TON. CHIN. KAN. FIGHT! . . 'Ydn. ,nbY´ `qA88. ' .88Ay´ `"Y?A8 " 8A?Y"´ .. `Yd?8888´ i `8888?bY´ n. db ,n `"88 A 88"´ 88.88.88 `yd88?: :O: :?88by´ `8:88:8´ .ARRRGGGGGGH! :. `"d88.. U ..88b:. Y.YY.Y Z888888888?" "88bn. A, qd8A"A8by A."88bn. Yd8888bY A, :87 7´ A88?" ?8b``Y8bn. ,8? '8V8' ,8? ?8b``Y8bn. :88"''"88: ,A? y8´ A88?" "8b.,d8" 8Ab; VYV 8Ab; "8b.,d8" :88´,88.`88: A8b; :8´ .A888y, ?888"´ A8`Y8, ?8? A8`Y8, ?88"´ :88."88" 88: :8A8P;87 `"?9888?, "8b a88"Y8A lVl a88"Y8A "8b :88....88: :8Y´"?8Y´ ,r´ .788?7 ?8L dZ8 ?8L 'V' dZ8 ?8L ?8L ?8888P :?8 `V;d88?:.;888?7 'V' `Z88888?7; V `Z;"` ' /====================-------------------------------------====================\ | Introduction |[N-tro]| \====================-------------------------------------====================/ Hello guys, this is Molivious. I present to you this in-depth guide for the class I've absolutely adored since Day 1. It's a compilation of all information about Myamsar that I have gathered over the years and I hope that you find it helpful and as fun to read as I have had while writing it. /====================-------------------------------------====================\ | Update History |[U-pd8]| \====================-------------------------------------====================/ [05/18/2017] - a few corrections and notes added, many thanks to MegaPixlz. - it has been noted that Ravenous is still missing in the PVP section. I'm still working on that. [04/22/2017] - small fixes to formatting that made it look weird. [04/20/2017] - Replaced the "???" values in the attack damage section. - Windmill Power, Big/Fish in a Pond and Peerless Fish now have presumably complete info. "Presumably" because even after testing them intensively, they're still just my best guesses. Big/Fish in a Pond alone took a whole day of testing to "confirm." - Old "links" section removed. - Identified more enemy types (tested for shelled, salamanders, ice golems, and fenrir), which should now be mentioned in the comments of the Monster Slayer build. Still not a complete reference, but probably the best around. [04/16/2017] - Revised + added lots of stuff. - edited many sections. Some parts corrected, some reworded, and some further expanded for more context. - new formatting which I hope makes sense. It should be easier to scan and grab key/important info behind walls of text. - now covers PvP as well. Most of the new content is PvP-related, actually. - added helms and shoulderguards to the equipment section. Also included a preview of their stats. - Finished writing everything and was supposedly to be submitted by the next day, but I wanted to do a few more tests and make minor adjustments (see changes above). [03/10/12] - First release. - A PvE-only Myamsar guide. /====================-------------------------------------====================\ | Table of Contents |[T-his]| \====================-------------------------------------====================/ To jump through different sections, you can use the search tags aligned to the right side of each item on the list. Just press CTRL+F and type away. =============================================================================== Intro ----------------------------------------------------------------- [N-tro] Update History -------------------------------------------------------- [U-pd8] Table of Contents ----------------------------------------------------- [T-his] Terminology ----------------------------------------------------------- [T-erm] ================================== Basics =================================== Getting Started with Myamsar ------------------------------------------ [N-ewb] Myamsar's Class Skills ------------------------------------------------ [C-skl] Myamsar's Set Skills -------------------------------------------------- [S-skl] Myamsar's Hero Mode --------------------------------------------------- [H-ero] Skill Setups & Equipment Builds --------------------------------------- [B-ild] ============================== Advanced Topics ============================== Optimizing Myamsar =========================================================== Attack Movement & Position --------------------------------------- [A-mov] Attack Speed & Animation Limits ---------------------------------- [A-spd] Attack Damage ---------------------------------------------------- [A-dmg] Balancing Myamsar's Stats [PvP]----------------------------------- [A-bal] Tips and Strategies [PvP] ==================================================== Commands, Cancelling and High-level Competition ------------------ [T-ips] Team Synergy & Compatibility ------------------------------------- [T-syn] Team Hazards ----------------------------------------------------- [T-haz] PvP Matchups ----------------------------------------------------- [T-pvp] ================================= Equipment ================================= Enchantments ---------------------------------------------------------- [E-nch] Myamsar-Related Sets -------------------------------------------------- [E-set] Weapons ====================================================================== Blades ----------------------------------------------------------- [E-bld] Daggers ---------------------------------------------------------- [E-dag] Shivs ------------------------------------------------------------ [E-shv] Armor ======================================================================== Helms ------------------------------------------------------------ [E-hlm] Shoulderguards --------------------------------------------------- [E-grd] ================================= Tutorials ================================= DoJ Myamsar ----------------------------------------------------------- [D-o-J] ================================ Other Stuff ================================ Distribution ---------------------------------------------------------- [C-opy] Credits --------------------------------------------------------------- [C-red] =============================================================================== Warning: "Advanced Topics" also means "walls of text." Tip: Use the search tags to skip them! /====================-------------------------------------====================\ | Terminology |[T-erm]| \====================-------------------------------------====================/ Measure - The full length of command input or execution. (Lasts for about 2.1s) - "Pon Pon Pata Pon" (1 Measure) > Executes attack command (1 Measure) - an equivalent of 4 "rhythmic beats" in the game. Cancel Command - others refer to the idea as "Fever-/Combo-cancelling." - is used to break the chain/combo of your commands manually. - By default, combo-cancelling can only be done by not pressing any drums or by pressing off-beat during command input. However, an option in the title menu settings can be enabled to allow you to interrupt (via cancel command) an action while it's still being performed. -Example------------------------------------------------------- (Command)Don Don Chaka Chaka ---> (Action)Don* Don Chaka Chaka! -----This is your "turn"----------->This is your army's "turn"- '*' is where you insert your cancel command. It can be any drum button, and can be done anytime during the entire measure of an action. The example above is known for opening lever-controlled doors, where one must use the jump command and then interrupt it half- way through the jump so he can execute a march command before the door closes. Without the Cancel Command, lever-controlled doors would be more complicated (not impossible) to get through without a specific setup or a second player's help. Other uses for cancelling include position-control, immediate attack- evasion and grenburr-launching (speedrun tactic). Seeing Eye - Patapon term for the range in which a unit starts spotting enemies from a distance; the range in which they start moving to attack. - Different heroes have different Seeing Eyes, and some classes may even ignore their seeing eye's range. Kibaddas and Guardira can charge forward, and Hero Modes like Cannogabang's and Pyokorider's allow the Hero to attack without any targets in sight. OMKO - One-measure KO. If you defeat an enemy with a SINGLE 999999-damage attack - say, a charge attack from Tondenga - that is a OHKO. But if you require the entire measure to kill (Myamsar vs Dongora), then that is a OMKO. Myamsar relies on its swift, multiple attacks to OMKO. UH/DH - Uberheroes/Dark (Uber)Heroes DoJ - Depths of Jealousy; the final dungeon, unlocked by selecting the ending's second choice. PvP - Player versus Player. VS has different modes - missiles, races, and face- offs. The guide will usually refer to the latter when using the term PvP. PvE - Player vs Environment. When used in this guide, it generally means dealing with anything outside of VS. HP/Health/Stamina - all refer to the same thing and are used interchangeably in this guide. /====================-------------------------------------====================\ | Getting Started with Myamsar |[N-ewb]| \====================-------------------------------------====================/ Alright. First of all, you might want to focus on Myamsar LAST if you really want to take him seriously. Why? That’s because his strength relies on several lvl25-lvl32 set skills. You’d have to train a lot of heroes to 25 first, and even grind Tondenga’s (as well as Myamsar’s) own set skills. Doing all of these will require you to invest at least 20+ hours, and that still doesn't count how long it would take for you to get decent gear for it. ...you still here? Then let’s list down Myamsar’s ups and downs, shall we? =----= |Pros| =----= - Has a good selection of equipment and ability to equip 6 skill slots grants some versatility: - Top-tier damage dealer capable of OMKO-ing most bosses (DLC or no) and heroes (PvP). - Able to inflict most types of damage or status ailment/effects, allowing it to take up the role of support if ever needed. - Has the ability to become immune to all status effects while defending, attacking, or performing Hero Mode. A free and better Peerless Deer+Backbone passive that is among the best class skills in the game. - Immunity to Critical Hits (thanks to Crono Riggers). =----= |Cons| =----= - Requires a lot of time investment and specific equipment to become decent. - Quite weak on its own. Relies heavily on critical hits and borrowed skills to gain increased damage. Myamsar generally has troubles with stone golems and structures because of this. - Myamsar's weapons yield a variety of attack elements, so any enemy with resistances to two or more of its attack elements may easily reduce its damage significantly - especially shield-wielding heroes (PvP). Even with its superior shieldbreaker capabilities, Myamsar can't do much if, say, both slash and stab damage are significantly reduced. - Quite squishy, even with Crono Riggers equipped. At its best bulk build, you can only think of it as an HP sponge...like Chansey. You know Chansey, right? - Short melee reach is disadvantageous against burst-damage ranged heroes, or fellow melee heroes that outrange its blades (e.g Tondenga in Hero Mode or Buzzcrave's pike-charge). The short reach also makes it suffer against groups of enemies that aren't next to each other. Don't let this list discourage you from reading. Overall, Myamsar is quite a decent class. In fact, I highly suggest that you read the entire guide to learn how you can overcome some of Myamsar's weaknesses. Perhaps you can even apply some of those tips to other heroes as well. /====================-------------------------------------====================\ | Myamsar's Class Skills |[C-skl]| \====================-------------------------------------====================/ Myamsar is perhaps the easiest hero to grind for Class skills. It takes even less than 2 hours if you do things right. However, not all are that simple to level up. You may even want to get Peerless Sheep and/or Peerless Dragon first to make grinding less of a hassle. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv It is highly recommended to grind all Myamsar's class skills to max if you plan to start using it competitively. This is so you can receive its Welcome Bonus, which basically doubles its damage output. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ =-----------= |Poison Hide| =-----------= How to train: Be hit by melee attacks. Slash, Strike, Stab – as long as they’re live/moving units. Where to train: Any area with melee attackers, preferably bonedeth missions. One fine area to train though, is at the level 19 free mission [Bonedeth and the Oasis of Eternal Sleep], although you might need a bit more HP for this or be required to use Peerless Tree or Peerless Sheep if you want to keep Myamsar alive. “Why here?” The dragon pups have melee attacks which they use frequently. They are also pretty weak, making them great grinding buddies for long sessions. Either way, this CS should take no longer than 30 mins to max out. What’s the effect: There is a chance for the poison status to be inflicted whenever an enemy melee attack makes contact on you. Poison rate is based on your poison rate (not a fixed/random chance) and has a weird situation of not working on some not-immune-but-highly-resistant-to-poison enemies such as dragon pups and reapers (you can actually poison these monsters if you attack). =------------= |Doppelganger| =------------= How to train: Be hit by any kind of status effect – while attacking, defending, or in hero mode. The more status effects given to you per second, the easier it is to grind. Where to train: Defense Training. In the last level, the cannonballs are so many that your Doppelganger triggers more than 5 times per second. Easiest CS to grind. 15 minutes is more than enough, I think - it only took me two full defense training sessions! What’s the effect: A combination of the Cannassault's Backbone class skill and Peerless Deer; you are immune to all types of status effects - which also includes the rare tumble status - while attacking, defending and staying in Hero Mode. =-----------= |Poison Bomb| =-----------= How to train: Die repeatedly. I know, dumb. It’s easier to train this CS if you have Peerless Sheep and Peerless Dragon equipped. Where to train: Preferably in the ai-controlled VS missions in story mode or areas with a lot of grass and fire. Dark heroes should be strong enough to OHKO you without anything equipped, of course. If available, equip Fertilizer (Bowmunk Set skill) so you can keep Chin(shield pon) alive. Speaking of which, gear Chin up too when you grind this skill. What’s the effect: Remember how salamanders mock you as they die? They explode right in your face, right? Well, Myamsar mimics this...not! While Myamsar creates an explosion as he dies, it only can deal meh damage, if the explosion even reaches the enemy. Explanation: Myamsar moves backwards whenever it dies, so even if it explodes, the Area of Effect won't even touch the killer. =-------------= |Natural Enemy| =-------------= How to train: Keep stabbing Shield-wielding bonedeths/Uberheroes. No, it doesn’t gain any exp if you try it on Slogturtle. Easiest way to do this is to equip default weapons then pump up some HP boosts, Defense, and Peerless Sheep/Tree. Where to train: Any area with bonedeths. Though I highly suggest that you train in Depths of Despair (DLC map). The bonedeths there are HIGHLY buffed up. So it will take forever to kill (and forever to stab) them. This is easily the best place to grind for this CS. “But those guys keep OHKO-ing my cat!” Simple solution: Peerless Sheep. Yes, none of them should even be able to touch once you have already put up your hero mode. If you're still worried about losing your Hero Mode, equip Peerless Rabbit or reclass Kan into a Wonda. What’s the effect: You gain an astounding 8X DAMAGE against Taterazay and Guardira foes - this includes Slogturtle. When maxed, you also receive a welcome bonus that permanently doubles your attack speed. