This time I'm going to talk about Krobax. Our little owl friend that controls the wind. Like Skale, he is a special case with some unique crowd controls skills to support your team. Krobax shall be compared mainly against an Air Sacrier (reasons you'll see below).
Also, updated the chart on Krobax as there were a couple things to add.
We're going to start with an Active Specialty as it defines most of Krobax's spells.
Krobax's Souitch vs. ---
Conditions: 4 uses a turn
Souitch (if you're having trouble saying that, say "Switch" as that's what the spell is doing) is a unique specialty only to Krobax. Thus nothing to compare it to. It has no cost or damage. It also gains nothing as it levels. All it has is a "4 uses a turn" limit on it.
What this does is either places or removes the "Souitch" state from Krobax. The "Souitch" state alone does nothing. Instead it changes how Krobax's spells push, pull, or teleports.
The "Souitch" state lasts 1 turn. Therefore you always start your turn without it.
Krobax's Cyclone vs. Sacrier's Assault & Light Speed
Cost: 3 AP vs. 3 AP & 5 AP 1 MP 1 WP
Range: 1-4 non-modifiable vs. 1 to 1-4 with no LoS, modifiable by Lvl 121 & 3 Line, no LoS, modifiable
Area: Point vs. Point & Circle 2
Conditions: Assault requires you not being carried. Light Speed requires 25+ Angrr, not to be carries and limits to 1 use a turn. Also not mentioned, but the destination spaces 6 spaces away in a line must be open.
Lvl. 200 Dmg: -59 HP vs. -61 HP (or -80 HP if target is stabilized) & -140 HP
Cyclone non-Souitch Effects: Switches place with the target and turns the target toward Krobax. Not listed in the effects, but Cyclone does not seem to hurt a targeted Ally.
Cyclone Souitch Effects: 2 WP is added to the cost. Krobax teleports to target location. Target location must be an empty space.
Assault Effects: Switches place with the target and turns the target toward the Sacrier.
Light Speed Effects: Teleports toward destination space, 6 spaces away in a line.
Woo, that's a lot more text than normal for the comparisons in just the stat department. So many effects. I decided to compare Cyclone to two different Sacrier abilities because of the vastly different effect on the "Souitch" states.
First, a non-Souitch'd Cyclone vs. Assault. Costs are the same and once the Sacrier levels up, they have the same base range of 1-4. Damage is also very similar and the effects are close to identical. Where of course the Sacrier comes ahead is that starting at spell Lvl 121, Assault gains no LoS. It's range is also modifiable, unlike Cyclone. At low levels, Cyclone wins as it has it's full range right away, while Assault only has 1, but as the Sacrier increases the level of Assault, in becomes vastly better. The only benefit that Cyclone has is the unlisted effect of not damaging your Ally if you so chose to switch with them, unlike Assault, which hurts regardless of it being an Enemy or Ally. Sacrier wins this half of the spell, but it is decently close for a while and a very useful support for Krobax.
Second, a Souitch'd Cyclone vs. Light Speed. These are quite different. A Souitch'd Cyclone becomes Krobax's only WP costing spell and it costs a handful (2 WP added to it's 3 AP cost). This limits it to 3 uses a fight, but at least you don't need to save the WP for anything else. On the other side of cost, Light Speed costs a bit of everything. You need sufficient AP, MP and WP to use it, along with many special conditions before being allowed to cast it. A Souitch'd Cyclone is a teleport spell, and nothing more. It deals no damage and can be used for an escape or positioning. Light Speed, when conditions are met, deals a massive amount of damage to a large AoE of a Circle 2 and teleports the user a great distance of 6 spaces. While mainly used for damage, it can also be use for escapes or positioning. Also, like Assault, it has no LoS required for use, while a Cyclone needs LoS, Souitch'd or not. The Sacrier wins this again, but again, this is an immensely useful spell for Krobax. It combines two fun and greatly used spells of the Sacrier into one.
