Krypto (FFC)

Overview
Among the gimmicks in FFC, Infection is a strong contender for the best. With a super solid 600 LP and a decent 22 Speed backing it, Krypto is likely to fire off at least one Krypto Virus, resulting in a trade. If Krypto were to infect more than one vivosaur, the match would swing wildly in its team’s favour. The chance for Infection is 60%, so it’s not extremely consistent, but absolutely enough to try and abuse.

General Gameplan (Early Game)
Spam Infection. Seriously. All Krypto’s really good for is Infection, and Infection is godly, so there should be no other move worth using. Even on the first turn, Krypto Virus should be used, as its reward outweighs the risk of wasting 200 FP.

Midgame/Endgame
Hopefully, if an enemy vivosaur or two have been infected, midgame and endgame should come quick. Keep using Krypto Virus until everything’s been hit, and then stall as long as possible. With the right teammates, this should be easy.

Optimal Teammates/Strategies
If you want to use Krypto effectively, pair it with anti-offense.

The Saichan/Zanth anti-offense core was built for Krypto. With those two in the SZ, the opposing team should not be able to kill Krypto (or anyone else) in less than 5 turns, resulting in a high chance of winning.

Winning/Losing Matchups
If you get two Infections off, Krypto’s already done its job. The only time Krypto really “loses” is if its death results in an unfavourable matchup for its teammates, which is usually caused by it dying before it gets an Infection off, or its death causing an unfavourable 2v2 situation after a trade. Again, with the right teammates, these scenarios are noticeably minimized.