Pretty much. They're both solid if you get one of them, but especially JJ gets really, really good if you have both brothers.While JJ and Noah aren’t quite near the top individually, I think drafting them together might be an incentive to pick them earlier than usual. Their reserve support seems pretty good.
Also, Hermes:
Hermes Kounellis [25, SB: 2, HP: 9, CP, R]
(SPE: 7, POW: 4, STA: 5, MEN: 4, TEC: 5)
Herald of the Gods [Auto]:
Only activates in S2. Mental increases by 2. After winning, Mental of all characters on the same team increases by 1.
Divine Trickster [Counter]:
Triggers after losing a service game or partner's service game for the first time. During the following point, opponent's Mental decreases by 1 and, if Mental exceeds an opponent's Mental afterwards, that opponent's Speed decreases by 1, their Power decreases by 1 and their Technique decreases by 1.
Riding on Wings [Special - Lv 4 - 0.5 STA]:
Data: Speed increases by 5.
Extra: ACE if Speed exeeds every opponent's combined Speed, Power and Technique.
Skill Thief [Special - Lv 5 - ? STA]:
Activation: Copy a Serve/Special with Lv <= 5 from a character on the opposing team. Negated if opponent activates that same Serve/Special.
(SPE: 7, POW: 4, STA: 5, MEN: 4, TEC: 5)
Herald of the Gods [Auto]:
Only activates in S2. Mental increases by 2. After winning, Mental of all characters on the same team increases by 1.
Divine Trickster [Counter]:
Triggers after losing a service game or partner's service game for the first time. During the following point, opponent's Mental decreases by 1 and, if Mental exceeds an opponent's Mental afterwards, that opponent's Speed decreases by 1, their Power decreases by 1 and their Technique decreases by 1.
Riding on Wings [Special - Lv 4 - 0.5 STA]:
Data: Speed increases by 5.
Extra: ACE if Speed exeeds every opponent's combined Speed, Power and Technique.
Skill Thief [Special - Lv 5 - ? STA]:
Activation: Copy a Serve/Special with Lv <= 5 from a character on the opposing team. Negated if opponent activates that same Serve/Special.
I mostly drew on mythological stuff for him (assuming the Hermes wikipedia page is accurate) and remixed some older abilities for the effects. The stats are from Kamio and Kenya as I mentioned in the Stats thread some time ago. Herald of the Gods is the only really new move in his ability set, but it seemed like a good chance to implement something of the sort. Obviously the implication here is that there's a "god" in S1 and while the post match boost indicates all team members, it's really only meaningful for said S1 player.
As for the rest, Divine Trickster is an adaptation of an old Niou move (from the first Season 3 to be precise), Riding on Wings is obviously a better version of Kenya's Speed Tennis and Skill Thief is based on Hitouji's Copycat, but with an extra negation clause added in to make it a bit more interesting to use.
--- Double Post Merged, , Original Post Date: ---
Vulcan Lartius [24, SB: 2, HP: 10, CP, R]
(SPE: 3, POW: 5, STA: 5, MEN: 5, TEC: 6)
Fiery Spirit [Auto]:
When checked by an ACE effect, Speed, Power and Technique return at +1. During decisive points, Mental increases by 1.
Arms Dealer [Auto]:
Partner's Power and Technique combined increase by 2. (Choose distribution before the match.)
Sneaker Dealer [Auto]:
Choose one before the match: (1) Partner's Speed increases by 1. When checked by an ACE effect, partner's Speed returns at -2; (2) When checked by an ACE effect, partner's Speed returns at +2.
Golden Shackles [Special - Lv 5 - 1 STA]:
Activation: Negated if an opponent's Speed exceeds their base Stamina.
Data: Technique increases by 3.
Extra: ACE if every opponent's Stamina is 0. When checked by an ACE effect, opponent's Stamina returns at -1 for each of their Exhaustion Counters. At the end of the point, if no opponent successfully activated an ACE effect, every opponent gains an Exhaustion Counter.
(SPE: 3, POW: 5, STA: 5, MEN: 5, TEC: 6)
Fiery Spirit [Auto]:
When checked by an ACE effect, Speed, Power and Technique return at +1. During decisive points, Mental increases by 1.
Arms Dealer [Auto]:
Partner's Power and Technique combined increase by 2. (Choose distribution before the match.)
Sneaker Dealer [Auto]:
Choose one before the match: (1) Partner's Speed increases by 1. When checked by an ACE effect, partner's Speed returns at -2; (2) When checked by an ACE effect, partner's Speed returns at +2.
Golden Shackles [Special - Lv 5 - 1 STA]:
Activation: Negated if an opponent's Speed exceeds their base Stamina.
Data: Technique increases by 3.
Extra: ACE if every opponent's Stamina is 0. When checked by an ACE effect, opponent's Stamina returns at -1 for each of their Exhaustion Counters. At the end of the point, if no opponent successfully activated an ACE effect, every opponent gains an Exhaustion Counter.
Another character with a Counter mechanic, mostly because, as we've learned in past seasons, the ability to continuously drain stamina is really, really good. That aside, he makes a good doubles partner. I was considering giving him a similar ability for his own stats, but ultimately felt it made things more convoluted without a substantial payoff.
