Post by lonewander on Feb 12, 2015 13:53:40 GMT
Hello and welcome to the the mercenary outpost. Here we have many people for hire. They are constantly on the move though. Who's available for hire changes from time to time though we have a list of mercenaries that has shown up so far. Prices vary in accordance for the strength of the mercenaries as well.
Factions are limited to 100 of each specific basic unit and 10 of each specific special unit.
Note: Zol does not make any profit off of this building.
Current Units For Hire (Rotates Every 8 Days) (0/8)
Basic
Winged Dwarf Bulborbs
The name is a misnomer which is not helped by the members of the species that insist that they can fly. They can't. They do however have powerful legs to jump high and their wings let them glide down giving the appearance of flying, at least to those fleeing from them. While great in surprise attacks due to their speed they also have even less durability than their wingless counterparts while also retaining their size making them extremely easy to take out from range.
10 Units for 15 Petals
Snooping Snitchbug
Flying units that are smaller than the average Snitchbug. Their wings are silent when they fly. They are also naturally dark blue to blend into shadows. They have reduced carrying capacity, they can barely hold a Pikmin, let alone Purple or Rock ones. Best used to get positions to develop better plans.
10 for 15 Petals
Dwarf Anode Beetles
Smaller versions of Anode Beetles. Where as a shock from normal sized Anode Beetles would kill the shocks provided by these beetles only stun. The lightning arcs between all Dwarf Anode Beetles in range of each other regardless of the direction they are facing making evading their stunning shocks a bit more difficult to evade. They have the potential to stun large groups so others can clean up if allowed to. Their shells are much weaker than their adult counter part's however.
10 for 20 Petals
Special Units
Jammin' Pikmin
Red Pikmin with headphones, boom boxes, and rapper clothes! They can cause a ton of noise! The sheer sound waves of these noises actually hurts or runs off things scared of Loud noises, but it also serves as a minor distractions to other units!
1 Unit for 20 Petals
Ignitode Beetles
Red Beetles as opposed to the yellow anode Beetles controlling fire between them as opposed to electricity. When facing towards each other they can create a sudden continuous stream of fire between them. They can move around with this stream as long as they face each other. They are protected by a hard shell on the outside but still retain the soft underside of their electric counterparts. Practically harmless if it's by itself, - they must be bought in pairs.
2 for 40 Petals
Solode Beetles
Grey beetles that don't need the companionship of their related beetles. They have a much thicker and denser shell than the other beetles while retaining the same speed. They can shrug off most physical attacks with ease and are essentially mobile walls. Outside of ramming no offensive capabilities.
1 for 15 Petals
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Current List of Known Mercenary Units
Basic
Dwarf Lesser Meerslug
Small Meerslugs who are great at digging and hiding for creatures to come near them. Their teeth aren't sharp so they rely on swallowing their prey whole. This heavily limits their attack speed as they have to wait for what they eat to stop struggling before they can move freely again. Has a tough natural hide.
10 Units for 15 Petals
Winged Dwarf Bulborbs
The name is a misnomer which is not helped by the members of the species that insist that they can fly. They can't. They do however have powerful legs to jump high and their wings let them glide down giving the appearance of flying, at least to those fleeing from them. While great in surprise attacks due to their speed they also have even less durability than their wingless counterparts while also retaining their size making them extremely easy to take out from range.
10 Units for 15 Petals
Cyborgmin
A group of Pikmin taking it upon themselves to experiment with machinery and implant themselves with cybernetic enhancements. They have better sight, strength and endurance compared to most other Pikmin. However they have crippling weaknesses to all elemental damage and almost all armor they tried interferes with their robotics somewhat leading them to refuse using any armor at all.
10 for 20 Petals
Clawed Wing Pikmin
Winged Pikmin who's hands have grown to be claws instead. Their wings are also larger which while making them faster requires them to need more flexibility from their body to use them making normal armor impractical for them. Their claw hands also prevent them from using most weapons as well. Great for picking off unarmored units/ other flying creatures, not as good against fully armored targets.
