you missed one of the most important things in the game when it comes to pal attacks, which is elemental synergie. if you use a water attack and make the enemy wet, your next electric attacks deal double damage for the time they are wet, this also works vice versa, when the enemy is entangled from your grass attacks then your next fire attacks do double damage. i guess this system isnt fully finished by the devs because we are missing some more interaction but when it comes to those 4 elements you should try and build a synergie with their skills. i think skills that burn and do poison are the best against strong bosses. meaning that poison blast is insaneley strong and basically all fire attacks.
Fun fact: certain pals can be boosted in attack so high, they surpass anything any electric pal in the game is capable of, effectively making that, non electric, attack boosted pal the best electric type in the game
@@jozeferickson85 electric pals have resistance against water tho and 20% stab on their electric attacks, making them still the best to take down strong water pals. The problem is that we don’t have enough strong water pals enemies in the game yet.
I bred an Orserk with Legend, Musclehead, Ferocious and Burly Body. +70% Attack. I doubt I can get another pal to do more electric damage than this guy. 😂
Wind cutter can also entangle, and with how spammable it is, you'll frequently get the status. Then you can switch to spamming ignis blast > air cannon rotation after seeing the entangled status. Really good combo from this video.
One thing to note about seed mine is the merchant in the dune shelter sells the fruit, so you can slap it onto ALL of your pals at pretty much negligible cost. Great for giving them all a strong ability against large bosses Another note about blizzard spike (and all ice moves) is if you fire a rocket at a frozen enemy they will get blasted into the air and receive crazy fall damage. This might get patched in the future though Poison blast (I think is the name?) has 2 cooldown and has decent damage + DoT, great for spamming and getting status effects for capturing pals I also like lock on laser for my flying mounts because it’s an accurate auto hit and does decent damage, particularly for faleris & ragnahawk which are two of the better flying mounts and this gives them an electric move to counter water too
PS. Would love to know if there is any really OP skill you have found in the game, Especially if it's a pal specific skill, I can't wait to make that video! Thank you so much for Giving Me A *SINGLE SECOND* Of Your Day!💗You Might like these: ➜ *The Ultimate BREEDING Guide For Palworld (Things I Wish I Knew)* | ruclips.net/video/HtO4ibULsQ0/видео.html ➜ *How To LEVEL UP FAST In Palworld (EARLY & LATE GAME)* | ruclips.net/video/2UrPCxYJ8LM/видео.html ➜ *Best Base Locations In Palworld* | ruclips.net/video/nMIXoKMZrS0/видео.html
The Plasma Tornado honorable mention does wonders for trying to capture things. Each orb has a chance of triggering shock, and because the damage is spread between many attacks you can throw a ball in the middle of it getting pelted is the full barrage would KO it.
Fire tornado is pretty good. Not on small enemies (like that Dummy) but bigger ones, like the size of a Nitewing. When it has the chance to hit multiple times, basically. Imo better than Fireball, because you can cast it about 3 times as often.
Unfortunately it is a landlocked skill, which means you cannot start an engagement with a flying pal using it due to being far above where the tornadoes can't reach it.. It is a great skill overall, though.. I love it on my Helzephyr, but the long cast time can be problematic.. The Inceneram (Dark+Fire) I stole from a raiding syndicate member has been hard carrying me.. I think my skills on it is Ignis Blast (so it is always hopping around and attacking), I think Spirit Fire (It is fun launching the pals into orbit), and Hellfire Claw (rushes at an enemy to uppercut them with left claw it drags on the ground, then immediately smacks them pretty far away with the right claw with a good chance of causing burns).. The skill setup has my Inceneram hopping all over the place and avoiding a lot of attacks due to the high movement as it rotates between skills.. The Partner skill is a command to use Hellfire Claw regardless of its cooldown or if it even has it as an active skill.. It can even use the Partner skill before it learns it as an active skill too!
*All the tornadoes are quite strong too.* They look weak against a fixed dummy, because it doesn't move. Against enemies, they can lift (soft stun lock) and continue to hit and hit and hit - taking off 3/4 of something's health on regulars. Not as good as the nuke category, but quite good. Also of note: for good and bad - tornados are formed on the ground. If you are flying up high, you won't (can't) hit something way up in the air. But you can also be way up in the air, and the tornados sweep all those enemies on the ground, potentially wiping out an enemy cluster. Also of note: nukes, breath attacks, and tornados are all capable of killing enemies stuck past a wall.
