fun fact: cloud breath also gives you water regen, so if theres a creature lurking in the water so you cant drink, just spray youreself with good ol’ cloud breath and your thirst goes up!
2 important things bout breath is that they scale based on your weight comapired to what your breathing, and that all of them have a cap to how much a status affect they can deal(this is why corrosion breath doesnt stack in damage for ever), also energy breath is quite powerful because it has quite a large capacity and increases in damage the longer your fire it(a couple other breaths do this but i think energy does it the best)
this video lacks further explanation on what each breath does (as an example you calling out storm and water as "gold breath 0.2/3), missing things like their damage, effects they give, range and extra capabilities (for example the chain/multiplier ability on energy and lighning breaths), also you missed glacier, glacier heal and solar beam while also giving wrong information on most of the breaths you did actually mention
tell me who the hell cares? water gold and storm deal almost no dmg and give next to none ailments. Range is the least important thing about breaths, i bet you dont even knoow what chain multiplier is and tell me do you rlly want to sit throught a video where i boringly list all of the stats for EVERY SINGLE BREATH🗿
water, gold, storm, and sand inflict blindness. Water breath, if it isn't changed from legacy, can sap health. Gold can briefly paralyze, while blinding, and storm slows them and blinds them. And blindness can really help in taking people down, especially if you have a skin that blends in well with the terrain, and have your scent hidden. Chain multipliers are also helpful since each hit in a row will deal more damage than the previous hit. Electric has this, and i believe glacier breath does as well. And since multipliers are tied to the target's health, you can deal potentially hundreds of damage per hit on larger creatures. Alongside the other ailments they can inflict, if a player is smart about it, they likely will have the upper hand. Range also is important since range can keep you further out of danger's reach. Short range breaths are far more risky. You also did not need to be so rude to the commenter..
The legacy clip 💀
What about the solarbeam? Healbeam? Healbreath?
Electric is the best breath according to me
cloud would like to argue
@@frog_that_screams how so?
Vauroma goes brrrr
Electric is one of my favorites too. I like knocking other fliers out of the sky with it.
electric is the best, if there are two vau breath spamming a gnol, it could apparently kill a full grown gnol
Energy breath damage increases the more you hold it on a target
fun fact: cloud breath also gives you water regen, so if theres a creature lurking in the water so you cant drink, just spray youreself with good ol’ cloud breath and your thirst goes up!
2 important things bout breath is that they scale based on your weight comapired to what your breathing, and that all of them have a cap to how much a status affect they can deal(this is why corrosion breath doesnt stack in damage for ever), also energy breath is quite powerful because it has quite a large capacity and increases in damage the longer your fire it(a couple other breaths do this but i think energy does it the best)
this video lacks further explanation on what each breath does (as an example you calling out storm and water as "gold breath 0.2/3), missing things like their damage, effects they give, range and extra capabilities (for example the chain/multiplier ability on energy and lighning breaths), also you missed glacier, glacier heal and solar beam while also giving wrong information on most of the breaths you did actually mention
tell me who the hell cares? water gold and storm deal almost no dmg and give next to none ailments. Range is the least important thing about breaths, i bet you dont even knoow what chain multiplier is and tell me do you rlly want to sit throught a video where i boringly list all of the stats for EVERY SINGLE BREATH🗿
@@chilivuustoyes
water, gold, storm, and sand inflict blindness. Water breath, if it isn't changed from legacy, can sap health. Gold can briefly paralyze, while blinding, and storm slows them and blinds them. And blindness can really help in taking people down, especially if you have a skin that blends in well with the terrain, and have your scent hidden.
Chain multipliers are also helpful since each hit in a row will deal more damage than the previous hit. Electric has this, and i believe glacier breath does as well. And since multipliers are tied to the target's health, you can deal potentially hundreds of damage per hit on larger creatures. Alongside the other ailments they can inflict, if a player is smart about it, they likely will have the upper hand.
Range also is important since range can keep you further out of danger's reach. Short range breaths are far more risky.
You also did not need to be so rude to the commenter..
@@Bonniethebunny thank you
You suck lmao @@chilivuusto
Ty this video was helpful, i never understood breaths
PHIGHTING OST
2:36 PHIGHTING OST!!!!!
Omg chili do you play deep rock
They breath
Out of ten how good is haunt
7,3213525290/10
@@chilivuusto bro did not need to do allat
CHILIVUUSTO POST WERE WINNING
ALSO PHIGHTING SOUNDTRACkk???
Phighting!
Hello
3rd comment but first like no problem 🤗