Thread:TsuchiNoKao/@comment-26544499-20200927173301/@comment-26544499-20201019213628

I don't understand your third bullet point at all. How does making max HP replace the current troop count in the calculations for HP troop's attacks make HP troops punish small troop counts?

3G is entirely under your control. He can be whatever you want him to be.

As for Mouri: Long story short, I think that my answer about Ghost Mouri is: "Let's first figure out how he works, and then we can safely disregard that and just give him an overhaul. After all, he's probably not fixable in his current state".
 * I don't think that what you're doing changes Cursed Mouri at all. IIRC, he's only got his fixed-damage move.
 * Unless I've forgotten some detail about dungeon battles (his HP is kinda buggy), I don't think that this changes uncursed Mouri either.
 * I don't actually know how Ghost Mouri's HP works. The Wiki reports that his max HP goes back to 500, but my earlier webm insists that it's 458. At the very least, I'm still certain that he can take no more than half of his max HP as damage at any one time. Weirder still, this old webm shows him as one level lower, but with 500 HP? And on a save where I've just cleared him, he jumped from 458 at level 51 Uncursed, to 500 at level 51 Ghost. Your guess is as good as mine. Any ideas?
 * You could just patch back in Uncursed Mouri's mechanic, which is something like "whenever he gets annihilated, add 50 max HP forever"? It's probably not enough, but like your suggestion of retaining Cursed Mouri's HP, it's a start.
 * If we're worried about Ghost Mouri's survivability, maybe bring back his cursed form's magic immunity?
 * If we're worried about Ghost Mouri's damage, the first thing to fix is the fact that upon clearing, unless you use the clear to get him a new move, his only move is Motonari Punch.