Blizzard Spike is amazing. I also love the huge AOE lightning move (huge radius glows red and everything gets zapped). Love watching my Wixen take out everyone nearby at once with it.
One key thing to note is that the Power rating on the skills is a reference to how much damage it can do PER HIT.. Ignis Blast and Spirit Fire aren't all that different in Power rating, but Spirit Fire can hit 10-ish times with its exploding shotgun spray of embers to easily outshine the damage of Ignis Blast by 5x in damage while only having 2x in CT (Charge Time / Cooldown Time).. Yes, I know I am comparing a starter skill with a CT of 2 (Ignis Blast) to a skill with a CT of 4 (Spirit Fire).. Spirit Fire will always try to spread out just before reaching the target to maximize the number of embers hitting it.. The rapid-fire damage burst tends to send pals it KO's into orbit, but thankfully the loot will fall from where it once stood a millisecond before it decided to enroll into the Pal Space Program..
Worth mentioning that Sand Blast is one of those moves that doesn't work while mounted. For some reason the pal just shoots it straight down. It CAN hit if you basically facehug the enemy so that it hits their feet, but...
the best skill fruit is "Lightning Strike" Use it on an Astegon that has good offense stats, and a decent level of condensation, and it'll become the best mount for mining. Hop on it, use the lightning Strike in the middle of the resource nodes, and you can oneshot multiple nodes at once.
There’s a fire type attack with a low cooldown that fans out like a shotgun that is also really good, and the forbidden and technically unobtainable dark whisp move is understandably busted
So a few things to note: Nothing in the game will out damage the combination of Divine Disaster/Dark Wisp, even with type disavantage. These builds are good for single target, but for AOE, nothing beats Lightning Strike, and Ignis Rage. For the 2 second CD, fast firing skills, the best rotation is definitely Ignis Blast, Dragon Cannon, Poison Blast. This gives you two chances to set them on fire and one chance to poison them per rotation. Dragon Cannon also has a pretty big AOE.
Actually there are some skills that outdamage shadowbeak. It’s not very obvious but it’s actually sibelyx when fully condenst. Incineram is also very strong fully condenst. Both have skills that get stronger if you power them up. Another pal would be gorirat, actually does the most damage in the game with megaton implode but he’s dead afterwards
I haven’t finished the video so im not sure if it was mentioned but if you have a pal with the skill pal blast or any of the sorts 1. Your pal does the skill 2. You mount your pal 3. You can control the skill P.S you can do it with and skill that has a long casting animation
You can build around Seed Mine too honestly. Like targeted seeds are already strong and the rest is just a bonus, but some pals synergize well with it. I've had plenty of moments where Seed Mines were all over the wall and Incineram's claw attack (which is already a super strong move on its own, especially when condensed) just knocks the pal into them.
I forgot to add one more factor and that is weather you are capturing pals or killing them because a DOT type skill will likely kill your target and won't care if you have the mercy ring.I am sure there ar other factors I forget right now but I am tired so I can't remember everything.Oh yes another BIG factor is how easy it is for some skills to AIM I completely ignore some that require very specific accuracy because I just don't see that well. LMAO oh there is another factor single target or multi targets.yep LOADS of factors that does not lead to one is better than the other all the time.
I put ignis rage on my Jormuntide ingis and it can basically one shot mamorest and has been super helpful for farming frostslion. The aoe sometimes makes it hit for less which really sucks with a long cooldown but when ur mounted and get a clean shot it can desimate some of the harder bosses.
Worth noting the epic skills that offer AOE damage are great when playing with increased spawns, specifically the world boss locations as they increase to 2 or 3 boss pals settings dependant potentially also going to be great when PVP is added if its multi pal battling like the trailer suggests. A lot of the AOE epic skills also give some time where you're protected from a bosses attack despite your pals animation time as on impact the boss it hit with a recoil animation, the ice skill can freeze pals in the radius, the electric skill shocks the opposition pal and the fire has a small recoil with a chance to burn and apply a damage tick on the opposition. I believe status effects are slightly broken though and do not apply as often as they should, with both skills and player weapons. I went through over 200 fire arrows on 3 separate occasions that did not add burn once. Could just be extremely poor RNG but it seems to consistently not give status effects for it to be RNG based.
