Announcement

Collapse
No announcement yet.
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Hollow's Bleed Resistance Build

    Hollow's Bleed Resistance Build

    I know you guys might be thinking that how can a tanked up class can get offensive? Well you'll see how after you read my whole build, first think, read it full, and if you think that anything mentioned in it is wrong then please tell me so I can improve it, or I can explain you why it's like that ;)

    Note - Block and Dodge works very differently in 2015 engine. Block only blocks the attack till the attack sequence of the opponent is over, you need moderate amount of block to block opponents attacks. Dodge here dodges attacks and fighter gets initiative to attack opponent, though it's balanced by the the amount you need of dodge to dodge opponents attacks, you need a very good amount of dodge to dodge opponent's attacks. I personally prefer getting dodge because I think it's better than block and also because if you're getting hit, it's already over. With bleed, your goal is to tear them apart and sustaining hits like you do with block is not good.

    ---------------------------------------------------------------------------------

    Let's start with stats,
    Strength - first priority is unstoppable blow, then berserker then might then rage then stiff blow. You might be thinking why might? Cuz of you still have moves like big splash pin and military press slam ;) then at last rage. Right, get rocket launcher!
    Q) If its a bleed resis build then why might third priority and stiff blow last?
    Ans - bleed bonus works in a very slightly moderate way, if you have 30 bleed bonus or you have 100 bleed bonus, it'll work somewhat same so you need a good amount of it and you know until you unlock ATs and at low levels there's no much need of that. While might as third because you need it at low levels so your moves do good damage, especially moves like Big Splash Pin.

    Speed - first priority is lightness as always, second is improved reflexes and third is initiative, then comes frenzied urge and elasticity. Level up frenzied urge every 5 levels of speed give all your skill points to it (like speed at level 5 pour all of skill points to frenzied urge, level 5, 10, 15 etc. and so on).

    Technique - first escape sub's, feint then block (you still need it for defense) ruthless grasp and power grappling? Meh we don't need them, we aren't tech, we're fatties!
    Q) Why block if I don't prefer it?
    Ans- Because at low levels you need defense and also in this engine you need a good amount of dodge to dodge the attacks and we're not speed right? So as a temporary defence in lower levels till we unlock ATs we need block, and besides there should be something in tech stat to give your skill points to XD

    Resistance - Endurance, then thick skin then tireless (for unlocking big splash pin first) OR (that's a big O-R) Tireless then toughness then endurance (for unlocking air raid siren first) either way it's good to unlocking moves, some may go to unlock air raid siren first then after that get big splash pin, but build wise it could go tough, so I prefer going with the side of big splash pin, and also Grounded moves execute more often than Groggy since most moves lead to Grounded and also sometimes get a double hit or even a triple! After unlocking bsp concentrate on air raid siren. After endurance then thick skin then tireless then toughness then pacification (every 5 levels just like frenzied urge) then willpower.

    ---------------------------------------------------------------------------------

    Moves - your moveset is very important besides your build! So you gotta have a good one! And since this is a bleed resis build, you gotta have a good one!
    Starting with your trademarks - you have 2 trademarks

    Groggy – well there are two ways to do this
    Air Raid Siren (permanent) OR
    Air Raid Siren (temporary), jumping twisting DDT (permanent)
    Huh? - because of executions!
    Get air raid siren first since it can easily be unlocked, then after you unlock jtddt you replace it with ARS using 20 tps to restore 100% executions.
    Q) How to unlock jtddt faster since we aren't speed?
    Ans - There are 2 ways, one is patience till all speed skills are at level 40, second is non-patience way (Tps way) get 100 tps, get speed at least till level 37 (well you gotta keep that much patience if you want it) then after you got it get previous skills back

    Grounded - you have two choices, either big splash pin or rocket launcher, both are good, one is bleed and one is pin, you can set one which you like ;)
    Note - Look at the important note in Grounded Finisher topic related with Grounded TMs.

