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#amity arena decks
ellie-talks-toh · 1 year
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Ya know, something I love about fight scenes in The Owl House is how physical they are. Like yeah, everyone is a witch and uses magic and whatnot, but that doesn't stop them from throwing punches and kicks and breaking someone's nose.
Like, look at the fight between Eda and Lilith in Agony of a Witch. For every second these two are flinging spells around, they spend just as much time throwing flying kicks and trying to beat each other over the head with their staves! It's brutal and awesome and I love it!
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Because yeah, if you can fling yourself at lightning-fast speeds, why wouldn't you use that power to rush your opponent and slam them into a wall?
The fact that everyone is willing to get physical makes these scenes sooooooo much cooler! Like, the fights don't just boil down to two people standing on opposite ends of the room spinning their hands around. They fly around the arena, tossing fireballs, throwing punches, charging themself with magic and roundhouse kicking a fool! It's great!
And it's a consistent thing through the entire show. The entire fight between Amity and Hunter in Eclipse Lake is just the two of them trying to beat the crap out of each other. Hunter is teleporting around trying to catch Amity off guard and knock her over the head with his staff, and Amity just blocks with her abomination sludge until she has the chance to make a spiked fist and just decks him in the face!
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I freaking LIVE for these kinds of fight scenes, where magic is used to enhance the choreography instead of replacing it. The fights in this show are so freaking good because everyone is just as willing to break someone's arm as they are to burn them alive, and I love it.
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waheelawhisperer · 8 months
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regarding my last ask, you mention RWBY: Amity Arena as being particularly bad. i have never heard of this game before
if you have time, and are willing to humor me yet again, i would love to hear your wisdom
First of all, I'm sorry it took me a week to answer this. Work has been absolutely brutal (I've regularly been leaving the office between 8:00 and 9:00 PM for like 2 weeks now) and I really haven't had time for anything that takes actual effort. Please bear in mind that A) I'm tired as hell, and B) this game shut down in early 2021 so everything I'm telling you is based on memory that would potentially be spotty even if I was at my best.
To start with, I'll give you a brief explanation of what Amity Arena was before getting into the reasons why it sucked ass. RWBY: Amity Arena was a PVP mobile game where the goal was to destroy your opponent's base (which consisted of a central tower and two turrets to defend it) located at the other end of the map using a collection of units derived from the show. Each player had a deck of eight units, which they could deploy into one of two lanes corresponding to the two turrets. The units in question would advance toward the opposing tower, eventually converging on the base structure, and could potentially wander between them via the use of skills or by targeting enemies that stood close enough to the border for them to lock onto and follow.
The player deployed their characters by expending a resource called Aura. The player had a maximum of eight Aura, which regenerated at a set rate over time. Each unit cost a fixed amount of Aura, ranging from 1 to 8. The order of the cards (representing the units) in the player's prebuilt deck was shuffled at the start of the match and then cycled in order as the player deployed units. The player could hold four (I think?) cards in their hand at a time, and as they played a card, the next card in the deck would appear in their hand.
There was a great deal of unit variety: units were broken up into melee and range, grounded and aerial, and some cards could deploy singular strong units and others deployed swarms of weaker units (for example, Scythe Ruby deployed one powerful fighter, while White Fang Gunners deployed three relatively weak ranged fighters), and some cards had special skills they could activate to gain an advantage (Shadow Blake, for example, could dash a short distance and leave behind a targetable clone, making her very good at drawing aggro and switching rapidly between lanes, while Shield Pyrrha could throw her shield, dealing damage to all units in its path).
(If you've noticed something about the naming convention for the units above, you're on the right track: I'm about to talk about the gacha system)
So, there were a few ways to actually acquire units to add to your deck: first, you had to progress far enough up the ranks to actually unlock them. There were specified tiers that you moved up through by winning enough, and each tier gave you access to a broader selection of units. After every game, you'd get a randomly generated crate that you could open to get currency and copies of cards. Once you had a card, you could upgrade it with additional copies, and you could use the currency you got to buy stuff in the shop (new units, cosmetics, crates, premium currency, etc). I'm not going to go into exactly how the different currencies worked, mostly because I don't remember, so suffice it to say that like a lot of other mobile games, you could buy shit with real money and it fucking sucked.