Interesting notes about lighting strike is that it's not limited by vertical distance or obstacles; it hit anything and everything above you and around you and any walls/pillars. Hitting a sleeping enemy does double damage wich benefits from massive singular high damage impacts too.
great video and as you said, pretty much the only video of its kind that I have seen. here are a couple things from my own testing: First there is a 20% STAB so it will generally be better to equip type matching moves assuming you cant overcome the bonus by stacking long cooldowns (build 2). To that end by type matching the "combat pal" and stacking Boosting pals (Roobie, Hoocrates, Foxicle etc) you can get some pretty impressive numbers. There are pal specific moves that exist, so something like Shadowbeak will have an innate advantage over other pals as its special move Divine Disaster hits like a truck. It is possible to get the boss-specific moves, however it relies on a glitch so i dont know how much longer it will be in the game. At present a well bread Shadowbeak with both Divine Disaster and Victor's Dark Wisp is the highest damage pal in the game. Lastly, and the most disappointing, is that given the balance state of the game Player Damage is the best damage source. By stacking 4x Gobfin (optionally with Vanguard), along with high tier schematics, you can boost your player damage to be comparable to pal damage innately. the real bonus comes from mounting Pals that have the "adds _____ damage" ability (Chillet, Azurobe, Beakon, Ragnahawk etc) as they offer a flat bonus to player power (50% to 100% depending on condensation level) of the element matching the pal. this damage can get the super effective damage bonus making it scale like crazy. This scales all the way down to the late teens as Univolt and Chillet both work, then at endgame Frost and Frost noct get the "converts" damage modifier which allows a higher proportion of the damage to get the super effective damage bonus. Hopefully the devs look at the balance state of the game and make some tweaks before the game comes out of EA as there are definitely evidences, like you showcase, that the design team had no idea how to balance this game.
jetragon nuke build is too much fun. aerial missile's guaranteed stun means you're guaranteed to get fire ball + beam comet off consistently, and dragon cannon is great for quick chip damage while the nukes are on cooldown - also helps the pal hold aggro when you're not mounted.
Yeah low cooldown skills are slept on. Over the course of a long fight, their DPS from their high uptime is among the highest aside from a few that are overtuned. Swapping between pals using their nukes though is still the utmost highest output.
One skill, which I feel isn't really used a lot, is Cattiva's base ability Punch Flurry. Wild Cattivas always have the Coward passive when you catch them, so they're not great combat pals usually. But that skill hits so many times and for pretty good damage as well. Just breed a Cattiva without the -10% damage from Coward, put a couple long cooldown skills on it plus the Punch Flurry, and thank me later.
@@olafthebear2327 I looked it up since I asked. You can pass the skill to another Pal if you breed the Pal with a Pal type you want to have the move, but there's no fruit for it.
Your skill cds remain when you dismount but ever time you dismount the pals skills for its ai reset so when it uses them mount and dismount and they all reset etc
you forgot poison blast. got me through the final boss without using legendary pals. my timer was always running out so i slapped poison blast on 2 of my pals. would have used dragon skills but all i had was dragon breath and dragon burst
Im listening at work and you never name a skill once, bad video, the audio is so unnecessary i could just watch the video with no audio, thats the opposite of what i need
Can you make this in a series of shorts? Lots of excitement, too much pewdiepie energy but theres good info in it but i feel like im being explained it like im 5
Would love to see a build for the "set it and forget it" playstyle where you just let your pal fight while you're shooting the target from elsewhere. Out of these 3 I assume the breath build is the closest to that.
I found the best way to achieve this is to have three skills that are short-medium-long cooldown. For the most part, the pal will open with its strongest attack and nuke the enemy, then flip between it's two lower cooldown attacks while it waits for the nuke to reset. The most successful combination I've found for this is something like: Ignis Blast / POW: 30 CT: 2 Lightning Streak / POW: 75 CT: 16 Dark Laser / POW: 150 CT: 55 Or combinations of attacks that have similar POW and CT.
Ik this is alittle late comment, but are you able to get the mega implode skill victor and shadowbeak has other then people using the glitch to get the towers bosses?
