A while ago, I begun a wonderful free forum dedicated to PSO Ep3. Now I know that some people must still play it, and I'm able to play again, so I've decided to start readvertising.
You can find it easily at http://www.cardrevolution.headplug.com or more directly at [url]z13.invisionfree.com/cardrevolution[/url]. Anyone interested in Ep3, please head over there and we'll see if we can bring the place back from the dead!
Nonetheless, I decided to bring some of its information over here, so I give you the best comboes I have found within Ep3...
Gulgus / Duel Strike
This is my absolute favourite. It's a bit of a pain to piece together, but its well worth the effort. On its own, the Gulgus can be quite useful, but if you attack with the Action Card, Duel Strike, a nice little dance with the rules occurs. Duel Strike has Mutual Death, which kills the target if the AP is the same as that of the attacker. Since the Gulgus has Copy, this always triggers, and will kill any Field Character that you attack. There are a few exceptions, and you should look out for cards with Action Disruptor, and I believe that Cancel will stop this combo, but against the computer this is almost always a perfect combo. Slightly expensive, but well worth the effort to put together.
Canabin / Survival
This is a reflexive defense combo, that will kill whatever FC attacks the Canabin. The Canabin has Death Companion, which will sacrifice itself and kill the opposing FC if the Canabin has 1 or 2 HP at the end of the combat. Survival will activate as long as the Canabin has 4 HP, and will negate all damage, instead setting the HP to 1 after the combat. This activates Death Companion, which kills both FCs. Since this is a defensive combo, it cannot be defended against.
This combo can be adapted for use on the Hunters side my replacing the Canabin with the Baranz Launcher, where the combo has the added bonus of Return when the Launcher dies. This allows for wonderful repeatability.
Nonetheless, once this combo is sprung once, the Canabin becomes a feared FC, and is strategically stronger. Couple with a few strong attack cards and you have a very strong offensive force. With a nice self-destruct mechanism. It's a good idea to run a lot of other Defense cards to protect the Canabin from blowing up when you don't want it to.
...
So, does anyone else share this desire to break the game rules as much as myself? Anyone with any other combos (not necessarily designed by the game designers)?