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv As an important reminder, make sure to keep an eye on your Myamsar's attack speed or welcome bonus at all times! There is a bug where after playing online, you may lose your welcome bonus and the only way to fix it is through hacking. In case you find yourself under this misfortune, there are tutorials out there teaching you how to fix it. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ /====================-------------------------------------====================\ | Myamsar's Set Skills |[S-skl]| \====================-------------------------------------====================/ Myamsar has only 1 set skill slot by default, and gains its next and last at level 20. However, it is able to inherit Tondenga's class skills, which will expand this further by up to 4 slots - giving it a maximum of 6. =------------= |Cornered Rat| =------------= Acquire at Level: 9 Effect: When you have 25% or less remaining health (aka when your health bar is red) you gain 4x attack damage. Yes, 4x. =--------------= |Poison Package| =--------------= Acquire at Level: 15 Effect: Adds a fixed amount of poison rate. 20% for melee weapons, 4% for ranged. One of the most useless skills in the game, but it does quite help a bit at times, especially in story mode and while you still have no poison shivs. =--------------= |Shield Breaker| =--------------= Acquire at Level: 25 Effect: Gives a flat 20% increase in the shield breaker stat. If you haven't read about Shield Evasion yet, what it does is ignore physical damage completely at that rate while a shield is equipped (i.e 50% shield evasion means 50% chance of taking no damage from physical attacks). Now what Shield BREAKER does is subtract it's amount from the enemy's Shield Evasion stat, making shielded units easier to hit and more vulnerable to your attacks. =------------= |Peerless Cat| =------------= Acquire at Level: 32 Effect: Instantly kills a poisoned non-boss opponent if they suffer a critical hit. Non-boss opponents do not include monsters, but UHs and DHs do count. See it's application with the "Assassin" build in the [B-ild] section. /====================-------------------------------------====================\ | Hero Mode: Sic 'em Shadow |[H-ero]| \====================-------------------------------------====================/ Activation: PonChaka Song/Charge Command (Pon Pon Chaka Chaka) Combo: PonChaka Song/Charge Command (Pon Pon Chaka Chaka) No, that's not a typographical error. The in-game description is wrong. Hero Mode slightly makes Myamsar grow larger and grants it the effects of its Doppelganger class skill - if already unlocked. While Hero Mode is active, Myamsar meditates steadily in its position marker, conjuring a shadow that seeks for the nearest non-monster target. Once locked in, the target will be unable to move (players may still input commands, though) and Myamsar teleports to its location and proceeds to a stabbing frenzy until one of them is dead. The stabbing may also be stopped by cancel command or commanding another action upon which the target shall become free again. If a new command was given instead of a cancel command, Myamsar will not be teleported back to his position marker, but will instead continue fighting/walking from where it last stabbed its target. This makes a good opportunity to perform a swift and more powerful attack if an Attack Command is used right after. The shadow does not pass through obstacles, but it may pass through monsters. If a monster is in between a target and Myamsar, the target will be teleported to Myamsar's location instead. The stabbing has no splash damage, meaning that any enemy unit that may be standing in the same position or vicinity as Myamsar's target will not receive residual damage. In PvP, the lockdown could be useful for supporting allies and getting them to kill the target. However, it isn't possible to increase the shadow's movement speed. Since it already moves sluggishly, it may not be a very good offensive move to rely on. Now, on the bright side... Myamsar also gains a 1.5x defense boost during Hero Mode, acting similar to the effects of the set skill March Defense (50% damage reduction while marching) without having to march. It does stack with other defense boosts, and since Hero Mode also grants immunity to status via Doppelganger, you may take advantage of using it to regain and cover ground. With all things considered, the least this buff can do is make charge attacks and advances less risky. /====================-------------------------------------====================\ | Skill Builds & Equipment Setups |[B-ild]| \====================-------------------------------------====================/ There are a couple of core Myamsar builds to take note of. Some are open for customization and small changes while others might happen to be strict and specific. ,----------------------------------------------, | Knife-and-Fork | +==============================================+ | Critical/Lightning Blade / Blade of Astria | | Your best Dagger/Shiv | | Bunny Hood / Lightning Helm [W/En/Me] | | Crono Riggers | +==================Set Skills==================+ | Peerless Bovine | | Lightning Master / Damage+ | | Monster Killer / Damage+ | | Peerless Bow / Damage+ | | Slash Master | | Stab Master | +----------------Alternative(s)----------------+ | Critical+ / Peerless Bird / Demolitionist | | Cornered Rat + Peerless Mushroom | +=========Pros=========++========Cons==========+ | * Many options to || * Lesser bulk due to | | increase damage with,|| lack of Holymadda | | weaker only to some || shivs. | | specialized builds. || * Suffers slower Atk | | * Does not require || Movement as well if | | owning powerful rare || equipped w/ no shivs.| | items (Super/Uniques)|| * Having multiple Atk| | * Blades can provide || Elements makes it | | stagger, burn and || vulnerable to enemies| | insurance against || with multiple damage | | P.sheep users(PvP). || resistances, too. | '----------------------''----------------------' A number of the other specialized builds use this as their core guideline, so don't be surprised to see that they look almost like copies of each other. Named from the blade and shiv's resemblance to the knife and fork, this setup ultimately maximizes Myamsar's damage output, giving only Golems and a few DLC bosses the slim chance of surviving full blows. If you find yourself in the situation where a majority of the skills are still unavailable, replacing them with utility ones (such as Stagger+ and Icky Poison) would also work well given Myamsar's wide array of status-inducing weapons. Aside from that, you'll have to settle for the weaker damage skills you might have. Lightning Blade works well for Myamsar due to the additional bonuses it gets from the 2x Lightning set and Oohoroc's Lightning Master set skill. Its stagger and chance to burn is also favored as both provide great convenience whenever Myamsar fails to deal enough damage for killing blows. It also works perfectly against any player (PvP) that relies on Peerless Sheep, which is one of those set skills oftenly overlooked. For one who wants to increase bulk and survivability a bit, health and recovery set skills such as Stamina Boost, Peerless Tree and Peerless Hedgehog can be swapped with any of the skills listed alongside Damage+. Bunny Hood vs Lightning Helm Both have the same attack speed bonus. That leaves us with Bunny Hood increases critical rate and damage, while a Lightning Helm in general offers defensive and set bonuses. For one, Lightning Helm prevents you from burning too often and offers much more HP. The Lightning Helm also has the ability to reduce damage significantly through its enchantments. Lastly, when paired with a Lightning Blade, the attack speed you'll get will surpass that of the Bunny Hood, granting you an extra attack instead of damage. Without a doubt, the defensive bonuses alone make Lightning Helm a far better choice, especially for PvP. There's one situation where Bunny Hood could be better, though. Lightning Helm has no bonus to critical rate, so Bunny Hood might just be what you need for OMKO-ing high-resist bosses like Gheek Dongora. On top of that, once you're already sitting at 0.17 attack speed, there's nothing more a Lightning Helm can offer in the damage department. ,----------------------------------------------, | Monster Slayer | +==============================================+ | Holymadda Shiv | | Lightning/Critical Blade [H/Sl/De/G] | | Crit/Sleepy Dagger[H/Sl/De/G] | | Crablessa | | Blade of Astria | +---------------------Armor--------------------+ | Bunny Hood / Lightning Helm | | Crono Riggers/Lonestars (vs Wood/Stone/Metal)| +==================Set Skills==================+ | Peerless Bovine | | Monster Killer / Peerless Bow | | Critical+ / Peerless Bow | | Peerless Bird | | Stab Master | | Slash/Lightning Master / Damage+ | +====------------Alternative(s)----------------+ | Demolitionist | | Cornered Rat + Peerless Mushroom | | Peerless Fang | '----------------------------------------------' Before anything else, know that this is only effective in PvE. vs Demons/Undead The easiest monsters to kill due to their inherent squishiness and Myamsar's affinity with Light and damage against Demons and Undead. The monsters under this category include Balrogs, Gargoyles, Reapers, Arch Pandara, Bonedeths, the Gorls, Fenrir, and Karmen/Karma. When lit by fire, Firetrees also gain demonic properties and lose most of their structure-ish defensive bonuses. So as you can see, Demons and Undead are VERY common, proving Holymadda Shivs and [H]-enchanted weapons very useful in general. 2x Holymadda shivs are very effective against some enemies (like Gheek Dongora) not only because of their insane 2x attack bonus, but also due to being less resisted (no slash element) by enemy defensive bonuses. On the other hand, it's a rather weak pair against anything non-demon/undead as it lacks quite some attack speed and raw strength. So if you know you're going up against different types of monsters in a mission, consider carrying a strong blade to pair with instead. vs Shells So far, Ciokina/Cioking, Zaknel/Dokaknel and Centura/Darantula are the only confirmed shelled monsters -most of them being just fight-them-alone bosses if you haven't noticed- which makes Crablessa look less appealing. However, don't let that stop you from using the weapon. At the very least, Crablessa also gives bonus damage against wood, stone, and metal. Crablessa and/or Monster Killer will usually suffice on their own, and there's very little benefit in equipping an extra Crablessa...unless you're up against Cioking. Cioking, the DLC boss in [Desert Deth Squad], is quite resistant to slash and stab attacks, and has tons of HP to back it up. So it's best to stick with 2 powerful Crablessas or at least just one attack element when fighting it. vs Dragons/Giants Dragons aren't very hard to identify. You have dragons, their pups, and the dinos/Dodongas primarily. Salamanders are also considered their kin. As for giants, you've got Manboths, Cyclops, Mochichichi and Gigantus. Generally speaking, you don't have to go out of your way to fight their kind since they're all squishy and aren't too hard to stagger-lock whenever your damage fails to impress. vs Wood/Stone/Metal Anything you'll find mechanical, firetrees, stone golems, and most obstacles and structures you find will fall under these types. Shookle (the plant boss thing) might be wood too. These types are probably the trickiest to deal with as Myamsar since most of them will be immune to critical, or strongly resist slash and/or stab attacks. Crablessa and Blade of Astria are good against them, and you can also equip Demolitionist on top of that to boost your damage drastically. However, it's not a good idea to equip two of each/any at the same time once you start picking up damage boost set skills, such as Lightning Master, Stab Master, and Slash Master. The reason being: you'll just lose more damage because Crablessas lack rawpower and Blade of Astrias won't give enough Attack Speed. So only equip one of either weapon and then just pop Demolitionist on if you still lack damage. Actually, you can jump to the [A-dmg] section to get an example and some insight on how you can optimize your damage best. ,----------------------------------------------, | DoJ Myamsar | +==============================================+ | Critical Dagger [H/De] +32~40 | | Lightning Blade [H/De] +32~40 | | Lightning Helm [W] +32~40 | | Crono Riggers +15~+21 | +----------------Alternative(s)----------------+ | Blade of Astria +17~+21 | | Poison Shiv [H/De] +32~40 | | Holymadda +17~+21 | | Crablessa +19~+24 | +==================Set Skills==================+ | Stab Master | | Slash Master | | Stamina Boost 2 / Peerless Penguin | | Peerless Tree / March Defense | | Peerless Bovine | | Peerless Hedgehog | +===========Set Skills [No Peerless]===========+ | Stab Master | | Slash Master | | March Defense | | Stamina Boost 2 | | Demolitionist | | Damage+ / Lightning Master | '----------------------------------------------' This is a very specific build which also requires other types of preparations and procedures. Because of the lengthy nature of such discussion, further details will instead be found in the [D-o-J] section for those who want to take up the challenge. ,-------------------------, ,-------------------------+ [PvP Build] Holy Knight +-------------------------, | Version 1 '-------------------------' Version 2 | +======================================+======================================+ | Holymadda Shiv x2 | Lightning Blade | | Lightning Helm [W/En/Me] | Holymadda Shiv | | Crono Riggers | Lightning Helm [W/En/Me] | +=============Set Skills===============| Crono Riggers | | Peerless Penguin |==============Set Skills==============+ | Peerless Tree | Peerless Penguin | | Stamina Boost 2 | Peerless Tree | | Stamina Boost 1 / Self Preservation | Stamina Boost 2 / P. Bovine | | Stab Master | P. Dragon | | P.Dragon / March Defense / P.Robo | Stab Master | '--------------------------------------| Slash Master | '--------------------------------------' Don't laugh at the cheesy name, because it's as tough as it sounds. The Holy Knight build is in fact the most reliable setup to go with in PvP. Holymadda Shiv's bonus stamina allows Myamsar to muscle through heavier attacks, which translates to:you have a better chance of not dying before you even land a hit. However, this is a "bulky" build, and not a "tanky" one, the difference being Myamsar relies purely on the bulk of its HP to survive; it cannot reduce any damage further beyond its critical immunity and armor enchantments. Treat it like a "soft wall" and nothing else. =---------= |Version 1| =---------= First of all, if your HP couldn't touch 