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Topic~FIGHT!~ Armstrong, Wrex and Ellie vs. Yu Narukami and Bass.EXE
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07/21/17 11:30:45 PM
#5:


Tools Bass potentially gets from Link form:

Farore's Wind - Set a beacon, teleport back to it whenever you want for free. Bass can use this to get out of trouble at any time should he get cornered or employ a suboptimal strategy or what have you, as setting the beacon is what has the cast time much moreso than teleporting to it, so placing it at a good reset point will do a lot for him. And it's reusable. I don't think it's a stretch for him to have this as it's probably the most iconic Ocarina of Time ability that doesn't use an Ocarina.

Tools Bass gets from his persona:

Mind Charge increases his MAG by 250% for the next attack. When considering his persona already gives a pretty good magic stat and he has double parameters, combining this with Maziodyne does huge damage to all foes. Bass has all the ability to just keep kiting backwards through his dungeon, or flying, unleashing 350% potency Maziodynes whenever the enemy team gets back in range. Yumizuru & Tira probably get one shotted by the first one. Armstrong's magic resist is not to be trusted so he's not well after taking these either.
Mediarahan fully restores his and Yu's HP. Which is nice considering he's already tanky and has double parameters.

Tools Bass brings by himself:

He's already very quick with his teleporty movements. Doubled means he won't be caught easily at all if he doesn't want to be.
His flight is very good here as he can stay out of range of Armstrong completely, by keeping floating over bottomless voids and out of melee range, or just straight up floating to a higher level than he can hit as the ceilings are very high here, or both! He also doesn't need to respect the walkways of the Undernet due to his floaty movements, which have a lot of annoying things like movement hindering conveyor belts, random staircases all over the place, and narrow walkways.
Life Aura - Bass probably is straight up immune to the damage from Wrex, Ellie, and Tira. The former due to his armament being in the form of guns that do their damage in the form of a spray/buckshot of bullets, each individual bullet being insufficient to bring down Life Aura. The latter two due to not having sufficient offensive power. I would argue if Bass is flying Armstrong is going to have a ton of trouble generating enough power in his strikes to knock it down too-- as airborne strikes aren't his forte.
And of course he has all sorts of buster salvos he can use-- though I imagine magic will be more useful here overall.

https://www.youtube.com/watch?v=2oKn3wr54nY#t=7m51s

Here's a decent video I found giving an idea of what the terrain is like.

Yu can also help quite a lot. Thor gives him physical resist which makes him significantly harder to take down for the enemy team. And he has Thunder Reign, which is the strongest electrical spell in P4-- combined with Bass's Mind Charged Double Params Maziodyne they can generate substantial burst magic damage to start the battle, a type of offense I see being particularly useful against fighters like Armstrong and Wrex who have no particular affinity for Magical Defense. Izanagi also gives him some basic attack and defense buff options which could be used before skirmishing to give him and Bass a bit of an edge initially.

tl;dr - This is really a 2v2 as Tira and Yumizuru can't contribute much and are quickly killed with mind charged maziodyne with no effort made specifically towards them, and Armstrong gets mashed hard early with the opening magical salvo and can probably be taken out sooner than you'd expect here. Bass is hard to damage whatsoever for the enemy team as life aura cancels their anti-flying offense, and he can kite forever with flight, the stage layout, and Farore's Wind if needed, and has full heals.
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