How to be OP in Totally Accurate Battle Simulator
Local Scale Threat:
The TABS verse is filled with a race of strange gumby-looking humanoids that are red and blue which seem constantly in war. The red and blue armies contain a lot of pre-modern weapons and armor up to roughly the 1700s with the Pirate Faction. The weapons including muskets, blunderbuss, and cannons which are roughly wall level attack potency.
The durability is not quite as high at this tier, though the sheer durability of these gumby creatures that can numerous sword or arrow blows and which have full plate knight armor have superhuman durability. This means I can use wall level attack potency or durability but only superhuman in the other regard.
In terms of speed while most of the units are...less then hasty; there are two horse based units the cavalry and the jouster. There's also the wheelbarrow which is a wheelbarrow that moves quickly and raptors which are meant to be velociraptors. This means I can use superhuman speed.
There's also numerous pseudo tanks that likely have wall level durability though none also have wall level attack potency including minotaurs with their charge, jarls, kings, and monks.
Alongside more conventional weapons like swords, axes, spears, guns, and oversized wooden stake, the TABS verse has other forms of weapons including large harpoons used to kill whales and explosivse including the Firework Archer, and the numerous types of bombs the Pirate Faction uses such as the Grenadier's bombs and the bomb cannon. The Spooky Faction including the Swordcaster who can fling swords rapid fire as well as the Sensei from the Dynasty Faction who can rapid fire shurikens. Artemis while she doesn't technically rapid fire arrows, she shoots a dozen arrows at once as a large blob of arrows. Speaking of arrows, the Balloon Archers fire arrows with balloons and numerous of them can make an enemy float up into the sky. The Ballooner can also do something similar grabbing an enemy and taking them into the sky with the balloons on their back. Probably the most dangerous conventional opponent is the Reaper who has 4 tendrils who can skewer through numerous weaker enemies with his tendrils and can use his scythe with such strength as to knock a mammoth around.
The verse has numerous forms of elemental offenses. The Dynasty faction dragons breath fire out their mouths to burn enemies in front of them, and the flame archers of the Spooky Faction shoot flaming arrows. The same faction also has the Candleheads which shoot ghostly fire which knockback their enemies. There are two forms of freezing; the ice archers who freeze enemies with their arrows, and the god Ullr whose axes can flash freeze large groups of units that are packed together. There's also wind manipulation in the Fanbearer who wave their fans with enough wind to knock back enemies and the Shouter whose yell can do the same. The God Zeus can also throw lightning that chains through enemy units.
Their is also a few more exotic offenses. There's the Bone Mage who can bring up giant sharp bones underneath their enemies in a straight line. The Potionseller can throw potions which throw potions which cause a drunken like state of staggering around and eventual collapse of opponents. The Skeleton Warrior can imbue enemies with fear and the Cupid can imbue enemies with love.
These gumby creatures have a weirdly strong endurance, possibly because they don't seem to have internal organs. They seem to just be humanoid shaped homogeneous blobs. Nothing every bleeds or is cut, units just fall over when dead. They also have a few more forms of defense outside their raw endurance and conventional armor. The Haybalers are clumped in bundles of hay that make them immune to projectiles. Speaking of projectiles, the Samurai can deflect projectiles. The Healers can also heal people and the Cheerleaders can bolster allies on strengthening them. Vampires can also heal themselves by doing damage to enemies.
There's a few more important abilities in the verse. While the mobility of the verse is kinda limited, numerous units possess exotic movement abilities. Several types of units have a form of superleap including Berserkers, Jesters, Monkey King. Flight is possessed by several units as well including Valkyries, Cupids, and the vampires in their bat forms. The Reaper while it doesn't fly does levitate off the ground. The Monkey King has the ability to create illusory clones of himself and there's also a few forms of summoning. The Snake Archers shoot arrows that becomes snakes, and there's also the biggest threat in the verse, especially the tier, and the thing that caused me the most trouble, that being the Clams, a guy dressed up as a claw that throws swarm after swarm of ravenous clams. If you are aware of Alpha Tabs, think of it as a much more dangerous and fast version of the Chicken Man.
Also I don't know if this is an actual ability or just game mechanics but stealth is useless in this game. Armies will always know where an enemy unit is even if they are behind cover and will always advance them.