300k+ with this setup, forget it. You will lack stamina as well as damage (aka you need better Holymaddas) to pull it off. No kidding, pretty much anything out there will obliterate you and you wouldn't even be able to fight back. Remember, Myamsar is pure squish - no shield to protect it. Forcing extra bulk in exchange for wimp damage is making it no better than a regular kitchen sponge. "When should we use Self Preservation over Stamina Boost 1?" To put it simply, the former handles poke damage better, whereas the latter handles burst. Stamina Boost suits an aggressive playstyle of Myamsar whereas Self Preservation does better for a defensive playstyle. Now if you plan to ditch both, then you should start looking at version 2. "Why not use BOTH Self Preservation and Stamina Boost 1?" Sustainability is no longer an issue after equipping one of these, and it's best to spend the slot better on something that has an actual and more useful contribution in the battlefield. Peerless Dragon provides a safety net for multiple deaths, while March Defense maximizes your Hero Mode's advancing capability (become a walking wall!). Lastly, Peerless Robo saves you a lot of trouble when facing structures (and enemies hiding behind them). If none of those work for you, then P.Bovine should be fine. =---------= |Version 2| =---------= An implementation of the Knife-and-Fork and Version 1 Bulk builds. It's a fine balance between offense, sustainability and utility for those who want a lot of action. You can put Stab Master under lower priority than P.Bovine, but do not do the same for Slash Master. You'll need the extra attack speed and attack movement speed in PvP. P.S. If you're a lucky bastard, Pain of Pentavus is an acceptable replacement for Holymaddas. The extra HP from Holymadda Shivs is more preferrable, though. ,----------------------------------------------, | [PvP Build] Assassin | +==============================================+ | 2x Poison Shiv [Po]/Goliamon's Shiv | | OR add 1x Critical Blade | | Lightning Helm / Samurai Helm | | Crono Riggers | +==================Set Skills==================+ | Stab Master | | Peerless Cat | | Icky Poison/Stamina Boost | | Peerless Dragon | | Peerless Hedgehog/Stamina Boost | | Peerless Robo/Slash Master/free slot | +=========Pros=========++========Cons==========+ | - Fun build that does|| - ineffective against| | not rely on damage to|| Peerless Deer users, | | take out enemies. || Crono Riggers users, | | - high atk movement || Guardira(psn-immune),| | speed with 2 shivs || and P.Sheep users. | | equipped || - you'll have quite | | - good against dark || low damage, low HP, | | heroes. || or both. | | || - does not work on | | || monsters. | '----------------------''----------------------' This is just a gimmick build to try out. It relies on the effects of Myamsar’s OHKO-skill Peerless Cat. While it isn't the best build out there, it sure is funny as hell when people get confused as to why they lost so much health in a fraction of a second. There are 3 things required to pull it off: 1.Poison, 2.Crit, and 3.Kill. Alongside comes 2 problems: Tondenga and Myamsars have immunity to critical attacks, so it will never trigger against them. Likewise, Guardira and heroes equipped with Peerless Deer will have immunity of some form to Poison as well. tl;dr Worst case scenario is you might end up looking pathetically useless with your abysmal raw damage. Putting that aside, a maxed Poison Shiv [Po] instantly gives you a 125% poison rate, and with Icky poison, you get a quick 250%. In VS, 250 is usually good enough for most vulnerable heroes out there. Of course, single-player missions (especially DLCs) may require much more. The main downside of using two shivs is slower attack speed (although you do get decent attack movement). As for other equipment options, you can go for the superior [H] enchantment or high-level Goliamon's Shiv, although both will leave you at less than 200% poison - which might be cutting too close to end game enemies' and heroes' resistances. Now although 2 Goliamon's Shiv offers Sleep status as well as slightly improved attack speed and attack movement speed, it really lacks some critical rate which can cause problems even after Stab Master. Not only will you consider equipping Icky Poison, but crit+ as well. So bottomline is, only use Goliamon's Shiv as an alternative (equipping only one at most), and never a replacement. Stamina Boost and Peerless Hedgehog help prolong your stay in the battlefield, but are only enough to keep you alive against poke damage. A direct hit means death, and that's where Peerless Dragon comes in. Peerless Robo is thrown in for utility, but you can swap that for anything. Peerless Penguin is out of the picture as the attack speed penalty really hurts with only a sub-optimal shiv/shiv or shiv/blade setup. In the end, it's a build that's not very easy to work around with, but have fun playing around with it! vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv GLITCHED SKILL: Peerless Hedgehog will only work if you're hosting! ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ =============================================================================== -----------------------------Optimizing Myamsar-------------------------------- =============================================================================== /====================-------------------------------------====================\ | Attack Movement Speed and Position |[A-mov]| \====================-------------------------------------====================/ Positioning is discussed further in detail in the [T-pvp] section, so we're just going to slide through the basics here. When it comes to dealing damage, attack movement speed and positioning are just as relevant as Attack Speed. The farther and the slower you are to reach an opponent, the fewer attacks you are able to inflict. In other terms, speed (as a whole) and positioning are important factors in maximizing Myamsar's damage output. With high Attack Movement, Myamsar can effectively extend its attack range as it allows Myamsar to "walk" while performing his attack animations. In other practical uses, attack movement speed also determines the distance and running speed during the Retreat command. In many cases, it is used to avoid potential and predictable deaths. Generally speaking, you don't have to worry too much about your Attack Movement Speed, especially when a shiv is equipped. In story, DLC, or co-op missions, attack movement speed can be ignored since monster positions are predictable and you can easily work your way around it even if your Myamsar is slow. But for PvP, you might need a decent amount of AMS to give Myamsar better odds of winning trades. Regardless of which, you should always watch your position. A table is conveniently provided in the following section which lists all equipment that help increase Attack Movement Speed. /====================-------------------------------------====================\ | Attack Speed and Animation Limits |[A-spd]| \====================-------------------------------------====================/ For Myamsar, increasing attack speed also increases its potential damage - although it isn't always the case (we'll talk about this in a bit). For now, keep in mind that the calculation for attack speed is simple multiplication. Here's a list of equipment that affect its attack speed and attack movement speed. ,---------Weapons---------+--AtkSpeed--,----AMS----, | Default Blade | 0.6x | 1.1x | | Critical/Lightning Blade| 0.6x | 1.1x | | Tsuyugiri (Blade) | 0.4x | 1.3x | | Murapata (Blade) | 0.5x | 1.2x | | Blade of Astria | 0.6x | 1.1x | | Tsukigiri (Blade) | 0.4x | 1.1x | | Default Dagger | 0.5x | 1.2x | | Critical/Sleepy Dagger | 0.5x | 1.2x | | Crablessa (Dagger) | 0.45x | 1.3x | | Feisho (Dagger) | 0.4x | 1.5x | | Krauser (Dagger) | 0.5x | 1.2x | | Default Shiv | 0.75x | 1.4x | | Poison Shiv | 0.75x | 1.4x | | Heltopay's Kiss | 0.75x | 1.4x | | Goliamon's Shiv | 0.7x | 1.5x | | Holymadda Shiv | 0.6x | 1.6x | | Pain of Pentavus | 0.5x | 1.6x | +----------Armor----------+------------+-----------+ | Lightning Helm | 0.9x | 1.1x | | Otherworld Jupiter Helm | --- | 2.0x | | Jirokichi Thief Helm | 0.75x | 1.2x | | Shubaba Gale Helm | 0.6x | --- | | Bunny Hood | 0.9x | 1.2x | | Tebenos Helm | 1.2x | 0.9x | | Samurai Helm | 0.8x | 1.1x | | Froyola's Spaulders | 0.6x | 1.5x | | Lonestars | 0.9x | --- | | Crono Riggers | 0.8x | --- | | Gydeen's Shoulders | 0.6x | 1.2x | +--------Set Skills-------+------------+-----------+ | Slash Master | 0.8x | 1.1x | | Lightning Master | 0.8x | --- | | Peerless Penguin | 2.0x | --- | | Attack Movement 1 | --- | 1.3x | | Attack Movement 2 | --- | 1.5x | +----------Other----------+------------+-----------| | Welcome Bonus | 0.5x | --- | | 2x Lightning set bonus* | 0.8x | --- | '-------------------------+------------'-----------' * AMS = Attack Movement Speed * (*) This stacks with the individual multiplier of the lightning helm * Myamsar's base Attack Speed is 2.00 * Myamsar's base Movement Speed is 1.08 vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Notice that Peerless Penguin does not actually reduce damage, but instead doubles your attack speed. This means that Hero Modes that ignore attack speed - such as Kibadda, Tondenga and Grenburr - are unaffected by Peerless Penguin's side-effects. Although Myamsar's hero mode ignores attack speed, Myamsar does not exactly rely on it, so Penguin would still apply a heavy penalty just the same. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Due to animation lengths, there is only a certain amount for how many attacks each unit can execute in a single measure. Take Piekron’s animation limit for example: he can only throw spears twice at max even with the highest Attack Movement Speed and Attack Speed due to the length he spends “on air” while jumping to launch its attack(s). “But why the heck should we know this?” Well, pumping up on too much atk speed will make you suffer a lot in the damage department. For some Uberheroes, it may even be pointless to speed up their attacks at all as their Hero Modes may have a fixed attack speed of their own. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Myamsar’s animation limit peaks at 12 attacks (0.17 attack speed) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ “But what does that mean?” It means having 0.05 attack speed will only yield the same 12 attacks, and all the extra attack speed beyond that, which you think would be awesome, will be wasted. Does that make sense? No? As mentioned before, a full measure in Patapon 3 is roughly 2.10 seconds. So: ,--------------------[0.17 attack speed]--------------------, | 2.10 divided by 0.17 = 12.xx (round it down) = 12 attacks | +-----------------[0.04/0.05 attack speed]------------------+ | 2.10 divided by 0.05 = 42 attacks | | 2.10 divided by 0.04 = 52 attacks | '-----------------------------------------------------------' In-game, those 42/52 attacks will not be performed and you will only get to see 12 damage counters show up, so you’re losing 30+ attacks worth of damage because of this animation limit. “So what do we do instead?” Keep your attack speed close to 0.17 as you increase your attack damage. /====================-------------------------------------====================\ | Attack Damage |[A-dmg]| \====================-------------------------------------====================/ ,--Primary Sources--+---Condition/s for obtaining---+----Offensive Bonuses----, | Damage+ | Train Grenburr to Lv 20. | 1.5x damage | | Demolitionist | Train Destrobo to Lv 25. | 2x attack bonus to wood,| | | | stone and metal. | | Desperado | Train Alosson to Lv 15. | 1.5x damage | | Lightning Master | Train Oohoroc to Lv 25. | 1.5x strength, 0.8x | | | | attack speed | | Monster Killer | Train Cannogabang to Lv 25. | 1.5x attack bonus to | | | | Demons and Undead. | | Slash Master | Train Grenburr to Lv 25. | 2x strength, 1.1x | | | | attack movement speed, | | | | and 0.8x attack speed. | | Stab Master | Train Piekron to Lv 25. | 2x strength, 1.2x | | | | critical rate. | | Peerless Bird | Train Charibassa to Lv 32. | 2x critical DAMAGE. | | Peerless Bovine | Train Grenburr to Lv 32. | 2.5x strength | | Peerless Bow | Train Yumiyacha to Lv 32. | 2x damage | | Peerless Dog | Train Wondabarappa to Lv 32. | 1.05x strength | | Peerless Fang | Train Kibadda to Lv 32. | 2x damage vs airborne | | | | targets. | | Peerless Spear | Train Yarida to Lv 32. | 2x the effects of all | | | | [Weapon] Attack boosts. | | [Weapon] Attack | Comes from a variety of UHs. |Varies, but 1.25x at best| | (Wpn)Enchantments | From chests or Meden's shop. | See [E-nch] for details.| +---Extra Sources---+-------------------------------+-------------------------+ | Critical+ | Train Charibassa to Lv 25. | 1.5x Critical Rate | | Weapon+2/+3 | Train Oohoroc to Lv 15/20. | Increases weapon levels | | | | by +2/+3. | | Windmill Power | Train Wondabarappa to Lv 15. | 1.3x Critical Rate | | Wondabarappa Buff | Wondabarappa with 4th CS. | 1.05x damage | | Charibassa Buff | Charibassa Charge Attack. | 1.5x damage | | Piekron Buff | Piekron Hero Mode. | 1.2x~3.5x damage | +---Misc Sources----+-------------------------------+-------------------------+ | Big/Fish in a Pond| Train Wooyari to Lv 10/15. | Bugged! No effect.* | | Cornered Rat | Train Myamsar to Lv 9. |4x damage when HP is red.| | Icky Poison | Train Jamsch to Lv 13. | 2x Poison Rate | | Peerless Fish | Train Wooyari to Lv 32. | 1.10x to HP and status | | | | rates/resistances[team].