Post by Robot on Feb 5, 2017 19:19:44 GMT
Overview: Dancer is the second of the Combat Classes in PTU's 1.05 Edition. It focuses entirely on boosting and debuffing, while providing strong tutoring and ability support to your Pokemon. Dancer is probably one of the safest options out of all of the fighter-oriented classes as it doesn't engage directly in offensive combat and can be screened for by allies.
Pros
-Acro/Athletics/Charm are all good skills to have in the system.
-Making your entire team immune to confusion for 2 TP per member is pretty incredible pre-status playtest.
-Fastest way to hit +6 using Passing Waltz, Ace Trainer, and Stat Ace. 1 Turn Setup, +6 Stat CS.
-Great team support, party support, or self in-combat booster.
-If it runs Debuffs it could technically strip the +CS away granted by auras. Sort of like Aura Break. Break Dancing. There's my shitty joke for this post.
-Speed tags great for getting the magic number 20 for Multitasking, which with Signature Move allows you to double up a boost in one turn once you are a high enough level.
Cons
-Clear Smog, Psych Up, Punishment, Haze, and Snatch ruin your day. Haze which negates every turn you used boosting -anyone on the battlefield- with a single action.
-Does not function as well when targeting allies that prefer balanced spreads.
-Lacks any kind of damage on it's own (which these guides are mostly built on sandboxing a solo class). Not really a con, just a note.
Base Feature: Give yourself Spinning Dance or Own Tempo. Trainers having confusion immunity is a big deal if you aren't running status playtest. If you are, it's not as good (keeping your turns is fairly important after all) but spinning dance is a bit more situational all around. Required since it's the base feature.
Dance Form: You can't actually learn or perform any dances at one feature into the class. Why this wasn't swapped with the Base Feature is kind of confusing to me. Passive dances come before active dances I guess? Dance Form is required for a lot of the other good features from the class, so it's a required ability.
Beguiling Dance: Allows you to make your Dance Form granted dances (yes, as I said before it's required for just about everything, feat taxes are awful) into debuffs instead of boosts. Dropping two stages off of a stat works best against hard invested 'all in' characters. Or any Pokemon with obscene stats in one or two categories. (See also; Shuckle if it isn't Contrary). That said, Beguiling can usually be skipped in favor of other features. Has a to-hit requirement, and is an attack but isn't doing damage. I tend to stick to my guns where 'damage wins fights' is concerned. Boosting as a means to that end is helpful.
Dance Practice: Your Pokemon can tutor on your Base Dancer ability, which allows them to ease their evasion up towards the number 9 with spinning dance, or ignore Confusion. Both are solid defensive abilities. Pokemon that naturally have decent evasions pair better with Spinning Dance, but Own Tempo will never not be useful. This is a must if you intend to run Dancer. It is also the prerequisite for Passing Waltz later, which makes it all the more tempting.
Choreographer: One of the few carryover abilities from 1.04 that allows you to tutor off-list moves, or their equivalent, to Pokemon that couldn't normally learn anything even remotely similar. Nasty Plot Lilligant? Cosmic Power Shuckle? Sure. You can make and tutor off moves for those. Synergizes with Passing Waltz and lets you boost while your Pokemon also boost.
Power Pirouette: If you like ballet I guess, allows you a twice a scene improved action economy by making a boost into a combination boost + rapid spin, boost + teeter dance, or adds a third +1 giving you the equivalent of Quiver Dance. It's pretty good as far as scene usage goes, but can be taken or left. A strong but optional pick.
Passing Waltz: Is a really great capstone, for the whopping cost of 4 TP if your Pokemon doesn't get your dancer abilities or a dance naturally, and 1 AP a shot, you can function as a mobile steroid for your allies in combat. I am personally very much the fan of it, as it allows the benefits of your setup to be utilized the same round they are laid out. Much better an option then spending a turn to get ready, then a turn to attack. Faster benefits means shorter combats.
Pros
-Acro/Athletics/Charm are all good skills to have in the system.
-Making your entire team immune to confusion for 2 TP per member is pretty incredible pre-status playtest.
-Fastest way to hit +6 using Passing Waltz, Ace Trainer, and Stat Ace. 1 Turn Setup, +6 Stat CS.
-Great team support, party support, or self in-combat booster.
-If it runs Debuffs it could technically strip the +CS away granted by auras. Sort of like Aura Break. Break Dancing. There's my shitty joke for this post.
-Speed tags great for getting the magic number 20 for Multitasking, which with Signature Move allows you to double up a boost in one turn once you are a high enough level.
Cons
-Clear Smog, Psych Up, Punishment, Haze, and Snatch ruin your day. Haze which negates every turn you used boosting -anyone on the battlefield- with a single action.
-Does not function as well when targeting allies that prefer balanced spreads.
-Lacks any kind of damage on it's own (which these guides are mostly built on sandboxing a solo class). Not really a con, just a note.
Base Feature: Give yourself Spinning Dance or Own Tempo. Trainers having confusion immunity is a big deal if you aren't running status playtest. If you are, it's not as good (keeping your turns is fairly important after all) but spinning dance is a bit more situational all around. Required since it's the base feature.
Dance Form: You can't actually learn or perform any dances at one feature into the class. Why this wasn't swapped with the Base Feature is kind of confusing to me. Passive dances come before active dances I guess? Dance Form is required for a lot of the other good features from the class, so it's a required ability.
Beguiling Dance: Allows you to make your Dance Form granted dances (yes, as I said before it's required for just about everything, feat taxes are awful) into debuffs instead of boosts. Dropping two stages off of a stat works best against hard invested 'all in' characters. Or any Pokemon with obscene stats in one or two categories. (See also; Shuckle if it isn't Contrary). That said, Beguiling can usually be skipped in favor of other features. Has a to-hit requirement, and is an attack but isn't doing damage. I tend to stick to my guns where 'damage wins fights' is concerned. Boosting as a means to that end is helpful.
Dance Practice: Your Pokemon can tutor on your Base Dancer ability, which allows them to ease their evasion up towards the number 9 with spinning dance, or ignore Confusion. Both are solid defensive abilities. Pokemon that naturally have decent evasions pair better with Spinning Dance, but Own Tempo will never not be useful. This is a must if you intend to run Dancer. It is also the prerequisite for Passing Waltz later, which makes it all the more tempting.
Choreographer: One of the few carryover abilities from 1.04 that allows you to tutor off-list moves, or their equivalent, to Pokemon that couldn't normally learn anything even remotely similar. Nasty Plot Lilligant? Cosmic Power Shuckle? Sure. You can make and tutor off moves for those. Synergizes with Passing Waltz and lets you boost while your Pokemon also boost.
Power Pirouette: If you like ballet I guess, allows you a twice a scene improved action economy by making a boost into a combination boost + rapid spin, boost + teeter dance, or adds a third +1 giving you the equivalent of Quiver Dance. It's pretty good as far as scene usage goes, but can be taken or left. A strong but optional pick.
Passing Waltz: Is a really great capstone, for the whopping cost of 4 TP if your Pokemon doesn't get your dancer abilities or a dance naturally, and 1 AP a shot, you can function as a mobile steroid for your allies in combat. I am personally very much the fan of it, as it allows the benefits of your setup to be utilized the same round they are laid out. Much better an option then spending a turn to get ready, then a turn to attack. Faster benefits means shorter combats.