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Classic robot vs monster interaction

Switched this to UA beginings cause I just realized RRU gives high 7-C ap also gonna give bro help to make this fair (This is a canon team up so I think this counts)

added tokoyami too
 
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Guys its fair I swear

On one hand it's 4 people with an almost 2x Ap advantage, but most of their abilities actually get somewhat dealt with in one way or another

While its one individual with a gargantuan LS advantage, fear hax, statistics amp, and teleportation + invisibility (however he's mostly animalistic and alot of his options are close ranged)

its fair bruv
 
Also, should I specify the attunement for the meglo? or is it just assumed to have all of them?
 
Alright, meglo has shadowmeld
Alr

Welp, with shadowmeld, the sharko will have alot of physical resistance, but then it's rlly weak to magic and such, which should extend to quirks aswell
Now, assuming the sharko will start by roaring, that means it'll proc fear and madness on everyone. Twinkling would just tweak for the whole fight cuz of that i'm pretty sure

Now with that, the sharko will also try to use tacet hug to attack one of them. It should be able to land cuz of the fear hax and maybe even one shot (cuz the sharko literally just munches the opponent) but after that they'd actually start attacking and if they land all of their quirks it's pretty much ggs for the sharko
 
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Personally here's some points I see for both


Meglo

  • LS is a huge problem (Dark shadow and krishima are gonna have a very difficult time against it)
  • Pain tolerance would allow it to handle acid pretty well (prolonged exposure would still kill it eventually though)
  • madness hax is a massive concern
  • Shadow Meld helps against ranged attacks (should allow it to somewhat deal with aoyoamas lazers)
  • TP + it's jaws is another concern

UA kids

  • Much smarter
  • Outranges (could be useful with team attacks or smth)
  • Strength in numbers
  • Each of them has more than a 1.92x ap advantage over it
  • Dark shadow thrives in this terrain, which they can use to plan against it if they can get around the LS advantage
 
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Alr

Welp, with shadowmeld, the sharko will have alot of physical resistance, but then it's rlly weak to magic and such, which should extend to quirks aswell
Now, assuming the sharko will start by roaring, that means it'll proc fear and madness on everyone. Twinkling would just tweak for the whole fight cuz of that i'm pretty sure

Now with that, the sharko will also try to use tacet hug to attack one of them. It should be able to land cuz of the fear hax and maybe even one shot (cuz the sharko literally just munches the opponent) but after that they'd actually start attacking and if they land all of their quirks it's pretty much ggs for the sharko
Oh yeah, another thing, most of their quirks aren't as dangerous as you think here

Acid - pain tolerance + she has to get somewhat close at this point in the series (around the several meters mark) which opens her up to a ton of stuff

Hardening - the durability is nice and all but he still can get ragdolled and his endurance is ok at this point

Navel laser - He can stay in the back and attack from a distance but using his laser too much puts stress on his stomach and he can't last that long while the meglo has really high endurance

Dark shadow - By far the most threatening here, If they can assist dark shadow in a way that allows him to abuse the AP advantage, they can win, BUT dark shadow would struggle by itself because of the LS advantage and the meglo just having more and better abilities overall

Basically, the question is "Can the meglo kill the UA kids before they use teamwork to win?". This is possible because the meglo can very easily kill them if they aren't careful. (TP + Fangs that Pierce + LS)
 
Navel laser - He can stay in the back and attack from a distance but using his laser too much puts stress on his stomach and he can't last that long while the meglo has really high endurance
Maybe he won't last long but in this moment he'll deal alot of damage to the sharko cuz since it's shadowmeld it should take alot more dmg from these abilities (the wiki says it makes the monster weak to Attunements, but in the game it seems to make them weak to mantras in general, which include attunementless ones like Ether Barrage which should be similar to twinkling's ability)
Dark shadow - By far the most threatening here, If they can assist dark shadow in a way that allows him to abuse the AP advantage, they can win, BUT dark shadow would struggle by itself because of the LS advantage and the meglo just having more and better abilities overall
It should be easy for dark shadow to lend an attack, the sharko would already be distracted with the others, but i can also see the sharko using thousand needles to attack them all at once
 
Maybe he won't last long but in this moment he'll deal alot of damage to the sharko cuz since it's shadowmeld it should take alot more dmg from these abilities (the wiki says it makes the monster weak to Attunements, but in the game it seems to make them weak to mantras in general, which include attunementless ones like Ether Barrage which should be similar to twinkling's ability)
Quirks are physical not magical so those wouldn't be equated

I could make him flamecharm or smth
It should be easy for dark shadow to lend an attack, the sharko would already be distracted with the others, but i can also see the sharko using thousand needles to attack them all at once
Landing an attack isn't an issue it's being able to consisently land attacks without just getting LS ragdolled

like what happens when it decides to block its attacks, tackle it, and start tearing it apart with claws
 
nvm just realized thats the effects of them blocking the attack...