| | Peerless Robo | Train Destrobo to Lv 32. | 15% chance to instantly | | | | destroy obstacles. | | Peerless Cat | Train Myamsar to Lv 32. |Instantly kills an enemy | | | | if a crit is triggered | | | | while it is poisoned. | | Peerless Mushroom | Train Jamsch to Lv 32. |Used to activate Cornered| | | | Rat immediately. | | Poison Package | Train Myamsar to Lv 15. | +20% Poison rate. | '-------------------+-------------------------------+-------------------------' - Strength/offensive bonuses are immediately applied and is displayed in your status screen, while "damage" bonuses are calculated in the background. (*) In case you thought they had an effect and want to test it yourself, be reminded that Fever Mode (which Rain requires) grants a 1.5x bonus to most stats alone, which can be easily mistaken for Fish bonuses. "Boosts, bonuses, strength - what's better?" That's a very vague question, but generally speaking, it's best to just solve it with math. Let's say you're trying to compare a [H] blade with a Blade of Astria. They both look promosing. But how far is their power gap, exactly? Will an [H] blade with Demolitionist be better against stone golems, undead, and demons, or will the Astria be better overall with Damage+? (Let's say it's a DoJ-related question for the sake of giving it a bit of sense) A quick glance in the status screen gives me this: ,-----------------------------------------------------------------------------, | Weapon 1: Blade of Astria +21 | Weapon 1: Lightning Blade [H] +40 | | Weapon 2: Default Dagger | Weapon 2: Default Dagger | | Lightning Helm | Lightning Helm | | Crono Riggers | Crono Riggers | | Atk Speed: 0.22 (9 attacks) | Atk Speed: 0.19 (11 attacks) | | Strength: 1325-2589 (1957 ave.) | Strength: 1512-2963 (2237 ave.) | | Golems: 150% | Demons/Undead: 150% | | Damage+ (50% to everything) | Demolitionist (200% to stone golems) | '-----------------------------------------------------------------------------' So, using their averages and amount of attacks, here's some simple math: ,-----------------Vs Demons/Undead------------------, | Astria: 1957 * 1.5 * 9 = 26,419 | | L.Blade: 2237 * 1.5 * 11 = 36,911 | +===================================================+ | Lightning Blade is 1.4x stronger vs Demons/Undead | '---------------------------------------------------' ,------------------Vs Stone Golems------------------, | Astria: 1957 * 1.5 * 1.5 * 9 = 36,629 | | L.Blade: 2237 * 2 * 11 = 49,214 | +===================================================+ | Lightning Blade is 1.34x stronger vs Stone Golems | '---------------------------------------------------' It's quite clear that Lightning Blade [H] wins in this contest. You can even get better results by swapping Demolitionist for Damage+; you'll lower your damage vs stone golems to nearly the same amount as Astria, but it should result into a larger power gap overall. Main affecting factor? Attack Speed. There is such a thing as overpowered. The numbers and math above won't matter if a monsters' HP wouldn't even touch 100k in the first place, an amount which Myamsar could easily OMKO with either weapon. So do not only look at damage, but also your attack speed and your targets' HP if you want to truly optimize your setup. More often than not, you won't actually need "tons" of damage, but just enough. This logic may also apply for things unrelated to damage, such as: If an enemy OHKOs you with or without P.Penguin, you might as well choose something more useful like P.Dragon /====================-------------------------------------====================\ | Balancing Myamsar's Stats [PvP] |[A-bal]| \====================-------------------------------------====================/ There are three main questions involved, all involving some math: 1) How much damage do we have? 2) How many attacks are we capable of performing? 3) How many of those attacks are actually required to kill "X" enemy? For a start, allow me to say that too much damage boosts only make waste of valuable skill slots. Myamsar, unlike many other classes, is capable of throwing 5~7 attacks in average. So if you're dealing 3 million for each stab, which is more than capable of killing a 50k-HP opponent, you're putting all the extra 4~6 attacks you have to waste. On the other hand, if you only deal 10k each time and need a FULL measure or two to kill your opponent, more often than not, you're as good as dead for standing too long on the same spot. So how do we figure out the "right" amount? First, by looking at the UH/DH's average defensive bonuses. Shield-wielding Uberheroes have Energy Field, which effectively reduces Myamsar's damage to 50% by default, or even 25% if you have 2 kinds of weapons equipped. This still does not count other possible means of damage reduction, such as armor enchantments, Crono Riggers, or Shield Evasion. So yeah, Myamsar hates shields - except maybe for Guardira and Taterazay, whom your Natural Enemy CS counters. Now let's consider the average HP. Ranged classes normally don't have more than 50k hp, or even half of that, so taking them down is easy. Two exceptions are P.Sheep users and Charibassa. The Spear Tree classes is split between squishies that match the Ranged classes and those that have shields and mounts (Kibadda, Cannassault, Charibassa), where you could expect them to have at least 75k HP. Some Cannassaults can even bulk up to as much as 500k HP, almost impossible to kill if your strength is too low. Finally, in the shield tree, Myamsar, Tondenga, and Grenburr are expected to always have more than 100k HP. The others fall below that number and fortunately, most of them are fairly easy to deal with. As far as Dark Heroes are concerned, Buzzcraves, Ragewolf and Slogturtle are the ones you'll only have to worry about - in that order, written from squishiest to toughest. Maxed Slogturtles in particular can even reach above 300k and have the ability to deflect damage! Yikes! Truthfully speaking, 20~50k strength at 0.5 atk speed or faster should be more than enough (for Myamsar) against the majority that you'll face in PvP - taking the effects of critical hits and charged attacks into account. Increasing your strength past that is just wasteful, as you will only be completely "walled" by Slogs, Dengas and Myamsars at that amount. As I was saying at the beginning of this topic, consuming 1 or 2 extra skill slots just to counter 2 opponents specifically means you'll just suffer more with the other 20 or so UHs/DHs. A trade such as that simply isn't worth it. Now going for lesser damage does make more sense. Only about 3 or 4 more classes begin to wall you at 12~15k, but the extra set skill slot can prove to be useful provided you spend it well. "How many attacks is actually too much? Too little?" Requiring a full measure to kill is usually too long, which means you need to kill within half a measure in average to meet a "good performance." That means you should start your computations with 6 attacks at most. Considering that you'll always carry a pair of weapons with blade-like(0.6x) attack speeds, and that you'll always be wearing Crono Riggers and a Lightning Helm, you should have an average of 0.26 attack speed with an unlocked Welcome Bonus. That equates to a total of 8 attacks for a full measure and 4 for half a measure - good enough. Going faster is ideal, but should no longer be your focus; from there, it's mostly just (burst) damage and bulk. Bulk vs Damage A tricky topic to debate with, but an easy question regardless. Do you have 250k HP? If you do, that's enough to compensate for being a squishy melee combatant. Once you're past that mark, the decisions are all up to you. If you don't care about HP, then at least equip Peerless Dragon. =============================================================================== ----------------------------Tips & Strategies [PvP]---------------------------- =============================================================================== /====================-------------------------------------====================\ | Commands, Cancelling, and High-level Competition |[T-ips]| \====================-------------------------------------====================/ These elements, alongside stats and a variety of builds, is what separates Patapon 3 PvP from a simple game of rock-paper-scissors. What you should understand is that before we can think about effective strategies, we must first be aware of how much is actually at our disposal. Yes, we must return to the basics and only then can we advance to the...advanced? No, to their practical uses. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv You can pretty much grasp their PvE uses just by knowing the effects, so the rest is more or less catered for those who actually want to get into PvP. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ =--------------= |Attack Command| =--------------= Drum Sequence: Pon Pon Pata Pon Effect: If an enemy is in sight, Myamsar walks towards it and performs a standard attack. Before fever or during imperfect commands, walking is slow and you probably will only get a maximum of 50% of your damage potential through. In a perfect fever command, however, you can get as much as 70~80% - and that includes running to the target. Charged attack: Charged attacks are slightly different. Your attack movement and damage is multiplied during a charged attack, so you can easily deliver up to 100% of your damage even if the command is imperfect, and to about 180% otherwise. As a melee attacker, the time you spend walking is important. Classes such as Cannogabang, Yarida, and even Cannassaults will delete you before you're even halfway through. So to sum it up, make sure that you have decent movement speeds and perform perfect beats - at least when attacking. It's also important to know that attacking on sight is not always the best thing to do; some heroes will simply out-match you. See Defend Command for more insight. Slide Attack: I have no proper name for it, so let's just leave it at its most literal form. A "slide" occurs as soon as you defeat the nearest target in front of you. Myamsar "walks" slightly forward as it continues to slash the air with its remaining attacks. With fairly high attack movement, this slide can extend Myamsar's attacking distance by an average of a dagger's full length. That's like turning your dagger/blade into a greatblade - have you even noticed that blades already have a slightly longer reach than daggers and shivs? It may not mean much, but this could make the difference of reaching a gargoyle or golem hiding behind a Balrag's thick belly or, say, that uberhero hiding behind a cannon/tower. =--------------= |Defend Command| =--------------= Drum Sequence: Chaka Chaka Pata Pon Effect: For a Myamsar and many other heroes, it means that your seeing eye is halved. It also means that you get a boost in damage reduction and still activate your Doppelganger ability. Last - and most importantly - you still deliver 100% of your attack power. Can you imagine how useful it can be against other melee heroes that also need to approach you? Kibadda, Wooyari, Destrobo, Ragewolf, etc. Against heroes like these, you can effectively increase your survivability by up to 3x or more. You have the advantage of not having to attack at all. ...and that's the amusing part. Probably not because it's underrated, but because it's rare to find players actually defending in a VS match. It makes sense if you think about it. For some players, they will probably need their Hero Mode active to trigger Peerless Deer, while others probably think it's pointless because their heroes cannot deliver as much attacks as Myamsar and/or are so squishy it wouldn't help more than simply attacking. It's safe to say that Myamsar is one of the few that can fully utilize the Defend Command's effects in PvP. It's not fool-proof, though(!) While it does increase your own survivability, it doesn't always mean that it's risk-free. Let's say a Wooyari is approaching you. You'd think that it's a futile move, but what if it's role was to simply stall you? What if there was a Yarida following it closely behind? You'll soon realize that you're fu- *ahem* I mean /in serious trouble./ ,-------------------------------------, | Defend Command Damage Reduction | +--------------No Fever-----In Fever--+ | Normal | 80% | 70% | | Charged | 60% | 40% | '-------------------------------------' * This multiplicatively stacks with ALL Defensive Bonuses; 80%=0.8x * These are UNOFFICIAL numbers taken from a few tests. =---------------= |Retreat Command| =---------------= Drum Sequence: Pon Pata Pon Pata Effect: Your hero runs the opposite direction in attempts to avoid...something you see. It also doubles damage taken (think Peerless Bow) and the running speed is based on your hero's own attack movement speed. An additional feature you get from this is that it also allows you to avoid an enemy's seeing eye. It can be used against target-abusing heroes, such as Sonarchy and Ravenous. Fighting those heroes with allies acting like free targets, however, is a different story. It's also great against heroes you similarly cannot reach immediately, such as Cannogabang or Covet-hiss, although it must be used with caution. As mentioned, you take twice the amount of damage while it's "active," so if you're under fire by "fast" and "explosive" ranged attacks such as Alosson, Charibassa, Naughtyfins or Yarida, you'll be at huge risk if you continue running in and out of their range. Same goes for when you're against Kibaddas or Buzzcraves. You can easily heal some of your hp back while doing so, but if you time it badly, you're just giving them a free meal. Other things to keep in mind is that Doppelganger does not activate while running. The damage multiplier also applies while you're burning and running around. =-----------------= |Step Back Command| =-----------------= Drum Sequence: Chaka Pata Chaka Pata Effect: Trace a few steps back, about half of your forward walking distance. No other status bonuses are known, but this command allows you to attack opponents as well with a halved seeing eye - similar to that of the defend command. Only useable in multiplayer modes. Repositioning can mean a lot. It's important to reposition immediately, for example, when you notice a Kibadda and Yarida activating their Hero Modes from afar. You have a very slim chance of surviving their attacks head-on, but if you reposition and prepare for the moment they finally reach you, a charged attack or defense might actually turn the tables. It's also useful when properly combined with teamwork. A Cannogabang could easily save you the risk of dying against the said Yarida and Kibadda if you just walk back until its attack range far surpasses your position marker. =--------------= |Charge Command| =--------------= Drum Sequence: Pon Pon Chaka Chaka Effect: Activates your hero mode (if input perfectly and while in fever mode) and boosts your next attack or defend command. Details about hero mode can be found in the [H-ero] section, but if you only need to know the important stuff about it, it's that Hero Mode has a 1.5x defensive buff and activates your Doppelganger class skill. What makes this truly special is that it allows Myamsar to march forward with small risk. This also means charged attacks and charged defenses less riskier than they should be, as you have damage reduction and status immunity that other heroes normally wouldn't have while charging. =--------------= |Cancel Command| =--------------= Drum Sequence: Interrupt action with a drum beat. Effect: Hero immediately stops what it was doing and returns to its position marker. Fever mode will also be lost if it was active. Can be used offline. There are many uses for it, but in PvP, synchronizing your movement with your allies' and the enemy's attack patterns is what makes the it just as important as any other in application of strategy. Knowing when to stop what you're doing and/or shift your timing is one feat you must have in high-level competition. Sure, you can always "not press anything," but just never forget that the cancel command exists and it allows you to stop mid-way of anything. Let's say you were burned by a Sonarchy or by Cannogabang's blazing howitzer pellets. You'll probably have to immediately cancel a command and perform a party command to get back to your position before an ally of theirs swoops in to take a free kill. It's not really a good scenario that fits every situation, but it's just one of the many cases where the cancel command is better than nothing. =--------------= |Summon Command| =--------------= Drum Sequence: Don Do-Don Do-Don Effect: Depends on what Djinn you have equipped. Below is a table that indicates the command that is performed while a summon is active. ,--------------------------, | Yarigami: Normal Attack | | Tategami: Charge Defense | | Soragami: Charge Attack | | Yamagami: Charge Defense | '--------------------------' The effect of the summon itself (Yarigami spear damage, Tategami castle travel distance, etc.) also depends on your score. There are guides and videos out there showing how to score better, but unfortunately, you won't find any of the sort