Like every gacha game (or game with gacha elements), the rates were awful. Units were divided into four rarities: Normal, Rare, Epic, and Legendary. The unit distribution in each rarity was reasonably balanced early on, but as the developers added more units, it started to skew toward the Legendary category because adding new basic units didn't make money and adding rarer units did.
To give you an example of how much money, consider this: I remember one of the relatively big-name players (inasmuch as a RWBY mobile game has big-name players) would regularly roll for units on release so he could stream himself using them and give the playerbase an idea of what they did. When Sienna Khan released, this man spent 800 fucking dollars trying to get her. He wasn't even going for duplicates. He just wanted the character.
(IIRC this guy spent low 5 digits total on this game, it was insane)
This was an egregiously bad incident that didn't represent the average player experience, but I'm including it to point out that trying to even acquire new units, much less stay competitive by enhancing your cards with duplicate copies, could get real tough real fast.
(You also had to go for duplicate copies of your core units, because matchups could swing significantly if the opposing units had enough of a level advantage - say, by allowing them to survive burst from a unit that would counter them at equivalent levels)
This is before we get into the way the game balance was consistently and completely fucked. I won't bother listing every single instance, but I will go over some of the more egregious mistakes in terms of unit design. Let's start with...
Neon Katt: Probably the single most hated character throughout all of Amity Arena's run, Neon Katt somehow managed to be more annoying in the game than she was in the show. Upon deployment, Neon skates toward the opposing tower and taunts all units that enter her range. Sounds like an okay unit idea, right? Well, you're not wrong, but they fucked up the concept. First, Neon is cheap as hell (costs 2 Aura). Second, she was initially invincible until she hit a turret, so she could run down a lane and get chip damage for free while also providing utility in the form of her taunt (Neon was a major contributor to the godawful chip meta where you just spammed long-range skills that could hit structures and avoided interacting with your opponent as much as possible until the game was over). Third, her weight value was Heavy at launch, meaning she could actually push other units, which lead to the hilarious and annoying Disco Bear strat (deploying Neon behind an Ursa Major, an extremely strong, slow, and durable tank) and pushing it at top speed into the turret while preventing it from taking damage along the way.
Nobody liked this. The playerbase begged for nerfs. The devs eventually patched out Disco Bear by making her weight Light and decreased the range of her taunt or some shit idr, but it took seven fucking months to get an actual nerf, which they did by changing her from being invincible to having an HP value of 20. Normally, that would mean she dies in one hit, but they set it up so that she only takes one damage per hit, meaning you had to hit her 20 fucking times before she'd finally die. They eventually nerfed it down to 14 or 15 or something, but then they buffed it back to 20, so fuck them and fuck Neon lol
Baby Death Stalkers: Not as obviously obnoxious as the rest of this list, but they warped the meta in insidious ways by invalidating a shitton of single-target melee units. Baby Death Stalkers dropped five relatively fragile melee units with high damage and attack speed for the low, low cost of 1 Aura, allowing players to both hold a cost-effective counter to a large number of units in reserve and cycle their deck at minimal cost when necessary. Baby Death Stalkers hard countered most single-target melee units without an AoE skill or high attack speed because you could drop them around the target and force them to land five attacks to clear them, during which time the Baby Death Stalkers could attack uninterrupted with their high damage and attack speed as the target killed one, turned, reacquired a target, and repeated the process. This was how you got the comical and frustrating sight of in-universe badasses like Ren and Winter getting their asses kicked by five baby scorpions.
Using Baby Death Stalkers to counter a higher-value card often gave the player a 2+ Aura advantage, something that could rapidly snowball, and even if there wasn't a target in the field to hard counter, you could just drop them in front of one of your own higher-value units as a cheap meatshield or toss them out to cycle your deck by drawing a new card for minimal cost.
Jinn: Jinn is what happens when you think Neon isn't obnoxious enough and decide to make a unit that's actively worse for the game. She's also what happens when you look at the issues with both the playable meta and the game experience as a whole and think "that's not a bug, it's a feature!".
To start with, Jinn was a Legendary card, which meant that not only was the game continuing to release a disproportionate amount of higher-rarity cards (that made money), actually getting her was a pain in the ass. Yay, gacha.