    Moves Table - (some positions have more than 3 moves because it'll help you in matches)
    Opening
    European Uppercut - 0 Bleed Bonus - (Rage + Berserker = 20)
    Knee on Head - 3 Bleed Bonus - (Tireless + Thick Skin = 5)
    Punch - 1 Bleed Bonus - (Might + Rage = 2)

    Standing
    Elbow Smash - 3 Bleed Bonus - (Head Start + Elasticity = 13)
    Hard Headbutt - 5 Bleed Bonus - (Toughness + Pacification = 10)
    Knee Lift - 3 Bleed Bonus - (Toughness + Thick Skin = 7)

    Bent Down
    Jumping Half Nelson Facebuster - 20 Bleed Bonus - (Head Start + Frenzied Urge = 74)
    Alley Woop - 15 Bleed Bonus - (Tireless + Willpower = 60)
    One Arm DDT - 10 Bleed Bonus - (Might + Berserker = 37)

    Groggy
    Jumping Twisting DDT - 20 Bleed Bonus - (Head Start + Elasticity = 74)
    OR TKO – 15 Bleed Bonus – (Escape Artist + feint) = 79)
    Air Raid Siren - 20 Bleed Bonus - (Tireless + Toughness = 41)
    Military Press - Damage 15-63 - (Toughness + Endurance = 72)
    Gorilla Press Slam - Damage 9-66 - (Tireless + Endurance = 80)
    Q) TKO OR JTDDT?
    Ans) Because TKO is easier to get than JTDDT, and also JTDDT needs kinda useless stats like elasticity.

    Grounded
    Big Splash Pin - Damage 9-45 - (Thick skin + Endurance = 62)
    And/OR
    Groin Knee Drop - Damage 13-52 - (Toughness + Thick Skin = 78)
    Rocket Launcher - 10 Bleed Bonus - (Unstoppable Blow + Stiff Blow = 40)
    Spinning Leg Drop - Damage 16-57 - (Head Start + Elasticity = 76)
    And/OR
    Leg Drop - Damage 10-63 - (Rage + Unstoppable Blow = 80)

    Stunned
    Super DDT - 20 Bleed Bonus - (Stiff Blow + Berserker = 65)
    Diving Knee Drop - 20 Bleed Bonus - (Lightness + Elasticity = 63)
    Double Knee Drop From Turnbuckle - 25 Bleed Bonus - (Unstoppable Blow + Berserker = 80)
    And/OR
    Banzai Drop - Damage 15-58 - (Thick skin + Endurance = 75)

    (For other positions, get 3 good bleed/damage dealing moves available)

    ---------------------------------------------------------------------------------

    Finisher - This is the most important move (Match winning move!)
    I prefer getting either Groggy or Grounded Finisher. Either of them should get a combo with your TMs.

    Facts -1) Grounded costs much ag but it executes more as compared to Groggy since most of the moves lead to Grounded position (Grounded also leads to Grounded, except some moves like rocket launcher which leads to Groggy).
    2) Some people prefer to get Ag from ATs (I also got it too!) but then I realized about private leagues, some leagues have ATs disabled which automatically disables your Finisher if you made it using AG got using ATs. So getting AG only from Rage skill from Strength stat will be good mean you can still hit it even when ATs are disabled (when Finishers are disabled then you'll not able to hit it even if you got AG only from rage...lol).

    Currently, I can say that it is easy to get a good enough amount of adrenaline for the required finisher if you're pretty active

    Groggy Finisher - If you got Rocket launcher as your TM in Grounded position, it leads to Groggy so this Finisher can create a combo hit with it.

    The fin needs at least 2k-2k damage. This value never needs to be increased as it will yield the 20+ required damage for a cut, even if you fight someone who has WAY WAY WAY more DR than you do DDI to force the max damage reduction of 99% which is -1980 making your fin hit for 20.

    You then need the Bleed Bonus to be at least 1,500. The higher the better as this is what forces the cut when the opponent is at full health or has absurd amount of vitality.

    The rest goes into AB so that this move hits.