Makes me wonder if that skill can be passed onto a different pal via breeding? Currently trying with Dark Whisp So far passed it to another Shadowbeak. Not sure about Divine Disaster (the one you may be talking about)
@@KoshTimeStepperi was able to pass down divine disaster to another shadowbeak unsure if you can pass it to another pal, but i dont see why not if a lvl one shadowbeak got it. Tho i was only able to get it TWICE after 222 breed. Maybe i just got really bad rng but i was passing down dark wisp with legend and other passive
on my fenglope i use ignis blast, air cannon and poison blast. burning and poison do % hp damage so the more hp an enemy has the harder it ticks and you can get them to proc fairly regularly since the skills have such low cooldown. also why does everyone think fenglope is a goat? its a friggin antelope... its in its name XD
Can switch the skills out mid combat too, but I think the cooldown of the previous skill used in that slot will still have to run its course before they use new skill after change. I do this occassionally when enemy defense is just too high that even their nuke skills are not doing all that well, opting for burner/poison(HP percentage based) skills instead.
you missed one of the most important things in the game when it comes to pal attacks, which is elemental synergie. if you use a water attack and make the enemy wet, your next electric attacks deal double damage for the time they are wet, this also works vice versa, when the enemy is entangled from your grass attacks then your next fire attacks do double damage. i guess this system isnt fully finished by the devs because we are missing some more interaction but when it comes to those 4 elements you should try and build a synergie with their skills.
i think skills that burn and do poison are the best against strong bosses. meaning that poison blast is insaneley strong and basically all fire attacks.
Fun fact: certain pals can be boosted in attack so high, they surpass anything any electric pal in the game is capable of, effectively making that, non electric, attack boosted pal the best electric type in the game
@@jozeferickson85 electric pals have resistance against water tho and 20% stab on their electric attacks, making them still the best to take down strong water pals. The problem is that we don’t have enough strong water pals enemies in the game yet.
I didn't know that, but I'm glad it has that layer for builds
I bred an Orserk with Legend, Musclehead, Ferocious and Burly Body. +70% Attack. I doubt I can get another pal to do more electric damage than this guy. 😂
Wind cutter can also entangle, and with how spammable it is, you'll frequently get the status. Then you can switch to spamming ignis blast > air cannon rotation after seeing the entangled status. Really good combo from this video.
One thing to note about seed mine is the merchant in the dune shelter sells the fruit, so you can slap it onto ALL of your pals at pretty much negligible cost. Great for giving them all a strong ability against large bosses
Another note about blizzard spike (and all ice moves) is if you fire a rocket at a frozen enemy they will get blasted into the air and receive crazy fall damage. This might get patched in the future though
Poison blast (I think is the name?) has 2 cooldown and has decent damage + DoT, great for spamming and getting status effects for capturing pals
I also like lock on laser for my flying mounts because it’s an accurate auto hit and does decent damage, particularly for faleris & ragnahawk which are two of the better flying mounts and this gives them an electric move to counter water too
PS. Would love to know if there is any really OP skill you have found in the game, Especially if it's a pal specific skill, I can't wait to make that video!
Thank you so much for Giving Me A *SINGLE SECOND* Of Your Day!💗You Might like these:
➜ *The Ultimate BREEDING Guide For Palworld (Things I Wish I Knew)* | ruclips.net/video/HtO4ibULsQ0/видео.html
➜ *How To LEVEL UP FAST In Palworld (EARLY & LATE GAME)* | ruclips.net/video/2UrPCxYJ8LM/видео.html
➜ *Best Base Locations In Palworld* | ruclips.net/video/nMIXoKMZrS0/видео.html
The Plasma Tornado honorable mention does wonders for trying to capture things. Each orb has a chance of triggering shock, and because the damage is spread between many attacks you can throw a ball in the middle of it getting pelted is the full barrage would KO it.
Fire tornado is pretty good. Not on small enemies (like that Dummy) but bigger ones, like the size of a Nitewing. When it has the chance to hit multiple times, basically.
Imo better than Fireball, because you can cast it about 3 times as often.
Unfortunately it is a landlocked skill, which means you cannot start an engagement with a flying pal using it due to being far above where the tornadoes can't reach it.. It is a great skill overall, though.. I love it on my Helzephyr, but the long cast time can be problematic.. The Inceneram (Dark+Fire) I stole from a raiding syndicate member has been hard carrying me.. I think my skills on it is Ignis Blast (so it is always hopping around and attacking), I think Spirit Fire (It is fun launching the pals into orbit), and Hellfire Claw (rushes at an enemy to uppercut them with left claw it drags on the ground, then immediately smacks them pretty far away with the right claw with a good chance of causing burns).. The skill setup has my Inceneram hopping all over the place and avoiding a lot of attacks due to the high movement as it rotates between skills.. The Partner skill is a command to use Hellfire Claw regardless of its cooldown or if it even has it as an active skill.. It can even use the Partner skill before it learns it as an active skill too!