10 for 15 Petals
Dwarf Winged Crushblat
Small crystal shelled Crushblats that developed a limited ability to fly. Thier shells are slightly less dense than their grounded counterparts. Although they can fly their flight patterns are extremely erratic. They can only attack by flying up rather slowly before dive bombing their target. They have a slim chance of hitting small and fast targets, their best bet is to aim for slower armored foes en masse. Highly recommended to get them in high places before battle. Extremely devastating if used correctly in combat but are very easily rendered useless if their use isn't planed well.
10 for 20 Petals
Dwarf Cave Wolloywogs
Small Wolloywogs that call caves their homes. Their muscles are almost as strong as their larger counterparts letting them leap much farther in the air. Their skins aren't as tough as their larger versions with the exception of the bottom of the body. Their eyes are well suited to seeing in the dark while in the day they are forced into a constant squint limiting their vision. Best used in surprise attacks at night.
10 for 15 Petals
Death Scornets
Scornets sent by one of the Death Scornet Queens which is who actually revives the petals. Scornets with a single track mind to kill their target with their stingers filled with their venomous blood. This attack is suicidal as they pump their own blood into their victim. The victim has a few seconds to pull out the Scornet or server their body from their stinger. Usually need multiple Scornets to take out larger foes.
10 for 15 Petals
Dwarf Venomoth Phosbat
Small Phosbats which are easily blinded by light making daytime operations impossible. They can fly and shoot poison although they take a while to regenerate the poison after each spit. Best used in nighttime raids/ defense or indoors.
10 for 15 Petals
Foot Soldier Pikmin
These foot soldier pikmin have trained together to be a very effective front-line in combat. They know how to work together to hold the line. What they lack is follow through, as they have trained so hard at being able to be front line troops that they forgot how to use weapons effectively! They have wonderfully good defense, but they do not have much offensive capabilities at all.
10 for 15 Petals
Masterless Mushroom Pikmin
Mushroom Pikmin who appear to have lost sentience. They seem to have only one single desire, to rush into those that kill other Pikmin in their sight. They only attack by bashing their mushrooms at their foes. It's really hard to stop them from following other Pikmin. They help keep the peace between Pikmin and creatures in the outpost, nobody wants to get rushed by hundreds of these guys. Due to following other Pikmin they have to be bought in higher quantities as it seems impossible for one Pikmin to leave with only ten - a decent amount of them will also follow. Note, they don't distinguish sides, if you kill Pikmin and they see it they'll also attack you if the offending unit isn't a Pikmin as well.
50 For 65 Petals
Snooping Snitchbug
Flying units that are smaller than the average Snitchbug. Their wings are silent when they fly. They are also naturally dark blue to blend into shadows. They have reduced carrying capacity, they can barely hold a Pikmin, let alone Purple or Rock ones. Best used to get positions to develop better plans.
10 for 15 Petals
Dwarf Anode Beetles
Smaller versions of Anode Beetles. Where as a shock from normal sized Anode Beetles would kill the shocks provided by these beetles only stun. The lightning arcs between all Dwarf Anode Beetles in range of each other regardless of the direction they are facing making evading their stunning shocks a bit more difficult to evade. They have the potential to stun large groups so others can clean up if allowed to. Their shells are much weaker than their adult counter part's however.
10 for 20 Petals
Goolmin
Pikmin that are made of a gelatinous substance with a life core at the center of them. Extremely resistant to projectile attacks but are limited to melee weapons due to their gel like limbs not being able to correctly utilize most ranged weapons. They can also trap units between them and squish them like a Goolix would although this renders them somewhat immobile. No resistance to elemental attacks as well instantly being defeated should it's core get damaged. Piercing melee attacks are also extremely effective as well.
