== = Hocotatian Army = ==
NOTE: This profile assumes that "size scaling" is firmly in place. Ergo, enemies that should be smaller than a human being are much, much larger. Hocotanians are assumed to be around 4 feet in height, and everything is scaled from there.
== = INTRODUCTION = ==
The Hocotatians
are a predominantly trading based species who form an integral part of a three
way alliance with the Koppaites and the Pikmin. This alliance is seemingly
dominated by the Hocotatians both because of their superior technology and
their superior planning/leadership skills.
The Hocotatians
have seemingly never been involved in actual warfare. However, they are no
strangers to conflict, and generally would prefer to keep said conflicts limited
to brush wars and smaller scale battles. This offers them greater control.
Should the battle escalate past this, they would take drastic measures.
Hocotatians
believe in overwhelming force, whether it be numbers or weapons.
== = INTEL = ==
Koppaites, due
to their poor planning, have little to offer here. We know nothing of their
intel gathering skills or abilities except for one important asset. They are
the creators of the SPEROs, which are intergalactic search probes that scan
planets looking for supplies and life. These would prove useful in long term
combat. Said probes (pictured below) can also act as collection ships for any materials they deem useful. The Koppaites could, with a starving populace, field hundreds of these, so in the event of a war they should be able to create thousands with ease.
The Hocotatians
have, on their side, highly advanced AI and computer systems which allow them
to scan enemy technology after recovering it and adapt it to their own very
effectively. The only flaw is that they must first recover said technology in
order to study it. Their ability to combine owned technology with discovered materials is outstanding.
The Pikmin
offer the least technical, most hands on approach. Any Pikmin is capable of
acting as a spy, given the correct leadership. Flying Pikmin have the advantage
of mobility of course, and rock Pikmin are probably the closest to a
camouflaged species. But far and away the most impressive “spymin” would be the
whites. With higher than average speed and a poisonous body, they are lethal
right out of the gate. But added to this is their ability to see through dirt
and stone, discovering hidden things that would normally escape detection.
== = UNIT ENTRIES = ==
= PRIMARY UNITS =
Red Pikmin
Mobility: 3 to 5 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
The Red Pikmin are the first color discovered in every Pikmin game. They are the backbone of the Pikmin army for many reasons, not least of which being their sheer fruitfulness.
== LOADOUT ==
Offense: Like all Pikmin, Reds generally attack by grasping the enemy and pounding on them with their stalk. The speed of this attack varies based off of Flower level.
Defenses: Apart from the natural toughness of Pikmin, Reds are notable for being immune to fire/heat attacks. The upper limits of this ability are unknown, but for the purposes of standard military conflict, even against super advanced races, they should be fine.
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
Blue Pikmin
Mobility: 3 to 5 (Based on Leaf/Bud/Flower)
Training/Experience: 5Max Range: Several meters
Preferred Range: Melee
Mobility: 3 to 5 (Based on Leaf/Bud/Flower)
Training/Experience: 5Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
Blue Pikmin are the last Pikmin discovered in all 3 of the Pikmin games, and are arguably the most useful. Their ability to traverse water safely makes them invaluable in every area and most caves.
Blue Pikmin lack the increased attack power of Red Pikmin, but compensate for it in underwater mobility. Blue Pikmin seem unaffected by water drag, in fact.
== LOADOUT ==
Offense: Like all Pikmin, Blues generally attack by grasping the enemy and pounding on them with their stalk. The speed of this attack varies based off of Flower level.
Defenses: Apart from the natural toughness of Pikmin, Blues are notable for their ability to breathe underwater and seeming immunity to acidic attacks. In fact, they seem capable of filtering oxygen from any applicable liquid.
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
Blue Pikmin are notable in that they will readily save drowning comrades if they are not preoccupied with another task.
Yellow Pikmin
Mobility: 4 to 6 (Based on Leaf/Bud/Flower)
Training/Experience: 5Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
The Yellow Pikmin are essentially the elite working class of the Pikmin species, fulfilling the roles of electricians, miners, and high altitude haulers.
Yellow Pikmin are distinguished by their ears, which apparently give them some aerodynamic properties. This allows them to soar higher than most Pikmin when thrown (and presumably when jumping). They seem enjoy being high up as opposed to being on the ground.
Yellow Pikmin also dig the fasted of any Pikmin species. This is an important ability for combatting burrowing foes, especially with White Pikmin around.== LOADOUT ==
Offense: Like all Pikmin, Yellows generally attack by grasping the enemy and pounding on them with their stalk. The speed of this attack varies based off of Flower level.
