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User Info: pendell

pendell
1 month ago#1
So I've just completed Rank S a second time through against Dr. Pocachio, and I thought that, since I've spent a few years on this, I might as well write down some of what I learned.

The final battle against Dr. Pocacchio in the current game used 1 Desert Flapper, 2 Spike Rollers, 1 Nightingale (a ladybug variant), and 1 Miss Mysterious. All save the last had HP at least in the 990s and all other stats maxed; the little fairy had about 450 HP , max atk and def, and resistances in the 60-70s. All leveled up to ACE rank.

First, took out the White Miracle's escorts: Caterpillar subverted, Flipper beaten down, Military Beetle flipped off board, Dark Shell beaten down, then it's a slow process of whittling the white miracle down carefully, keeping distance and sending in one character at a time. Fortunately it is not aggressive, keeping to itself and using its spinning move to hit and confuse anyone who comes close. Healing from our ladybug is invaluable to keep us in the fight. Eventually the white miracle falls!

After that little snippet of action, some thoughts I have on the insectors and some strategies I use with them:

Insector analysis (listed in my personal order of most useful to least) :

1 Dark Emperor This creature can't heal itself but is otherwise overwhelmingly powerful. It can butt enemies off the board, it can move 3 squares like a butterfly, it has obscene stats, and its special attack is an unlimited ranged attack. Other people recommend this as a king but I do not, because you must then sacrifice its astounding mobility, fastest of the ground units.

2 Dung Roller Heavy Infantry. I like 2-3 of these guys as a phalanx, taking blows on their shields and dealing damage in response. With multiple rollers fighting in a line as mutual support, they can win almost any straight standup fight. Also, because this rolling a dungball is a passive ability it always works, which cannot be said for the more offensive attacks which allow resistance. Never seen it use the skill to fill a hole, however.

3 Ladybug Healer. Keeps everyone else alive, and a technique that pretty much always works also. Seems to be more powerful the higher the level, up to restoring approx. 50% of a target's health at ACE. It's healing jig can also neutralize poison, which will otherwise work on an insector until incapacitation. However, it cannot heal itself.

4 Flutterbug Can fly 3 squares and the board is only 6 long and 5 wide to begin with, so it can go anywhere fast. Can blow an enemy to the back rank so long as can get in front of it, and if the enemy is on the back rank can eject it from the board entirely. This attack only works forwards. In theory, 2 flutterbugs could act in tandem; the first blowing the king to the back rank, the second flutterbug can then blow it off the board. Useful as a reserve piece. a fast reinforcement or able to quickly exploit an opportunity.

5 Fairy Like a chess bishop, can only move diagonally but is unlimited on the diagonals. Weak and low stats compared to other insectors, but can "charm" an enemy into joining us for the duration of the fight. A successful charm costs half hp, so use in conjunction with a ladybug for maximum effect. Despite its weaknesses this is an incredibly powerful piece and is useful against Dr. Pocachio in Rank S #2, as an ace fairy can charm enemy insectors for the assault on white miracle. When facing enemy fairies, occupy the nearby diagonals to restrict their movement as charm beam only works in the four cardinal directions. Attack from the diagonals to win. Note that a charm piece can be charmed back by an opposing fairy. I've seen a single insector change hands three times in the course of a match!

6 Itsahorse A fast , powerful creature which can move two squares. It possesses the ability to throw insectors and eject them from the board. However, it can only eject forwards and backwards. It is more flexible than a flutterbug but less so than its throwing cousin the staggy. I personally don't like it because it's too much a jack of all trades; I'd rather have the increased mobility of the flutterbug which moreover can fly over enemy pieces.

7 Staggy A slow, powerful insector who can throw an enemy over its head. If there are enemies stacked behind, the thrown will bounce on each of them (possibly doing damage to any enemies) and even bouncing off the board so long as there is no empty square before the end of the board. This throw works in all cardinal directions. A very tricky customer, I've lost more bugs to this one than to any other.

8 Bazoo Beetle A slow insector with a cannon on the front. Easy and intuitive to use, stack several of them together as a powerful artillery battery to make the opposint team tremble.

9 Stingbee A flying insector, this one can fly up to two squares. So it is less speedy than the flutterbug or the springtail, but still has the ability to leap over enemy piece. If you don't have a fairy, this is an ideal piece for an Ender's Game style rush on the enemy king when you are vastly outclassed. Allow the bee to sting the enemy king, then all you have to do is keep your distance and your own king alive until the poison KOs the enemy king and gives you the win. I believe this strategy is workable against Dr. Pocachio's White Miracle, but Dr. Pocachio does not bring a stingbee to the dance so you'll need to raise your own rather than trusting on a fairy to capture one.

TO BE CONTINUED.