10 for 20 Petals
Sun Pikmin
Golden colored pikmin with a large flower that closes in the dark. These pikmin are much more effective in the day, were there is natural sunlight, in which there speed, strength, and defense are better. In dark places, these pikmin are useless, and act just like normal pikmin.
10 units/20 petals
Eclipse Pikmin
These pikmin are a black color, and have a large flower that closes in bright areas with lots of light. They are especially effective at night or darker places. While they are in a dark area, they tend to have better defenses, speed, strength, etc. During the day, or in bright areas, these extra stats go away, making them about as good as normal pikmin.
10 units for 20 petals
Special
Mamuta Chuckers
Slower Mamutas that prefer to chuck objects as opposed to planting them. They still have a mental block on hurting Pikmin - they'll just slam them into the ground to replant them or chuck them to places where they can be planted if on ground where planting isn't possible.
1 For 15 Petals
Lesser Meerslug
Medium sized Meerslug which are good at digging and hiding for long periods of time. Unlike their Dwarf counterparts they have developed teeth and can bite into foes if needed. While their stomachs are larger they can still be filled up with what they eat and need to take a rest if they eat too much. Even tougher hide than their Dwarf counter parts.
1 For 15 petals
Shell Head Bulborb
A Bulborb with a shell protecting it's head. They attack by ramming their heads into thief foes trying to smash them as they have under developed teeth. They have a thinner shell protecting their back though they aren't armored underneath.
1 For 15 petals
Stampeding Bulborb
A Bulborb that is larger than normal and fully red with the exception of it's eyes. It's feet are also large in proportion to the rest of the body. Needless to say it attacks by running extremely fast and stomping on units. It's bite attacks are exceptionally slow however and it has thinner skin than other Bulborb Species.
1 For 15 petals
Berserker Crawmad
Crawmads which are faster and stronger than other Crawmads. They have lighter shells as a result as well as refusing to use any ranged attacks. Once committed to battle they will not retreat.
1 For 15 petals
Rolling Calcified Crushblat
A Calcified Crushblat which had developed the ability to roll becoming a living wrecking ball. It's body is protected by a crystal shell. It needs a running start to roll but can also attack like normal Crushblats by just walking over foes and siting on them.
1 for 15 Petals
Dwarf Flying Armored Mawdad
A smaller Armored Mawdad with the ability to fly. It's armor is much weaker than it's grounded counterparts but is one of the best naturally armored creatures that fly. It still has it's massive piecing jaw claws as well. It's unable to wield most weapons and is a bit slower than non armored air units. More effective against large units while being able to shrug off most smaller units.
1 for 20 Petals
Long Tongued Swooping Snitchbug
A larger than normal Swooping Snitchbug which had developed long tongues. Despite their long tongues they actually can't eat most creatures due to the amount if space their tongue takes up in their body. They instead use their tongues to beat their foes into submission, an effective anti air against small units. They are also able to wield weapons as well due to their size. They still have about the same durability of normal Snitchbugs still.
1 for 15 Petals.
Dancer Pikmin
A Pikmin that devotes themselves to the invigorating power of dancing. In battle this Pikmin increases the speed of other close allies when dancing. These Pikmin are exceptionally lucky as well when it comes to bullets, they just don't seem to touch them. Melee attacks fare slightly better as they have to rely on their speed on dodging and their dodging dancing stops the speed boost to nearby allies. Explosions or a solid radius AOE attack Still they are invaluable when working with sufficient melee protection. Refuses to wear restricting armor and won't use weapons at all.
1 for 20 Petals
Sage Bulborb Hunter
Old Bulborbs that have grown efficient at hunting Pikmin. They can smell them from extremely long distances as well as know their precise location due to their honed senses. They are slower and weaker than normal Bulborbs due to their old age. They still however have the skill to annihilate swaths of unarmed Pikmin if any commander is dumb enough to let them in melee range. Under their command attacks against Pikmin groups are more effective.