    Grounded - in your moveset most of the moves lead to Grounded so a Grounded Finisher is good for executions and it also levels faster than as compared to Groggy. If you got BSP as your TM then this Finisher can also create a combo with it :). And also, you need ddi to hit hard a Grounded Finisher.

    The fin needs at least 2k-2k damage. This value never needs to be increased as it will yield the 20+ required damage for a cut, even if you fight someone who has WAY WAY WAY more DR than you do DDI to force the max damage reduction of 99% which is -1980 making your fin hit for 20.

    You then need the Bleed Bonus to be at least 1,500. The higher the better as this is what forces the cut when the opponent is at full health or has absurd amount of vitality.

    The rest goes into AB so that this move hits.

    IMPORTANT NOTE - Making a Grounded Finisher might also result in 'Stealing of executions' between Grounded TM and Grounded Finisher. Although that drawback can be equalized by the combination occurring in a match between your Finisher and your TMs, like for example -
    Groggy Finisher
    Jtddt executed > opponent Grounded > rocket launcher executed > opponent Groggy > Finisher executed.
    Grounded Finisher
    Jtddt > bsp > Finisher (chances of Finisher triple hit, or either again combo with bsp).

    So, if you think that making both TM and Finisher in Grounded position is stealing your Finishers executions then you can delete your Grounded TM or either make a Groggy Finisher. OR If you think that your Grounded Finisher is getting combo hits with your TMs and doing more of damage then keep both of them. And by thinking I mean by observing
    NOTE - You need Attack Bonus to hit combos.


    ---------------------------------------------------------------------------------

    UPDATE -

    The new update brings concept of Workout Cards. The workout cards boosts your build greatly and unlocks the new strategies in the game. You can access it from Gym > Workout, it is available from level 1 to all the players.
    You have 7 available slots that represent the 7 days of the week, and you can assign a trainer to each day. Equipped trainers have a permanent effect no matter which day they were assigned to.
    You can get trainer packs by spending your trainer points or buying them directly from the supporter page. You gain +1 trainer point for each match you start, and each pack you open has 3 trainer cards of different levels depending on the pack.
    You have a limit of workout energy (your level * 1.5, rounded down), so distribute it wisely.

    Now lets see how the cards work, every card has one basis and one boost, both of them are your stats which you can get by ATs (leaving adrenaline).
    Basis are the stats which add up to the stats listed in the Boost.
    For instance, if you have.
    20 Attack Bonus
    50 Damage Reduction
    10 Direct Damage Increase
    You can use a card that is Basis: Dr, Boost: AB and you’ll end up with something like this.
    70 Attack Bonus
    50 Damage Reduction.
    10 Direct Damage Increase
    If you were to then use a card that was. Basis: AB, Boost: DDI. You will get
    70 Attack Bonus
    50 Damage Reduction
    30 Direct Damage Increase.

    Boost. I feel as though the paragraph on “Basis” should explain this enough, but to recap, its the stat that is going to be increased. You can use multiple cards to boost the same stat, as long as you have enough energy to support them.

    Multiplier. Remember when I was talking about the different rarities of cards, this is where they come into play. Bronze Cards will have a multiplier of 1. This just means that it is a 1-to-1 ratio of base to boost. Silver cards have a 2x multiplier, gold 3x and diamond 4x. If we use the previous stat arrangement we can set up an example. With a gold Base: AB, Boost: Damage Reduction (now referred to as a AB>DR) you would get the base x3 added to your Damage Reduction, bumping it from 50 up to 110.

    But what about HP and Stamina, surely those must have different values? And you’d be right, here they are. For every 1 point in a stat, the boost would be 5 stamina, and 20 health respectively. This also works backwards, 20 health would be 1 point and 5 stamina would be 1 point. With each other, it totals 1 stamina gives 4 health, and 4 health is 1 stamina.

    Now what do you get in a pack? A bronze pack is going to give 3 bronze cards, completely random as to what they are, but you’re getting 3 of them A silver pack is going to give 1 silver (it’ll be on the right if you care about suspense) and 2 bronze cards. This trend follows with gold giving 1x gold, 1x silver and 1x bronze and so on...