Jinn was capable of stopping time around any unit for 7 seconds (i.e. everything caught in the blast was essentially frozen as it was. It couldn't take action, but nor could it be harmed). This meant she could be used to protect vital units by freezing them so that they didn't take damage from active effects or weren't prioritized by enemy units or to counteract enemy threats by freezing them until the player could deploy a counter or bring a skill off cooldown, and she could do it for two Aura. This is already insanely strong, but Jinn was a structure, meaning she'd just sit out on the field without moving into range of the enemy and could be used multiple times if she survived until her skill cooldown refreshed, and her incredibly low cost meant she could both provide enormous amounts of utility insanely cheaply and help cycle the deck as needed.
To make matters worse, Jinn was very obviously not playtested, both because she was broken as shit and because she initially stayed on the field long enough that if you could cycle the deck quickly enough, you could deploy two copies of her and make your towers permanently invincible, forcing a draw at worst. You could literally just say "fuck it" and prevent your opponent from even having a win condition.
(and also some of her early interactions were bugged as shit - if she used her ability on certain units during their skill animations, she could make them invincible and jump structures to the top of their priority list, so if this happened you had an unstoppable juggernaut hell-bent on destroying your towers to the exclusion of all else)
Finally, Jinn enabled a shitton of other cards that would've otherwise been okay without a get-out-of-jail-free card vs. their counters. Some of the cards I talk about later just got... so much fucking worse with Jinn. Holy shit.
White Fang Gunner Barracks: This was honestly the card that gave rise to the worst meta I've ever played. White Fang Gunner Barracks was a structure that would periodically spawn a White Fang Gunner (relatively weak ranged unit), which was pretty forgettable initially because it took a while and only spawned one at a time for a cost of 5 Aura, but then they fucking buffed it so that it spawned two at a time. It also spawned three Gunners upon expiring or being destroyed. Three White Fang Gunners is a 2-Aura value as it is. That means it only has to spawn enough Gunners to grant 3 Aura in value to pay for itself. It spawns 2 Gunners per wave. Each Gunner is worth two thirds of an Aura unit. One wave is worth 1 1/3 of an Aura unit. If the structure survives to spawn 3 waves (which it almost always did unless you had one of its small number of counters on hand to deploy immediately and the opponent couldn't protect it from those counters with Jinn), it's not just paying for itself, it's giving you more value than its cost (6 Aura vs. 5)... and it could just keep spawning Gunners. This thing stayed on the field for 45 seconds. It spawned a wave of Gunners every 7 seconds. That's 6 waves of Gunners if not stopped - 12 total Gunners from the waves, 3 Gunners from the destruction/expiration effect, for a cumulative 15 Gunners and 9 Aura of value. Admittedly, it took time for the Gunners to build up, but once they did, they could mow down a tower in seconds and you had to constantly dedicate a response to them, while the Barracks was a set-and-forget card that let the player using it focus on other parts of the battle while it did its thing.
Gunner Barracks defined the meta for six straight months. Every team had to have one of its small number of counters, all of which could be negated by Jinn and most of which were higher-rarity than Barracks and thus it was easy to level up Barracks to the point where it could survive the burst/DoT output of units that ostensibly dealt with it. This was genuinely the least fun I have ever had playing this game.
Chip Meta: I won't go into the Artillery Arena chip meta a ton, but there was a very obnoxious point in the game's lifespan where the primary method of winning was to use cards with long-range abilities that targeted enemy turrets directly to chip them down with minimal response. It was boring and uninteractive and most people hated it, much like they hated the way the abundance of AoE and presence of Baby Death Stalkers invalidated both large swarms of units and a number of single-target units.
Launcher Nora and Rifle Pyrrha: These two units were late additions to the game that were meant to help provide counterplay to the bullshit that was the White Fang Gunner Barracks, among other things, but they were annoyingly overtuned on launch and the game died before anyone could bother balancing them properly.
Launcher Nora was a unit with massive attack range (one of the three highest in the game, iirc, and one of the very few units that could outrange turrets with their basic attacks) and high AoE damage. Being a Rare card, she was easy to upgrade, which meant that she'd often just barely survive things meant to kill her, and her absurd range meant even getting to her without a skill with the range to either close the gap or just outright hit her could be extremely difficult. If properly protected, Launcher Nora could just sit on the field and tear your base and forces to pieces with very little counterplay.
Rifle Pyrrha wasn't as bad, but she was still an example of the devs kind of rushing stuff out and not giving a shit. Rifle Pyrrha was a cheap (3 Aura) ranged unit that had a long-ranged active skill automatically kited backwards after every basic attack, making it hard for melee units to catch up to her. She absolutely shat on things like the stream of Gunners coming out of the Barracks, but represented just... one more frustrating thing to play against in a game already full of them.