1 for 20 Petals
Samurai Pikmin
These pikmin have mastered the use of the Samurai sword. They are masters at close range combat, able to act swiftly and with ease. What they lack is the ability to defend from ranged attacks, and as such are highly susceptible to being taken out by any ranged attack whatsoever. Masters of close quarters combat, but lacking initial defense to deal with ranged attacks.
1 for 15 Petals
Glowmin
Larger than average Pikmin that are white and are constantly glowing. They can send out a pulse of light from their body blinding those who don't have any warning. They need about a minute before using this ability again. Slightly more durable than normal Pikmin although their large size makes them a target. No problems with weapons but armor would weaken the effect of their light pulse.
1 for 15 petals
Aquatic Bulborb
A species of Bulborb that specialize in swimming. They are also larger than average Bulborbs. They are also naturally buoyant allowing for other units to ride it as a mobile island. They can go on land but they move a lot slower without water to hydrate their bodies.
1 for 15 Petals
Ignitode Beetles
Red Beetles as opposed to the yellow anode Beetles controlling fire between them as opposed to electricity. When facing towards each other they can create a sudden continuous stream of fire between them. They can move around with this stream as long as they face each other. They are protected by a hard shell on the outside but still retain the soft underside of their electric counterparts. Practically harmless if it's by itself, - they must be bought in pairs.
2 for 40 Petals
Solode Beetles
Grey beetles that don't need the companionship of their related beetles. They have a much thicker and denser shell than the other beetles while retaining the same speed. They can shrug off most physical attacks with ease and are essentially mobile walls. Outside of ramming no offensive capabilities.
1 for 15 Petals
Swift Spotted Jellyfloat
Jellyfloats that are even smaller than their lesser cousins they move much faster through the air to abduct small units. They can absorb less units than their counterparts but also can absorb units just by ramming into them with enough speed.
1 for 15 Petals
Jammin' Pikmin
Red Pikmin with headphones, boom boxes, and rapper clothes! They can cause a ton of noise! The sheer sound waves of these noises actually hurts or runs off things scared of Loud noises, but it also serves as a minor distractions to other units!
1 Unit for 20 Petals
Factions are limited to 100 of each specific basic unit and 10 of each specific special unit.
Note: Zol does not make any profit off of this building.
Current Units For Hire (Rotates Every 8 Days) (0/8)
Basic
Winged Dwarf Bulborbs
The name is a misnomer which is not helped by the members of the species that insist that they can fly. They can't. They do however have powerful legs to jump high and their wings let them glide down giving the appearance of flying, at least to those fleeing from them. While great in surprise attacks due to their speed they also have even less durability than their wingless counterparts while also retaining their size making them extremely easy to take out from range.
10 Units for 15 Petals
Snooping Snitchbug
Flying units that are smaller than the average Snitchbug. Their wings are silent when they fly. They are also naturally dark blue to blend into shadows. They have reduced carrying capacity, they can barely hold a Pikmin, let alone Purple or Rock ones. Best used to get positions to develop better plans.
10 for 15 Petals
Dwarf Anode Beetles
Smaller versions of Anode Beetles. Where as a shock from normal sized Anode Beetles would kill the shocks provided by these beetles only stun. The lightning arcs between all Dwarf Anode Beetles in range of each other regardless of the direction they are facing making evading their stunning shocks a bit more difficult to evade. They have the potential to stun large groups so others can clean up if allowed to. Their shells are much weaker than their adult counter part's however.
10 for 20 Petals
Special Units
Jammin' Pikmin
Red Pikmin with headphones, boom boxes, and rapper clothes! They can cause a ton of noise! The sheer sound waves of these noises actually hurts or runs off things scared of Loud noises, but it also serves as a minor distractions to other units!
1 Unit for 20 Petals
Ignitode Beetles
Red Beetles as opposed to the yellow anode Beetles controlling fire between them as opposed to electricity. When facing towards each other they can create a sudden continuous stream of fire between them. They can move around with this stream as long as they face each other. They are protected by a hard shell on the outside but still retain the soft underside of their electric counterparts. Practically harmless if it's by itself, - they must be bought in pairs.
