Innki

Details

Physmaster
Specmaster
B+

Type Chart

4x
2x
1/2x
1/4x

Base Stats

HP
59
STAMINA
74
SPEED
73
ATTACK
65
DEFENSE
58
SP ATTACK
65
SP DEFENSE
58

Overview

Innki is split into two discrete use cases due to its traits, Physmaster and Specmaster. Each trait amplifies the damage of Innki’s respective type of attacks by a massive 50%. On the special side, Innki has a very strong and reliable zero hold STAB electric technique, but it has weaker priority options and a less reliable Crystal technique. On the physical side, Innki requires synergy to have access to good turn 0 moves but gains a priority Crystal technique. Both traits suffer from Innki’s issues with bulk and its four weaknesses, including a 4x weakness to Earth. Generally, Innki uses its high speed and damage to threaten the opponent as a lead Tem, as it struggles to pivot onto the field and risk taking damage. It must be used carefully, as it lacks reliable priority moves that would normally atone for these kinds of drawbacks.

INNKI BASIC BUILD

by East_25

Updated as of Patch 1.3

Trait & Items

Specmaster
Chamomile

Techniques

Thunder Strike
DC Beam
Quartz Dirt
Sparks

TVs

Base TV Total
HP 59 1 303
STAMINA 74 4 68
SPEED 73 500 296
ATTACK 65 0 170
DEFENSE 58 2 159
SP ATTACK 65 493 269
SP DEFENSE 58 0 158

Description

(1.3 DUKE'S NOTES - YOU CAN STILL RUN CHAMOMILE IF YOU HAVE HIGH SPEED SO THAT HEATER TULCAN CAN'T BURN YOU. INNKI CAN ALSO SIDE SPARKS TO GIVE VIGO WHICH IS PRETTY NEATO.)

Innki's crystaline body looks almost as if parts of it are made of glass, and that's a fitting description of its defenses. In fact, looking just at the base stat total, you would think that Innki was pre-evolution of a more powerful tem, but all of that is salvaged by Innki's traits. Specmaster, in this case, turns Innki from a "glass cannon" into a "glass death star" with STAB Thunder Strike boosted by 50%.

With the change to Chamomile in 0.9.4, having it only last two turns, it can now be viable to run Bright Beam alongside Chamomile. Quartz Dirt is your best Crystal STAB, but if you're against Bright Beam or DC Beam consider Sharp Stabs to move faster as well. Outspeeding threats is crucial on this Innki set.

Sparks can be run as well, though DC Beam will definitely score Innki some high-speed kills into fast wind Tornado users. Innki appreciates speed control tems like Raize, other powerful threats that can leverage the soft-taunt an Innki has on the board (think Seismunch), and users of Handcuffs that can trap and eliminate Innki's threats like Vulffy.

 

PHYSMASTER INNKI BASIC BUILD

by East_25

Updated as of Patch 1.3

Trait & Items

Physmaster
War Drum

Techniques

Sparkling Bullet
Glass Blade
Mineral Hail
Piezoelectric Blow

TVs

Base TV Total
HP 59 1 303
STAMINA 74 0 67
SPEED 73 500 296
ATTACK 65 498 270
DEFENSE 58 0 158
SP ATTACK 65 0 170
SP DEFENSE 58 0 158

Description

(1.3 DUKE'S NOTES - GLASS BLADE GIVES YOU A T1 CRYSTAL OPTION, PERFECT FOR PRESSURING UHHHH OTHER ELECTRICS BASICALLY. YOU CAN RUN SLINGSHOT WITH IT TO SCALE SPEED IF THAT'S YOUR PERSUASION)

 

While Specmaster Innki focuses more on insane up-front Electric Damage with Thunder Strike, Physmaster Innki finds its place next to Neutral tems, where it can leverage synergy Sparkling Bullet and Physmaster to punch holes in teams. While Innki doesn't have the best bulk to get its 2-hold moves online, it becomes a sort of pseudo-carry in the sense that should these holds get off, the opponent is in for a world of pain.

Physmaster amps up both Bullet and Sharp Stabs into powerful offensive techniques, and leaves Mineral Hail and Piezoelectric Blow as crazy, insane finishing moves. This spread calls for maximum speed, but as Innki has two priority moves and may want to underspeed some Perfect Jab users like Skunch, some speed can be cut for bulk. If max speed is maintained, you can consider removing one of the 2-hold haymakers for Bright Beam to help Innki get a 2-hold move up in the first place. War Drum can also be replaced with Marbles if Innki isn't always next to physical attackers.

Innki can do a lot of damage next to pretty well every Neutral in the game - Mouflank and Innki together can deal enormous damage on turn 1, as can Skunch and Innki. Tuwire can help Innki's rather lackluster offensive and defensive typing out, though it doesn't give Sparkling Bullet quite the same punch.

 

Name Type Class Priority Damage Stamina Hold
Chain Heal
Status Normal 0 20 2
Pickpocket
Physical High 35 17 1
Tesla Prison
Special Normal 50 12 0
Thunder Strike
Special Normal 120 22 0
Nibble
Physical Normal 37 7 0
Novice Punch
Physical Normal 30 3 0
Shy Shield
Status High 0 4 0
DC Beam
Special High 35 5 0
Glass Blade
Physical Normal 32 5 0
Sparkling Bullet
Physical Normal 60 12 0
Defibrillate
physical Normal 80 12 1
Bright Beam
Special Normal 10 18 1
Sharp Stabs
Physical High 76 15 1
Diamond Fort
Status Low 0 26 2
Piezoelectric Blow
Physical High 120 30 2
Quartz Dirt
Special Normal 60 20 1
Mineral Hail
Physical Normal 100 30 2
Refresh
Status Low 0 14 1
Zen Meditation
Status Low 0 0 2