--- Double Post Merged, ---
--- Double Post Merged, ---
"At the end of the Data step, Power increases by opponent's Power (Doubles: opponent with higher Power)."
From my current understanding, those moves should concentrate on the following:
- Spirit Demon: Power still. Unfortunately we never really got to see this one outside the initial giant ball, so I'm not sure about the details yet.
- Spirit Pirate: Speed. Looking at the representation of the move in chapter 120, it focuses on fast stabbing attacks as well as attacks from behind (dead angles I guess?). I'm putting an updated version for this one below.
- Spirit Samurai: Probably technique? I think this is the only one that curved, so maybe it's like a super COOL Drive.
- Dark Side: Not sure on this one yet either. I still think we were on the right track with the Speed decrease last month, but don't see a clear solution beyond that right now.
- Eighth Consciousness: Boosting Speed and Mental seems appropriate at this point. I think this would replace and combine a number of other abilities in Akutsu's moveset since the way he's using it can't be done by anyone else.
Cannot be copied. Speed increases by [11 - opponent's Mental] (Doubles: opponent with higher Mental). In the Extra step, when not activating a Serve/Special, ACE if every opponent's combined Mental and Speed is less than 12. If ACE, opponent's HP decreases by 1.
--- Double Post Merged, ---
K. T. [23.5, SB: 2, HP: 8, AR, L]
(SPE: 4.5, POW: 4, STA: 4, MEN: 5, TEC: 6)
One-shot Wonder [Auto]:
If an opponent's Support Lv with Kunimitsu Tezuka is >= 1, their Mental decreases by [Lv]. Cannot use the same Serve/Special more than once each match.
Zero Rebound Serve
Zero Rebound Drop Shot
Tezuka Zone
Tezuka Phantom
Pinnacle of Mastery
(SPE: 4.5, POW: 4, STA: 4, MEN: 5, TEC: 6)
One-shot Wonder [Auto]:
If an opponent's Support Lv with Kunimitsu Tezuka is >= 1, their Mental decreases by [Lv]. Cannot use the same Serve/Special more than once each match.
Zero Rebound Serve
Zero Rebound Drop Shot
Tezuka Zone
Tezuka Phantom
Pinnacle of Mastery
Is anyone gonna be upset if I put this guy in?
--- Double Post Merged, ---
Chabonga Ngoepe [24, SB: 2, HP: 8, SV, R]
(SPE: 6, POW: 4, STA: 4, MEN: 4, TEC: 6)
Tricky Attack [Auto]:
Opponent's Speed decreases by 1. When checked by an ACE effect, Speed returns at +1. In the Extra step, when not activating a Serve/Special, ACE if every opponent's Mental is less than 5.
Sunshine Diamond [Special - Lv 5 - 1 STA]:
Data: Speed increases by 2, Power increases by 7.
Extra: ACE if every opponent's combined Power and Mental is less than 10. If ACE, opponent's HP decreases by 4.
(SPE: 6, POW: 4, STA: 4, MEN: 4, TEC: 6)
Tricky Attack [Auto]:
Opponent's Speed decreases by 1. When checked by an ACE effect, Speed returns at +1. In the Extra step, when not activating a Serve/Special, ACE if every opponent's Mental is less than 5.
Sunshine Diamond [Special - Lv 5 - 1 STA]:
Data: Speed increases by 2, Power increases by 7.
Extra: ACE if every opponent's combined Power and Mental is less than 10. If ACE, opponent's HP decreases by 4.
Cap of Denmark [25, SB: 2, HP: 12, CP, R]
(SPE: 4.5, POW: 4.5, STA: 7, MEN: 4.5, TEC: 4.5)
Viking King [Auto]:
During decisive points, when checked by an ACE effect, Mental returns at +3.
Seizure [Counter]:
Triggers whenever Hook Shot's ACE effect does not successfully activate. ACE if every opponent's combined Speed and Technique is less than 9.
Hook Shot [Special - Lv 5 - 1 STA]:
Activation: Opponent's Specials with Lv <= 4 are negated.
Data: Technique increases by 5.
Extra: ACE if every opponent's combined Speed and Mental is less than 10.
Gugnir [Special - Lv 6 - 2.5 STA]:
Data: Power increases by 4, Technique increases by 3.
Extra: ACE if every opponent's combined Speed and Power is less than 12. If ACE and any opponent's Speed is less than 3, that opponent's HP decreases by 12.
(SPE: 4.5, POW: 4.5, STA: 7, MEN: 4.5, TEC: 4.5)
Viking King [Auto]:
During decisive points, when checked by an ACE effect, Mental returns at +3.
Seizure [Counter]:
Triggers whenever Hook Shot's ACE effect does not successfully activate. ACE if every opponent's combined Speed and Technique is less than 9.
Hook Shot [Special - Lv 5 - 1 STA]:
Activation: Opponent's Specials with Lv <= 4 are negated.
Data: Technique increases by 5.
Extra: ACE if every opponent's combined Speed and Mental is less than 10.
Gugnir [Special - Lv 6 - 2.5 STA]:
Data: Power increases by 4, Technique increases by 3.
Extra: ACE if every opponent's combined Speed and Power is less than 12. If ACE and any opponent's Speed is less than 3, that opponent's HP decreases by 12.