Psyche Up (14 MP) – Raises the damage and knockback of Hero’s next attack, will last until a move fully connects or … Kaclang is randomly available through the Hero's Down-B move, Command Selection. It also has slightly less range, and only does as much damage as a single Zap. Ultimate.

Smashes can be charged for 3 seconds, kaclang lasts 5 seconds. Finally, its power is relatively underwhelming, due to how drastic the knockback scaling on the move is as the amount of MP used decreases. This happens to me literally 99% of the times that I end up clicking it, top decking or on purpose. B - Sizz/Sizzle - While not quite as helpful as Bang/Kaboom, Sizz and Sizzle are still rather good spells in their own right. It renders the hero immune to all damage and knockback, but also means he will be instantly slain by Metal Slash. The fact that Hero can still take an action on the way down is icing on the cake, making Zoom a much more helpful tool than meets the eye. Comparable to Extreme Speed and Power of Flight in function, but can … I think I agree with most of this. It is also plenty powerful in its own right, giving Hero a boost to his power when using melee attacks and his side-special. Oomph - Oomph is Psyche Up’s partner in crime, making quick work of any unsuspecting shield when used in tandem. And even if Whack lands, you still need a lucky RNG roll to actually get anything out of it. Introducing: Koolio’s Command Selection Tier List Ver. Never pick it. In fact, it's actually +2 on shield. The reason why I put Whack/Thwack as high as I did was because of the good results I’ve gotten with it in the competitive scene. S - Bang/Kaboom - The top spot for projectiles in Hero’s kit goes to Bang/Kaboom, and it isn’t even close.

That is correct. Metal Slash can give you a quick menu reset in the air when Zoom fishing without having to jump or air dodge. Bounce - Highly situational yet highly effective, Bounce can make or break a match-up against projectile-heavy characters like Mega Man and the Belmonts. Never pick it. It also doesn’t have super armor, unlike Byleth’s Aymr, so a stray attack will just cancel the move entirely. Though it is also plenty powerful in its own right, giving Hero a boost to his power when using melee attacks. I was talking with the best players on the Hero discord, and they didn’t have any problems with the placement of Whack and Thwack. Flame Slash - Very effective in a pinch, Flame Slash’s main use is to secure KO’s against an approaching opponent that thinks they can get in a free hit while the menu is open. Hocus Pocus - Hocus Pocus is a tremendously risky move, and is just as likely to give you something bad instead of something good.

Kamikazee - If you’re low on MP and at high percent, then by all means, pick Kamikazee. Though the increase to received knockback is an issue, it makes sense given the context of the move, and can be worked around with proper knowledge of the move’s properties. This article is in need of additional images. Whack has tons of startup, travels slowly, and is relatively narrow in reach. The passive spells are simply better than most of the projectiles to begin with, and bounce is the best passive.

If you kaclang above someone a drop on them it spikes them. Any character with a ranged attack will essentially get a free hit in, which could be disastrous when near the edge when Hero doesn’t have any MP left to recover. I'd definitely put Sizzle in S-tier. 1. It was introduced in Dragon Quest III at first exclusive to the hero class. Hero’s crits also do not suffer a damage reduction against frozen enemies, and frozen opponents can still be KO’ed by Whack and Thwack, so feel free to go all out with whatever punish you like. Its probably an online thing but it blows my mind that people don't know how to punish this move. An updated tier of Hero’s full list of Command Selection spells, ranked. Kaclang: 6: Makes The Hero immune to all enemy attacks for a short period of time. Kaclang is a spell in the Dragon Quest series. New comments cannot be posted and votes cannot be cast. I think it's more in the high B-low A range. The spell costs 8 MP to cast but now only targets a single ally, with the effect lasting for 2~4 turns.

Oomph (16 MP) – Raises damage of all attacks for 10 seconds while also decreasing defense. The spells need to be gauged by their power relative to their MP cost, rather than to each other. I would basically put Magic Burst right alongside Thwack. But yeah tho kaboom is disgustingly good.

Check it out here: If anyone can explain why we cannot embed an image in posts on the Smash Subreddit, please let me know, I checked the rules and the megathread, but I didn't see anything taking about tier lists. Heal - It’s hard to go wrong with Heal as an option, but only 11% damage healed is rather negligible in the long run, especially when at high percents, when Kamikazee becomes better of an option. They both have their uses in different contexts, and are therefore ranked the same. It goes without saying that Metal Slash should also never be used, except when your opponent is somehow dumb enough to use Kaclang.

It is hard to punish unless your opponent is very familiar with the timing. Affects the whole party. Kacrackle Slash - Kacrackle Slash is slightly better than Flame Slash in that it is much better at securing good amounts of damage on the opponent. Kaclang renders the whole party invincible for one turn (or one party member for 2~4 turns, depending on the game). So I decided to make this tier list to help you understand the pros and cons of each of Hero’s spells in the hopes of helping the competitive Smash Bros community understand his playstyle better. However, I previously claimed that Critical Hits still did full damage against frozen opponents. A free punish for the opponent when used on stage, and instant death when off stage, Kaclang is a terrible move that will only get you killed, especially when against a character with good punish options or another Hero player. It also doesn’t have super armor, unlike Byleth’s Aymr, so a stray attack will just cancel the move entirely. Otherwise it is the big succ. Psyche Up - Easily the best of Hero’s buffing moves, Psyche Up essentially makes every melee move in Hero’s kit into a kill move, allowing him to KO about 40% earlier if used properly. I know how you feel, I love Hocus Pocus too. With the added bonuses of having no timer, being relatively low in MP cost, and being able to break shields, Psyche Up is a force to be reckoned with. It also leaves him wide open during the start-up animation, making him easy prey for a stray attack. It is naturally learned by the WonderEgg. Fuckin fake Hero main putting Hocus Pocus in D tier. Well, that’s it then. As such, if you count Whack/Thwack the same, that will give Hero 20 spells to work with, with four in each tier. Welcome to C-tier, my old friend. Well...at least it’s good on WarioWare. In almost any circumstance, there are better options. Definitely disagree with Bang/Kaboom, Sizz/Sizzle, and Whack/Thwack being grouped.

It costs 6 MP.