That said for all their strengths, this verse has a bundle of weaknesses. The most infamous weaknesses of the verse is that the gumby creatures of the TABS verse are complete idiots. They walk off the edge of the world, ranged units will fire at enemy units even if their is a friendly unit in the way, it's not unheard of for units to just trip and fall, units will regularly struggle to perform the simple task of climbing stairs. In some ways they're almost too dumb to be manipulated as I'm not even sure they would recognize an enemy trying to manipulate them. It's almost like you're fighting a horde of zombies. As you might guess from that the verse is also not very skilled in combat outside of a few specialist units like the Teacher (specifically dueling teacher), the Tae Kwon Do, and the Jester who all do a few crazy moves. Most of the units however just do one thing and have very high difficulty adapting to anything else.
Beyond that the verse's mobility and range are both somewhat limited. While some units are technically "fast" the units never run or adjust their speed and always move in a predictable straight line towards their enemies unless they have a special movement ability like the superleap. While there are ranged units in the game, these characters effective range is somewhat limited due to their rather clumsy shooting.
Finally and this is the weakness I think that leads into the main strategy, the TABS verse units can't swim and regularly die if subjected to water or if ejected off the arenas that the verse seems to be comprised off.
So what strategy would be effective? The biggest threat will likely be the long range large scale weapons such as cannons/catapults/balista/hwacha, explosives, the swarms of clams, and if it comes to it the tanks. The first two require some degree of mobility, some kind of shield against the incoming attacks, or better range. The third requires some kind of area attack to it all the clams or flight to avoid the clams. The fourth requires some kind of really strong attack or some way to exploit their weakness. Overall much like when fighting zombies, a general helpful ability is being able to trip up or otherwise make the terrain hard to move in.
All of this can be achieved by battlefield manipulation which leads to what I believe is the most helpful singular ability for the verse, that being element manipulation. Water manipulation can create a pool of water to drown units and keep them from getting to him, and possibly use water to shield self. Earth manipulation can create earth shields and make the terrain hard to cross. Fire manipulation can burn away incoming projectiles and burn a lot of enemies at once as well as keep them back. However the best, the absolute best is wind manipulation. A strong enough wind manipulation can blow away all projectiles and clam swarms at once, can blow projectiles back at enemies, can keep any enemy from even getting close, and can just blow enemies off the arena (which even somehow kills flying units). This leads me to my first counter
Linka from Captain Planet.
Linka was tough enough to fall down a large pit and survive a small explosion nearby, suggesting she'd have superhuman durability. Her wind manipulation also has wall+ level potency able to flip over a tank and knock a helicopter off balance. She was also able to outrun a cart rolling downhill, suggesting her speed would be similar to the wheelbarrow.
Linka's wind manipulation is strong enough to create a localized tornado which is considered a god tier ability in the TABS-verse. Her wind manipulation is strong enough that even if she was put on the other side of an enemy of Gumbys one blast of Linka's wind will turn throw everything in front of her off the map like the Shouter could only dream of being. One or two blasts will end almost anything in the enemy army.
She should also be much faster then any of the Gumbys by a wide margin as she was smart enough as she was able to quickly reprogram a computer.
That said if she doesn't start at long range, if she starts surrounded or if an enemy can get a long range attack it might work on her. For an even more effective counter, you could use
Spring Heeled Jack from British Folklore.
Some sources say Spring Heeled Jack is intangible, and if you use that he obviously would stomp as the verse has almost nothing that could even arguably affect an intangible opponent however even if you use a version that doesn't, Jack would be incredibly strong in the tier.
Spring Heeled Jack was capable of superleaping on top of buildings, hence his name requiring wall level durability and at least superhuman attack potency. He was also able to move with his superleaping quickly enough that people couldn't react suggesting Jack would be near subsonic in speed. It would be child's play for Jack to leap down to an enemy army, and jump up again dropping them from high in the sky back and forth.
However that's not even getting into his other abilities. Jack can use a blue fire which could function similar to how fire manipulation could work, burning away clams and enemy projectiles, and which causes loss of sight and stunning. While loss of sight might work of the verse, stunning absolutely should which would make it incredibly hard for anyone to hit him.
This is besides the fact that he also passively induces insanity and fear. Fear is already an effect in TABS and relatively strong since it keeps most melee units from hitting you. Using both fire to burn projectiles and passive fear to keep anyone from melee-ing would already be really strong ignoring his superleaping tactic. However Jack's fear is potent enough to cause death suggesting he could casually leap around the battlefield like a TABS leaper on steroids causing instant death to anyone around him. And he would absolutely think of this as a hundreds of years old monster skilled in ambush tactics,
That said if he's not intangible a stray explosive if it gets past his fire could kill him, and if he's fighting massive armies he might eventually run out of stamina since he lacks much in the way of stamina feats. However my ultimate counter I don't think has any weakness to the tier, that being
Botan from Yu Yu Hakusho.