here. Summons are double edged swords in PvP, with the sharper end pointing at you - the summoner. For one, it may cause your game to freeze, which forces the match to be prematurely ended due to your disconnection. Second, you place your entire team at risk by placing everyone in the same position/location, making easy prey for heroes like Ravenous or Yarida. There are cases where summoning is okay, though, even if Myamsar can't do much in it. Cannogabangs are especially good with Soragami, assuming they have Peerless Dragon. Tategami is also pretty decent for securing an advance if you can score high enough. Yamagami, while many frown upon it's abuse, is particularly good at wiping out the enemy team if your own lacks the damage to do so. In the end, there are only 3 things to consider when summoning: your luck, Peerless Dragon, and if the summon will provide a beneficial position AFTER it's duration (aka timing). Discuss it with your team before the match even starts, especially if you plan to use Yamagami. As for Myamsar's preference, Soragami is the best way to go. With Soragami, you can go double-shivs without having to worry so much about P.Sheep users. Instant Revive Trick: If you manage to perform the summon command before your spawn timer comes up, or as your hero was in the middle of its dying animation, you will instantly spawn back behind your flag (beside Hatapon in PvE) and ignore the spawn timer altogether. It takes a bit of luck and precognition to pull off, but it's a useful glitch/trick to abuse regardless. Your spawn timer however doesn't reset to its default countdown whenever you do this. So if you didn't equip Peerless Dragon, the next countdown would still be larger. /====================-------------------------------------====================\ | PvP Matchups |[T-pvp]| \====================-------------------------------------====================/ For convenience's sake, they're listed from hardest to easiest (some are tied, though, but that won't be mentioned). Taterazay also ended up in the middle, but he's top tier too. =------------= | Pyokorider | =------------= Pyokorider is by far the most difficult hero to defend against. Its hero mode has a reach farther than Cannogabang's that can be used continuously AND while walking, not to mention powered by Kibadda's class skills. Usually, they are also equipped with Fire Lances or Murakumon to render P.Sheep users useless. So in general, as a Myamsar, the only chance you really have to fight one "fairly" is to have a really good ally(tank) that is capable of reducing Fire, Lightning, and Stab damage to dirt...a tag team of Taterazay and Tondenga comes into mind. You also can try using Yamagami, but then you're still at a dis- advantage because a summon takes longer to prepare than Pyokorider's Hero Mode. =----------= | Tondenga | =----------= Frankly speaking, you have close to no chance of winning any 1v1 face-off against Tondengas. They have crit immunity, a shield, and an axe that can easily split you into bloody bits. Whatever damage you are capable of doing to them, they'll just return tenfold. Summons and teammates are your best chances. However, you can't just do nothing while facing one. If you delay your commands by no more than 2 beats and keep watch of your position. You can probably sneak an attack while it doesn't have its hero mode active. In rare cases, you might even be able to attack for free as it marches forward; usually done by unskilled Tondenga players that use Attack-March-March patterns. Some Tondengas might even build pretty squishy, and Soragami/Tategami summons will be enough to fend them off. =------------------= | Alosson | Yarida | =------------------= Yarida is exceptionally fast at throwing spears. Unlike Piekron who throws at the highest peak of its jump, Yarida throws its spears almost at the same time as it jumps. The angle is also so low (similar to Charibasa) that it's very likely to take each spear (and lightning bolts) right in the face. Alosson, on the other hand, has openings that you might be able to get through. A Retreat-Attack tactic with considerable stamina might just work, although one could also use Tategami to do the advancing and damage. Tategami also works on Yarida if summoned before Yarida gets into range, but Yama or Sora are more reliable in general. Hey, at least you equipped Peerless Dragon...did you? The advantage usually falls on these heroes' side. Both of them have the ability to "lock" you in or out of their range, meaning that once their are already active, they create a "trap" for intruders and runners. If you try to run after getting into their melee range, you die. If you try to walk to get into range, you die. They're probably the heroes that require the most careful timing to kill (as Myamsar). Either way, if you have a ranged ally or at least a Cannassault, it's best to just wait for their assistance. =---------------------= | Buzzcrave | Kibadda | =---------------------= Kibadda is another hero with a shield that has explosive firepower. It will usually take no more than one measure to kill you, or anything, actually. However, keep in mind that they only have a few set skills to play with, so they'll either lack damage or stamina, or even better, both. It's not impossible to beat them unlike the case with Tondengas, but it's possible to make it easier for them to beat you - by making the common mistake of being in their range as they activate their hero mode. As you may know, Kibadda's hero mode is activated with a charge attack, and the charge attack's damage multiplier WILL apply during that measure. What you must do is hold off all attacks or advances until the Kibadda marches toward you himself, while its hero mode is still active. A defend or charged defend command should then make it possible to survive and take him out. Always keep your position in check. Now fighting Buzzcrave is just the same, but with less worry about your trade and its defenses. Myamsar can survive its charge attacks twice or thrice longer for as long as you defend, and if ever Buzzcrave stops to activate hero mode or charge, it only opens up an opportunity to attack for the kill or advance. The only thing you have to keep in mind is not to be delayed. Having up to 2 beats in advance vs Buzzcrave is manageable, but a delay will severely affect your defense and timing. =--------------------------= | Charibassa | Naughtyfins | =--------------------------= These two heroes can be easily underestimated. They may be slower, but they pack as much explosive damage as the two mentioned above, and can somewhat stall or wall you longer than you might expect. Speedy Naughtyfins in particular can almost always just stay in the air, hardly ever touching the ground before you can even land an attack. Her range goes farther, too, as she keeps firing her spears; so allies that follow close behind might get caught off-guard. Pairing that with her freeze rate makes it difficult for most heroes to even approach her. On the bright side, once you're past all that, it's an easy kill because her Hero Mode has the same weakness as Grenburr. Also, if you get close enough, consider switching from the attack command to the defend command. Charibassa on the other hand, is a shield-wielder. If you have two attack elements and lack damage, you most likely won't be able to kill it in a few attacks. Heck, even with just one element, it may even take a while because 1) it might have Peerless Sheep and you'll only have Holymaddas; and 2) you'll need 3 or more set skills to pierce through the shield's defensive bonuses and deal considerable damage. Consider leaving the job to your allies when facing Charibassa, or stalling until you can call up a summon (Soragami/Yamagami) so you and your allies can strike all at once. =-----------------------= | Myamsar | Cannassault | =-----------------------= Myamsar and Cannassault are somewhat similar. Both are bulky yet squishy, and are capable of juggling through their equipment to go hybrid, bulky, or full damage -- with the latter oftenly ending up in failure. The only differences that separate them are their playstyle and Crono Riggers. Crono Riggers is what makes Myamsar difficult to deal with as a Myamsar. If the match isn't a stalemate due to identical builds, it will more or less favor the one with an extra set skill dedicated to damage or a Piekron on their side. Cannassault is a tricky hero to fight, and even the bulky build can catch you off guard if you're not bulky enough. The problem is its hero mode, which stalls your approach and allows Cannassault to get free hit(s). Generally speaking, charged attacks are the way to go. Heck, even defense will work if Cannassault gets too close. But the easiest way to bypass the tumble effect is to delay your command input by 3 beats. By the time you press "Pon" for an attack (assuming you were in Hero Mode prior, since HM is immune to tumble), you will be able to move freely as the Cannassault retreats back into position and its user is still pressing for his next command. This also allows you to avoid any damage at all if you manage to kill it in one shot. =----------= | Grenburr | =----------= The simple counter to Grenburr is delaying your command by 1 beat. During its hero mode, there is a very small vertical distance - a window of opportunity - where your blade will be able to touch Grenburr before its blade touches you. If you attack with about 0.26 or better attack speed during Grenburr's descent, for as long as you catch it falling while you're stabbing, you'll be able to get a kill without even taking a scratch. 99% of the time(lag might affect it). Clearly, Grenburr is at a disadvantage against Myamsars. However, some Grenburr players can still play smart. If they catch you off-guard and manage to pull off a charge attack while you're in range, it might end up in a draw - both heroes die at the same time. Same case if you both attack at exactly the same time (0 beat delay), its Hero Mode against your stabbing. There's also the fact that they too have summons. One important thing to know about most Grenburrs is that they almost always have P.Dragon equipped. So if you lose in a draw, unless you have P.Dragon as well, it's still Grenburr actually winning. As much as possible, don't give them that chance. Unlike Myamsar, they can sweep the field and end the game very quickly. =------------------------------------= | Cannogabang | Covet-hiss | Oohoroc | =------------------------------------= Covet-hiss is the underdog among this trio. She (or was it he?) is capable of firing two laser beams in a single measure, but usually it's too weak to kill a bulky Myamsar. Unlike Covet-hiss, Oohoroc and Cannogabang can actually kill you in one charge attack, and unless you delay your commands properly, you will ALWAYS die before you reach them. The timing for cannogabang is a 2-3 beat delay, regardless of which weapon it uses. Whenever it charges, march, and after that retreat. Some Cannogabangs will sense this and shall attempt to be sneaky; they will charge twice before releasing an attack. If they're smart, they'll attempt to attack normally. If they're smarter, they'll reset their timing and un-sync your 2-3 beat delay, so pay attention to the screen even though you know how to counter them. As for Oohorocs, Holymist and Darkvenom staves are similar to Pyoko's hero mode in which they have an insane amount of range. This is one of those cases where March Defense really shines. While it's not for certain that you'll survive through it, you'll still have a pretty good chance of doing so with MD. If you don't have it, very bulky build can possibly brave through the attacks. A Cannassault positioned at the end of the staves' range and staying 1-beat advanced might also manage to barely tumble Oohoroc before it casts the spells. Against Volcano-casters, running away is a bad move. It's actually wiser to just march forward or defend and minimize the damage you get from the fire. Personally, I haven't tried jumping, but I doubt that could save you from it. =-----------------------------------= | Taterazay | Guardira | Slogturtle | =-----------------------------------= Among the three, Guardira's the easiest to deal with. But don't use that as an excuse to get careless. Guardira is still capable of toning your damage down to 10% with its hero mode and has a lot of defense and shield evasion to squish it even further. Generally speaking, you will want to have about 15~20k strength while fighting these heroes. Alternatively, provided that you have someone to cover for you, using your Hero Mode against them is effective too. Meanwhile, Taterazay is even harder to deal with than a Pyokorider. It can literally just sit behind a flag and spam hero mode for the entire duration of a match because its hero mode has no range to speak of. And since its hero mode grants extra defensive bonuses to all its allies, it becomes harder to even reach Taterazay. The only good counter to this is an ally Piekron, which can nullify Taterazay's defensive buff with its own offensive buff. Summoning Yamagami might also work. Lastly, Slogturtle is a special case. Most of the time, they shouldn't be a problem. While Slogturtle's Hero Mode is active, it takes more damage from melee attacks in exchange for nullifying magical damage. You can take advantage of this to get rid of it quickly or pin it down for a ranged ally to pluck out for you. However, Slogturtle's class skills are the problem. One transmutes its minimum weapon strength into additional defense, while another reflects melee slash and strike damage back. This means that if you have too much damage and too little Stamina, you'll just end up killing yourself. You can either go for pure Stab and stack up to about 30k damage or pursue with a Lightning Blade and simply equip P.Dragon. Either way, you should still build some HP as it might take a while to get through Slog's defense, stamina and shield evasion. =-------------------------------= | Ragewolf | Wooyari | Destrobo | =-------------------------------= Dumb, dumber and dumbest. What makes these three so easy to deal with is the fact that they HAVE to be in everyone's face as much as possible just to be useful. Thus, the simplest and safest way to fight them is just to allow them to approach with whatever attack they want to go with, then use a defend command to counter it. Attacking is an option, but defending can at least protect you from the possibility that an approaching enemy/ies coming from behind might snipe you. Wooyari and Destrobo should die pretty quickly, but a trained Ragewolf could take a while to finish off. In fact, if your damage is too low, Ragewolves might be able to turn the match into a stalemate with the help of DH set skills like Critical Parry and Refuse to Lose. =----------------------------------= | Sonarchy | Wondabarappa | Jamsch | =----------------------------------= The three are very similar and are dealt with in pretty much the same way. Sonarchy, however, is the biggest threat and is actually capable of whittling down your HP to zero over time. Wondabarappa comes at a distant second. More often than not, this trio will hide behind allies to do what they do best -- cause lag or attempt to inflict a status effect. Luckily for Myamsar, status immunity is its specialty. Provided that you can take out the opposing