Post by Robot on Aug 2, 2016 19:26:57 GMT
Overview: Put on your favorite twangy western sounding tune, or country mix. It's high noon, and time for class number five in the battle styles list, Rider. Rider itself is about acting in concert between your trainer and Pokemon from a fluff perspective. Mechanically it is about going very fast and hitting very, very hard. Trampling opponents and bowling them over underfoot with end of the world kind of damage value pass moves. If you also run an Electric Ace with some friends, you could be a Riders of the Storm.
Pros
-Mobility for both the Trainer and it's Pokemon.
-Additional damage modifiers from multiple sources, giving it an extremely high output compared to identical Pokemon without what Rider gives.
-Excellent area control to go with the damage modifiers the class gets.
-Covers some of it's own weaknesses with features inherent to the class.
Cons
-Asking to be the target of Area Attacks.
-Small action cost in getting mounted, and can still be dismounted when it's Pokemon is attacked.
-Trip makes it cry. A lot. Everything can trip. Maybe not well, but it can.
-If coming under Area focus fire, the trainer will typically not remain conscious through more than two of their Pokemon. With the move choices for the class primarily being Dash and Pass, you will never be too far from the fighting to actually be considered wholly safe. The class plays very risk-reward. You *could* charge your full movement to get all that delicious bonus damage with Run Up, but then you don't also get to leave. Please ride responsibly.
Base Feature: +1 Additional Movement, +4 Additional Initiative. With Commander's Voice and Agility Orders, sits you on +3 Movespeeds, +12 Initiative to your Mount, while you are mounted. Required.
Ramming Speed: 2 TP Cost to get Run Up on a Pokemon, which adds distance moved to damage on a 1-1 ratio leading up to an attack. Rider is already primed to increase a Pokemon's base movement by 3 if it has one generalist feature, and you get an edge at 20 (or earlier with the right Mentor) to increase movespeed another 2. A lot of the Pokemon Rider will prefer also come with Sprint, which increases that by another 2. So Overland Movement +7 to damage. Coupled with Reckless Advance adding another +8. Then the class' capstone adds the difference between your and your opponents speed on top of that. Rider really can be considered a one shot wonder if done correctly.
Conquerer's March: For your trainer's standard action, turn an AoE attack into a Pass move, which allows it to benefit from Run Up's bonuses. There are many, many special moves that can benefit from this as well, so while Rider might have an overall physical feel to it, nothing says I love you like a Pass Perish Song from a Lapras. Yes, it can do that. No, it's not very effective. It is absolutely hilarious though. As features go it is very good, allows some versatility while preventing friendly fire.
Ride As One: Pairs well with Rider's speed tags. You and your Mount use the higher of the pair's evasions, or if they're the same increase both by +1. You and your mount can also have a debate over who goes first, but should ideally have similar speeds to take proper advantage of features like Conquerer's March which require your trainer to actually take an action. If you are min-maxing it probably isn't worth the feature slot.
Lean In: Protects you and your mount against area damage one step. The class' answer to it's primary weakness, and never a bad choice given the likelihood you are to be caught in line effects for days.
Cavalier's Reprisal: For 1 AP, Strike an adjacent opponent with a struggle attack when they hit your mount. A bit better if you are invested in Combat and have a +2 DB weapon, or are a Berserker and get damage bonuses passively. Only applies to enemy melee attackers, so not necessarily the best option either. Passable, but unless you optimize for the use of this feature it is mostly pointless. Landing a DB 4 as a full non-combat build for 1d8+11 is noooo. Nooooo.
Overrun: Makes a Pass or Dash move into the equivalent of Electroball twice a scene. Adds more damage to go with your damage. Single out the slowest target on the enemy team, get a running start, and just plow it. Overrun will easily become a bread and butter opener for both you, and your fast mount. Since this can also be done with AoEs, grab your most type effective move, and just crush an enemy formation in a single hit if they're speed light. Beauty.
Pros
-Mobility for both the Trainer and it's Pokemon.
-Additional damage modifiers from multiple sources, giving it an extremely high output compared to identical Pokemon without what Rider gives.
-Excellent area control to go with the damage modifiers the class gets.
-Covers some of it's own weaknesses with features inherent to the class.
Cons
-Asking to be the target of Area Attacks.
-Small action cost in getting mounted, and can still be dismounted when it's Pokemon is attacked.
-Trip makes it cry. A lot. Everything can trip. Maybe not well, but it can.
-If coming under Area focus fire, the trainer will typically not remain conscious through more than two of their Pokemon. With the move choices for the class primarily being Dash and Pass, you will never be too far from the fighting to actually be considered wholly safe. The class plays very risk-reward. You *could* charge your full movement to get all that delicious bonus damage with Run Up, but then you don't also get to leave. Please ride responsibly.
Base Feature: +1 Additional Movement, +4 Additional Initiative. With Commander's Voice and Agility Orders, sits you on +3 Movespeeds, +12 Initiative to your Mount, while you are mounted. Required.
Ramming Speed: 2 TP Cost to get Run Up on a Pokemon, which adds distance moved to damage on a 1-1 ratio leading up to an attack. Rider is already primed to increase a Pokemon's base movement by 3 if it has one generalist feature, and you get an edge at 20 (or earlier with the right Mentor) to increase movespeed another 2. A lot of the Pokemon Rider will prefer also come with Sprint, which increases that by another 2. So Overland Movement +7 to damage. Coupled with Reckless Advance adding another +8. Then the class' capstone adds the difference between your and your opponents speed on top of that. Rider really can be considered a one shot wonder if done correctly.
Conquerer's March: For your trainer's standard action, turn an AoE attack into a Pass move, which allows it to benefit from Run Up's bonuses. There are many, many special moves that can benefit from this as well, so while Rider might have an overall physical feel to it, nothing says I love you like a Pass Perish Song from a Lapras. Yes, it can do that. No, it's not very effective. It is absolutely hilarious though. As features go it is very good, allows some versatility while preventing friendly fire.
Ride As One: Pairs well with Rider's speed tags. You and your Mount use the higher of the pair's evasions, or if they're the same increase both by +1. You and your mount can also have a debate over who goes first, but should ideally have similar speeds to take proper advantage of features like Conquerer's March which require your trainer to actually take an action. If you are min-maxing it probably isn't worth the feature slot.
Lean In: Protects you and your mount against area damage one step. The class' answer to it's primary weakness, and never a bad choice given the likelihood you are to be caught in line effects for days.
Cavalier's Reprisal: For 1 AP, Strike an adjacent opponent with a struggle attack when they hit your mount. A bit better if you are invested in Combat and have a +2 DB weapon, or are a Berserker and get damage bonuses passively. Only applies to enemy melee attackers, so not necessarily the best option either. Passable, but unless you optimize for the use of this feature it is mostly pointless. Landing a DB 4 as a full non-combat build for 1d8+11 is noooo. Nooooo.
Overrun: Makes a Pass or Dash move into the equivalent of Electroball twice a scene. Adds more damage to go with your damage. Single out the slowest target on the enemy team, get a running start, and just plow it. Overrun will easily become a bread and butter opener for both you, and your fast mount. Since this can also be done with AoEs, grab your most type effective move, and just crush an enemy formation in a single hit if they're speed light. Beauty.