The Legend of Dragoon
Top Tier
Dart
Albert/Lavitz
Kongol EDIT: should be Meru.
Mid Tier
Haschel
Meru EDIT: should be Kongol
Rose
Low Tier
Shana/Miranda
The Legend of Dragoon
Dart
Albert/Lavitz
Kongol EDIT: should be Meru.
Haschel
Meru EDIT: should be Kongol
Rose
Shana/Miranda
more like
top: meru. fastest character in the game, highest mdef, 600% modifier on her last addition, useful dragoon magic
mid: everyone else.
low: miranda/shana. no additions and you donāt get the spread arrows until the last dungeon (WTF?)
bottom: kongo. slowest character in the game, lowest mdef, smallest modifier on his last addition, fairly useless dragoon magic
Dart-Meru-Haschel is the best team. Albert and Rose are solid and not that far behind. The other 3 characters: why bother. Kongol is the worst.
Meru is the best character in the game, but isnāt THAT much better than Haschel, so he should be in the top tier with Meru. With Haschelās base stats, he has the best damage over time in human form, though his Dragoon sucks really bad. Meru is more versatile, but Haschel is easily the best human.
Was really glad to see the LoD tier list get fixed. Man, when I first got Kongol, I got MAD hype, because I love when the awesome ass boss joins you. For nothing :(.
Looks like everyone is in agreement with Legend of Dragoon.
S: Hachel/Meru - They donāt get good until the second half of the game, but once you get there, they destroy everything.
A: Albert/Rose - They dominate the early game. Weaker as the game goes on though theyāre still solid at endgame.
B: Dart - He has good defense and Final Burst is good for damage, but mediocre speed and attack almost requires him to use the life-draining Soul Eater to keep his damage up. Final addition takes a long time to get.
C: Miranda - Sheās very good at the end when maxed and with Psyche Bomb in tow, but fairly terrible until then (decent at boss fights at least). Until she hits Lv5 Dragoon, sheās simply not pumping out enough spirit to take advantage of her magic. She is considerably more durable than Meru for what itās worth. Might be B tier with the right set-up.
D: No one in D tier
E: No one in E tier, either
F: Kongol - Whatās the point of having the most HP if you donāt have any magic defense, having the highest attack but unable to take advantage of it due to horrible speed and additions, or having a dragoon form without a single useful spell? More importantly, whatās the point of having a character with all three of those aspects, who thus fails in offense, defense, AND support?
Everyone was in agreement like, a thousand pages ago.
Why are people making duplicate tier lists over and over. Same thing with FFVII.
LoD tiers are fairly close IMO and itās fun to debate/talk about them. Cept Kongol.
Nigga is straight ASS.
I played YGO till Invasion of Chaos cause I knew the banlist was going to get implemented soon and the game was going to get stale. I was more or less right. I kept up with the meta about 2 years after I quit and I hated all the deck types floating around.
That being said, I never minded running into Fiber Jar. I enjoyed the random reset aspect of the card. Especially if I had board disadvantage. :lol:
I miss using Raigeki, Feather Duster, Cyber Jar, Morphing Jar, when 1900 atk 4star monsters were the shit, Yatagarasu, running 3 magician of faiths. All that fun stuff.
My last decks I ran where Gravekeepers, Speed Exodia and Clown Control
Ah, those were the days.
Lmfao i really didnāt take anything but, attack power into consideration. Def, Mdef, Speed, and etc. didnāt really come to mind at the time of this post. Also, idk how i got Meru and Kongol mixed up. Dart, Albert, and Meru is my party. Weird.
Because not everyone knew(or knows) there were discussions about The Legend of Dragoon in the past pages because they didnāt go through and read all of those pages.
You donāt have to. Thereās a search function. Using that easily prevents duplicate tier lists.
I donāt get how Infernity decks are so popular. Shouldnāt mill decks and cards like D-Hero Defender knock them out?
dunno how mill decks would stop Infernities since they want to dump certain key cards into the graveyard to fuel their OTK combo. Itās like trying to run a mill deck against Lightsworn or Zombies last format, you might just be accelerating their win condition.
giving Infernities a free draw (Dark Bribe, D-Hero Defender, etc.) sounds like it would work on paper if you are just trying to stop their effects from going off⦠except you are giving them a free card which might be the last part they need for the combo, or it might be an answer to break up your field and pave the way for their combo. Infernities arenāt trying to kill their card presence by overextending and throwing away their hands; their mechanic might ignore the concept of card advantage, but that doesnāt mean you should just give them +1ās all day.
Pretty much, if you give them a card, that doesnāt prevent them from using or pitching that card somehow; and in the worst case scenario you just fed them their one card OTK and they kill you that turn.
This is all entirely true. Just two things to add:
Queen - 9 points
Rook - 5 points
Bishop and knight - 3 points (some books give bishops as 3.5 and knights as 3 to reflect the generally greater mobility of the bishop and the added value of the set)
Pawn - 1 point
Some books give 2.5 points for the king, as well - not quite sure of the reasoning behind it, probably related to positional endgame tactics.
Super Mario Bros. Crossover: Ver. 1.1
1. Simon Belmont: The addition of jump control instantly remedied every problem that Simon had. His axes and whip attacks are absurdly powerful, and as he gains firepower, he can wreck your shit with the whip. He is never at a disadvantage. Even Lakitu fears him.
2. Bill Rizer: Nothing has changed from version 1.0. Bill has unbelievable attack range and space control, but he lacks the sheer power that Simon has, and the fact that his enemies do not flinch when hit presents an occasional problem.
3. Ryu Hayabusa: Heās a hard character to control because of his wall-climb mechanic, but his ability to slaughter Bowser by hanging off the nearby edge and peppering him with shurikens coupled with his unbelievable space control with the windmill shuriken, coupled with the wall-climbing that allows him to skip entire levels, make him a very powerful character. Heās just fucking hard.
4. Mario: The game was designed for him. He is the fastest runner and the longest jumper. His ātinyā mode also gives him the smallest hitbox in the game. There are certain levels where he has a very, very clear advantage, but the other characters usually have an easier time killing enemies.
5. Samus Aran: She isnāt bad at all. Itās just that Simon, Bill, Ryu, and Mario are better. Also, unlike most other characters save for Bill, Samus absolutely must have a Fire Flower in order to be effective. Without a Super Mushroom, sheās arguably shit tier.
6. Mega Man: Heās just like Samus, except he canāt aim upward, he has a gimmicky slide that does jack shit, and his Buster does a bit more damage than most projectiles. The Rush Coil is nice, I guess, but there still isnāt much substance to Mega Manās style.
7. Link: He got buffed by the ability to aim his magic sword projectile upwards or downwards, but honestly, Link is still ass. His boomerang is kind of cool, but he absolutely has to be up-close to deal reliable damage, and his slow movement is a pain in the ass.
Is that list considering the new difficulty modes? Cause some characters change positions in extreme.
Are there any Namco x Capcom tiers in this thread??
Sam is too low. Pissed off shotgun burst kill shit so fast itās insaneā¦
KOS-MOS is top tier, everyone else is pretty much mid, Wonder Momo and Bravoman, Tron and servebots are lowā¦Iāll make a more specific one later but thatās about the just of it.
Youāre probably right, I should probably rate him higher, much like Clown/Violator is good because they are the same character. Its just unlike Clown who can just transform, Sam has to get his ass whooped to transform.