User Info: pendell

pendell
1 month ago#2
Continuing:

10 Springtail Like the flutterbug, a fast insector which can fly 3 squares in any direction and thus suitable as air cavalry, rushing to the defense or to exploit opportunities. Its special attack confuses the enemy for two turns, allowing your other insectors to capitalize on the opportunity to pummel the victim while defenseless. I still don't rank it as highly because I prefer the flutterbug's ability to blow away enemies, a potential instakill.

11 Knife Beetle An effective slow fighting infantry combatant who can use the saber on the nose to perform a slash, inflicting massive damage without suffering any in return. Consider using against white miracle if the bug is a a high enough level that the blow can hit without being countered.

12 Hercules beetle A powerful infantry combatant. In addition to being a powerful slugger, can push enemies back one square. May be possible to eject a piece but I've never seen it happen. More often, if there are several enemies lined up the first bug will bounce backward into the second, and so on in a chain reaction damaging all the bugs in the row. A neat trick but very situational.

13 Flipperbug A so-so infantry combatant, it's special ability is a shovel which allows it to either flip an insector over or dig a hole. A flipped insector will be helpless and defenseless for two turns, allowing other insectors to storm in and gang up while the creature is helpless, ideal for a final powerful king. I've never seen a hole dug and not entirely sure what use it would be; in addition to making an obstacle, perhaps an enemy can be defeated by pushing it into the hole? But that's work for two bugs when you're better off just throwing them with a flutterbug or a steggy. The hole can be filled in by a dung beetle.

14 Mantis Another powerful infantry combatant, its special ability is to inflict damage on enemies in every square adjacent, potentially hitting all 5 enemy insectors with the right geometry. I don't care for it myself because the use requires you to rush it all alone in the middle of the enemy force , which will certainly gang up and destroy it in a turn, so you'll only really get one use out of it. Still, I love it when the enemy has a mantis and I have a fairy, because I can charm the mantis, then walk it into the middle of the enemy formations, slashing in all directions, to go down in a blaze of glory.

15 Bombsnail The bombsnail is an artillery piece which can either roll a bomb into enemies, damaging both ally and enemy in all adjacent squares to the detonation. Alternatively, it can detonate itself and inflict damage in all directions. A very tricky insector to use properly because of the potential for friendly fire. I prefer charming enemy bombsnails into blowing up in the middle of the enemy formation to using them myself.

16 Cutterpillar A ground combatant much like the lance in Shogi; it can charge straight forward and smash into an enemy without taking a counterattack. The weakness of this move is that it only works straight ahead, and by this time you're probably surrounded by enemy insectors. In my view, if you want a piece you can do this kind of damage, choose a Hercules beetle instead, which works in all four cardinal directions and can damage pieces behind as well.

17 Silkspider A very fast ground combatant, its weakness is its special attack which I have never seen the computer use, not even once. Nor have I ever been able to use it effectively myself. The spider can drop a web which slows all movement in it to just one square (don't know if this effects flyers) and can also apparently act as a "net" to catch thrown insectors, preventing ejection from the playing field. I prefer something a bit more lethal and less special purpose, but it does have some really good speed as a saving grace.

18 Hopper A ground insect that can leap over its enemies. Apparently, leaping over enemies inflicts a debuff on them but I've never seen this effectively used. The leaping ability might be useful for a king to quickly escape from a bad predicament; I don't know if the rules for a king preclude the use of leaping. Still, the insector that comes in dead last, at least in my score of utility.

When I say "infantry" , I mean a ground based unit that can move one square in any direction and can fight enemy insectors toe-to-toe on a roughly even basis. A Hercules is an exceptional infantry unit; the fragile fairy is not.

TO BE CONTINUED

User Info: pendell

pendell
1 month ago#3
Some formations I use:

Phalanx: 2-3 dungball rollers, 1 ladybug. Infantry fight together as mutual support and are healed by the lady, who doubles their fighting strength.

Phalanx + Cavalry - phalanx above + 1 or 2 fast creatures,such as butterflies,which can fly over enemies and travel 3 squares.

Dark Storm: 2 dung beetles+ Dark Emperor + fairy + ladybug queen. Dung beetles act as heavy infantry, Emperor as combination reserve and fast cavalry and shock, fairy to convert enemies. Ladybug as king to heal and keep everyone else effective.

Artillery Brigade: 2-3 bazoo beetles salvoing from long range while dung beetles up front keep the bad guys at range. 9 shots will badly disrupt the enemy formation and wreck their day.

Charm School: 1 Fairy and 1 Ladybug. The ladybug heals the fairy to continue subverting enemy pieces.

Care and Feeding of Insectors.

