healing potion you’ll use will give your opponent a hard time to beat you.

It takes time and gold to use this strategy, but the rewards for it are immensely good. It’s most usually observable in the Mumbah combo, Unbreakable + Recompose. Mumbahs that have been buffed beyond human capabilities are nearly impossible to kill, most specially if you don’t have a wind miscrit.

But there are many ways to beat this tactic and I will create another section for it in the future so check it out once it’s up.

Now that we’ve discussed the things a player could do effectively on the first turn, we’ll move to a more strategic position when it comes to the first round, taking the second turn. It is not commonly used but a smart player will be able to win most matches by taking the second turn. Second turns are famous for 1 thing, exploiting elemental/archetypal disadvantages. The odds of getting the elemental advantage when taking the first turn is 1 out of 6. Even if you have an Ignios as your first miscrit it doesn’t necessarily mean that your opponent’s will have nature types as their first miscrits. However, a player who takes the second turn will be able to deal damage to your Ignios via a good switch with a Snorkels. Why? Read the next section to find out more!

Taking the Second Turn

Now for the more uncommon but more conventional way of starting a match, which is taking the second turn. People most usually do not wish to take the second turn because of 2 things.

1. Fear of taking damage.
2. Fear of being put at a disadvantage.

Those 2 things usually come with taking the second turn, that is why most players would rather have the convenience of placing a fast miscrit in the first position of their team in order to avoid being put at a disadvantage, and to avoid being the first player to take the first damage. But taking the second turn actually has more perks to it than disadvantages.

Let’s talk about the Disadvantages first.

1. Your elemental and archetypal weaknesses can be exploited early in the game.

That’s basically it.

Now let’s talk about the advantages.

1. Using slow Miscrits as your opening Miscrit would not only allow

Other Forms of Team Construction: Skill-Based and the Anti-Meta Team.

Skill-Based Team Construction

Other than arranging your team according to their inherent archetype, you can also arrange them based on the skills in which they have. A team based on certain skills will have a more solid strategy, allowing you to make better choices in most situations that you play. Skill-based teams aren’t the most flexible teams, unlike archetype teams, but they’re usually fun to play and you’ll rarely see them in the BA. though a skill-based team combined with archetype team construction will improve the flexibility of the skill-based team greatly. The trick to combining these two is actually pretty simple. Just think about your team for a while. Carefully thinking about your team, imagining each and every possible situation they could encounter from favorable to worst will allow you to make the necessary arrangements for your team. It’s like practicing in the Battle Arena but without the repercussions of losing. Your brain is the best practice ground in the entire world of Miscria.

Here are some examples of skill based teams.

– – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – – –

Pre-made Team Setups.
Difficulty of Use: 2/5 – Moderately Easy.

Confuse-Based Team Setup

A lot of people often dismiss Confuse and Sleep as unintelligent moves because of its lack of accuracy. People often dismiss people who use confuse as “un-creative” battlers. But, I beg to differ. Confuse may be a gamble, just like Deep Sleep, but it has equally great rewards proportional to the size of its gamble. A well-placed Confuse can turn a losing match upside down, letting the odds fall to your favor. Since Confuse comes with huge setbacks if it doesn’t hit, this team setup aims to mitigate all the repercussions that come with confuse and reduce that damage that comes with failing to hit confuse. And the best way to do it is to use miscrits with potentially high HP and Defenses, or Speed. Getting the first turn, or being able to resist damage so that you can cast Confuse for a few more turns, those 2 will help increase the chances of you getting to cast confuse without taking much losses.

Below is a team that I planned out. This combination of miscrits will significantly reduce the consequences of having your Confuse miss.

Confuse Team: Using Double Hit Setup.

– Grubbean: Blocker
– Snorkels: Sniper (to protect Grubbean from Fire Types)
– Boltzee: Blocker
– Flutterpat: Sniper (to protect Boltzee from Fennies)

Recommended Skills for Each Miscrit.

Grubbean: Terraform, Destruction, Intimidation, Confuse
Snorkels: Fin Wave, Merlin’s Beard, Tickle, Feebler
Boltzee: Shock Smash, Sludge, Confuse, Max Power
Flutterpat: Aerial Strike, Intimidation, Bright Lights, Confuse.

How to use this team: Grubbean acts as a very powerful defensive wall, and it’s also the only Overall Tank in the game that has sure good stats in both defenses, and has Confuse. Spam Confuse until successful. Don’t worry about Grubbean taking damage. He has high defenses so it will absorb the damage pretty well, thus minimizing the effects of not being able to inflict Confuse. Once the opponent is Confused, feel free to do whatever you wish. The same principles apply to Boltzee. It’s a really powerful Miscrit most specially if your opponent doesn’t have a Fennie with him. The only thing that a Boltzee needs to look out for is a powerful Fennie. Boltzee is so powerful, that without a good Fennie, or an Anti-Tank, taking one down can be a pain. But if the opponent doesn’t have one, feel free to spam all the Confuse you want and just heal up when you need to. Grubbean and Boltzee minimizes the negative effects of not being able to inflict Confuse. Snorkels is just there to protect Grubbean from fire Crits. Flutterpat is there to protect your Boltzee from Fennies and inflict Confuse as well when it gets the chance. Flutterpat is particularly powerful because of the 2 Debuffs it could use when an opponent is Confused, namely Bright Lights and Intimidation. And as everyone knows, those 2 are VERY powerful debuffs.

