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Ebb, Flow and other alternating traits

From the Polandball Go Wiki

Some Mymics change state every time they are hit. One hit lands soft and the next lands hard, or the chart works against you on one hit and normally on the next. Against these Mymics, the order of your attacks matters as much as which balls you bring. A weak ball spent on the bad turn saves a strong ball for the good one.

1 Ebb and Flow#

Ebb: "Next hit deals 75% less damage, then switches to Flow."

Flow: "Next hit deals 25% more damage, then switches to Ebb."

Yussofishi, a Storm boss with 175,000 HP found at both 1★ and 2★, starts in Ebb. So does Tomcute, the 20,000 HP Water Regular on floor 3 of Tutor raids. The two states swap with each hit that lands, so hits alternate between a quarter of their damage and a quarter more than normal.

The trick is to spend a small hit on each Ebb turn and a big one on each Flow turn. Put a 100,000 hit on Ebb and a 10,000 hit on Flow, and you get 25,000 plus 12,500. Swap them, and you get 2,500 plus 125,000.

2 Undercurrent#

Sea Ruler, a 2★ boss, Water, with 200,000 HP and 3 stacks of Shield, has Undercurrent: "If any allies have Ebb, attacks have a 50% chance to target an ally with Ebb instead. Attacks targeting targets with Flow have a 50% chance to be redirected to me instead."

Undercurrent works in two directions. While any other Mymic is in Ebb, half your attacks are pulled onto it, landing at a quarter of their damage. When you aim at a Mymic in Flow, the one turn you want, half of those attacks go to Sea Ruler instead. The game's data says Multis are redirected the same way, with one of their targets swapped. Against Sea Ruler, a strong attack has a good chance of ending up somewhere you didn't send it.

3 Dive and Float#

Dive: "Resists all attacks except Water type. Water attacks cannot be resisted. On hit: Apply Float."

Float: "On hit: Remove Float and apply Dive."

Cyneria, a Nature and Water Elite with 150,000 HP, has Dive. It guards floor 5 of 2★ raids and floor 2 of 3★ raids. Gigiotopus, a Water and Metal Elite with 100,000 HP, has it on floor 6 of 3★ raids.

The game's data says a hit that lands on Dive swaps it to Float, and the next hit swaps it back. So every other hit is resisted unless it is Water, and the hits in between meet the normal chart. Against Cyneria, Agriculture and Ice are strong against both of its types, so those balls belong on the Float turns. Water balls or cheap balls take the Dive turns.

4 Unstable and Stable#

Unstable: "The next attack has inverted type advantage. On hit: Apply Stable."

Stable: "On hit: Apply Unstable."

The Weird Unit, a Shadow and Energy Elite on floor 3 of 1★ raids, has Unstable. On its Unstable turns the chart is flipped, so Wind, which is weak against both of its types, becomes the strongest choice. On its Stable turns the chart is normal, and Energy, Faith, Light and Nature are strong against it. Type-changing effects covers the items that put Unstable on other Mymics.

5 Keel Down and Capsized#

Captain Natanielia, a level-5 Elite, Metal and Storm, with 500,000 HP on floor 5 of 3★ raids, has 2 stacks of Keel Down: "On attack: Loses 1 stack. When the last stack is lost, becomes Capsized." Capsized reads "Takes 50% more damage from the next attack, then becomes Keel Down."

"On attack" here means each time your balls attack it. Two attacks use up the stacks, and the third attack gets the 50% bonus before the cycle starts again. The third attack in each cycle is the place for a strong ball.

Captain Natanielia also has Naval Blockade, "Damage from a single hit is capped at 20,000 per stack. When a hit reaches the cap: Gains 1 stack." It starts with 1 stack, so the cap starts at 20,000 and rises by 20,000 each time a hit reaches it. Early hits are capped low whatever Keel Down is doing. It drops Fleet Captain's Hat, which applies 2 stacks of Keel Down to any Mymic.

6 Bubble#

Mirelle, a 1★ boss, Water and Energy, with 300,000 HP, has Bubble: "On Water hit: Gains 1 stack. A non-Water attack pops it: 25% more damage per stack, then back to 1 stack."

Bubble builds with Water hits and pays out on the next non-Water attack. The game's data says only a ball's own hit pops it, not an item's resonance hit. Water is weak against Mirelle on the chart, while Nature is strong against both of its types. A few cheap Water hits followed by a strong Nature ball is the pattern Bubble rewards. Mirelle also has 3 stacks of Heal, "On hit, consumes 1 stack to unexhaust the attacker," so its first three hits give their balls back.

Mirelle drops Lumitide Seashell (✦✦✦, Water, Water balls only), "On hit: Apply 3 stacks of Bubble". The game's Atlas lists 1% per kill.

7 Twin Spirits#

Phantom General, a Faith and Shadow Elite with 125,000 HP on floor 5 of 1★ raids and floor 3 of 2★ raids, has Twin Spirits: "On hit: apply 2 stack of Brittle, if it was super effect, apply 2 stack of Sturdy instead."

Brittle reads "Super Effective hits deal 10% bonus damage per stack," and Sturdy "Super Effective hits deal 10% reduced damage per stack." Phantom General starts with 1 of each. Hits that aren't Super Effective build Brittle, and Super Effective hits build Sturdy. The way to play it is to open with neutral hits to stack Brittle, then follow with the Super Effective balls, which are the ones that use it. On the chart, Faith is strong against both of Phantom General's types, and Chaos, Light and Nature against one.

8 On polbielytics#

Each Mymic's page lists its traits in full, like Yussofishi and Sea Ruler.

9 See also#

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