My own personal diet is as follows:

1) Banana (+5 HP)

2) Meat (+2 ATK)

3) Grog (+2 DEF)

4) Yago Milk (+1 HP, +1 all resistances save confusion, -1 confusion

5) Juraikan Coffee (+2 confusion, counterbalances yago milk).

Repeat until stats max out, then substitute something else on this list until resistances start maxing out, at which point yago milk+coffee are replaced with individual status resistance foods (smoked rainbow newt, electric eel, for example).

Final Notes on the White Miracle:

The White Miracle is Dr. Pocachio's king in the second round of Rank S. It moves 1 square, has 999 hp, ACE ranking, and very high resistance. It is extremely dangerous because for its special attack it hits all adjacent squares , like the mantis. Unlike the Mantis, this causes confusion to all surrounding enemies who will be hit again and again, so this insector can't be dogpiled.

Thus, the basic strategies for taking down this monster:

First, take down its four companion insectors. If you've made it this far, they're nothing special. It's better, if possible, to charm them with a fairy than it is to kill them outright, because this

gives you extra lives to face the Miracle. If you can't do this, if at all possible try to eject them from the field; your own insectors must take as little damage as possible to have strength left for the White Miracle.

The white miracle itself will walk slowly around the board, often hunkering down in the bottom right corner where it is difficult to throw and moreover limits the number of enemies that can reach it at once to three. This lack of aggression will work to our advantage.

From here there are two paths:

1. Find a special attack that works on the Miracle and use it. The miracle has defenses against all specials > 100 but I believe it is still possible to hit it, at least with an insector rated ACE (level 6), though it may take several tries. The most obvious special attack is to sting it with a bee, then stand back and let it sit by itself in the corner until it falls over. Another option is to blast it with a bazoo beetle's cannon, and Dr. Pocachio conveniently brings one along. If you are very lucky, walk an itsahorse up to it and kick it off the board. Or , if you have a steggy and at least three other insects, line them up, move the steggy into position and have it throw the Miracle over its shoulder, bouncing on down the conga line of insects and out of play.

2. If the special attacks aren't working, the next trick is to bring up the insectors one at a time, make a hit, get confused, withdraw for healing if available, return and hit again. Then onto the next one. This is an expensive strategy because the white miracle never fails to inflict confusion with its circle attack, even against insectors with 100 confusion resistance. It is best for this reason to have a lady bug. Thus, if you can get insectors back from the attack, allow the hurt to surround the lady on the 4 cardinal directions so a healing jig will cure them all as much as possible, then send them back one at a time. It's also useful to use a fairy to grab as many extra attackers from Dr. Pocachio's group as possible; Some of them seem as if they are specifically chosen for their utility against the White Miracle.

Those are my thoughts. I hope you have as much fun playing as I did!

Respectfully,

Brian P.

User Info: ruby_sauce

ruby_sauce
1 month ago#4
To add, the hopper can indeed leap when it's a king. I used it because it was so cute and to be honest, it's only really useful for the leaping as king. It did get me out of some predicaments so it's not completely useless! The debuff seems to only lower the resistances, so it's not that useful..

I beat rank S the second time with a team of:
Hopper as king
Bazoo beetle
Bombsnail
Spotted beetle, the only one I see as absolutely necessary.
Butterfly

I dont know the exact names, but they were all lvl 5 and rank 8, so not even max level. Most of them had around 650 to 750 hp, with 100 attack and 90 defence on average. Also pretty much 100 resistances, although some had around 80 explosion.

how I won, was keeping almost all my insectors on the back rank. When you do this, the enemies keep their king around their own side. If you go forward, the king gets involved and against dark emperors this is deadly due to their 2 range special. Just stay back, kill the escorts, and then it's 5 on 1 if you maximize the heals.

The butterfly is more useful than you think to blow someone back. If you hit the special, they get blown all the way back to their end of the board. You can blow them off if theyre on the edge, but its just useful enough like this to make it a 5 on 3 (if their king doesnt get involved).

Other insectors that are very good IMO:
Hercules beetle. Their special attack is basically a great Aoe if theyre in a row (which they often are) and it can push insectors off, so it's a double special. Usually these also have high health to begin with.

Silkspiders. From what I could see, all insectors except the spider itself have lower accuracy when on the web, so you can use this defensively as well.

some people say cucumbers taste better pickled

User Info: pendell

pendell
1 month ago#5
Interesting. So the hopper decreases resistances, eh? That leads to a possible special assault strategy on the White Miracle. To wit, Hop over him with the hopper. Hopefully, that reduces its resistance from lolnope to "reasonable probability." Then bring in a thrower to kick it the heck off the board.

Of course, this does go a long way to explaining why the creature likes to huddle in a corner, where it can't be hopped over.

Respectfully,

Brian P.
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