Piercing + madness is still an option though + shadow meld would work here
 
Thousand Needles would be rlly op in this situation, no one can deal with piercing damage so pretty much everyone would be dead if the sharko uses it except dark shadow (he'd be damaged rlly badly tho, but should still be able to fight) but the sharko might just not be smart enough to realize that. In game the sharko uses this if their opponent tries to run away and in one of the books it's said that the sharkos use this attack as a last-ditch effort (scroll all the way down btw)
 
Thousand Needles would be rlly op in this situation, no one can deal with piercing damage so pretty much everyone would be dead if the sharko uses it except dark shadow (he'd be damaged rlly badly tho, but should still be able to fight) but the sharko might just not be smart enough to realize that. In game the sharko uses this if their opponent tries to run away and in one of the books it's said that the sharkos use this attack as a last-ditch effort (scroll all the way down btw)
Actually krishima can handle piercing damage because of hardening

nobody else though
 
Alr, let's go back a little, they'll all start the fight scared and insane, the sharko will use tacet hug to pretty much kill off one of them (tough luck if it kills off tsukuyomi or red riot) and after that, it'll be cqc where the sharko will be at a huge advantage unless pinky uses her acid, dark shadow lands enough hits and red riot uses his hardening at the right moment, which will be rlly hard to do if you're both scared and insane, and considering the shadowmeld which gives the sharko rlly good resistance against physical attacks (quirks shouldn't be affected by this tho), it's fair to say that the sharko takes that
 
What brand of insanity does this creature inflict? Like, paralyzed completely or going completely insane
It doesn't completely paralyze the target and it doesn't make them completely insane in one roar either, it's kinda hard to explain but if that helps it does these effects to the Player
One roar should be enough to bring the 4 to the shivering threshold at the very least
 
Thank you for the assistance.

Looking at how insanity works, at the start it doesn’t seem too bad, and the fear doesn’t seem to be on the same level as “All For One makes you see your own death by being near you.” Something Kirishima has experienced and actually had to be stopped from moving before he fought it to save Bakugo.

In that case, Kirishima is the clutch factor here, at least as things begin.

Of the people here, Kirishima is the one who has supernatural willpower and can likely force himself to move despite any fear or insanity, especially when people are in danger. He also gets a friendship buff when Ashido is with him that will force him to try and protect her / be a shield for others.

That seems to be the main barrier for everyone that only Kirishima can break them out of if it’s really bad. Kirishima can single-handedly boost their morale and scrap with the Megalodaunt by himself for them to recover if they need it.

Other than that… they should beat this thing into the ground?

It’s 123 tons vs 712 tons with Dark Shadow and Hardening, 237 tons otherwise (with Aoyama’s navel laser ONE SHOTTING 237 ton robots).

Even with a 25% defense drop, their durability is still comparable to (actually HIGHER than) the player who can take hits from many of these things. No resistance to Acid either so Mina just burns into it badly on top of her sliding mobility to not get hit / having Tokoyami and Kirishima distracting the creature with the absurd stat gap.

The way I’m seeing this, the students get feared and hit with madness, Kirishima breaks out of it with supernatural willpower first when the others get endangered, snaps them out of it with a hero speech and they proceed to kick its ass horribly, to the point it likely gets one shot by anyone thrashing at it hard enough.

I don’t think it actually has the ability to use its Thousand Needles before it gets stomped on. And even if it does, Kirishima and Dark Shadow can block it for the others and take no damage.
 
While the LS Advantage might not let the whole team ABSOLUTELY beat it to the ground, everything you said makes sense to me. Dang, what a clutch

UA students FRA then
 
What brand of insanity does this creature inflict? Like, paralyzed completely or going completely insane
Depends on how much they get roared at. Reading the status effect it starts with paranoia and fear, leads to paralysis and self harm, and ends with instant death. I think though they are just going to be in the paranoid to slight one second paralysis range the whole fight
 
The location profile says it like that, but yeah the status effect page for the game itself seems to say the death comes only from particular madness. That or was it referring to self damage because I mean like that would be grammatically correct in saying the madness leads to death
 
The location profile says it like that, but yeah the status effect page for the game itself seems to say the death comes only from particular madness. That or was it referring to self damage because I mean like that would be grammatically correct in saying the madness leads to death
It refers to the self damage but it also refers to being knocked out by any means
 
if it was easier to make small changes to profiles I would rephrase the wording on the location profile then but it is grammatically correct so it really isn’t worth it (but it is a bit misleading without context)
 
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