This isn't even getting into the way so many units and interactions were outright bugged and how much shit just didn't work. The Apathy were a unit that periodically duplicated and initially had no cap on the number of copies they could create, meaning that if you left them alone long enough, they'd just fucking spawn enough additional Apathies to crash your goddamn phone. Checkmate was supposed to make allied units in its AoE temporarily invincible and sometimes just didn't. Sienna Khan's skill regularly bugged out. Etc etc.
Compounding every one of the game's problems was the fact that the developers were extremely unresponsive and regularly ignored community feedback. Neon went untouched for ages despite the community crying out for changes at every level of play, units like Jinn and Barracks took far too long to be addressed for the community's satisfaction, even basic QoL changes or new features the community had been begging for for years never got implemented... Like, it was real bad. Units were extremely over- or undertuned and stayed that way for a long time, patches gradually went from addressing large numbers of units to only addressing a few, the devs stopped responding...
And eventually the game just died. The incompetent balancing drove players away (the playerbase decreased to the point where most people who still bothered with the game could identify the bots the devs seeded the lower levels of the ladder with so that newer players had someone to play). The devs went AWOL around December 2020 and just kinda stopped pushing shit and the team running the social media (official Twitter, community Discord, etc) admitted that they had no idea what the fuck was going on. The game went a month or two without any new content while the community wondered what the hell was happening and posted memes to cope, and then there was an official announcement that the game was shutting in January 2021. I don't know if the devs just sucked or if the killing blow was really Rooster Teeth's influence. I know RT had a hand in it because they were pushing the dev team very hard to ship new units in time for Volume 7 of the main show's release and that led to a lot of the problems mentioned above with the game balance, but I don't know how much responsibility each party bears.
Well, that's my half-remembered history of Amity Arena. As with almost everything else Rooster Teeth has ever touched, it remains an object lesson of what not to do.
Sorry it took so long, I've been very busy.
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bumblebyaf · 5 years
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hey so if anyone is interested amity arena strategies / how my deck works feel free to keep reading :D i got weirdly excited and rambled a bit so uh it’s kind of long i guess, sorry? b/c this got so long i’m going to do a second separate post on general tips for Amity Arena fame games
hi!! this is my preferred Amity Arena deck, i’m typically very happy with it and it works well for me! i’ve been using it for a least a month now and it’s gotten me through Arena 5 & now into 6! 
i’d also like to point out that I’m level 7, all of my cards are 5-7 (with the exception of Cinder of course, who is an Epic card and therefore Really Hard to get) and I have over 500 gems & over 9k coins- all without spending a single dime of real money! A lot of people think this game is pay to play and you can’t advance past early arenas without buying upgrades but you can totally play for free! anyway onto my deck…
both White Fang Grunt cards: these cards seem to be a standard in most battles i come across! I like using both of them because they’re extremely cheap to use & while they’re not the strongest fighters don’t underestimate the fact that theres 3 (or 6 if you use both) of them. i like to start off my games by deploying all 6 grunts on one lane and then quickly follow up with a Stronger card on the other lane (forcing the opponent to either focus on one side or risk spreading their cards against both-sometimes nothing happens but other times I get really close to destroying at least one turret on my first try!) do NOT underestimate the power of the grunts attacking a turret; they WILL do a lot of damage especially if there are more than 3 of them; make sure you take advantage of the gun units long range attack & don’t place them right on top of an enemy; this way they can get a few shots of damage in before getting hit themselves.