2 for 40 Petals
Solode Beetles
Grey beetles that don't need the companionship of their related beetles. They have a much thicker and denser shell than the other beetles while retaining the same speed. They can shrug off most physical attacks with ease and are essentially mobile walls. Outside of ramming no offensive capabilities.
1 for 15 Petals
-----------------------------------------------------------------
Current List of Known Mercenary Units
Basic
Dwarf Lesser Meerslug
Small Meerslugs who are great at digging and hiding for creatures to come near them. Their teeth aren't sharp so they rely on swallowing their prey whole. This heavily limits their attack speed as they have to wait for what they eat to stop struggling before they can move freely again. Has a tough natural hide.
10 Units for 15 Petals
Winged Dwarf Bulborbs
The name is a misnomer which is not helped by the members of the species that insist that they can fly. They can't. They do however have powerful legs to jump high and their wings let them glide down giving the appearance of flying, at least to those fleeing from them. While great in surprise attacks due to their speed they also have even less durability than their wingless counterparts while also retaining their size making them extremely easy to take out from range.
10 Units for 15 Petals
Cyborgmin
A group of Pikmin taking it upon themselves to experiment with machinery and implant themselves with cybernetic enhancements. They have better sight, strength and endurance compared to most other Pikmin. However they have crippling weaknesses to all elemental damage and almost all armor they tried interferes with their robotics somewhat leading them to refuse using any armor at all.
10 for 20 Petals
Clawed Wing Pikmin
Winged Pikmin who's hands have grown to be claws instead. Their wings are also larger which while making them faster requires them to need more flexibility from their body to use them making normal armor impractical for them. Their claw hands also prevent them from using most weapons as well. Great for picking off unarmored units/ other flying creatures, not as good against fully armored targets.
10 for 15 Petals
Dwarf Winged Crushblat
Small crystal shelled Crushblats that developed a limited ability to fly. Thier shells are slightly less dense than their grounded counterparts. Although they can fly their flight patterns are extremely erratic. They can only attack by flying up rather slowly before dive bombing their target. They have a slim chance of hitting small and fast targets, their best bet is to aim for slower armored foes en masse. Highly recommended to get them in high places before battle. Extremely devastating if used correctly in combat but are very easily rendered useless if their use isn't planed well.
10 for 20 Petals
Dwarf Cave Wolloywogs
Small Wolloywogs that call caves their homes. Their muscles are almost as strong as their larger counterparts letting them leap much farther in the air. Their skins aren't as tough as their larger versions with the exception of the bottom of the body. Their eyes are well suited to seeing in the dark while in the day they are forced into a constant squint limiting their vision. Best used in surprise attacks at night.
10 for 15 Petals
Death Scornets
Scornets sent by one of the Death Scornet Queens which is who actually revives the petals. Scornets with a single track mind to kill their target with their stingers filled with their venomous blood. This attack is suicidal as they pump their own blood into their victim. The victim has a few seconds to pull out the Scornet or server their body from their stinger. Usually need multiple Scornets to take out larger foes.
10 for 15 Petals
Dwarf Venomoth Phosbat
Small Phosbats which are easily blinded by light making daytime operations impossible. They can fly and shoot poison although they take a while to regenerate the poison after each spit. Best used in nighttime raids/ defense or indoors.
10 for 15 Petals
Foot Soldier Pikmin
These foot soldier pikmin have trained together to be a very effective front-line in combat. They know how to work together to hold the line. What they lack is follow through, as they have trained so hard at being able to be front line troops that they forgot how to use weapons effectively! They have wonderfully good defense, but they do not have much offensive capabilities at all.