team's frontline quickly, fighting them should be a breeze. There's no particular need to adjust/delay your command input, but it is quite necessary to use Charge Attacks when fighting them. They can move around and re-adjust their positions while in hero mode and there's not much you can do if you aren't able to reach them before they escape your seeing eye. That's where the extra movement speed from charge attacks comes in. Having a Cannassault ally will help a lot, though. =---------------------= | Piekron | Yumiyacha | =---------------------= The problem that these heroes face is that there are delays between their attacks that also hit quite inaccurately, which means you most likely will be able to slip into their melee range easily. Piekron isn't so much of a pushover, though. Fast Piekrons equipped with Alldemonium Shields are still capable of one-shotting you if you don't watch your distance properly. Not to mention, if a Piekron fails to match you in combat, it can simply wait for its teammates and buff them on the go. For Yumiyacha, attacking on sight might be good enough, but for Piekron, a quick Retreat Command followed by an Attack is usually the safest way to go. =-------------------= | Pingrek | Bowmunk | =-------------------= There is very little worry when going against these guys. It might have been different if there were organized teams, though. A well-synchronized team of a Guardira, Taterazay, Bowmunk and Cannogabang/Pyokorider for example can do well if the players can communicate with each other to time their retreats, defenses and attacks. Aside from being more or less "pure support" units, another reason why they're so easy to deal with is because Pingrek's Ice Castle (Hero Mode) can be destroyed - causing it to stay tumbled for two measures - while Bowmunk usually has terrible resistance to fire. Bowmunk is also just all squish behind its HP wall, despite being a Shield-class Uberhero. =---------------= | Other Hazards | =---------------= Peerless Sheep - If you're following a build that doesn't use Lightning Blade, consider yourself at risk of being useless 20~30% of the time. Peerless Pig - It's been known that Peerless Pig doesn't decreased damage, but rather REFLECTS it. There's really no way around it aside from taking the reflected damage head-on and healing it back with P.Tree or P.Hedgehog. Equipping P.Dragon might also serve as a simple "stalemate" solution. But of course, that still doesn't count the user's actual attack damage and self-healing so don't rely on it. Summons - Yamagami in particular is a pain to deal with. It has high damage and causes burn. However, consider yourself fortunate if opponents are in range when they summon, as it's easier to avoid and survive the meteors while attacking (close to none hits the area where opponents stand). The other problem would be Tategami. If the opponents are skilled at building up summon scores, you may be sent back to infinity, forcing you to slowly advance forward yet again. There isn't much you can do to counter this, aside from perhaps summoning your own Tategami and returning the favor. Ironically, this can also work against Tategami users because if they score too well and the shield/castle pushes forward too much, there's a very good chance for it to "pass through" defending heroes and become useless for the rest of its duration. The Dice Roll - Sometimes, you just have completely no idea of what type of heroes you'll be up against, or even what type of builds they use. This isn't strictly a Myamsar thing, though, so don't dwell on it too much. If in doubt, check the [A-bal] section. /====================-------------------------------------====================\ | Team Synergy and Compatibility |[T-eam]| \====================-------------------------------------====================/ Myamsar favors being teammates with a few Uberheroes over the rest. They complement each other as allies and effectively cover each of their numerous individual weaknesses. FYI, this list isn't necessarily restricted to VS. Cannogabang - The cannogabang is supposed to aid Myamsar in clearing his Melee Hazards -- Tondenga, Kibadda, and Buzzcrave, to name a few. It's equally Myamsar's responsibility to stay close to his Cannogabang when he knows there are such Hazards nearby. The last thing you want to happen in a team of squishies is to have each of you plucked out piece by piece because a member was too impatient in holding his position. Ideal Position: Maintain at least a 1.5~2 walking distance away from Myamsar. You might have to get closer when there are (Myamsar) melee hazards defending the enemy's frontline, though. Guardira - Anything that Cannogabang cannot reach is Guardira's responsibility. Guardira can somehow block Pyokorider, Buzzcrave, Ravenous, and cannon/howitzer Cannogabangs from the opposite team, giving Myamsar a chance to slowly work his way closer to them. The only problem with Guardira is that Myamsar's melee hazards are just the same as his. So without a sniping/ranged unit like Cannogabang, or a proper ally to match the crisis with, both Sheep and Cat will be useless in the face of their nemeses. Ideal position: In front of the Myamsar, not more than a full walking distance away. Cannassault - Cannassault makes a decent wall and is wonderful UH to pair with Myamsar. Kill-or-be-killed situations can be overturned with a good Cannassault teammate utilizing its hero mode correctly. The Cannassault's role here is to tumble enemies just before they connect an attack with Myamsar, or simply to create an opening after such attacks. This requires precise timing and a lot of intentional delaying/beat-cancelling to synchronize WITH THE OPPONENTS rather than with Myamsar. A few examples are: - vs Naughtyfins, a timed tumble just as it lands on the ground after an attack. - vs Kibadda, a 2 to 3-beat delay from it's user so you will be able to tumble the guy just as his attack ends and starts retreating. A 2-beat delay is basically starting your "Pon Pon Pata Pon" while the enemy is in the middle of his own "Pon Pon (sync here) Pata Pon" So not only must a Cannassault be quick-witted, but he must also be observant. For the Myamsar user: it is your responsibility in return to time your attack accordingly, specifically during the moment Cannassault's blade/axe falls to the ground. This support class is almost necessary whenever a glasscannon Myamsar is present. Ideal Position: 1 walking distance away or a little bit more if your Cannassault's Hero Mode goes past Myamsar. =------------------= |Honorable mentions| =------------------= Piekron - The 2~3.5x buff that Piekron bestows allows Myamsar to hold back in offensive set skills and throw in more bulk or Peerless Dragon. While it is true that Piekron makes a smaller impact for Myamsar than the other three previously mentioned, one can argue that its overall contribution to the team is simply far better. Piekron is also a good counter-hero for Taterazay. Ideal Position: Behind Myamsar or structures. Alosson, Yarida & Charibassa - These three heroes will do fine staying behind Myamsar, and may take Cannogabang's role as melee-hazard-deleter. Charibassa is a bit weaker than Yarida, but its ability to take much more poke damage than the other two must be considered. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv The following Heroes are frowned upon by the competitive community due to some overpowered Hero Modes or equipment. However, they ought to be mentioned as they are equally -if not better- just as good as all the previously mentioned. Doesn't hurt to consider that even if PvP fails, co-op may still prevail. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Taterazay - Taterazay's Hero Mode buff is nearly impenetrable, bringing the bulky Myamsar builds to the heights of immortality. Pyokorider/Oohoroc - Both serve the same role as Cannogabang. But are easier to work with due to the insane range of Pyokorider's Hero Mode and Oohoroc's Holy- and Dark- staves. /====================-------------------------------------====================\ | Teammate Hazards |[T-hzd]| \====================-------------------------------------====================/ Below is a small list of what classes to avoid while playing PvP with or as a Myamsar. If the conditions are met and your teammates are refusing to change, it might be wise to think twice about using Myamsar along with their selected heroes. It's not always gonna end up badly, though - so you can still work out a plan. You can totally ignore this for PvE. Myamsar - there's just no room for two Myamsars in the battlefield, especially against knowledgeable opponents. Guardira - without ANY ranged support, you're in a losing team if joined by a Guardira. As mentioned before, Guardira is as easily killed as Myamsar by the very same opponents that Myamsar avoids. Their synergy works well at times, but its effectiveness requires conditions to be met. Wooyari & Grenburr - similar to a fellow Myamsar, they take up pretty much the same role. Or at the very least, they'll be just as easily shut down by Myamsar's Melee Hazards. Not saying that they're bad heroes on their own (they're not, really), but you will have a hard time working with them in general. Yumiyacha, Pingrek, Destrobo - they're just not reliable, unless your team has some sort of grand plan to troll or make them useful. =============================================================================== -----------------------------------Equipment----------------------------[E-qip] =============================================================================== == Notes ==================================================================== * Daggers unlock at Level 10 * Shivs unlock at Level 15 ----------------------------------------------------------------------------- * For reference, Myamsar's base Attack Movement Speed is 1.08, Attack Speed is 2.0, and HP is 64056 @Lv40. * The following stats (~0.1% margin of error) were taken at these levels: vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Uniques @ +24 / Super Uniques @ +21 / Upgradable items @ +40 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ * Upgradable items us the [Po/W] enchantments as base for their HP/strength because they are rather easy to acquire and comparable to Super/Uniques. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Stats for upgradable items DO NOT include other enchantment bonuses. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ * Status effect rates are further reduced by an enemy's unseen resistances. Likewise, an attack bonus of 100% may still be reduced by the target's defensive bonuses (e.g Stone Golems resist Stab) * Attack and Defensive Bonuses, unlike most of the other stats, stack MULTIPLICATIVELY. So if a [H]-enchanted weapon has 150%(1.5x) bonus vs Undead and Demons, equipping two will result into 225%, not just 200%. * Weight and Knockback power were purposely not included in the stat tables. ============================================================================= /====================-------------------------------------====================\ | Enchantment Bonuses |[E-nch]| \====================-------------------------------------====================/ ,-----------------------------------------------------------------------------, | | Weapon Str | Crit | Atk Spd | Atk Movemt | Status Bonus | Atk Bonus/es | +----+------------+------+---------+------------+--------------+--------------+ |[Fl]| +46.7% | -- | --- | ---- | +25 Burn | --- | +----+------------+------+---------+------------+--------------+--------------+ |[St]| +60% | -- | --- | ---- | --- | --- | +----+------------+------+---------+------------+--------------+--------------+ |[Po]| +73.3% | -- | --- | ---- | +25 Poison | --- | +----+------------+------+---------+------------+--------------+--------------+ | [H]| +86.7% | +5 | --- | ---- | --- | 150% Undead | | | | | | | | 150% Demons | +----+------------+------+---------+------------+--------------+--------------+ |[Sl]| +100% | +10 | --- | ---- | --- | 250% Dragons | +----+------------+------+---------+------------+--------------+--------------+ | | | | | | | 110% Demons | | | | | | | |Undead,Giants,| |[De]| +113.3% | +15 | 0.9x | 1.1x | --- | and Dragons | | | | | | | | 150% Shells, | | | | | | | | Wood, Stone, | | | | | | | | and Metal | +----+------------+------+---------+------------+--------------+--------------+ | [G]| +140% | +30 | 0.8x | 1.2x | --- | --- | '-----------------------------------------------------------------------------' * Weapon strength bonuses are BASE WEAPON strength multipliers - they don't include Myamsar's base strength in the formula. ,--------------------.---------Resistances------------.-----------------------, | | Stamina | Def | Crit/KB/Stag | Brn/Frz/Slp/Psn | Defensive Bonuses | +----+---------+-----+--------------+-----------------+-----------------------+ |[Hp]| +300 | --- | ---/---/--- | ---/---/---/--- | --- | +----+---------+-----+--------------+-----------------+-----------------------+ |[Ar]| +500 | +10 | +10/---/--- | ---/---/---/--- | 90% Slash/Strike/Stab | +----+---------+-----+--------------+-----------------+-----------------------+ | [W]| +1000 | +15 | ---/+10/+10 | ---/---/---/--- | 80% Slash/Strike/Stab | +----+---------+-----+--------------+-----------------+-----------------------+ |[Ic]| +2000 | +20 | ---/---/--- | +20/---/---/--- | 50% Fire | +----+---------+-----+--------------+-----------------+-----------------------+ |[En]| +5000 | +25 | +5 / +5 / +5 | ---/---/---/--- | 90% to all | +----+---------+-----+--------------+-----------------+-----------------------+ |[Cu]| +10000 | +30 | ---/---/--- | ---/---/---/+20 | 50% Poison | +----+---------+-----+--------------+-----------------+-----------------------+ |[Me]| +20000 | +50 | +10/+10/+10 | +5/ +5/ +5/ +5 | 85% to all | '-----------------------------------------------------------------------------' * Stamina bonuses are BASE ARMOR stamina multipliers - they don't include Myamsar's base stamina in the formula. 