Yoshiro
From Kongregate Wiki
| Yoshiro, the Student | |
|---|---|
| Type | Character |
| Group | Martial Artists |
| Kongai Version | 1.8 |
| Main Information | |
| Health | 70 |
| Innate Ability | Additional 10% chance to dodge physical attacks. |
| Defense | |
| Physical | 0 |
| Light | 6 |
| Dark | 1 |
Contents |
[edit] Attacks
[edit] Equippable Items
[edit] Martial Artist Items
- Caltrops: Not too useful because of Rising Dragon but it can complement it by adding an additional 10 damage.
- Flash Powder: Yoshiro usually comes into battle to finish off a weakened opponent but he can't stand toe to toe in a real fight. This will help you escape safely after a quick hit-and-run kill.
- Origami Crane: All his moves almost always connect, so there's no point to using this item.
- Scroll of Inner Focus: Notably, this item allows Yoshiro, if entering the battlefield at long range with full energy, to use Chi Blast two turns in a row.
- Jade Figurine: Very low defense means Yoshiro will die fast even with the hp bonus.
[edit] General Items
- General's Insignia: Since all Yoshiro's attacks are single-hit type, he can benefit the most from this item.
- Girdle of Iron Will: Yoshiro's attacks are too fast to be interrupted but this does give him the upper hand in Yoshiro vs. Yoshiro matches.
- Healing Salve: Yoshiro has a low defence for the majority of attacks (physical and dark), so healing each turn could be an interesting characteristic.
- Stoneheel Totem: Yoshiro shouldn't stay in a battle long enough to make use of frequent range changes.
- Yellow Rock of Cowards: Virtually useless, since Caltrops has the same effect and provides higher damage.
- Mindreader's Chalice: If you are 100% sure that an opponent will switch, this is helpful. Otherwise, stick to Rising Dragon over intercepting.
[edit] Strategy
[edit] General Use
Yoshiro's use changes more when you change his item. When he has the Scroll of Inner Focus, he's much stronger at far range, but still useful as a finisher. With the General's Insignia, he becomes much stronger close range, being able to knock out a good portion of characters if he stuns with Open Palm.
Since Yoshiro is a very fragile character, it's best not to bring him in on full HP characters. He's better off finishing off characters using Rising Dragon or getting into a 50/50 situation with Chi Blast.
[edit] Strengths
- Very fast close range attacks, cheap and with high hit rate.
- Chi Reflect and high light defence rate make him useful to fight light based characters.
- Rising Dragon can kill a wounded enemy before he can counterattack and even if he tries to switch.
- At long range, Chi Blast can both deal huge damage and scare enemies into switching.
[edit] Weaknesses
- Close range attacks are all physical, and deal relatively little damage.
- Innate ability is too luck-based: would you risk being hit by a strong physical attack, if you know that you have one chance in ten to dodge? Same for switching.
- Almost defenseless to physical and dark moves, taking full damage from the majority of attacks.
- Open Palm has a lower chance to stun (25%) than similar attacks (usually 30%).
[edit] Known bugs
- After the last update, Yoshiro is no longer able to dodge intercepts.
[edit] Changes scheduled with next versions
[edit] v. 1.9d
- Rising Dragon
- Damage 25 -> 24