Defenses: Apart from the natural toughness of Pikmin, Yellows are characterized by their ability to resist even the most potent electric attacks. Even lightning level electricity doesn't faze them, it would seem.
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
Yellow Pikmin, when exposed to electricity, will instantly go from Leaf to Flower. This seems to indicate they actually absorb some of the electrical energy, an interesting ability to say the least. They can also chain up to conduct electricity, which could be used to devastating effect.
= LINE BREAKERS =
Rock Pikmin
Mobility: 3 to 5 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
A newer species of Pikmin, this branch of the family is characterized by an odd (some would say awkward) body shape and unique fighting style. Like most Pikmin, they have an Onion and can be found in most environments.
They are externally denser (improved durability) but internally lighter, allowing them to float in water, although they cannot swim.
== LOADOUT ==
Offense: Unlike most Pikmin, Rock Pikmin do not grasp an enemy. Rather, they repeatedly tackle the opponent, smashing them with their body. Although they do significant damage, they have low DPS. They are mostly suited for armor shattering and shield breaking.
Defenses: Apart from the natural toughness of Pikmin, Rock Pikmin are known for their resistance to piercing attacks. Anything short of an armor piercing round is unlikely to kill them, especially given the fact that their entire "body" is nothing more than ambulatory root structure anyway. It takes an excessive amount of force to keep them down.
Crushing is also ineffective. They will sink into the ground and become planted again, but will not die from the impact.
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
Purple Pikmin
Mobility: 1 to 3 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
Mobility: 1 to 3 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
The strongest species of Pikmin, Purples are characterized by their large, hairy form and dark purple skin. They are incredibly slow moving but powerful.
Their purpose in the army is simple. Either they carry heavy things or they kill big things. Or little things. Whatever is moving, really.
== LOADOUT ==
Offense: Like all Pikmin, Purples generally attack by grasping the enemy and pounding on them with their stalk. The speed of this attack varies based off of Flower level. Much slower than most, of course.
Purples also have a unique attack. When thrown, they will actually home in on enemies and land directly on them, stunning them for a few seconds with the force of their impact. This also creates an AOE damage wave.
Defenses: Apart from the natural toughness of Pikmin, Purples are notable for having a strange yet useful resistance. They are immune to pheromone manipulation, fear attacks, and knock back to an extent. Essentially, they resist "annoyance" elements.
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
Purples, while slow, are 10 times the strength and weight of other Pikmin. This makes them incredibly potent on the battlefield, so long as they can get close.
= RAPID RELIEF =
Winged Pikmin
Mobility: 5 to 7 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
Winged Pikmin are small, delicate looking Pikmin with bee-like wings who serve as the primary air force for the Pikmin. They are a somewhat recent addition, and are highly mobile both in and out of combat.
== LOADOUT ==
Offense: Like all Pikmin, Winged Pikmin generally attack by grasping the enemy and pounding on them with their stalk. The speed of this attack varies based off of Flower level.
Defenses: Apart from the natural toughness of Pikmin, Winged Pikmin have no notable resistances. However, as they can fly, they can often bypass ground hazards.
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
Winged Pikmin, it should be noted, deal approximately twice as much damage to flying enemies as to non flying ones, and thus are virtually useless outside of aerial combat. However, they are adept flyers capable of diving, hovering, fighting, and carrying things in battle.
White Pikmin
Mobility: 5 to 7 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
Mobility: 5 to 7 (Based on Leaf/Bud/Flower)
Training/Experience: 5
Max Range: Several meters
Preferred Range: Melee
BASIC DESCRIPTION
The White Pikmin are the primary hit and run masters of the Pikmin army. Although they cannot fly, they have such a massive movement speed advantage over any other type that it's hard for them to fit into any other category.
They serve as spies, assassins, suicide bombers, and ambush detectors/experts.
== LOADOUT ==
Offense: Like all Pikmin, Whites generally attack by grasping the enemy and pounding on them with their stalk. The speed of this attack varies based off of Flower level.
Defenses: Apart from the natural toughness of Pikmin, Whites are notable for their immunity to poison. While not necessarily a consistently useful ability, it nevertheless makes them a force to be reckoned with.
When eaten, White Pikmin poison the enemy. This is applied to open wound to wound contact as well. A single White was enough to kill/almost kill a Bulborb. (Recently nerfed, but still potent)
== ADDITIONAL LOADOUT ==
As mentioned above several times, all Pikmin thus far discovered progress from Leaf, to Bud, to Flower (this being the one on their head of course) which is indicative of their speed and strength.