Krobax's Zephyrus vs. Sacrier's Rejectatoo & Sacrier's Fist
Cost: 2 AP vs. 3 AP & 2 AP 1 MP
Range: 1-7 modifiable, 1-2 Line, non-modifiable & 1-2 Line to 1-5 Line non-modifiable by Lvl. 85
Conditions: Sacrier's Fist is limited to 2 casts a target
Lvl. 200 Dmg: -42 HP vs. -73 HP (or -92 HP if the target is stabilized) & -72 HP
Zephyrus non-Souitch Effects: Attracts by 1 cell toward Krobax
Zephyrus Souitch Effects: Pushes back 1 cell away from Krobax
Rejectatoo Effects: Pushes back 1 cell away from the Sacrier
Sacrier's Fist Effects: Sacrier gets moves to the cell adjacent to the target (get's closer by 1-4 cells)
Yay, more text than normal still..... A-hem....
I'm going to start with the Souitch one this time.
First, a Souitch'd Zephyrus vs. Rejectatoo. Damage against a non stabilized target is -21 HP per AP vs. -24.33 HP per AP. Relatively close because the range on Rejectatoo is so restrictive. If you're lucky enough to have a stabilized target, the Sacrier gets a boost to -30.67 HP per AP, which is really nice. However, again on the range, the Rejectatoo is stuck at a 1-2 Line cast range, while Zephyrus has an amazing range of 1-7 and is not restricted to a Line. For damaging, the Sacrier does better, but for using that push to it's full potential, Krobax has that in spades. To top it off, Zephyrus has modifiable range, while Rejectatoo's range cannot be changed. I'm actually going to say Krobax wins this one for shear versatility.
Second, a non-Souitch'd Zephyrus vs. Reverse "Get Over Here"... cough... I mean, Sacrier's Fist. These spells are quite a bit different, but it was hard choosing something similar and this "kind of" fit. Both spells cause a target to move in the same direction. One just happens to be something other than the caster, while the other is the caster him/herself. The damage is the same as listed above in the Zephyrus vs. Rejectatoo comparison, so we'll leave it at that (other than that Sacrier's Fist does not get a bonus against Stabilized targets), they are relatively the same. Both also each benefit the caster. Krobax is not an in your face character, so he pushes the target away. To make it nice, with that range, he generally doesn't need to move to keep pushing and can keep doing it as long as he has AP. Very useful support. Keeping the enemy away causes them to waste MP just to get back. Sacriers on the other hand like to be in your face generally (yay for Angrr), so the reverse of Scorpion's "Get Over Here" is quite useful for sticking to your target. It is however limited to 2 uses a turn and requires it to hit Lvl. 85 to get it's full range. It is also non boostable. I actually after looking at all that, give the win to Krobax again. Still love that spell on Sacriers (one of my favorites of theirs).
Krobax's Sirocco vs. Sadida's Gust
Cost: 4 AP vs. 3 AP
Range: 1-4 Line, non-modifiable vs. 0-4, no LoS, non-modifiable
Area: Cross 1
Conditions: Gust is limited to 2 casts a turn
Lvl. 200 Dmg: -68 HP vs. -46 HP
Sirocco non-Souitch Effects: Pushes all targets back 2 cells away from Krobax. Cannot affect Krobax.
Sirocco Souitch Effects: Attracts all targets by 2 cells toward Krobax. Cannot affect Krobax.
Gust Effects: Pushes outward from the center 1 cell. Center cell is not pushed. Applies +39 Lvl's of "Intoxicated." Gust does not damage or apply "Intoxicated" to allies.
Intoxicated State: At max Lvl 100, -30 HP Air at start of turn, lasts 1 turn. -11 HP Air at the start of turn from 39 Lvl's of Intoxicated.
Sirocco is quite unique in that it literally is "crowd control." Sirocco can push or pull up to 4 targets at a time. To top it off, it has no conditions and it's push/pull is 4 cells. The only limitations on the spell is the line cast and that you cannot modify the range. A very nice spell.