*All the tornadoes are quite strong too.*
They look weak against a fixed dummy, because it doesn't move.
Against enemies, they can lift (soft stun lock) and continue to hit and hit and hit - taking off 3/4 of something's health on regulars.
Not as good as the nuke category, but quite good.
Also of note: for good and bad - tornados are formed on the ground. If you are flying up high, you won't (can't) hit something way up in the air. But you can also be way up in the air, and the tornados sweep all those enemies on the ground, potentially wiping out an enemy cluster.
Also of note: nukes, breath attacks, and tornados are all capable of killing enemies stuck past a wall.
Blizzard Spike is amazing. I also love the huge AOE lightning move (huge radius glows red and everything gets zapped). Love watching my Wixen take out everyone nearby at once with it.
Tldr
Use windcutter if mounted. Blizzard spike or fireball when unmounted.
Use lightning strike and bubble blast sometimes.
One key thing to note is that the Power rating on the skills is a reference to how much damage it can do PER HIT.. Ignis Blast and Spirit Fire aren't all that different in Power rating, but Spirit Fire can hit 10-ish times with its exploding shotgun spray of embers to easily outshine the damage of Ignis Blast by 5x in damage while only having 2x in CT (Charge Time / Cooldown Time).. Yes, I know I am comparing a starter skill with a CT of 2 (Ignis Blast) to a skill with a CT of 4 (Spirit Fire).. Spirit Fire will always try to spread out just before reaching the target to maximize the number of embers hitting it.. The rapid-fire damage burst tends to send pals it KO's into orbit, but thankfully the loot will fall from where it once stood a millisecond before it decided to enroll into the Pal Space Program..
Worth mentioning that Sand Blast is one of those moves that doesn't work while mounted. For some reason the pal just shoots it straight down. It CAN hit if you basically facehug the enemy so that it hits their feet, but...
the best skill fruit is "Lightning Strike"
Use it on an Astegon that has good offense stats, and a decent level of condensation, and it'll become the best mount for mining. Hop on it, use the lightning Strike in the middle of the resource nodes, and you can oneshot multiple nodes at once.
Lighting strike is super op for area damage... Using it on my orserk
Lightning Strike is great for clearing raids really quick. Lightning Streak is also pretty good. Can use it to farm Jormuntide relatively early.
There’s a fire type attack with a low cooldown that fans out like a shotgun that is also really good, and the forbidden and technically unobtainable dark whisp move is understandably busted
So a few things to note:
Nothing in the game will out damage the combination of Divine Disaster/Dark Wisp, even with type disavantage.
These builds are good for single target, but for AOE, nothing beats Lightning Strike, and Ignis Rage.
For the 2 second CD, fast firing skills, the best rotation is definitely Ignis Blast, Dragon Cannon, Poison Blast. This gives you two chances to set them on fire and one chance to poison them per rotation. Dragon Cannon also has a pretty big AOE.
Actually there are some skills that outdamage shadowbeak. It’s not very obvious but it’s actually sibelyx when fully condenst. Incineram is also very strong fully condenst. Both have skills that get stronger if you power them up. Another pal would be gorirat, actually does the most damage in the game with megaton implode but he’s dead afterwards
My go to skill is shockwave especially for mid game
I haven’t finished the video so im not sure if it was mentioned but if you have a pal with the skill pal blast or any of the sorts
1. Your pal does the skill
2. You mount your pal
3. You can control the skill
P.S you can do it with and skill that has a long casting animation
You can build around Seed Mine too honestly. Like targeted seeds are already strong and the rest is just a bonus, but some pals synergize well with it.
I've had plenty of moments where Seed Mines were all over the wall and Incineram's claw attack (which is already a super strong move on its own, especially when condensed) just knocks the pal into them.
I forgot to add one more factor and that is weather you are capturing pals or killing them because a DOT type skill will likely kill your target and won't care if you have the mercy ring.I am sure there ar other factors I forget right now but I am tired so I can't remember everything.Oh yes another BIG factor is how easy it is for some skills to AIM I completely ignore some that require very specific accuracy because I just don't see that well.