Another notable ability that Pikmin share; when a Flower Pikmin dies, there is a chance that they will drop a seed, producing a brand new Pikmin the day after. As if Pikmin were not hard enough to wipe out.
White Pikmin can see through rock, stone, wood, and some metals with ease. They have no problem discovering unique artifacts and could use this ability to find enemies as well, no doubt.
White Pikmin haul materials faster than normal Pikmin, as well.
= SHOCK AND
AWE =
Titan Dweevil
Mobility: 7
Training/Experience: 5
Max Range: Potentially several hundred
meters
Preferred Range: Immediately
under/around itself
BASIC DESCRIPTION
A massive
Dweevil mind controlled by a small Hocotanian named Louie, this beast is the
very definition of “shock” and awe, employing not only a powerful electric
field, but also poisonous gas, a massive flamethrower, and a pressurized water
cannon.
The Dweevil species is characterized by great physical strength, with
which they mimic fallen foes in an effort to escape detection. A normal sized
Dweevil has enough strength to lift the bodies of wollywogs, bulborbs, and
other creatures, any one of which is not only several dozen times larger than
it, but it does so in an utterly casual fashion, moving at normal high speeds
as if unencumbered.
This variation carries 4 massive weapons, each of which would be larger
than a car, without effort. By taking on the attributes of said weapons (an
ability that Dweevils have which is only poorly illustrated in game) it gains a
defensive metal shield over its body which is apparently stronger than the Man at Legs armor. Much
like other Dweevils, it is quite fast, although difficult to measure due to the
enclosed nature of its resting place.
== LOADOUT ==
OFFENSE: The primary, unarmed defense
of the Titan Dweevil is, ironically, to attack with its arms. If its other weapons
are removed it is largely harmless, although outside of game mechanics its
massive limbs could still do serious damage to most combatants.
-Flare
cannon: A super powerful flamethrower with flames comparable to those of a
spaceships jet, which the Titan Dweevil generally moves in a 180 degree arc in
front of itself. After taking damage to this weapon, it generally increases the
power and ups the arc to 210 degrees. Although easy to avoid by squads/single
opponents, this weapon is devastating against large, clumped groups.
-Shock
Therapist: A nanotech device that gathers negative ions from the atmosphere
and then releases the energy it creates in a massive blast of lightning. This
lightning travels between bouncing metallic spheres that the Titan releases
periodically. It is difficult as well to predict which sphere will conduct this
electricity in which direction, making this another crowd clearing attack.
-Comedy
Bomb: Although the poisonous gas used in this weapon is of unknown origin,
we know that is invisible, has no smell, and is powerful enough to even
temporarily knock out the Hocotanian air filters. It also reduces entire armies
of Pikmin to choking piles of plant matter in seconds, and covers a large area
underneath the Titan. Yet again, a crowd control attack useful for dealing with
encircling enemies.
-Monster
Pump: The anti-air weapon of the Titan, if ever it had one. Hitting with
the equivalent force of a car, this weapon fires massive balls of pressurized
water high into the air, and is useful in dealing with ranged enemies as well.
It can be fired quickly and has an almost inexhaustible ammo supply, as it can
draw water to it from even a mile away to be used. This has the dual effect of
stealing resources and dealing damage.
Defenses: Because the Titan takes on
the nature of what it is copying, its skin would start out as a steely metallic
substance more durable than the Man at Legs (which is a silicon based lifeform
with a metal armor suit) that resists the most powerful Pikmin attacks like
nothing. By sheer size, this makes the Titan insanely difficult to kill except
by powerful tank units and the like
== ADDITIONAL LOADOUT ==
If the
Hocotanians manage to capture powerful alien technology, they could also give
this to the Titan, possibly increasing its offensive and defensive
capabilities. This ability is of vast importance, especially given that the
Hocotanian forces only get one Titan Dweevil to start with.
= SPECIALIST
SUPPORT =
Mobility: 10
Training/Experience: Unknown/NA
Max Range: Several Meters
Preferred Range: Several Meters
BASIC DESCRIPTION
The Onion is, at first glance, a
strange addition to the army. It serves the purpose of mothership, troop
transport, brood spawner, and carrion remover. At its most basic, however, it
is designed to harvest dead bodies (or injured living ones. Hell, probably
straight up living ones too) and convert them directly into more Pikmin. It
generally does this to organic materials only and usually to nectar or animal
remains. But it has demonstrated an ability to transmutate inorganic materials
as well, which opens many doorways to the Pikmin army.