12300 H/Sl/De vs G I'll make this easy to digest: * [H] is solid ground. In fact, it can beat [G]'s damage output while fighting Demons or Undead, and assuming you've already made it to 0.17 attack speed. * [Sl] is slightly better than [H], but considering that there are far more Demons and Undead than Dragons hopping around, you might as well just stick to [H]. In VS, * [De] is your best man. It gets most of the stuff you need from [G], although a bit weaker, but most of all, it also negates your natural weakness to Wood, Stone and Metal. By the time you get one, though, that probably doesn't matter anymore. :/ * [G] can turn Shivs into overpowered Daggers, and Daggers into Blades. Blades become...godly. What more can you ask for? A [G] lightning blade, at least, that is! Seriously, though. It's more or less the superior version of [H] and [Sl] weapons. /====================-------------------------------------====================\ | Myamsar-Related Sets |[E-set]| \====================-------------------------------------====================/ ,-------------------------------------------------------+------Bonus(es)------, | 2x Blade of Astria/Holymadda Shiv (you may mix&match) | | | Samurai Helm | 1.2x Critical | | Froyola's Spaulders | | +-------------------------------------------------------+---------------------+ | 2x Feisho | 2x Critical | | Tahla Helm | | +-------------------------------------------------------+---------------------+ | 2x Sleepy Daggers | 1.05x Strength | | | +15 Sleep Rate | | | +10 Sleep Resist | +-------------------------------------------------------+---------------------+ | 2x Flame Pieces | +10 Freeze Res | | | 0.8x Ice Damage | | | Reduction | +-------------------------------------------------------+---------------------+ | 2x Ice Pieces | +10 Burn Resist | | | 0.8x Fire Damage | | | Reduction | +-------------------------------------------------------+---------------------+ | | 1.03x Strength | | 2x Lightning Pieces | 0.9x Attack Speed | | | 0.9x Lightning Res | | | +10 Stagger Resist | +-------------------------------------------------------+---------------------+ | | [Bug] NO EFFECT | | 3x Lightning Pieces | Also removes all the| | | bonuses of having 2x| | | lightning pieces! | '-------------------------------------------------------'---------------------' * Only 2x Lightning set makes a good choice here, although the Blade of Astria + Holymadda Shiv set can be decent if you have the items at high levels. /====================-------------------------------------====================\ | Blades |[E-bld]| \====================-------------------------------------====================/ Blades have high critical rates and decent raw power. But most importantly, they give Myamsar access to Slash Master and Lightning Master, which signifi- cantly boost its damage. The said set skills also grant extra attack speed and movement speed that are just as helpful as damage for Myamsar. =-------------= |Default Blade| =-------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 12-24 | Slash | 0.6x | 1.1x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 55% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' =--------------= |Critical Blade| =--------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 809-1559 | Slash | 0.6x | 1.1x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 200% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Enchantments may give it variable status rates and damage. Although, even with just a [Po] enchantment, it shows that its strength can surpass the best Super/uniques/ultimates available to Myamsar. - High critical rate; has 25 more critical rate than Lightning Blade. =---------------= |Lightning Blade| =---------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 809-1559 | Slash,Lightning | 0.6x | 1.1x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 175% | -- | 155% | 85% | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Enchantments may give it variable status rates and damage. Although, even with just a [Po] enchantment, it shows that its strength can surpass the best Super/uniques/ultimates available to Myamsar. - High critical and stagger rate. - Can be paired with other Lightning gear for HP/Attack Speed bonuses - Lightning element gives it a small amount burn rate (useful in VS, against Peerless Sheep users), and allows Myamsar to gain the full effects of Lightning Master. However, gaining lightning element makes it ineffective against Lightning-resistant enemies, such as Fennichi. =---------= |Tsuyugiri| =---------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 265-794 | Slash | 0.4x | 1.3x | 58% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 171% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Low strength, but its speed bonuses may prove to make up for it, especially when you still don't have other speed-increasing set skills available. - The only non-shiv option (for Myamsar) that has Shieldbreaker. =--------= |Murapata| =--------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 221-1544 | Slash, Darkness | 0.5x | 1.2x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 191% | -- | --- | -- | 92% | -- | 92% | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Great overall stats. If you get a strong one, it may even be your primary blade weapon of choice while you have yet to find a [H] Blade. - Sleep and Poison are a great addition and make it good to pair with shivs. Not to mention, Darkness element is also known to give a random chance of applying a random status effect. - Lowers up to 10% of base HP at +24 =---------------= |Blade of Astria| =---------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 743-1486 | Slash | 0.6x | 1.1x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 169% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 150% | 150% | 100% | 120% | 150% | 200% | '-------------------------------------------------------------------------' - Decent strength and critical rate. - Attack Bonuses give it an edge over Lightning Blade, especially when going against structures and golems. =---------= |Tsukigiri| =---------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 400-1000 | Slash | 0.4x | 1.1x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 250% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - The extra attack speed does make up for its lack of strength, and that's still not including its ridiculously high Critical Rate. Unfortunately, the synergy between Lightning Blade, Lightning Helm, Lightning Master and their set bonus overshadow the assets of this weapon - just as the case for others. - Ultimate weapons are nearly impossible to find, but good luck! /====================-------------------------------------====================\ | Daggers |[E-dag]| \====================-------------------------------------====================/ Daggers are fast weapons that have fairly high critical rates. However, they lack rawpower and must oftenly be paired with blades or shivs. You can almost consider them as alternative or complementary choices that may help cover some of Myamsar's weaknesses, but that doesn't mean they're crap and useless. =--------------= |Default Dagger| =--------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 0-29 | Stab | 0.5x | 1.2x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 35% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' =---------------= |Critical Dagger| =---------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 0-1850 | Stab | 0.5x | 1.2x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 180% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Enchantments may give it variable status rates and damage. Although, even with just a [Po] enchantment, it shows that its strength can surpass the best Super/uniques/ultimates available to Myamsar. - High critical rate. Highest among the daggers, and has 25 more than sleepy daggers. =-------------= |Sleepy Dagger| =-------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 0-1850 | Stab | 0.5x | 1.2x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 155% | -- | --- | -- | 100% | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Enchantments may give it variable status rates and damage. Although, even with just a [Po] enchantment, it shows that its strength can surpass the best Super/uniques/ultimates available to Myamsar. - Arguably a better choice than Critical Dagger for its additional sleep rate, especially during the course of story mode. =---------= |Crablessa| =---------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 221-926 | Stab | 0.45x | 1.3x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 151% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 350% | 200% | 100% | 120% | 150% | 200% | '-------------------------------------------------------------------------' - Shelled, wood, stone, and metal monsters commonly have natural resistance to Stab. So placing that right next to Crablessa's abysmal attack makes it look meh. However, pairing the weapon with a Blade of Astria can turn things around. Together, with the set skills Monster Killer and/or Demolitionist, you can boost your damage way further than the standard Knife-and-Fork builds. But then again, that kind of setup only works in places where all of these types of monsters are abundant. - Choosing between Crablessa and the Blade of Astria might look like a tough call, but this becomes an easier decision if you don't plan to "specialize" your build by equipping Monster Killer or Demolitionist. In such a case, it would be generally better to go with Blade of Astria because you can equip a Holymadda Shiv with it to additionally cover Undead and Demons. Other shivs and daggers also offer better benefits than a Crablessa if you compare it to a Blade of Astria vs other blades. =------= |Feisho| =------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 0-984 | Stab | 0.4x | 1.5x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 159% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Passable strength, but its speed bonuses may prove to make up for it, especially while you still don't have other speed-increasing set skills available. Upgraded enchanted weapons are still generally better, though. - Has a set bonus if paired with another Feisho. However, that doesn't really give more power if you're already constantly dealing criticals. =-------= |Krauser| =-------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 500-750 | Stab | 0.5x | 1.2x | -- | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | --- | 115% | -- | --- | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Very disappointing stats. It does have a decent amount of min strength, though, and sure looks nice. - Ultimate weapons are nearly impossible to find, but good luck! /====================-------------------------------------====================\ | Shivs |[E-shv]| \====================-------------------------------------====================/ What shivs lack in attack speed is replaced with defense, attack movement speed, sometimes health, raw damage, and - most importantly - shieldbreaker. All shivs are also packed with fairly high stagger rates. This weapon, along with Myamsar's Natural Enemy class skill, is what makes it quite effective against most shield-wielding opponents. =------------= |Default Shiv| =------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 17-30 | Stab | 0.75x | 1.4x | 15% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | 5 | 30% | -- | 30% | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' =-----------= |Poison Shiv| =-----------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 1120-1948 | Stab, Poison | 0.75x | 1.4x | 45% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | 45 | 150% | -- | 150% | -- | --- | -- | 100% | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Enchantments may give it variable status rates and damage. Although, even with just a [Po] enchantment, it shows that its strength can surpass the best Super/uniques/ultimates available to Myamsar. - Seriously, though, those are great stats. The poison element may come to bite back later when against poison-resistant enemies, but poison gives a lot of DPS even when you lack power - which should not be the case if you keep the weapon upgraded. Not to mention, only a few enemies are actually resistant or immune to poison. =---------------= |Heltopay's Kiss| =---------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 772-1323 | Stab | 0.75x | 1.4x | 49% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | 29 | 161% | -- | 126% | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Highest source of shieldbreaker if you ever feel like you lack it, but its overall stats are pretty meh for a shiv. =---------------= |Goliamon's Shiv| =---------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 520-1672 | Stab,Darkness | 0.7x | 1.5x | 36% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | -- | 26 | 114% | -- | 114% | -- | 93% | -- | 83% | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Decent overall stats. If you get a strong one, it may even be your primary shiv weapon of choice while you have yet to find better Shivs. Makes a good Poison Shiv alternative, if anything else. - Sleep and Poison are helpful in PvE. Not to mention, Darkness element is also known to give a random chance of applying a random status effect. - It's basically a Shiv version of the Murapata blade, but without the stamina penalty. Pretty low crit rate, though, so you better keep that in check. =--------------= |Holymadda Shiv| =--------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 557-1783 | Stab, Light | 0.6x | 1.6x | 41% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | 23300 | 26 | 129% | -- | 139% | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 200% | 200% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Decent overall stats, but what makes it better than most is it's stamina bonus - no other Myamsar weapon aside from Pain of Pentavus offers the same. With how squishy Myamsar is, this extra health means a lot. Have you noticed it's attack speed and attack bonuses yet? Demons and Undead are found everywhere in the game, fortunately (quite literally, too). =----------------= |Pain of Pentavus| =----------------= ,-------------------------------------------------------------------------, | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker | | 1000-1900 | Stab | 0.5x | 1.6x | 40% | +==============================Status Rates===============================+ | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison | | 15300 | 100 | 150% | -- | 110% | -- | --- | -- | -- | +=============================Attack Bonuses==============================+ | Demons | Undead | Shells | Dragons | Giants | Wood | Stone | Metal | | 100% | 100% | 100% | 100% | 100% | 100% | 100% | 100% | '-------------------------------------------------------------------------' - Great overall stats. The bonus HP and Defense are icing on this cake. - Its Stamina bonus might not be as high as that of Holymadda's, nor does it have attack bonuses against monsters, but Pain of Pentavus still makes its way easily on top of the best weapons for Myamsar - along with Lightning Blade and Holymadda Shiv. - Good luck finding one! /====================-------------------------------------====================\ | Helms |[E-hlm]| \====================-------------------------------------====================/ =------------= |Default Helm| =------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | No Additional | | -- | 50 | --- | -- | -- | Bonuses | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | -- | -- | --- | --- || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | --- | -- | -- || 80% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' =--------------= |Lightning Helm| =--------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 13300 | 15 | 0.9x | 1.1x | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 85% | 95%| 105% | 65% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 61% | 61% | 61% || 80% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Enchantments may give it variable status rates and damage, but its extra attack speed and attack movement speed are a big bonus. It has a nice set to go with, too, which makes it only second to Dolmorn Helm in terms of being the best helm for Myamsar. =----------= |Flame Helm| =----------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 13300 | 15 | -- | -- | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 85% | 95%| 95% | 61% || 100% | 100% | 100% | 100% | 100% | 80% | +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 61% | 75% | 61% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Enchantments