Deep Sleep-Based Team Setup
Difficulty of Use: 3/5 – Moderate Difficulty.

Deep Sleep has always been a viable skill in the BA, particularly when used with Buffs, Debuffs, and Potions. Deep Sleep effectively gives a Miscrit 2 extra turns. And back then only a Hanuphoon could use Deep Sleep, for it was the only Miscrit with this skill. But with the advent of Turkniss, a Deep Sleep setup can be more viable in the game. How, you ask? Try this setup.

Deep Sleep Team using Double Turn Setup.

– Turkniss: Overall Tank, Blocker, Deep Sleep-er
– Dark Flowerpiller: Nuke, Sniper, Confuser, Double Poison Combo
– Boltzee: Overall Tank, Blocker, Nuke
– Mun Kee: Nuke, Sniper, Deep Sleep-er.

Recommended Skills for Each Miscrit.

Turkniss: Turkey Trot, Deep Sleep, Hyper Power, Phoneix Tears/Tickle
Dark Flowerpiller: Dark Bugs, Confuse, Venom, Toxic
Boltzee: Shock Smash, Confuse, Sludge, Max Power
Mun Kee: Zen Zephyr, Deep Sleep, High Focus, Cool Breeze

As you may have noticed, this team setup is not only capable of utilizing Deep Sleep, but it also has 2 Confuse-using Miscrits as a back up plan in-case one of the Deep Sleep-ers fall down in battle. The general idea of this setup is using Turkniss as the first Miscrit. Being a fairly slow crit it will most usually get the 2nd turn. That being said, Speed Principles, once Turkniss switches to a Miscrit faster than your opponent’s Miscrit, you will get control of the turn.

But what if you used it with Deep Sleep. Most usually, Mun Kees will only get 3 turns to buff itself up 2 times and attack, or switch to another Miscrit, buff, and attack which uses up 2 turns. BUT, if you go for the second turn, and cast Deep Sleep successfully, you will not only transfer 3 turns of Sleep to a faster Miscrit, but you also get an extra turn due to you getting control of the turn. Switching to a Mun Kee gives it more opportunities to buff. So to lay out the events.

Turn 1
– Opponent Attacks
– Turkniss used Deep Sleep (successful).

Turn 2
– Opponent Asleep (3 turns left)
– Turkniss switches to Mun Kee.

Turn 3 – Speed Principles apply. Faster Miscrit goes first. Opponent still asleep for 3 turns.
– Mun Kee goes first. Mun Kee uses high Focus.
– Opponent Asleep (2 turns left)

Turn 4
– Mun Kee uses High Focus.
– Opponent Asleep (1 turn lefT)

Turn 5
– Mun Kee uses High focus.
– Opponent Asleep (Sleep End)

Turn 6
– Mun Kee uses Zen Zephyr
– Opponent gets hit. (3 turn sleep Immune)

That’s basically the general strategy of this team setup. Use Turkniss as a support blocker for your Mun Kee. Cast Deep Sleep, switch to Mun Kee. Wreak complete chaos afterwards. To lay down the purpose of each Miscrit, here’s their overall outline.

Turkniss: Deep Sleep
DFP: Protects Turkniss from Snorkels/Squalrus, Confuser if Turkniss dies early in the battle. It gets 2 turns to use confuse if Turkniss dies.
Boltzee: Acts as a new blocker to set up your Mun Kee if Turkniss dies.
Mun Kee: The center of this team setup’s strategy. Protect this guy at all costs, don’t let him out if things are too risky.

This team setup is pretty much impossible to get right now since Turkniss is no longer available in the Gift Shop. But for those who have Turkniss, a setup like this would prove to be, or could possibly be the most overpowered skill-based team setup in the game right now.

Skill Combo Team Setup
Difficulty of Use: 4/5 – Moderately Hard.

A lot of Miscrits in the game have good combos but with very little time to pull them off. There’s Winnebeargo with its Well-Rounded + Laser Focus combo, Mumbah with the Unbreakable + Recompose, Digsy with Unbreakable + Double Edged, and Dark Flowerpiller with its Double Poison combo, Weevern with its incredibly high damage-dealing combo, Merlin’s Beard + Dual Dragon. These combos can be very deadly when timed in the battle correctly, and successfully. But using a setup that aims to specifically make these combos viable will allow them to become even more effective and usable.

There are multitudes of methods we can use to approach this setup. But the most important of them all is having either a Turkniss for Tryptophan, Mun Kee for Deep Sleep, or both.

Next Team Builds to come.
– Poison-Centered Setup
– Debuff + Buff Abuse
– Heal/Leveling Setup
– And many more… hahaha.

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