== LOADOUT ==
Offense: Its only real offensive
ability (other than swarming Pikmin onto whatever is near it) is the tractor
beam with which it harvests and converts materials. It seems to have no upper
limit on what it can convert, although sufficiently vast creatures would
probably be cut into manageable chunks.
Defenses: The Onion is airtight, having
shown the ability to travel into orbit with no ill side effects to either
itself or the Pikmin. On top of this, its hull is strong enough to resist reentry,
and nothing shown in any of the Pikmin games seemed to damage it at all.
== ADDITIONAL LOADOUT ==
A more recent
ability is the formation of more evolved Onions, which can absorb other Onions
into itself, storing and creating multiple variations of the Pikmin. It is
unknown how many of these there are, or how many Onions it can absorb into
itself. For the sake of the tournament, we will be assuming each of these
“super Onions” can absorb one of each color Onion, and that if more
reinforcements arrive, another super Onion must be created.
= HEROES AND
LEADERSHIP =
Within this section you can place virtually any Hocotatian or Koppaite, as they act like heroes in regards to Pikmin handling. However, for the sake of the profile, 3 of the main hero characters will be covered.
== = LEADERSHIP = ==
Command Designation: Inspirational/Tactical
Commander
*Mobility: 6
*Training/Experience: 5 - 6
*Max Range: Light Years (with ship)
*Preferred Range: Several meters (using
Pikmin or bomb rocks)
== BASIC DESCRIPTION ==
Although not
necessarily a tactical genius, Olimar was the first commander of the Pikmin,
and is generally considered the most competent. Every species of Pikmin discovered thus far was discovered by him. He is highly experienced at
dealing with a wide variety of threats, both physical and logistical, and is no
stranger to facing problems alone. Should he die, and his body be retrieved, he
will be reborn as a Pikmin/Hocotatian hybrid.
Apart from his
Pikmin handling skills, Captain Olimar is notable for his mechanical
intelligence and biological genius. In Pikmin 1 we discover that he designed
parts of his own ship, and was at one point a spaceship mechanic. Later, in
Pikmin 2, he keeps an in-depth scientific journal about virtually every single
creature on the planet. He also adds his thoughts to the recovered alien items.
In this we see both the analytical power of the spaceship (which experimented
on the purple Pikmin when combined with a certain Mario easter egg) and Olimar
himself.
== X-FACTORS ==
Adaptive Creativity/Resourcefulness: 70/100
(Stranded on a planet filled with toxic gas, he enslaved the natives and
employed them in an effort to escape. When augmented with the Ship from Pikmin
2, this is an easy 80)
Tactics: 75/100
Strategy: 50/100 (In combat strategy is what he is best at, although planning
ahead is not his strong point)
Intuition: 50/100
Audacity: 40/100 (Olimar is careful and meticulous, and is unwilling to
sacrifice Pikmin lives needlessly)
Psychological Warfare: 50/100 (Does not directly employ it,
but the Pikmin act as it regardless)
Experience: 60/100 (Respected and experienced pilot who is, now anyway,
something of an expert on alien planets and battling a wide variety of enemies
in strange locales)
Discipline: 60/100 (Nothing of note here, except that he returned to a
deathtrap of a planet twice for his company, just to keep his job)
Corruption: 30/100 (Through his dedication to his family, his Pikmin, and his
company, Olimar is, if not incorruptible, virtually so)
== Captain Charlie==
Command Designation: Strategic Commander
*Mobility: 6
*Training/Experience: 6 - 7
*Max Range: Possibly Light Years (with ship)
*Preferred Range: Several meters (using Pikmin or bomb rocks)
== BASIC DESCRIPTION ==
Captain Charlie is the only hero on this list with an actual military background. He is even described as one of Koppai's greatest legends by one of his crew. He brings this to the forefront with expert Pikmin handling skills and a deft control over the events of Pikmin 3, despite several unfortunate events (such as being in a creature's stomach for several days).
Captain Charlie would act as one of several strategic commanders who would control the overall conflict from afar, although he is no doubt capable of decent tactical thinking as well.