Botan is implied to know a lesser version of the spirit gun which can break down walls and can fly through the sky at superhuman speeds, faster then anyone in the verse.
Botan is a Shinigami which means she's naturally invisible. Again I don't know if the verse's fighters have anti-stealth or it's just game mechanics but if it IS just game mechanics this is obviously a massive advantage. She can casually fly above the battlefield and transport an enemy or an enemy's soul to the river styx in the Spirit World which would drown a TABS unit. She can also go back and forth between the Human and Spirit World at will meaning she can casually avoid any attack by inter-dimensional teleportation.
Botan could hypothetically hypothetically use her spiritual energy to manipulate the elements of the natural world suggseting she could cause pits to appear underneath the Tabs units, even burrowing them under the arena to their death, she could use her spirit gun or just strong winds to knock them off the map, she could use fire to burn them away or water to drown them. Spirit Energy's ability to manipulate elements would make Botan incredibly versatile and broken.
Botan can casually read minds meaning that she would know when an attack was coming and casually deflect it, dodge it in the air or go to Spirit World briefly to avoid it. Even if Botan did take a hit she can heal herself way faster then they would be able to damage her spirit power as a shinigami allows her to heal.
Even against other flying units Botan would be able to casually knock them away with her spirit gun throwing off the map. She would also likely scale to a stamina that would mean she would not at all have to worry about running out of stamina as a relatively weak reiki user was able to balance himself on one finger for 12 hours straight.
Regional Scale Threat:
The strongest characters in the TABS verse are giant units that have an immediate influence on the entire battlefield. Due to sheer size these should scale to large wall level, consistent with surviving numerous wall level attacks from the prior tier and being able to severely damage the pseudo tanks of the last tier with one strike. This includes three varieties of giants including the Tree Giants who use trees as weapons, as well as the Ice Giant and the Samurai Giant. There's also the original giant, the prehistoric mammoth.
Beyond these there's also the Da Vinci Tank, a primitive tank manned by Leonardo Da Vinci that shoots out cannonballs at an enemy. However there's one even stronger enemy. Any unit that spins including a Mace Spinner, Lady Red Jade or a Da Vinci Tank can be cheered on by the Cheerleaders to the point that they turn into a large tornado, that zips across the battlefield at subsonic speeds, tearing through most types of enemies.
So what's a good counter? Well mostly the things that were good counters to the prior tier also are here. They may be bigger gumbys but they aren't smarter gumbys. In terms of specific weaknesses, the big characters are weak to single high power concentrated projectiles. This is why the Ballista has it's reputation as the "giant-killer". Flight is also a strong strategy. Valkyries are known for flying above a mammoth and stabbing it until it drops dead and just flying right into the opening in the Da Vinci Tank killing Da Vinci. The Giants are a bit more trouble but someone with both flight and ranged attacks should be able to wear them down outside their range.
The only real threat then would be the Tornado and to far it's speed and wind strength is quite the danger. However a similar tactic to the Da Vinci Tank can be used if a character is strong enough to charge into the tornado one can kill the spinning thing in the center to stop the tornado.
So to summarize; flight, ranged attack, super strength and right stats as well as perhaps some of the things that were strong against last tier. This leads me to my first counter
Perseus from Greek Mythology.
Perseus in stats is likely wall level scaling from Cetus, the whale sized monster that he battled, and was fast enough to fly over Ethiopia in at most a day, and more likely a few hours which would be subsonic speed as well as stealing the eye of the Graeae sisters before they could react.
Perseus has the helm of darkness, which gives him invisibility. Again don't know if the verse has anti-stealth or if game mechanics, but it's something he has. More notably he has the winged sandals of Hermes, which gives him flight as well as the head of Medusa which could turn hundreds of people to stone at once. Against any TABS giant Perseus would basically just do what he did against the Cetus turning it to stone. He would just need to hover over the battlefield and pull out the Medusa head to solo any army put against him.
If that isn't enough he's not only strong enough to get past the winds of a tornado, but he has the Harpe Sword used to defeat Uranus, the sky itself, which would one-shot any enemy in the verse. He compliments this with being a skilled warrior.
That said his durability isn't anything special outside of being wall level and he could get beaten if they somehow get him, like he starts surrounded and in close and they have anti-stealth. While not a very likely scenario and he could still likely win regardless, there are even better counters. For instance
The Sky King from Freedom Force.
