Correction: Turns out Mind makes their debuffs land after all. Most of the game this leads to 30ish percent. In post game this goes far lower. Give them a Mind ring and Mind charms to see them spreading debuffs like crazy.
Off the top of my head, outside of the Ogre series....uhh...I want to say M and M possibly? Usually it's everything else in the sea that gets the limelight 🤔
I wonder how many games let you use zombie octopus in battle! You just gotta love tactics ogre. Good video, they are far more useful than I gave them credit for!
Pour one out for everyone who came here to be pedantic about the difference between a tentacle and an arm, just for CoffeePotato to use the correct zoological terminology every time. Here in the Tactics Ogre community, we take our fantasy zoology seriously, especially when it comes to octopodes. It's interesting that poison rain's flat 15% made everyone assume octopi...er...octopodes... had a mind issue that made them fall off later on. On the flip side, a ranged 50/50 breach is really good, but I think we all assumed if poison rain couldn't poison, breach bubble couldn't breach, too. I'm also a big fan of taking monsters who are firmly one element (gryphons, octopi) and charming them to beat out their weakness (fire gryphons, earth octo...podes) or just to be weird (my top gryphon for wrecking Rodrick is the dark gryphon). Sure, a tiny bonus to air or water damage is nice, but elemental coverage makes the game a lot easier and less spiky in difficulty.
Remembering the horror of that one chapter 4 battle where 3 octopi approach you from inside the water before you can get to any of the human units. I underestimated them severely and they hit us with that high dmg aoe poison attack!
ooph the ranged breach octo-daddy. Everytime I watch these im like how can I speedrun this again, hmmm. Now I got 8 reasons. I wish it could be an octo-copter and rain breach on all the whole battlefield instantly while playing the song You Spin Me Right Round Baby.
Octopi are my favorite beasts in this game. Mainly because of design and there movement options. Gryphons are number 2 for me, though they have better mobility.
I generally prefer Birds over Octopi, but I feel like in general Beasts get slept on because they don't do damage. They're amazing tanks though due to their massive HP, low defense, and ability to pack 4 full self-heals. I have a griffon that I usually call my "distraction bird" that has turned every rescue mission into a cakewalk. Even rescuing Cressida was fairly painless by flying my Distraction Bird over towards Nybeth. I love how useful every unit type in this version of the game is, and how you can field a new unit with virtually no grind required.
It's funny how "beasts are useless" is a statement we hear so often until someone says "I don't know how to save Cressida or defeat Rodrick," then the answer is "gryphons." (Though having shoved a lot stat charms into a gryphon, it is sad that their damage never compares to end game humans. Though it is fun to watch counter-boulder top 500 damage.) On the flip side, I love tossing hp charms on a gryphon since it's going to be a lightning rod for arrows anyways.
@@ValeVin I started using beasts because I had some generic Winged that I wanted to be Beastmasters (for Lobbing) and was surprised at how useful beasts were in almost every battle in the main game. I can definitely feel the dropoff in PoTD and CODA, but I still bust out a Dragon or Griffon as a meaty punching bag now and again. I also realized that nothing stops beasts from equipping Winged Rings, so maybe I should invest in a Zombie Flying Octopus.
@@ValeVin You're doing a Lord's work there. And a Princess's. Though, to be fair, have you seen how tiny their wings are compared to their big chonk bodies? Between that and the seemingly massive market for Dragon Meat, I just assume Dragons are like Valerian Chickens.
Cards, wins, and plot decisions they like. Or just hop into another class and use those skills for 30 seconds. What are you doing to this unit to have that issue?
They're technically the same, but they did the OV thing of being more HP wall than hard wall. Resists matter more than thresholds on this version, which mostly comes from armor, so their natural defense threshold doesn't do as much. That said, give them a good Relic Ring and they're laughing.
They're like normal units, but they don't die unless exorcised or thrown down a hole. You can just use training charms, otherwise they're just an improvement of any normal unit.
Just adding in to CoffeePot's comment, which is entirely true, that they don't count for incapacitation bonus objectives unless exorcised/tossed down a pit, when their countdown timer hits 3 they come back with 50% health, which is nice with a huge health pool, and they can't use spells from the holy tab. They get healed by putrefy instead of harmed, so necromancers/liches can AoE heal them, but harmed by healing spells. Exp charms are how you level zombies (skeletons/ghosts are undead but level normally). And while skellies/ghosts need a necromancer's master undead to recruit, zombies recruit based on their species when unzombified. So recruit works on hawkmen/humans. Tame dragon for zombie dragons/hydra. Tame beast for zombie beasts. Tame umbra for zombie orcs and gremlins. Fey Pact for zombie faeries. Necromancers' Awaken Undead skill will immediately pick up an undead who has been knocked down, and since it's a skill, a necromancer can cast putrefy to heal the undead right after. And necromancers can be zombified, if you're planning a zombie AI team =]