Arena League III
Save Me
As we already knew, Franz is a terrible ninja monster.
RAMROD
High-powered Draw Out is effective - sure, one of the kills in the quad-kill Chirijiraden was friendly, but it got the job done.
Frozen Fist of the North Star
Pretty wicked ice absorb machine, Cirno got plenty of kills but regen Lore can't keep up with Speed Save Lore. Fun use of Distribute. (Fun fact: when you're charmed, you Distribute to the other team.)
Electrifying
Better damage output, but still only one unit with real stopping power. MA-based Paladin and Thief not getting the job done.
Femme Fatale
Not much luck with Elemental and low damage. Teams are getting better!
TIB
40 Faith Bahamut procs are very underwhelming, PA Save doesn't help flails.
Join the Frogs or Die!
No Frog casts, maybe four Javelin/Octagon whacks with no procs: an AI disaster, as the computer favored Silf over Frog, Ruins over Steal Heart, and Life Drain over Paralyze.
Different approach than the Lore-Save teams, but similar results.
Bloody's Devils
When the Paladins decided to stick around and guard the nest, indomitable.
Do Not Disturb
Clever Mime usage and an effective Ninja, but Cheer Song didn't have the oomph Battle Song did.
Xtreme Sandbagging
Lowish damage output and much harsher competition than previously.
Gotwald and the 613's
Good healing from Lore, but 40 Fury/base PA Monks are not a threat.
World of Ruin
Not a lot of healing or rez. Lots of elemental equipment and a subsequent lack of damage.
Future So Light
Polka Polka not so hot compared to Nameless Dance - the AI will spam it even after everyone's at 1 PA. Alia the only heavy damage character after hitting 30+ MA from Lores, but rooted and unable to rampage.
Good
Speed Save (significantly outclasses PA Save and MA Save)
Basic Skill (haste/revive/Ultima/utility physical)
Concentrate (aside from Shurikens six feet in diameter, quite a lot of bypassing physical evasion going on)
heavy hitters (between Move-HP Up, potions, and elemental healing, dropping bodies requires dedicated attackers)
Lore (much more effective this time with Save teams and optimized setups
Haste (becoming more mandatory as teams get better)
buff teams (too hard to catch up with on medium/large maps)
Bad
Silf (For some reason the AI loves this, possibly it expects both statuses)
wimps (as in FFT 1.3, the way to win is to score a kill and get your opponent spending turns on Phoenix Down)
Ugly
Iron Boots (very clever, and useful to keep a Scholar from hammering himself with Lore, but what's the point of Protect/Shell on a unit not in the fray?)
Code Select
Northern Division
Save Me 6-0
RAMROD 4-2
Frozen Fist of the North Star 4-2
Electrifying 3-3
Femme Fatale 2-4
TIB 2-4
Join the Frogs or Die! 0-6
Code Select
Ba Me PX SA Sh Sq Za
Ba -- L L L L L L
Me W -- L W W L W
PX W W -- L W L W
SA W L W -- L L L
Sh W L L W -- L L
Sq W W W W W -- W
Za W L L W W L --
Save Me
As we already knew, Franz is a terrible ninja monster.
RAMROD
High-powered Draw Out is effective - sure, one of the kills in the quad-kill Chirijiraden was friendly, but it got the job done.
Frozen Fist of the North Star
Pretty wicked ice absorb machine, Cirno got plenty of kills but regen Lore can't keep up with Speed Save Lore. Fun use of Distribute. (Fun fact: when you're charmed, you Distribute to the other team.)
Electrifying
Better damage output, but still only one unit with real stopping power. MA-based Paladin and Thief not getting the job done.
Femme Fatale
Not much luck with Elemental and low damage. Teams are getting better!
TIB
40 Faith Bahamut procs are very underwhelming, PA Save doesn't help flails.
Join the Frogs or Die!
No Frog casts, maybe four Javelin/Octagon whacks with no procs: an AI disaster, as the computer favored Silf over Frog, Ruins over Steal Heart, and Life Drain over Paralyze.
Code Select
Southern Division
We Will Rock You 6-0
Bloody's Devils 5-1
Do Not Disturb 3-3
Xtreme Sandbagging 2-4
Gotwald and the 613's 2-4
World of Ruin 2-4
Future So Light 1-5
Code Select
CT DV Go Ot Po SS TD
CT -- L W L L W W
DV W -- L L L L W
Go L W -- L L W L
Ot W W W -- L W W
Po W W W W -- W W
SS L W L L L -- W
TD L L W L L L --
We Will Rock YouDifferent approach than the Lore-Save teams, but similar results.
Bloody's Devils
When the Paladins decided to stick around and guard the nest, indomitable.
Do Not Disturb
Clever Mime usage and an effective Ninja, but Cheer Song didn't have the oomph Battle Song did.
Xtreme Sandbagging
Lowish damage output and much harsher competition than previously.
Gotwald and the 613's
Good healing from Lore, but 40 Fury/base PA Monks are not a threat.
World of Ruin
Not a lot of healing or rez. Lots of elemental equipment and a subsequent lack of damage.
Future So Light
Polka Polka not so hot compared to Nameless Dance - the AI will spam it even after everyone's at 1 PA. Alia the only heavy damage character after hitting 30+ MA from Lores, but rooted and unable to rampage.
Good
Speed Save (significantly outclasses PA Save and MA Save)
Basic Skill (haste/revive/Ultima/utility physical)
Concentrate (aside from Shurikens six feet in diameter, quite a lot of bypassing physical evasion going on)
heavy hitters (between Move-HP Up, potions, and elemental healing, dropping bodies requires dedicated attackers)
Lore (much more effective this time with Save teams and optimized setups
Haste (becoming more mandatory as teams get better)
buff teams (too hard to catch up with on medium/large maps)
Bad
Silf (For some reason the AI loves this, possibly it expects both statuses)
wimps (as in FFT 1.3, the way to win is to score a kill and get your opponent spending turns on Phoenix Down)
Ugly
Iron Boots (very clever, and useful to keep a Scholar from hammering himself with Lore, but what's the point of Protect/Shell on a unit not in the fray?)