Sopteryx (FFC)

Overview
Sopteryx fits primarily on status spam teams thanks to its overwhelmingly good confuse skill bolstered by FP+3, making it usable even during early stages of the game. Sopteryx is also the highest tiered vivosaur with an LP-healing move, which it can use to moderately good effect. Its low LP impacts its survivability to the point where it relies on confuse to make sure that it doesn’t get targeted. Otherwise, it dies in two to three turns.

General Gameplan (Early Game)
Sopteryx isn’t going to be doing the attacking most of the time, which is fine, as its only worthwhile skill is Disorienting Kick. When you have enough FP to be able to afford to fire one off, do so. If enemy vivos are confused and are unable to deal adequate damage, Life Charge is also appropriate. Always remember that Sopteryx is a valuable member of your team, and it is entirely possible for it to die quickly, so play the game as safe as you possibly can.

Midgame/Endgame
If you’re left with Sopteryx in a 2v2 situation, nothing should change. Keep spamming Disorienting Kicks and Life Charges. In a 1v1 situation, the flowchart for Sopteryx is Disorienting Kick (not confused) > Life Charge (confused 1) > Disorienting Kick (not confused). Unfortunately, Sop is very likely to lose endgame due to its frailty and low damage output.

Optimal Teammates/Strategies
Sopteryx works well with other vivosaurs that can lay cheap confuse on the opponent. Teams with Sopteryx on it are looking to play chip damage situations/attrition wars, so aggressive gameplans are not recommended.

WInning/Losing Matchups
Sopteryx loses to two things: strong stray hits and confuse. Stray hits by Nigo and Heracles, specifically, are life-threatening. If a fault presents itself in Sopteryx’s gameplan, i.e. it sustains too much damage or it gets confused somehow, it could very well end up dead. But if its confuse RNG manages to stay perfect enough, Sopteryx’s team will end up winning.