    Alright, I guess that's enough of the explanation about how the card system works, let's get on with our build -

    As I listed in the above example, according to me it is best to have a common base, you might ask why? well, the answer is ATs/SAs! Right, with one common basis you can just pour into just one stat with them and greatly boost your other stats, which is better than distributed boost. Suppose I have Stamina as basis for my required other stats, i'd just focus on increasing only Stamina and other stats will be increased automatically, magic!

    Note - It is really hard to find the common basis for all the required stats, so it is better to follow the below listed part until you get the required common basis, you can have any stat as common basis until it provides boost to the required stats.

    Required stats to boost are -
    Health Points
    Stamina
    Attack Bonus
    Direct Damage Increaser
    Dodge/Block
    Initiative


    Advanced Techniques (ATs) (updated)- You unlock ATs at level 6 (for supporter level 5), you may have complications with master level 5 at that time get some initiative and ab. Well as I said before, when you get one common basis for required stats as listed below, you can reset your ATs to boost that basis stat, till then you can get the stats depending upon the cards you got, well it is now your discretion to how to distribute your exp points according the cards your got keeping in mind the below listed stats.
    Adrenaline (highest priority until you can get the required finisher)
    Health Points
    Stamina
    Attack Bonus
    Direct Damage Increaser
    Dodge/Block
    Initiative (least priority)

    Also it is easy to get more experience points and fantaeuros with the help of ongoing events :)

    ---------------------------------------------------------------------------------

    Special Abilities (SAs) - You unlock ATs at level 8 (for supporter level 7). You may be wondering why SAs? SAs are for those guys who're not much active (like doing 10-30 singles matches and 5-10 tag/stable matches a day) for them get SAs for Attack Bonus, Dodge, Stamina, Health Points and Damage Resistance.
    Note – 1) In 2015 Engine SAs efficiency moves up and down depending upon the wins and loses. The more you win the less its efficiency will have and the more you lost the more efficiency you’ll have.
    2) In 2015 Engine, you get 500 FE's (Fantaeuros) per Tag and Stable Match, 750 FE's per Tag Title Match, your level x 10 + 250 FEs per Singles Title Match, and you also get extra exp points in Tag Matches depending upon your level like if you're at level 2 and you're getting 1 exp per match then per tag match you'll get 3 exp points (1 + your level i.e 2 = 3 exp points).


    ---------------------------------------------------------------------------------

    Taunts – Make a 2 Turn Taunt or a 3 Turn Taunt, Because you need initiative to execute taunts so if you’re working on 3 turn taunt or 2 turn taunt get initiative, and also the more turn taunt you get the more chances it has of being getting interrupted, so get initiative to execute taunts. Initiative also works in interrupting opponents taunts.

    ---------------------------------------------------------------------------------

    NOTE – THIS BUILD NEEDS PATIENCE SO DON’T EXPECT THIS BUILD TO WORK VERY QUICKLY, YOU NEED PATIENCE FOR GETTING THE REQUIRED MOVES I’VE GIVEN IN MOVES TABLE, TILL YOU GET ALL THOSE MOVES KEEP GOOD BLEED/DAMAGE DEALING MOVES AND AFTER YOU GET THE REQUIRED MOVES DISABLE THOSE NOT NEEDED. IF YOU HAVE ANY QUESTION OR CONCERNS ABOUT THIS BUILD THEN POST IT IN FORUMS, THANK YOU :)
    Last edited by Hollow; 07-11-2019, 03:35 PM. Reason: update for workout cards

  • #2
    "Q) How to unlock jtddt faster since we aren't speed?
    Ans - There are 2 ways, one is patience till all speed skills are at level 40, second is non-patience way (Tps way) get 100 tps, get speed at least till level 37 (well you gotta keep that much patience if you want it) then after you got it get previous skills back"
    Actually its level 41, sorry for that

    Comment

    Working...
    X