== X-FACTORS ==
Adaptive Creativity/Resourcefulness: 60/100
Tactics: 50/100
Strategy: 65/100
Intuition: 40/100
Audacity: 60/100
Psychological Warfare: 50/100
Experience: 75/100
Discipline: 70/100
Corruption: 40/100
== "The Ship"==
Command Designation: Advisor
*Mobility: 10
*Training/Experience: N/A
*Max Range: Possibly Light Years
*Preferred Range: N/A
== BASIC DESCRIPTION ==
"The Ship" is an unnamed character from Pikmin 2. It is an AI controlling the ship used by Olimar and Louie to return to the Pikmin planet on 2 different occasions. It is capable of deep space communications, email, FTL travel, time/space warping, near-infinite storage, life support, and dozens of other comforts.
However, its primary use is as a technology scanner/augmenter. It can use virtually anything, even fairly useless scraps, and turn them into a potent new weapon or piece of armor for the glory of Hocotate. This, combined with its extensive sensory equipment and clever AI, make it an invaluable advisor to the cause.
== X-FACTORS ==
Adaptive Creativity/Resourcefulness: 80-90/100
Tactics: 60/100 (often advises Olimar on the use of Pikmin in combat)
Strategy: 50/100
Intuition: 60/100
Audacity: 50/100
Psychological Warfare: 50/100
Experience: 70/100 (is shown to be quite old, and has a vast store of information)
Discipline: 80/100 (stupidly loyal to the company and Hocotate, as it is an AI)
Corruption: N/A/100 (being a machine, only hacking could possibly corrupt it)
== =ARMY X-FACTORS = ==
MORALE: 75 or 80/100 – The Pikmin especially are utterly loyal to their
leaders. There are two known ways of making a Pikmin turn on said leader, and
only one actually causes the Pikmin to attack (that one being total genetic
mutation). The Hocotatians are, as far as has been shown, a fairly hardy lot who
are willing to throw themselves into terrifying and dangerous scenarios for
even simple things, such as keeping a job or finding treasure. Koppaites seem
to lack this, although they are programmed to eat and not plan, so given a bit
of time to starve, they will do anything.
ARMY INTIMIDATION: 10 to 20/100 – At least at first, the sight of hundreds of little
adorable plant people and their short, chubby overlords is utterly laughable.
It is only when you witness them dragging your dead or dying comrades back to
be recycled that they suddenly turn threatening.
DISCIPLINE: 50/100 – Amongst the Hocotatians/Koppaites, there would be
approximately a 50 or 60. The main characters of the Pikmin series have shown
the ability to, with little more than a radio click, organize said Pikmin into
performing various tasks. As there is no language barrier (they even use the
same currency) this process is streamlined further. The Pikmin themselves are around
20, as they do work together even without a leader, and have been shown to
communicate and cooperate well in the wild. Because of their blind obedience
bordering on worship, they obey all orders without question when given by a
Hocotatian/Koppaite.
COHESION: 70 to 75/100 – Pikmin work together flawlessly, and even their
onions now merge into one unit (with unknown limitations thereof). Hocotatians
and Koppaites have no reason to argue, and rarely show signs of conflict except
at a personal level (Louie fleeing from the Koppaites in Pikmin 3, for
instance). There could conceivably be some difficulties (the inability of the
Hocotatians to resist treasure or the poor planning by the Koppaites) but in
general they would work together to overcome each other’s flaws.
ESPIONAGE: 35 to 40/100 – Although the Pikmin are especially good at resisting
espionage attempts, and both of the other members of the alliance are capable
of doing the same to a lesser extent, none of the three have any really
reliable means of infiltrating the enemy. Unless they somehow managed to
harness some of the denizens of PNF-404.
LOGISTICS: 55 to 65/100 – With their powerful technology and hardy structures,
the Hocotanians and Koppaites are highly resistant to drought. Both are also
very capable of scavenging resources from their environment, and often find
extremely clever uses for them.
The Pikmin get
a firm 90 or higher. So long as the Onion exists the Pikmin need fear very
little. A Pikmin planted in the ground will live indefinitely, storing enough
energy to even metamorphose into their third, flower stage. Pikmin harvest
biological materials (mostly animals, but also plants) to reproduce and maintain
their numbers, but do not need to eat. Drinking nectar seems to fill them with
great energy, which powers them for long periods of time. (Also of note: the
Onion can also absorb some inorganic material, although this is rare and
usually combined with an amount of organic material as well)
BLOCKADE: 50/100 – Short of direct intervention with weapons, the
Hocotatians/Koppaites have little to offer here. With their advanced short and
long range scanners, they can easily keep tabs on enemy movements, but would
have difficulty interrupting them. Similarly, they would be able to detect
hidden supplies but, again, would have no easy way of interfering.
