Hyper[edit | edit source]
Flying Castle's hyper is Immovable Object, which skips Castle's next 2 turns, giving it a Defense boost of +2 and the ability to counter-attack.
Strategy[edit | edit source]
Immovable Object effectively entrenches the player on a panel and renders them unable to move for 2 turns. This can help to lose opponents that are incessantly attacking from the rear, or enable you to KO them. Unsurprisingly, this Hyper helps dramatically for KOing low health characters and for escaping high-attack characters that could potentially deal a lot of damage.
As the Hyper boosts DEF by +2, gives Flying Castle the ability to counter-attack, and forces any enemy that passes its panel to battle, the Hyper opens a window for Flying Castle to take revenge on opponents.
The main downside of the Hyper is that depending on the opposing player's rolls, a player might not even roll into Flying Castle's space before the Hyper's duration ends. This problem is further worsened if the board is large and has multiple alternate paths, as the opponent may simply walk or warp around Flying Castle without entering combat.