Name of the game here is “survive and smack things”. Building that effort gauge is of utmost priority, but dying in the process is not advised. Magikarp’s passive that gives movespeed upon being hit along with Splash lets him get away after dunking more times than not, but again do NOT trade your life for small dunks. The effort gauge value given for dunks less than 10 points is very small, and not efficient to try to spam those as a route for fast evolution.
Unfortunately your clear speed in jungle is too slow and you don’t achieve evolution from a full clear so jungling is not a viable option for fishy. Since that first gank pressure is so influential to a team’s early game presence, it’s generally better off giving that jungle to a hard-pressure carry jungler, who can come stomp your lane as hard as possible and feed Magikarp some assists to speed up his process.
There’s no real easy secrete way of getting through this phase, it’s just a hope for the best but expect the worst type of deal. Smack your safe-side farm a lot, but don’t risk losing the secure if your lanemate is not around to protect or secure for you…Karp’s slow farm killing speed gives enemies YEARS to react and get ready to attempt a steal. One thing to note is that Flail deals surprisingly good damage if you are around half/third HP, and can get some surprise secures and even kills if enemies are not careful. Not something to rely on, but something to keep in mind. Good luck lmao
Once you do evolve, getting Dragonbreath and Bounce at the same time lets you start looking for fights basically immediately. Even if you’re relatively even in levels it does am amount of damage anyone needs to respect and react to.
How you use Bounce will depend on where you are engaging from and where the enemy is in relation to you. If you’re flanking from across a wall or trying to jump over the frontline to reach the back squishies, you’re gonna probably need to full charge max range Bounce first, and then follow up with Dragonbreath and start going to town.
HOWEVER, if the target is in somewhat closer quarters, there is another method that is not explained in-game, which is if you Bounce on a target that is afflicted with Dragonbreath’s paralyze, they will be knocked up and stunned, allowing you to lay into ’em much harder and with less retaliation off the bat. It won’t be very often that you are able to Dragonbreath something first before Bouncing, but it is a very valuable piece of CC utility that can change the course of a fight if done right.
Anyway, you generally will always want to full charge Bounce, so that you have that nice lil shield upon landing to help you continue your assault, where Gyarados’s sustain is otherwise nonexistent. In a pinch you CAN just quick-tap the Bounce jump if a burst of damage is needed, since the charge-up does not change the damage amount and is always full power numbers-wise either way.
Most of the time, Gyarados will want to stick to focusing on squishy targets for his assaults, since most of the brawlers can interrupt his output enough to outpace him and his lack of sustain to take him out, but with even a small level lead Gyarados can also turn that right around if they do not manage their cooldowns well.
Lining up your Unite move knockup and then using Dragonbreath > Bounce knockup on the group right after is a decent amount of cc all at once and can shake up a teamfight considerably.
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