Griffon: my Griffon is the one card I swap out the most-I’m not entirely sold on using this card BUT its a VERY good counter to Scythe Ruby-something i encounter a lot in battles and don’t usually know how to fight without just sacrificing my units; the Griffon is perfect for fighting this Ruby because she can’t hit it at all (whereas its pretty easy for Ruby to take out any low aura ground units in just a hit or two) i’m not sure the best way to use my Griffon other than on Ruby-sometimes I use it against an Alpha Beowolf if I don’t have my usual cards lined up or I just randomly send it on offense etc but mostly I save it if I know the person I’m fighting is fond of using Ruby
Cinder: i love cinder! I loved her even more at 3 aura :( the 4 aura change makes me struggle a little & i don’t get to use her as often as I did previously-this is also the reason I don’t have a Scythe Ruby in my deck I just can’t afford the aura for both. anyway. cinder’s long range arrow attack is actually pretty decent, not to mention fast, and she can easily pick off grunts or baby deathstalkers while walking past (and usually out of their aggro range so they won’t attack her) but the real reason you’re using cinder is for her special ability: the rain of arrows or whatever. if you play cinder right you can get 2-3 abilities out of her before she actually dies and that can be really useful! her rain of arrows will instantly kill a baby deathstalker group (super useful) & usually grunts as well. its also a really good last second clutch to destroy a very weak turret/tower even if none of your other units are nearby. my suggestion: whenever you place a cinder place her at the very bottom so it takes a really long time before she reaches midfield/their side this way you have a lot of time for her special ability to build up multiple times & also her normal attack will pick at units running down the middle
Alpha Beowolf: ugh i Love and Hate this card,,,love to use it,,,hate to have it used against me.the alpha beowolf will ignore all enemy units and only attack towers which makes it a good bulldozer but easy to take down with t he right defense (ie: a baby deathstalker group will p much destroy a beowolf instantly making your 4 aura use a huge waste) timing when you place your alpha beowolf in order to make it effective is something you just have to learn (did the enemy just use their deathstalkers? is the enemy low on aura? is the enemy already putting all their focus on the other side of the field?) if you can afford the aura the alpha beowolf + baby deathstalker combo WILL destroy a tower if they arent stopped fast enough (i like to use this combo + my double grunt attack all on my very first turn to attack two sides of the game; usually either one or both will be able to do massive damage before both can be stopped!) 
Ribbon Blake: I stopped using Blake for a while and I’m really glad I picked her up again! Ribbon Blake is a unique card in that she can be placed literally anywhere you want in the game; this makes her great for both offense and defense although I use her for offense like 95% of the time; if you level Blake up enough (mine is at level 5) she can usually get off at least 300 damage before she’s killed (assuming the enemy reacts quickly and tries to kill her-some people underestimate Blake and just ignore her allowing her to get a pretty good chunk of damage off); one of the reasons I love ribbon Blake so much is because I love a good last second clutch-if you have lets say 10 seconds left and you don’t have enough time for a unit to cross the map but the tower is so low,,,ribbon blake has got ur back. shes there in a second and probably Will destroy it. shes also just a nuisance early game-relatively cheap but strong to start directly weakening a tower and forcing the enemy to either react to it (while they’re distracting you focus the second tower) or ignore her (letting her do a good amount of damage)
Baby Deathstalker Swarm: my babies,,,this is a must have in any deck imo (and i do see it Very often in fame!) a group of baby deathstalkers will 100% kill any unit they are deployed on (except scythe ruby & flynt if he has his ability- do NOT use deathstalkers on them they will all just die). the key to baby deathstalkers is to pay attention to the enemies deck. do they use alpha beowolves often? save your deathstalker-they’ll kill that in a second. they’re also very good against a beowolf pack etc. deathstalkers, as mentioned, also make a great offensive pair with a beowolf etc; basically deathstalkers are great on both offense and defense & you can’t really go wrong with them-but dont use them against Scythe Ruby/Flynt etc & watch out for Cinder! 
Neon: i love neon! when she first came out I misunderstood her card and thought she was really useless-she’s so weak what’s the point? but i was a fool and didn’t understand that the point of neon isn’t to cause massive damage or anything-its a defensive card! or at least to me it is. i really like having Neon in my deck because shes a really good unit to pull out when you’re getting overwhelmed. deathstalkers on their way over and you have no counter? throw out neon! she’ll drag them away and add a new card to your hand. too many tank units attacking your tower and you dont know what to do? throw out neon to drag them away! neon is a really good way to reset the field for a few seconds and rethink your plan. when i first started using neon i thought “whats the point in wasting coins on upgrading her level? i just use her as a throwaway distraction, shes not worth the money” but i was wrong! i highly suggest upgrading your neon for this reason: not only is she your distraction card she’s also one free hit. like my ribbon blake, neon is a GREAT last second clutch card to win the game on a damaged tower!! nothing can stop her from walking right up to it and wacking it once for like 100 damage or whatever her level is and sometimes thats all you need to pull off the win! don’t underestimate that free hit; especially paired with ribbon blake ;)
so thats my deck!!! i have a lot of fun with it :D feel free to tell me about your decks!!! tag me in a post or send me an ask!