The Pikmin are
the easiest method, being able to lock down land routes with ambushes from
either white Pikmin or flying Pikmin.
Essentially,
while they can easily avoid blockades, they suck at them.
== ADDITIONAL FACTORS ==
REASON FOR BATTLE: The Hocotatians fight for treasure, the Koppaites fight for food and their survival, and the Pikmin fight for their leaders and to spread their numbers. Straightforward.
REINFORCEMENT RATE: For Hocotatians and Koppaites, this is a difficult question to answer. Both control a planet with at least millions, presumably billions of citizens. Hypothetically they would be receiving hundreds or thousands of reinforcements, although these two species are needed in far fewer numbers.
As for the Pikmin reinforcements, that depends on three major factors. 1) How many enemies did they kill in the last fight? 2) What environment are they in (especially, how much flora/fauna it has) and 3) What kinds of Pikmin are in excess/small amounts?
GAINS:
-Biological Gains: Koppaites and Hocotatians will take advantage of food, especially fruit, that they can acquire. Hocotatians have proven as well that they are capable of impressive chemistry, turning spicy fruit into a stimpack of sorts and a bitter fruit into a petrifying spray. Naturally this takes a lot of fruit, but still. They also engineered a growth formula from a mushroom.
The Pikmin are, of course, the main target of biological gains. Dead bodies of any kind, livestock, fruit/grass/trees/etc in the area, all of it can be converted into more Pikmin. Even when a fellow Pikmin dies, there is the chance that a seed will sprout from their bodies and appear the next day, ready to be plucked. Much like the Orks of Warhammer 40k, you can never be sure you eradicated them.
-Technological Gains: This is where Hocotatians shine. Through a combination of natural intelligence and powerful AI analyzing skills, Hocotatians can take virtually any material and employ it. The Ship from Pikmin 2 demonstrated this by employing random materials they scavenged and upgrading Olimar’s suit to resist electricity, fire, physical damage, and knockback, as well as improving his whistle, his attacks, and his speed. The Koppaites have nothing at this level of potency as of yet, but their technology is close to being on par with Hocotanian’s, so no doubt they have tricks of their own.
The Pikmin gain little directly from technological improvements, unless the enemy somehow acquired an Onion, which could be reabsorbed into one of the others. Pikmin have, however, shown the ability to absorb inorganic materials in order to propagate, so it is not illogical to assume they would do so here. (The coolest application that an Onion would have comes from the idea that someone, especially someone like the Zerg, might corrupt an Onion to their own purposes. If the Hocotatian/Koppaites won, the Pikmin could reassimilate this Onion and gain new, Zergy powers.)
WEAKNESSES: Each Pikmin sub-type/color has its own unique weaknesses.
- Red Pikmin have no specific weakness, but are the basic grunts whose immunity to fire is of moderate importance
- Blue Pikmin are weaker to fire than normal Pikmin
- Yellow Pikmin are difficult to use in combat
- Purple Pikmin are extremely slow
- White Pikmin deal very little damage unless eaten
- Flying Pikmin are incredibly weak against ground based enemies
- Rock Pikmin do not latch on to enemies when they impact (mostly a weakness to flying/floating enemies)
- Parasitic Pikmin may be unable to control enemies upon maturity
The Hocotatians and Koppaites are, individually, weak to greed and gluttony.
STRENGTHS: Their biggest strength is the ability of Pikmin to reuse dead bodies in order to create more Pikmin. Every enemy that fights the Pikmin has to ask this question: Will the number of Pikmin I kill be higher than the number they gain from my dead body?
Pikmin can also use this to resurrect fallen Hocotanians, rebirthing them as Hocomin/Pikotanians (not an official name in case you’re daft).
The Hocotatian technology is also a huge point of interest. Harnessing the time/space continuum as energy, nuclear power, anti-matter, eternal fuel, FTL travel, near infinite storage, advanced AI, powerful computers, incredibly potent space suits, etc.
PAST OPPONENTS: Space pirates are mentioned in passing. Olimar battled the Puffstool, a mushroom like enemy that transformed Pikmin into mushroom topped Pikmin-like creatures that turned on him. A dimension hopping wraith has thus far been a major player in two games, and supposedly cannot be destroyed, as its physical form is anchored in another dimension. Giant, flamethrower toting spiders, behemoth Bulborbs, explosive launching giant spiders, explosive launching fish walkers, and explosive launching bugs are all commonplace enemies. The Pikmin Planet (PNF-404) is just as dangerous as the Pikmin army, in many ways.