LMAO oh there is another factor single target or multi targets.yep LOADS of factors that does not lead to one is better than the other all the time.
I put ignis rage on my Jormuntide ingis and it can basically one shot mamorest and has been super helpful for farming frostslion. The aoe sometimes makes it hit for less which really sucks with a long cooldown but when ur mounted and get a clean shot it can desimate some of the harder bosses.
Worth noting the epic skills that offer AOE damage are great when playing with increased spawns, specifically the world boss locations as they increase to 2 or 3 boss pals settings dependant potentially also going to be great when PVP is added if its multi pal battling like the trailer suggests. A lot of the AOE epic skills also give some time where you're protected from a bosses attack despite your pals animation time as on impact the boss it hit with a recoil animation, the ice skill can freeze pals in the radius, the electric skill shocks the opposition pal and the fire has a small recoil with a chance to burn and apply a damage tick on the opposition. I believe status effects are slightly broken though and do not apply as often as they should, with both skills and player weapons. I went through over 200 fire arrows on 3 separate occasions that did not add burn once. Could just be extremely poor RNG but it seems to consistently not give status effects for it to be RNG based.
"that statue that gives you power... uhhh..."
8:40 Bro really called Pals Pokémon.
Interesting notes about lighting strike is that it's not limited by vertical distance or obstacles; it hit anything and everything above you and around you and any walls/pillars. Hitting a sleeping enemy does double damage wich benefits from massive singular high damage impacts too.
great video and as you said, pretty much the only video of its kind that I have seen. here are a couple things from my own testing:
First there is a 20% STAB so it will generally be better to equip type matching moves assuming you cant overcome the bonus by stacking long cooldowns (build 2). To that end by type matching the "combat pal" and stacking Boosting pals (Roobie, Hoocrates, Foxicle etc) you can get some pretty impressive numbers.
There are pal specific moves that exist, so something like Shadowbeak will have an innate advantage over other pals as its special move Divine Disaster hits like a truck.
It is possible to get the boss-specific moves, however it relies on a glitch so i dont know how much longer it will be in the game. At present a well bread Shadowbeak with both Divine Disaster and Victor's Dark Wisp is the highest damage pal in the game.
Lastly, and the most disappointing, is that given the balance state of the game Player Damage is the best damage source. By stacking 4x Gobfin (optionally with Vanguard), along with high tier schematics, you can boost your player damage to be comparable to pal damage innately. the real bonus comes from mounting Pals that have the "adds _____ damage" ability (Chillet, Azurobe, Beakon, Ragnahawk etc) as they offer a flat bonus to player power (50% to 100% depending on condensation level) of the element matching the pal. this damage can get the super effective damage bonus making it scale like crazy. This scales all the way down to the late teens as Univolt and Chillet both work, then at endgame Frost and Frost noct get the "converts" damage modifier which allows a higher proportion of the damage to get the super effective damage bonus.
Hopefully the devs look at the balance state of the game and make some tweaks before the game comes out of EA as there are definitely evidences, like you showcase, that the design team had no idea how to balance this game.
jetragon nuke build is too much fun. aerial missile's guaranteed stun means you're guaranteed to get fire ball + beam comet off consistently, and dragon cannon is great for quick chip damage while the nukes are on cooldown - also helps the pal hold aggro when you're not mounted.
Yeah low cooldown skills are slept on. Over the course of a long fight, their DPS from their high uptime is among the highest aside from a few that are overtuned. Swapping between pals using their nukes though is still the utmost highest output.
surprised you didnt show any storm or tornado skills, these look op
Love your videos I still watch your. let it die playlist while I’m playing let it die 😂
One skill, which I feel isn't really used a lot, is Cattiva's base ability Punch Flurry. Wild Cattivas always have the Coward passive when you catch them, so they're not great combat pals usually. But that skill hits so many times and for pretty good damage as well. Just breed a Cattiva without the -10% damage from Coward, put a couple long cooldown skills on it plus the Punch Flurry, and thank me later.
That would be a great move to teach Anubis or Blazamut. Is there a fruit for that skill?
@@400KrispyKremesNo, unfortunately. The move is only on Cattivas as their exclusive skill
@@olafthebear2327 I looked it up since I asked. You can pass the skill to another Pal if you breed the Pal with a Pal type you want to have the move, but there's no fruit for it.
