4/5/2023 0 Comments Stick ranger weapons bowsIt is highly recommended for levels with large numbers of enemies such as Seaside 4, Mist Grove 2, ? and Snowfield 7, as the projectile can hit as many as 20 enemies at once, and it can help keep other team members alive for that amount of time. If this orb is equipped with a Quick's Card and a Diamond, then its Freeze length will be long enough to keep a non-resistant enemy constantly frozen. It can be considered an improved version of the Freeze orb, although the Freeze length is the same. Note: Similar to Big Thunder, the projectiles of this weapon can pass through terrain and deal splash damage. It is recommended to equip a Quick's Card and a Topaz so it deals greater damage in a shorter time. Also, Thunder orb can be equipped with a Bullet's Card to increase damage whereas the Big Thunder cannot. It is a very useful weapon on strong enemies and bosses, although the Thunder orb can potentially deal more damage because AT increases are multiplied by the number of bolts. Note: Fires a large lightning bolt that passes through terrain and deals splash damage. This is not an ideal weapon for VS mode, because the fire goes up and ends up dealing very little damage. Adding a Garnet will also increase the range of this weapon, and adding a Bullet's Card will increase the number of flames. A Guide's Card is a good choice for this weapon, which makes the fire home. The amount that the flames curve upward makes them ineffective against low-lying enemies such as Walkers and Trees. Note: This orb fires five flames in a U-shaped path toward the enemy. As Blizzard 2 drops many slowing projectiles and the slow is only slightly weaker, Icicle is only better on powerful singular enemies, such as bosses. Can be considered an improved version of the Ice orb. Note: This orb fires a short icicle that slows the enemy down. Adding a Garnet will cause the explosion to last longer if it hasn't hit an enemy yet, and a Guide's Card will cause the explosions to turn around, hitting the enemy if it hasn't already. It penetrates enemies and thin panels, making it an ideal weapon in crowded areas, such as ?, and can be equipped with a Bullet's Card 4 to increase the number of explosions to 6. If an enemy is within the Magician's range, 3 oval-shaped explosions occur when the Magician attacks that can deal damage to nearby enemies. Note: This is an improvement of the "Explosion" orb. This orb is effective when used against a group of enemies or big enemies. The lightning bolts are staggered, and the orb can be equipped with a Bullet's Card 3/4 to increase lightning bolts dropped to 21 or 24. It is similar to the Blizzard orb If an enemy is within the Magician's range, 12 lightning bolts drop from mid-air onto the ground and do individual damage. Note: This is an improvement of the "Thunder" orb. A Ruby is also recommended for even more damage. The Garnet can also increase both the time of the pellet and the fire produced. It does very high damage, making it an ideal weapon for the early parts of the game. Each fire damages individually, does splash damage and lasts for 2s. Shoots a pellet which lasts for 2s, and spews 9 fires upon contact with the ground. Note: This is an improvement of the "Fire" orb. This orb is effective when used against a group of enemies or big enemies, and useful for defeating the Castle Boss. The hailstones are staggered, and the orb can be equipped with a Bullet's Card 3/4 to increase hailstones dropped to 15 or 18. 9 hailstones drop from mid-air onto the ground. It summons a blizzard, and it occurs near an enemy within the Magician's range. Note: This is an improvement of the "Ice" orb. It is not as effective on bosses or freeze-immune enemies. It is recommended to equip a Quick's Card, a Diamond, and have 30 DEX on the Magician to help keep enemies constantly frozen. Note: Shoots a bolt that freezes enemies, even in midair. It can be equipped with a Bullet's Card 1 to increase the number of bolts to 4 thus increasing damage by 33%. Note: 3 bolts of lightning appear in the sky and travel straight toward the enemy. Equipping a Guide's Card makes it effective on flying enemies and most fish, but ineffective against some ground enemies. A Garnet can increase both the time of the fire shot and the ground fire produced. The fire shot lasts for 2s, while the ground fire lasts for 4s and deals splash damage. Note: Shoots a fire which turns into a ground fire upon collision with said ground. Adding a Garnet to it will make the explosion stay longer if it hasn't hit an enemy yet. The explosion is large enough to penetrate the thinnest floating panels, dealing damage to enemies on the other side. Note: Shoots a ball like the Magic, but creates an explosion upon hitting enemies or the terrain dealing splash damage.
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