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amelia-yap · 4 years
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^^
tfw you deploy your lancer swarm/bby death stalkers but the opponent shoves a cinder/bumblebee card into ur face // you get matched with ppl 1-4 levels higher than u for consecutively 8 battles in a.arena and they show u no mercy
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rihwooby · 4 years
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List of Amity Arena units I find infuriating
Boarbatusk
Apathy (I have this card and still refuse to use it bc I just despise it that much)
Junior (not really that bad but over used, I'm just tired of seeing him)
Rocket Yang (same again tbh)
The knuckelavee is some whole other kind of evil
Qrow if used well
Neptune, infuriating and overused
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ashyybees-art · 4 years
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If there’s one thing in the new update that really doesn’t work is giving the WF Barracks the buff-
-cause now everyone is just using swarmer and spam decks with overleveled units 
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Welp, my doc titled “Schneewood Forest” just breeched 1,000 words and I’m still not close to being done (much closer though)
Did I have to write this much?  probably not (and half of it is off-topic from the ship headcanons thing) but, to be fair, I wanted to give context for how I see them and then we ended up here)
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miss-bluerose · 4 years
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Made it to arena 10 today, hell yeah!
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killjoygem · 5 years
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I’m very nervous about the prospect of moving into a new arena
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gayxiao · 5 years
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checkmate has got to get a damn buff because is just not viable. I've done nothing but play with different deck compositions since I got it (in the superior crate they sent out so...... literally from the moment it was released) and theres have been maybe two whole times that the invincibility thing actually helped. idk what anyone else thinks but heres my thoughts.
1) blake herself needs to be invincible during her aoe invincibility move. too many times shes backflipped into it and just immediately died by a single death stalker or other various small things.
2) she should do damage DURING the invincibility move. I mean come on shes even slashing everything around her it makes no sense that shes not actually attacking. when they do the attack during painting the town the actual move is weiss boosting Blake's speed while she goes crazy with the slices anyway. even if she doesnt do a lot of damage in the game she should still do SOME.
3) the unreliability of the placement of the invincibility aoe. it's such a small radius and you can almost never accurately guess where shell end up so it's hard to get units placed properly to benefit from it. I think once I lucked out and she saved some units from an opponent's zwei but that's about the only time it's really done its job well in saving my units from the opponents. I personally think that a good solution would be to have weiss place a glyph on the ground when she comes in and the glyph would show where the buff would end up taking place after their attacks so you can prepare for unit placement. it would also show the opponent where youd be doing it so they could be like hm okay that's where the aoe is gonna happen and I wont do any damage so I can avoid using my aoe attacks to take out groups in that moment.
4) her aura cost is very high for the current card. if they buff her with something similar to the above points it would absolutely be a good cost, but 5 aura for a low damage card whose invincibility buff is almost never utilized in what I assume the intended way was is just too much. in her current state I personally would only make it 3 aura or MAYBE 4, but the cost is much higher than it should be a this moment.
also fuck ice flower why have they still not properly balanced the unit I almost fucking never win against people who have it and it lowkey highkey pisses me off every time I see it dropped in game because I KNOW my chances of countering it are near fucking zero
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honeyby · 6 years
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As it should be
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theresivy · 5 years
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Aside from the main series I would also like Winter Schnee to be a playable character in Amity Arena. Idec if shes only obtainable in like Arena 7 or something because youre damn right Im gonna play the game every single day til I eventually get her on my deck.
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bmblboop · 3 years
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oooo well now i gotta know about your thoughts on velvet for the character ask game !!
Sweet!
favorite thing about them: Her spunk and her accent! That fight sequence in Heroes and Monsters helping round out one of the best episodes in RWBY (in my opinion, of course).
least favorite thing about them: Not enough screentime I suppose? Same for a lot of Beacon era characters. I haven't read the books yet, but I did play the Amity Arena mobile game and her ability was a little busted in some decks. (Strong character, copied by Velvet, then illusion AOE by Emerald and now you have 4 copies of Strong character). Her deployment line is "Oops, sorry!" but I know the person playing her isn't.
favorite line: I can't be too mad at the above becomes "Oops, sorry!" is really cute. Right along with that "Really!?" line in v3 right before she starts to kick ass.
brOTP: I think she likes to hang out with Blake! Study, talk about books, just a nice chill friend to grab a coffee with. I do know that Yatsu is her partner, so I like to think they have a strong bond as well.