@@400KrispyKremesOhh cool! I had no idea you could do that
Best moves to see are the hype beams!
I just want to keep my lore of water/ice types. But i LOVE Bushi! And i wanna see if i can get attacks to justify having him
Your skill cds remain when you dismount but ever time you dismount the pals skills for its ai reset so when it uses them mount and dismount and they all reset etc
For me fire tornado is way too strong : really hard to miss + good damage + elemental dot so better catch rates / overtime damage
anyone know the best pal and fruits to use with them for best capture chances ?
you forgot poison blast. got me through the final boss without using legendary pals. my timer was always running out so i slapped poison blast on 2 of my pals. would have used dragon skills but all i had was dragon breath and dragon burst
the entire video is just rambling dude. focus up and get to the facts. jesus christ
Im listening at work and you never name a skill once, bad video, the audio is so unnecessary i could just watch the video with no audio, thats the opposite of what i need
This skill, on screen, this skill, on screen, this skill, on screen, these skills on screen, unlike unsub do not recommend channel ever again
Can you make this in a series of shorts? Lots of excitement, too much pewdiepie energy but theres good info in it but i feel like im being explained it like im 5
Would love to see a build for the "set it and forget it" playstyle where you just let your pal fight while you're shooting the target from elsewhere. Out of these 3 I assume the breath build is the closest to that.
I found the best way to achieve this is to have three skills that are short-medium-long cooldown. For the most part, the pal will open with its strongest attack and nuke the enemy, then flip between it's two lower cooldown attacks while it waits for the nuke to reset. The most successful combination I've found for this is something like:
Ignis Blast / POW: 30 CT: 2
Lightning Streak / POW: 75 CT: 16
Dark Laser / POW: 150 CT: 55
Or combinations of attacks that have similar POW and CT.
You might wanna look into Robinquill for that one. Its a bit fragile but I think with the right setup it can work. Great partner skill too.
Sadly some of those high cooldown moves don't hit enemies that are flying, like 1 of the Tower Bosses....
Ha ha 8:41 you said pokemon lol
Ik this is alittle late comment, but are you able to get the mega implode skill victor and shadowbeak has other then people using the glitch to get the towers bosses?
Honorable mention to shadowbeak exclusive skill
Makes me wonder if that skill can be passed onto a different pal via breeding? Currently trying with Dark Whisp So far passed it to another Shadowbeak. Not sure about Divine Disaster (the one you may be talking about)
@@KoshTimeStepperi was able to pass down divine disaster to another shadowbeak unsure if you can pass it to another pal, but i dont see why not if a lvl one shadowbeak got it. Tho i was only able to get it TWICE after 222 breed. Maybe i just got really bad rng but i was passing down dark wisp with legend and other passive
on my fenglope i use ignis blast, air cannon and poison blast. burning and poison do % hp damage so the more hp an enemy has the harder it ticks and you can get them to proc fairly regularly since the skills have such low cooldown. also why does everyone think fenglope is a goat? its a friggin antelope... its in its name XD
I use the Poison Blast / Ignis Blast combo for a legendary farming cheese
It’s the best just poison and burn but I think it’s kinda lame they need to change stuff so it doesn’t become the Allrounder best bosseliere build
Is there a limit to how many skills you can put on one pal? I.e. can they only individually learn a total of eight etc?
3 active like Pokémon. But you can teach them a bunch of different ones
If there is a limit, it's really high. The main limiter is only being able to have 3 moves active at a time.
Can switch the skills out mid combat too, but I think the cooldown of the previous skill used in that slot will still have to run its course before they use new skill after change.
I do this occassionally when enemy defense is just too high that even their nuke skills are not doing all that well, opting for burner/poison(HP percentage based) skills instead.
Against legendaries DOT skills just make it quicker.
All this becomes moot when you have an assault rifle.
The challenge of the Assault Rifle is ammo consumption. If you aren’t careful, you will turn into a mining/refining drone.
Why call Pals, pok3m0n?
implosion = 230
Megaton Explosion (from the exploding Toucans) = 500
@@Omega_Ultima whoa that crazy that the Suicide bird has that skill, now I know.
A 16 minute Video for 4 minutes of content. Don't disclaimer the fuck out of everything five times a d get to the point.
Too much pointless talk to watch the whole video
😑
You have to aim acid rain ...