Sky King is strong enough to battle with Nazi Mad Science enhanced Super Gorillas and his armor is bulletproof giving his relative strength and superior durability to anyone in the verse. When flying he's comparable to Blackjack in speed who can move faster then the eye, and to Tricolour who can block bullets with her sabre suggesting he'd have a mild speed advantage over the verse.
The Sky King is well known for his aerial supremacy. He can fly and fire chain gun and grenades with his grenade launcher. His chain gun is known for it's really long range. It's drawback is hypothetically it's "low accuracy" however this makes him only about as accurate as a TABS Unit. His Grenade launcher is a faster and more powerful version of the Pirate Grenadier's grenades. His armor is strong enough that he would be immune to most attacks and he is strong enough to resist tornado winds.
Of course getting close to him is not a good idea for a TABS unit anyway. Sky King can create a blaze of jetfuel flames that would burn tree giants trees, melt the metal on a Samurai Giant or a Da Vinci Tank, melt Ice Giant and catch a Mammoth on fire. He can create sonic booms with his take off with enough force that it would probably cut through a tornado. He can also access a quick burst of speed to get away if they were actually threatening him somehow.
Sky King could rein down havoc on the battlefield from afar and if they would get close to him can easily escape or cause absolute mayhem to anyone near him with his own area attacks.
That said while Sky King would do incredibly well against this tier, there are ways to counter him in the verse on the lower tier, such as a lucky Ballista shot or especially the lightning of Zeus since Sky King's metal armor gives him weakness to electricity. I have a counter I think would work even better, that being
The Wicked Witch of the West from Oz: The Great and Powerful
I am not sure if the 1939 MGM film should be considered canon to Oz: The Great and Powerful. As far as I can tell the film was made to be a precursor to that film, it simply didn't get the rights too. This analysis will be assuming that The Wizard of Oz should be considered canon to Oz: The Great and Powerful though Theodora would be OP in TABS without it as well.
Theodora was able to create small meteors and fire that could destroy parts of a room suggesting she'd be wall level as well as in durability as the Witches do match each other in fights. In terms of speed, she was quick enough to write the message "Surrender Dorothy" in the sky with her broomstick's smoke cloud likely requiring high end subsonic speed.
Theodora was able to cause a rain of meteors as well her signature fireball attack, which would cause the same burning effects I mentioned in the Sky King's section. Her meteors would cause general mayhem and chaos for any army put up against her. She can also conjure up a field of poppies that put the affected into a deathly sleep which the verse would have no resistance and given their dumb gumby nature would probably continue to run into even after people start falling asleep in.
She has telekinesis able to casually close a castle door which should hypothetically let her tear Da Vinci out of his tank and the spinning of whatever is causing the tornado stopping it. Speaking of which she is far more dreadful then her sister the Wicked Witch of the East who can casually fly around in a tornado. Her telekinesis could also be used to send away projectiles or send people off the arena or into water.
She was also able to cause illusions which hypothetically even anti-stealth wouldn't be able to stop since TABS units still try to attack the Monkey King's illusory copies, and can teleport in a burst of fire if anything would try to attack her. She can also use her crystal ball to attack any TABS unit from far outside their range.
The verse would be completely unable to use her weakness to water against her as none of the verse can swim and trying to get close to the water means for their clumsy derpy bodies that are likely being thrown by telekinesis that they'd go in the water and get swept off the arena. This is despite the fact that none of them would even know her weakness and none of them are tactical enough to try and use it.
Overall Theodora would have complete control over the battlefield, able to rein fire and mayhem, able to teleport and create illusions, able to put the whole battlefield to sleep, able to throw people off the arena or into water, keep to the sky and move faster then anyone in the verse can really keep up with.
And that's how to be OP in Totally Accurate Battle Simulator
BTW Happy April First
Imp this was the most impossible VS Guide you have ever made, DC? NOTHING the only truely uncounterable verse is TOTALLY ACCURATE BATTLE SIMULATOR. ANYTHING would fit in their meta and EVERYTHING is balanced and who am i kidding.
ReplyDeleteReally it was really fun to see these goofs be used in one of these. Yes they are gutless clumsy Idiots, but damn do they not give up and fight to the finish, and they have a suprisingly diverse set of skills and powers that are rather well rounded.
theres such a diverse web of characters that all have strengths and weaknesses and counter eachother, its really cool to be able to think outside the box and find blanket counters. I am Really suprised i knew pretty much all of them. My favorite was easily Springheeled Jack, that was an abscure british folklore legend i knew and never expected to be suprise blindsided with him, but damn am i happy to be wrong. Also im Saluting that Sky King guy, what a boss
Hmm... seems to me that Aang is a perfect counter for the verse.
ReplyDelete