OTP: Chibi knows whats up, it's Crosshares! Canon lesbian Coco-combined with their v3 interactions- combined with Chibi sweetness is plenty to win me over!
nOTP: How dare Cardin's name be on the ship list when he hasn't been relevant since V1? He's not an interesting antagonist, or even feasible as a 'I picked on you because I like you' archetype. Just. No. Shoo.
random headcanon: She does that leg-bouncy thing when she's just sitting, especially if she's nervous.
unpopular opinion:
I'm... okay? if we don't see a ton of Team CFVY when we get to Vacuo in the show proper (presumably v10). I expect them to be a familiar face doing stuff offscreen, like FNKI or the Happy Huntresses in the Atlas Arc, but I am willing to be proven wrong! I just expect too much to be happening with all the reunions, new plans to stop Salem, Summer Maiden and Vault shenanigans, and whatever the Mantle/Atlas/Vacuo refugee merger looks like.
song i associate with them: Caffine, along with the rest of CFVY. Can you picture Velvet headbanging? It's very funny.
favorite picture of them: One of the Amity Arena Emotes was surprised Pikachu face
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and I love it
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bumblebyaf · 5 years
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I was really struggling in Arena 6 and decided to try swapping out my Griffon card once again-and took a risk and replaced it with Nolan! I’ve never used  Nolan before-I always brushed him off as pretty useless due to the fact that he has like 0 health. However after have my Alpha Beowolf killed a few times in Arena 6 with an enemy Nolan I decided to rethink thing; more below if interested!
Nolan only costs 1 aura to use which can be really useful because you virtually never have to wait to use him; I leveled mine up as much as I could (level 5) and use him mostly against Alpha Beowolfs & Scythe Ruby (as i’ve removed my griffon card)
Nolan is better than I originally thought! Yes he dies very quickly but on a unit against an Alpha Beowolf (who does not attack players) he’s pretty effective at cutting the Beowolf’s max damage in half bc he keeps stunning the Beowolf and cancelling its attacks (it will still get off damage though if Nolan is the only one fighting it, but its a really good strat in a pinch). He’s a lot less effective on Scythe Ruby but still more effective than if I put my grunts on her, or a really expensive card. Its a throwaway 1 aura (no effect on me ultimately) and unlike the grunts Ruby needs to hit him twice and in that amount of time-due to his stunning- he can usually get her low enough for my towers to finish her off! 
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rwbyvein · 3 years
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Firen Lhain:  Chapter 702:  Castling:  Part III/III
The bullhead approached the castle, and Nora literally shook with excitement.
"Leader?" she asked.
"What?" Yang asked.
"She wants to fly over." Jaune said, and looked at Nora, unsure of what to say.
"Oh, let her." Weiss stated, and Jaune looked at her questioningly. "What?" Weiss asked.
"Oh, I don't know?," Yang asked her, "maybe because you are usually an ice queen?"
"We will be hot on her heels if she needs assistance." Weiss stated.
Jaune looked back to Nora, "Just stay in sight." Nora saluted. Everyone huddled together to get away from the side door which opened up. Nora jumped out and fired her hammer, launching her high enough to open her wings and glide down.
There was a large, cylindrical tower, with a walled compound to the east of it, and, what looked like a section of floating stone on it's northern side, attached three quarters of the way up.
"It's floating!" Ruby exclaimed.
"Uh... what?" Jaune asked.
"Knots," Blake stated, "created with Gravity Dust."
"Indeed?" Ren asked.
"It was the prototype for the Amity Arena." Blake stated.
"Really?" Jaune asked.
"Did it, like?," Yang asked, "not work?"
"To the contrary." Blake said with glee, and Jaune looked at her with a brilliant smile.
"It was exceptionally expensive." Weiss stated, "More mundane construction techniques, like curtain-wall construction, proved to be much more practical."
"You know, like so much about this?" Ruby asked.
"Yes, well, I was the heiress to a major conglomerate." Weiss stated.
"Just tell the truth." Blake said to her.
Weiss briefly looked down before looking back up, "The seals I use with Gravity Dust are based upon the research from this place."
"What?," Yang asked, "did Ironwood know?"
"A fighting style is like a finger print." Ren stated, as the tower came clearer into view.
"Pretty desolate, isn't it?" Yang asked.