Gust is more of a combination of crowd control and escape. Because it can push in any direction, it allows for great control along with not requiring LoS. It's a great escape spell as well for not only Allies, but yourself as well (something Krobax cannot do). Casting it on yourself pushes everything away, or you can just cast it to the side to push yourself or an ally in a desired direction. The limit is the only draw back on this spell, but it in no ways any less useful. The "Intoxicated" state increases the spells damage by an additional -11 HP, but it is delayed till the start of the targets next turn. Thus, the damage is similar to Sirocco.
With all those points, it's really hard to say which is better than the other. I'm actually saying a tie in this case. Both are incredibly useful.
Krobax's Burst of Wind vs. Iop's Gutting Gust
Cost: 1 MP
Range: 1-5 modifiable vs. 1 non-modifiable
Conditions: Burst of Wind is limited to 2 uses a turn
Lvl. 200 Dmg: -35 HP vs. -39 HP
Both cost the same and have the same area. Because of the limit on Burst of Wind, even though it has nice, modifiable range, it actually doesn't lose out that much on the damage. Both spells help the specific class as well, as Iop's are up close anyway, so the short range doesn't matter, and Krobax is (or should be) away from the target, so the range helps him. I'd have to say this is a tie. Very nice for a Sidekick for a MP only costing spell, with how we have no control over how they get stats and all.
Krobax's Turblo vs. ---
Cost: 3 AP
Range: 2-4 non-modifiable
Area: Cross 1
Conditions: Limited to 1 use a turn
Grants +1 MP 100% by Lvl. 100 and starting at Lvl. 101 to 200 a second chance to grant +1 MP 50-100% to Allies.
Not really something to compare this one to. It doesn't deal damage and instead is an AoE buff that grants allies +1-2 MP (depending on the level). It has non-modifiable range and cannot be used on Krobax himself. It is an "alright" support spell, but I feel you're better off using everything else normally that Krobax has to offer. Turblo finds itself in a very situational spot and I can only see it getting it's full benefit if you can group up your party for an AoE boost. Even though it is relatively unique and doesn't have something to compare it to, because of how situational the spell is, I don't really feel like saying that Krobax wins... It has its uses still.
Krobax's Crobak Blood vs. Shadow's Darkness Blood vs. Astrub Knight's Protector of Astrub
Crobak Blood: +50% Air Damage, +30% Air Damage per Ally
Darkness Blood: +50% Damage, +30% Damage per Ally
Protector of Astrub: +200% Damage, +60% Damage when the enemy is below Lvl 60
Like on Shadow's Darkness Blood's discussion in the previous post, I don't feel like going over this really again, but we shall quickly I suppose...
Astrub Knight Wins! There, it's been said. See Astrub Knight for a more detailed reason why he beats out both paid for Sidekicks.
On Krobax vs. Shadow, their Blood Passive's do exactly the same thing. Shadow's technically does a bit more as it helps any element, and he can switch up which element he's using. Krobax may be limited to Air, but that's all he can use... Shadow is also a damage dealer, with other boosts to damage and this to add on top. Krobax on the other hand is all about pushing/pulling/teleporting crowd control, yet this Blood Passive tries to make him a damage dealer, which he isn't exactly. Not that he can't be used as one, but that's not the reason you'd really purchase him. Shadow get's second place as his Blood Passive supports his type of build, while Krobax's seems out of place.
Krobax, you're in last for the least thought out Blood Passive. For shame.
That is all of Krobax (can't believe I'm still awake..... should have quit 3 hours ago and gone to sleep.....). He is an excellent crowd control support with many Sac'happy skills. That and he's an Owl. How can you not love that?
Kat shall sleep now.... (2 more Sidekicks to go.)
This post has been edited by kurokat101 - December 19, 2013, 09:19:04.