The CassBeast AP Ramp Thief
Apr. 17th, 2025 05:03 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Move | Type | Category | Power | Accuracy | Use Cost |
Custom Starter | Typeless | Miscellaneous | — | 100.00% | Passive |
Dual Wield | Typeless | Miscellaneous | — | 100.00% | 2 AP |
AP Steal | Poison | Miscellaneous | — | 70.00% | 0 AP |
Pity AP | Typeless | Miscellaneous | — | 100.00% | Passive |
Two Heads | Typeless | Status Effect | — | 100.00% | 2 AP |
This is a combination of moves only known by 3 monsters: Mardiusa, Anathema, and Pawper/Pawprince. These are the only three monsters that have access to Dual Wield, AP Steal, and Two Heads simultaneously. Removing Two Heads opens the build up to more monsters.
The first part of this build, which requires the stickers be placed in a specific order, is the Custom Starter -> Dual Wield -> AP Steal chain. Many monsters other than the above three can learn this subset of the build, if you want to try it. The story-related monsters that can also learn this opening are Eugene's tape Clocksley (remasters into Robindam), and Kuneko (remasters into Shining Kuneko). The fully remastered monsters that can use this opening are Tokuscect, Manispear, Picksie, and the DLC monster Scarleteeth; Monsters with branching remasters that can learn this opening in their base and remastered forms are Hopskin, Elfless, and the DLC monster Charlequin.
- Custom Starter is a passive that allows the move below it to activate on Turn 0 of a battle for no AP cost, with a higher chance of activation the lower the cost of the move is.
- Dual Wield is a 2-AP move that, when selected, causes the user to use the active move below it twice in a row instead of once.
- The catch is that the total AP cost spent will be the cost of using that move twice, and the cost of Dual Wield itself .
- so a 1 AP move becomes 4 AP, etc.
- If there is not enough AP for both the cost of Dual Wield itself and the called move, it will fail.
- Dual Wield can be activated by Custom Starter.
- When Dual Wield is activated by Custom Starter, it costs 0 AP
- The move that is triggered twice calls still costs the required AP, however.
- The catch is that the total AP cost spent will be the cost of using that move twice, and the cost of Dual Wield itself .
- AP Steal is a 0-AP move with a 30% failure chance, that targets an opponent and moves 1 AP from their AP meter to the user's AP meter.
When this sequence of stickers activates, the monster will be able to start Turn 1 with 4 AP instead of 2 AP, as well as hampering the opponent's own ability to use moves that cost AP. The next two moves shown in the table, meanwhile, can go above or below the chain, as long as they don't interrupt it.
- Pity AP is a passive that causes the user to gain 1 AP when a move of theirs misses.
- This has synergy with AP Steal's 30% failure chance, allowing the user to gain AP that turn regardless of whether the move lands.
- Two Heads automatically applies three turns of the Multistrike buff to the user during Turn 0.
- While Multistrike is active, the monster uses any move you select twice in a row, as long as it has enough AP to do so.
- This costs less AP than calling the move twice via Dual Wield.
- Multistrike doesn't apply to moves called by Custom Starter
- That's why we still need [Custom Starter -> Dual Wield] for turn 0.
- Multistrike does apply to moves called by Dual Wield.
- This costs the same amount of AP as using Dual Wield twice, though.
- While Multistrike is active, the monster uses any move you select twice in a row, as long as it has enough AP to do so.
All monsters have access to Pity AP, but access to Two Heads is very limited. Custom Starter -> Deja Vu provides a similar effect, but takes up another sticker slot and has a chance to not activate.
So let's review the steps.
At the start of turn 0, all monsters start with 2 AP. By the end of turn 0, the Custom Starter/Dual Wield/AP Steal combo adds 2 more AP at no cost, and the Multistrike buff is applied. During turn 1, the player uses AP Steal twice in a row at no cost thanks to Multistrike, adding 2 more AP. At the end of turn 1, all monsters gain 2 AP. This leads to a total of 8 AP by the start of turn 2. Multi strike-affected Dual Wield -> AP Steal has a net AP gain of 0, but one can use this quadruple application of AP steal to severely hinder the opponent's AP economy in a single turn if one likes, preventing them from using powerful and expensive moves like Nurse, Headshot, or Ritual.
And because a Cassette Beast has eight move-sticker slots (barring stickers that have the affect of +1 slot), you have three spaces left to put whatever moves or passives you want. :)