10 for 15 Petals
Masterless Mushroom Pikmin
Mushroom Pikmin who appear to have lost sentience. They seem to have only one single desire, to rush into those that kill other Pikmin in their sight. They only attack by bashing their mushrooms at their foes. It's really hard to stop them from following other Pikmin. They help keep the peace between Pikmin and creatures in the outpost, nobody wants to get rushed by hundreds of these guys. Due to following other Pikmin they have to be bought in higher quantities as it seems impossible for one Pikmin to leave with only ten - a decent amount of them will also follow. Note, they don't distinguish sides, if you kill Pikmin and they see it they'll also attack you if the offending unit isn't a Pikmin as well.
50 For 65 Petals
Snooping Snitchbug
Flying units that are smaller than the average Snitchbug. Their wings are silent when they fly. They are also naturally dark blue to blend into shadows. They have reduced carrying capacity, they can barely hold a Pikmin, let alone Purple or Rock ones. Best used to get positions to develop better plans.
10 for 15 Petals
Dwarf Anode Beetles
Smaller versions of Anode Beetles. Where as a shock from normal sized Anode Beetles would kill the shocks provided by these beetles only stun. The lightning arcs between all Dwarf Anode Beetles in range of each other regardless of the direction they are facing making evading their stunning shocks a bit more difficult to evade. They have the potential to stun large groups so others can clean up if allowed to. Their shells are much weaker than their adult counter part's however.
10 for 20 Petals
Goolmin
Pikmin that are made of a gelatinous substance with a life core at the center of them. Extremely resistant to projectile attacks but are limited to melee weapons due to their gel like limbs not being able to correctly utilize most ranged weapons. They can also trap units between them and squish them like a Goolix would although this renders them somewhat immobile. No resistance to elemental attacks as well instantly being defeated should it's core get damaged. Piercing melee attacks are also extremely effective as well.
10 for 20 Petals
Sun Pikmin
Golden colored pikmin with a large flower that closes in the dark. These pikmin are much more effective in the day, were there is natural sunlight, in which there speed, strength, and defense are better. In dark places, these pikmin are useless, and act just like normal pikmin.
10 units/20 petals
Eclipse Pikmin
These pikmin are a black color, and have a large flower that closes in bright areas with lots of light. They are especially effective at night or darker places. While they are in a dark area, they tend to have better defenses, speed, strength, etc. During the day, or in bright areas, these extra stats go away, making them about as good as normal pikmin.
10 units for 20 petals
Special
Mamuta Chuckers
Slower Mamutas that prefer to chuck objects as opposed to planting them. They still have a mental block on hurting Pikmin - they'll just slam them into the ground to replant them or chuck them to places where they can be planted if on ground where planting isn't possible.
1 For 15 Petals
Lesser Meerslug
Medium sized Meerslug which are good at digging and hiding for long periods of time. Unlike their Dwarf counterparts they have developed teeth and can bite into foes if needed. While their stomachs are larger they can still be filled up with what they eat and need to take a rest if they eat too much. Even tougher hide than their Dwarf counter parts.
1 For 15 petals
Shell Head Bulborb
A Bulborb with a shell protecting it's head. They attack by ramming their heads into thief foes trying to smash them as they have under developed teeth. They have a thinner shell protecting their back though they aren't armored underneath.
1 For 15 petals
Stampeding Bulborb
A Bulborb that is larger than normal and fully red with the exception of it's eyes. It's feet are also large in proportion to the rest of the body. Needless to say it attacks by running extremely fast and stomping on units. It's bite attacks are exceptionally slow however and it has thinner skin than other Bulborb Species.
1 For 15 petals
Berserker Crawmad
Crawmads which are faster and stronger than other Crawmads. They have lighter shells as a result as well as refusing to use any ranged attacks. Once committed to battle they will not retreat.
1 For 15 petals
Rolling Calcified Crushblat
A Calcified Crushblat which had developed the ability to roll becoming a living wrecking ball. It's body is protected by a crystal shell. It needs a running start to roll but can also attack like normal Crushblats by just walking over foes and siting on them.