"It was a Peel Tower." Jauen said, and turned to see everyone but Blake looking at him curiously. Blake was looking at him with rapt attention, though. "It was by a paddock for grazing or browsing. If bandits or raiders or Grimm showed up, everyone and the animals would file into the tower to hide."
"So, does that make it?," Yang asked, "like, a castle?"
"So?," Jaune asked, "I'm guessing you weren't paying attention when Ironwood explained this to us?"
Ruby energetically pointed at Yang.
"You weren't paying attention, either, sis." Yang said to her.
"Okay, but..." Ruby tried to say, and Jaune sighed.
"Okay, long story short." Jaune said, and then turned to Blake, "I'm sure Blake can give you a much longer one."
"Why does that sound like a threat?" Yang asked.
"Peel tower," Jaune stated, "taken over by a lord, and they added a wall. Brought in a bunch of soil to make a garden. At some point it was abandoned."
"And?," Yang asked, "the Great War?"
"Communications post." Jaune stated.
"Hence the antenna!" Ruby exclaimed.
"So, like?," Yang asked, "castles are cool, and all, but also really old. Will it have, I don't know, bathrooms?"
"Thankfully, yes." Weiss stated.
"Bet you're happy about that." Yang said with glee.
"Indubitably." Weiss stated.
"I don't think any of us would be happy." Blake added.
"Good point." Yang said.
"One big problem." Jaune stated.
"Quarters." Blake added.
"There's the lord's apartments..." Jaune sarcastically said, "which I guess will be ours."
"We have quite the family." Weiss quickly quiped with a brilliant smile.
"Then there's either guest quarters on the third floor and servant's quarters in the turret."
"Servants." Ilia quickly stated.
"You didn't want to stay in the castle with us?" Ruby asked, "Wait, is the big part the castle, or the whole thing?"
"Entirety." Weiss stated, "the main tower is called the keep."
"So?," Ruby asked Ilia, "you don't want to stay in the - keep? - with us?"
"We have been," Weiss voiced, "rather free with our affections."
"I'm used to being by myself." Ilia said, "It's... simpler... My reflexes kick in, aware of everyone around me. That's easier when there's less people."
Jaune and RWBY then turned to Aurora.
"Traditionally," Aurora said with a mild smile, "I would be sleeping at the pallet at the base of my mistress' bed."
Jaune just glared at her, "You know what?," he sarcastically asked, "I can't tell if you are serious or not?"
"Proximity would make it easier to serve my mistress." Aurora stated, "I don't need much room for personal affects." Jaune just shook his head. "Sir?"
"If you want to be Weiss' assistant, you are going to have to be as glamourous as she is."
"That does kind of make sense." Yang voiced.
"Not saying you are not," Jaune said, "but one thing I learned with seven sisters is it takes a lot of closet space."
"Is that an order?" Aurora asked, and Jaune paused as he looked at her.
"I hadn't really even though about..." Jaune voiced.
"About what?" Yang asked.
"About ordering her." Jaune stated.
"That's just because you're thinking about ordering us." Yang joked, and Jaune just looked at her.
"And this is why I'd like to give you space." Ilia added.
"Let's look when we get there." Jaune stated, "It does take up the entire floor."
"And what about Taj?!" Ruby shouted to the flight deck.
"I'd rather stay with the airship!" Taj stated.
"We'll have to see when we get there!" Jaune shouted.
* * *
"So?" Salem asked Arthur Watts. "Care to explain what happened?"
"They were picked up by the Atlasian air fleet." Watts stated, "They departed sometime before the fleet's arrival."
"And how did the Atlasian fleet know to pick them up?" Salem asked.
"The letter to Taiyang Xiao Long must have contained a code I did not see." Watts stated.
"How simple of you to explain away your failure." Salem harshly said to him.
"It is simple," Watts stated, "these children are far more clever than we've given them credit for."
"Are you going to retract what you said about Cinder?" Salem asked, as Cinder walked up.
"Of course not." Watts said with a wicked grin. "Her failure wasn't due to a lack of power, but a lack of foresight."
"Which allowed them to slip by you?!" Cinder asked.
"About as well as you did." Watts stated. "Wherever they are, they will have to contact Ironwood at some point. When they do, we will find them right away."
"You had better hope so!" Salem chastised him.
"At least my mistake still recovered a Maiden." he stated, and Cinder looked at him with so much anger and rage as to not know what to say.
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rihwooby · 4 years
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I made a deck to use my Neo and then accidentally went in a fame battle 😭😭
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