It gets even easier with Spellslinger
Smiley09
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You can actually score red dice in that fight by using Hungry Pachyderm since it activates after the boss ability, meaning all the red dice you didn't use as part of a scoring category (I.e., scoring two red sixes in the "pair" category will have them deactivated, but a red five not used in said pair will get scored) will be used.
This in tandem with scoring categories that only require two or three dice to maximize the potential of the Pachyderm should in theory make the fight notably less of a hassle, but I've never actually put it into practice.
I can't seem to figure out the inputs for a few different moves - the variant moves for Shella (I.e., one type of Shella's projectiles moves faster than the other, up attack appears to spawn lightning sometimes), Dragonfish canceling one fireball into another, as well one of Lily's ground moves which upon further investigation appears to be a very finicky "Hadouken" input
Totem Monster is preposterous
-Has 2 strong moves that cover half the screen
-Has a projectile that covers essentially any air options
-can explode said projectile to completely shut down an area, keep you stuck for five years, and become unapproachable
-Has a double jump and teleport dash exclusive to itself
-Ruins most strings with double jump-down air, which also puts the opponent far enough away to begin zoning
-fantastic midrange get-off-me tool that brings opponent back into zoning range
-Super allows for more zoning setup and easy corner combos
-Neutral air covers insane area and is basically unpunishable
-Ridiculously easy to use, has like 5 moves to learn
-Potentially has an infinite with the poison cloud (idk the spacing and timing are both very precise, the best i've gotten is ~115)


It seems that Sleepy does a bit more damage than the rest
Everything I touch dies : )