1 for 15 Petals
Dwarf Flying Armored Mawdad
A smaller Armored Mawdad with the ability to fly. It's armor is much weaker than it's grounded counterparts but is one of the best naturally armored creatures that fly. It still has it's massive piecing jaw claws as well. It's unable to wield most weapons and is a bit slower than non armored air units. More effective against large units while being able to shrug off most smaller units.
1 for 20 Petals
Long Tongued Swooping Snitchbug
A larger than normal Swooping Snitchbug which had developed long tongues. Despite their long tongues they actually can't eat most creatures due to the amount if space their tongue takes up in their body. They instead use their tongues to beat their foes into submission, an effective anti air against small units. They are also able to wield weapons as well due to their size. They still have about the same durability of normal Snitchbugs still.
1 for 15 Petals.
Dancer Pikmin
A Pikmin that devotes themselves to the invigorating power of dancing. In battle this Pikmin increases the speed of other close allies when dancing. These Pikmin are exceptionally lucky as well when it comes to bullets, they just don't seem to touch them. Melee attacks fare slightly better as they have to rely on their speed on dodging and their dodging dancing stops the speed boost to nearby allies. Explosions or a solid radius AOE attack Still they are invaluable when working with sufficient melee protection. Refuses to wear restricting armor and won't use weapons at all.
1 for 20 Petals
Sage Bulborb Hunter
Old Bulborbs that have grown efficient at hunting Pikmin. They can smell them from extremely long distances as well as know their precise location due to their honed senses. They are slower and weaker than normal Bulborbs due to their old age. They still however have the skill to annihilate swaths of unarmed Pikmin if any commander is dumb enough to let them in melee range. Under their command attacks against Pikmin groups are more effective.
1 for 20 Petals
Samurai Pikmin
These pikmin have mastered the use of the Samurai sword. They are masters at close range combat, able to act swiftly and with ease. What they lack is the ability to defend from ranged attacks, and as such are highly susceptible to being taken out by any ranged attack whatsoever. Masters of close quarters combat, but lacking initial defense to deal with ranged attacks.
1 for 15 Petals
Glowmin
Larger than average Pikmin that are white and are constantly glowing. They can send out a pulse of light from their body blinding those who don't have any warning. They need about a minute before using this ability again. Slightly more durable than normal Pikmin although their large size makes them a target. No problems with weapons but armor would weaken the effect of their light pulse.
1 for 15 petals
Aquatic Bulborb
A species of Bulborb that specialize in swimming. They are also larger than average Bulborbs. They are also naturally buoyant allowing for other units to ride it as a mobile island. They can go on land but they move a lot slower without water to hydrate their bodies.
1 for 15 Petals
Ignitode Beetles
Red Beetles as opposed to the yellow anode Beetles controlling fire between them as opposed to electricity. When facing towards each other they can create a sudden continuous stream of fire between them. They can move around with this stream as long as they face each other. They are protected by a hard shell on the outside but still retain the soft underside of their electric counterparts. Practically harmless if it's by itself, - they must be bought in pairs.
2 for 40 Petals
Solode Beetles
Grey beetles that don't need the companionship of their related beetles. They have a much thicker and denser shell than the other beetles while retaining the same speed. They can shrug off most physical attacks with ease and are essentially mobile walls. Outside of ramming no offensive capabilities.
1 for 15 Petals
Swift Spotted Jellyfloat
Jellyfloats that are even smaller than their lesser cousins they move much faster through the air to abduct small units. They can absorb less units than their counterparts but also can absorb units just by ramming into them with enough speed.
1 for 15 Petals
Jammin' Pikmin
Red Pikmin with headphones, boom boxes, and rapper clothes! They can cause a ton of noise! The sheer sound waves of these noises actually hurts or runs off things scared of Loud noises, but it also serves as a minor distractions to other units!
1 Unit for 20 Petals