Okay, that's bull. Sorry, but I'm calling a spade a spade.
Dramagon gets both water and dragon attacks.
Leonatar gets earth and standard attacks, plus good speed, plus a move to drop defense, plus a move to pump its own strength.
Martiagle gets high speed, high attack and some pretty freaking powerful attacks. Plus a freaking plant move for coverage in case it comes up against a Promolder or something.
Tarboo line gets Hibernate, Subliminal Audio Wave, friggin' Earthquake, Steel Horn, Stunning Call (causes paralysis), AudioBlast without a MegaMic, and has nearly 300HP at level 60 with no training points put into HP. Sure its defenses are bad, but it even gets Call to Arms, which helps shore that up a bit. Now, you can't have all those moves, but that's a ton of options.
So there are a lot of manamon who do it right. Give the player a lot of options. Play to their strengths.
And yet...and yet Palador is perhaps too powerful if he gets something like Power Kick?
Bull, I say, bull. This is nothing more or less than theoretical fear. If you give a manamon two types, give him decent moves from both types, or the secondary type (the one without the good moves) becomes a liability.
Analytically, Palador is not all that fast, and its special defense isn't all that great. This means that it can die in two hits to stuff like flame, water, electric and the like, plus it has a horrible weakness to magic. If it can support its holy type well (and White Lance is pretty awesome), then it should support its fighting type equally well. Why would you have afighting type on your team, with all the attendant hassle that entails, without giving them fighting moves? We aren't talking about undead, the type that trumps almost everything here. We're talking about fighting, which is resisted by several and completely evaded by ghosts. Even a moveset like White Lance, Daring Comeback, Power Kick, Restrain and Inner Healing is not overpowered. In fact, that's the definition of a balanced moveset.
Please, please, please. Don't use inconsistent logic.
I would love to see Aaron's blow-by-blow analysis of why exactly giving a fighting manamon a fighting move is "too powerful". What scenarios could he bring up in the game that would make Palador overpowered? What would be wrong with rolling a holy attacker and a fighting attacker into one manamon, thus freeing up your party for one more slot?
Anyway, I digress, and apologize if I've been a bit rough. I'm just sick and tired of the "it's too powerful" line when it's backed by nothing substantive. Be afraid of it if and when it proves itself too powerful, and not before.
Check out my Manamon text walkthrough at the following link:
https://www.dropbox.com/s/z8ls3rc3f4mkb … n.txt?dl=1