may give it variable status rates and damage. - It lacks the bonuses that lightning helm offers, but could still be useful in ice missions or simply for the defensive bonuses of the [W/En/Me] enchantments. =--------= |Ice Helm| =--------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 13300 | 15 | -- | -- | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 85% | 95%| 95% | 75% || 100% | 100% | 100% | 100% | 80% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 61% | 61% | 61% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Enchantments may give it variable status rates and damage. - It lacks the bonuses that lightning helm offers, but could still be useful in missions with a lot of fire or simply for the defensive bonuses of the [W/En/Me] enchantments. =----------= |Tahla Helm| =----------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 9010 | 29 | -- | -- | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 73% | 73%| 73% | 73% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 73% | 73% | 73% || 100% | 50% | 50% | 100% | 100% | '---------------------------''--------------------------------------------' - Tahla Helm is rather common and its balanced overall stats might make it a decent choice for a helm in the early half of your game. =----------= |Bunny Hood| =----------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | +87% Critical | | 186.5-556.5 | 4120 | --- | 0.9x | 1.2x | Rate | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 78% | 78%| 78% |-19% || 100% | 100% | 100% | 100% | 120% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 53% | 53% | 53% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Nice strength and critical rate bonus. Its attack and movement speed are actually pretty decent, too. In situations where fire and attack speed aren't a problem, it would make a very good alternative to the Lightning Helm. =------------= |Tebenos Helm| =------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | No Additional | | 125-256 | 11600 | 130 | 1.2x | 0.9x | Bonuses | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 83% | 83%| 83% | 52% || 80% | 80% | 80% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 52% | 52% | 52% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - In exchange for slower attack speed and attack movement speed, Tebenos provides some really nice defenses against physical status and damage. Generally, it's still not a very good idea to use. Hope and go for a [W]-enchanted helm instead. =------------= |Samurai Helm| =------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | No Additional | | -- | 13930 | 52 | 0.8x | 1.1x | Bonuses | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 78% | 78%| 93% | 57% || 100% | 100% | 100% | 100% | 80% | 80% | +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 57% | 57% | 57% || 80% | 80% | 80% | 80% | 80% | '---------------------------''--------------------------------------------' - Pretty nice overall stats, if not only for it's low resistance to ele- mental statuses. Nevertheless, it's generally a better alternative for Lightning Helm than Bunny Hood. =--------------= |Marumenko Helm| =--------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | No Additional | | -- | 17425 | 78 | -- | -- | Bonuses | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 93% | 93%| 93% | 62% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 62% | 62% | 62% || 100% | 100% | 50% | 50% | 50% | '---------------------------''--------------------------------------------' - You'll probably just want to use this helm for its high HP bonus. Its not bad, though. If it can be compared to anything, it's a Tahla Helm alternative/upgrade. =------------= |Dolmorn Helm| =------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement |Immune to KB,Stagger,| | -- | 11950 | 80 | -- | -- | Sleep, and Poison. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 90% | xx | xx | 60% || 50% | 50% | 50% | 50% | 50% | 50% | +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | xx | 60% | xx || 50% | 50% | 50% | 50% | 50% | '---------------------------''--------------------------------------------' - Although it has low-ish health and no speed bonuses for Myamsar's benefit, you can't really complain after seeing everything else. It's broken in every angle. =------------------------= |Shubaba Gale + DLC Helms| =------------------------= ,-------------------------,---------Bonus---------,-Stats (HP+Resistances), | Otherworld Jupiter Head | 2x Atk Movement Speed | Health | Critical | | Gero Helm of Valor | 100-100 strength | 500 | 20% | | Straw Boing Helm | +50% Stagger |-----------------------+ | Thief Jirokichi Helm |0.9x Atk Speed,1.2x AMS| Knockback | Stagger | | Masamune Helm | +50% Critical Rate | 20% | 20% | | Clown Helm | +20% Freeze Rate* |-----------------------+ | Karib Rampage Helm | +20% Poison Rate* | Burn | Sleep | | Malevolent Uramus Helm | +20% Sleep Rate* | 10% | 10% | | Bald Cap | +20% Burn Rate* |-----------------------+ | Marine Sea Helm | +50% Knockback Rate | Freeze | Poison | | Shubaba Gale Helm | 0.6x Attack Speed | 10% | 10% | '-------------------------'-----------------------'-----------------------' (*) These helms grant the user immunity to their respective status effects. Along with Shubaba Gale Helm, they also don't have any bonus to HP. - These stats are uniform and the only changes across all DLC helms, with the exceptions mentioned above. - Generally speaking, most of these are rather useful for the purpose of giving Myamsar some status-inducing utility or extra attacks(Shubaba). /====================-------------------------------------====================\ | Shoulderguards |[E-grd]| \====================-------------------------------------====================/ =-----------------= |Default Shoulders| =-----------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | No Additional | | -- | 150 | 20 | -- | -- | Bonuses | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 5% | 5% | 5% | 5% || 100% | 100% | 100% | 100% | 100% | 80% | +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 1% | 1% | 1% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' =---------------= |Flame Shoulders| =---------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 38050 | 195 | -- | -- | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 85% | 95%| 95% | 75% || 100% | 100% | 100% | 100% | 100% | 80% | +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 61% | 61% | 61% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Enchantments may give it variable status rates and damage. - Very good source of HP, but is also useful in ice missions or simply for the defensive bonuses of the [W/En/Me] enchantments. =-------------= |Ice Shoulders| =-------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 38050 | 195 | -- | -- | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 85% | 95%| 95% | 61% || 100% | 100% | 100% | 100% | 80% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 61% | 75% | 61% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Enchantments may give it variable status rates and damage. - Very good source of HP, but is also useful in missions with a lot of fire or simply for the defensive bonuses of the [W/En/Me] enchantments. =-------------------= |Froyola's Spaulders| =-------------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | See set details in | | -- | 15100 | 174 | 0.6x | 1.5x | [E-set] section. | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 87% | 87%| 87% | 58% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 58% | 58% | 58% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - It has acceptable stats overall, but its high speed bonuses makes it a great option in PvE and early game. It makes shivs in particular a bit more wieldy. =---------= |Lonestars| =---------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | 150% Attack Bonus | | -- | 30200 | 580 | 0.9x | -- | to Wood/Stone/Metal | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 92% | 92%| 92% | 58% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 58% | 58% | 58% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - While easily overshadowed by Crono Riggers, it still has respectable defense that could be useful in PvE. Unfortunately, the only time it can surpass the other two is when Demolitionist and another source of attack bonuses (i.e Blade of Astria/Crablessa) are being used with it. =-------------= |Crono Riggers| =-------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | Immune to | | 1.5x | 29125 | 260 | 0.8x | -- | Critical Hits | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | xx | 88%| 88% | 57% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 57% | 57% | 57% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Decent stats, but it's the critical immunity, attack speed and strength multiplier altogether that makes it the king of shoulderguards. =------------------= |Gydeen's Shoulders| =------------------= ,-------------------------------------------------------------------------, | Strength | Health | Defense | AtkSpeed | Movement | No Additional | | 0-1500 | 45000 | 300 | 0.6x | 1.2x | Bonuses | +========Resistances========++=============Defensive Bonuses==============+ | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice | | 80% | 80%| 80% | 50% || 100% | 100% | 100% | 100% | 100% | 100%| +---------------------------||--------------------------------------------| | Sleep | Freeze | Poison || Lightning | Poison | Sound | Light | Dark | | 50% | 50% | 50% || 100% | 100% | 100% | 100% | 100% | '---------------------------''--------------------------------------------' - Has impressive stats, although the lack of critical immunity or physical defensive bonuses might prove it to be less useful in PvP. - Think of it as a Froyola's Spaulders upgrade. /====================-------------------------------------====================\ Depths of Jealousy |[D-o-J]| \====================-------------------------------------====================/ It's not going to be easy. No one told you to do it, either. But if you want to try it out anyway, then why not give you a few tips? ,----------------------------------------------, | DoJ Myamsar | +==============================================+ | Critical Dagger [H/De] +32~40 | | Lightning Blade [H/De] +32~40 | | Lightning Helm [W/Me] +32~40 | | Crono Riggers +15~+21 | +----------------Alternative(s)----------------+ | Blade of Astria +17~+21 also work | | Poison Shiv [H/De] +32~40 | | Holymadda +17~+21 | | Crablessa +19~+24 | +==================Set Skills==================+ | Stab Master | | Slash Master | | Stamina Boost 2 / Peerless Penguin | | Peerless Tree / March Defense | | Peerless Bovine | | Peerless Hedgehog | +===========Set Skills [No Peerless]===========+ | Stab Master | | Slash Master | | March Defense | | Stamina Boost 2 | | Demolitionist | | Damage+ / Lightning Master | '----------------------------------------------' A blade is crucial, and the Lightning Blade is best. Not only does it give you a lot of boosting options, but it may also provides some stagger that can stop Stone Golems from harrassing you at the second floor. The Blade of Astria is a good alternative, but you could end up be walled by Balrags that way just as you would have been walled by stone golems without. Try to bring at least one [H]-enchanted blade, dagger or shiv (Holymadda). Enchantments Anything above [St] should be fine, but De and H are mentioned specifically in honor of their bonus damage to golems and demons, respectively, which are the primary obstacles of this challenge...after the swinging axes, that is. Also, the reason why [En] was skipped was because you need the extra 10% damage reduction more than the HP. In [Me]'s defense, at least it has a lot of stamina to add. Crablessa+Astria vs 2x Astria vs 1x either of them + Blade/Dagger As far as recommendations go, it's best to avoid using two of the unique weapons at once. Having a great bonus against golems is good, but what use is it if you get walled by Balrags and other things instead? If you also had to choose, better stick with Astria than Crablessa. Crablessa has really low strength and has exactly the same bonus damage to golems as Astria. In fact, if you compare an [H] blade/dagger directly to Astria/Crablessa, you can potentially gain more than 3x the firepower with a dagger swap as opposed to the mere 2x a blade swap would do. Holymadda vs other shivs Holymadda and Pain of Pentavus are the only ones you can really rely on. Shivs in general lower your attack speed, which is a lot in damage optimization, and only Holymadda and Pain of Pentavus can justify their use with the stamina and blade-like attack speed boost they grant. Not to mention, Holymadda Shiv grants an easy 100% damage boost against Balrog/rags, Reapers, and Gargoyles. Stamina Boost 2 vs Peerless Penguin The latter will work well if you already had about 0.17 attack speed and high- ish strength before equipping it. The shortage of attacks can be compensated with a charged attack and the increased HP only means you can stay below axes much longer. If you are lacking severely in both areas, however, it might be best to just stick with Stamina Boost 2 and hope that the extra attacks could get you the killing blows which you need more. Peerless Tree vs March Defense Choosing between P. Tree and March Defense shouldn't make too much difference, but I must say that Peerless Tree is noob-friendly while March Defense is for the confident man. Walking through axes and exploding salamanders is a pain, but with March Defense, you won’t have to stop and pause mid-level to protect or regenerate your HP. On the other hand, Peerless Tree makes good practice for those who still aren’t used to the 2F. March Defense cannot cover for many mistakes, but Peerless Tree easily can. ******************************************************************** Ton, Chin and Kan ******************************************************************** Yes, they may look useless, but small changes can actually help shorten the run and/or make things easier for you. While it's strongly advised to consider the setup below, it's NOT necessary to follow it to complete a Myamsar DoJ run. ,----------Ton------------,----------Chin-----------,-----------Kan-----------, | Class: Charibassa | Class: Tondenga | Class: Wondabarappa | +=========================+=========================+=========================+ | Romulus Halberd | Fendus Sword/Thor Hammer| Healixer Tuba | | [W] Helm/Tebenos Helm | [W] Helm/Bunny Hood | [W] Helm | | [W] Shield/Octagon Shld | [W] Shield/Allde Shield | [W] Cape | | [W] Chariot | [W] Shoulders/Crono Rigs| | +=========================+=========================+=========================+ | Team Aid 1 | Stamina Boost 1 | Fire Resist | | Team Aid 2 | Stamina Boost 2 | Ice Resist | | Rain Dance | March Defense | Antifreeze | | free slot/s | free slot/s | free slot/s | '-------------------------'-------------------------'-------------------------' TON really doesn't do much himself, but if you manage to keep him alive through one or two waves in the second floor, you'll be thankful of the bonus damage you acquire from his Charibassa buff. It could easily mean OMKOs on golems, in fact. REMINDER: Only charge attacks activate the buff! CHIN's role comes in the second floor. His toughness allows him to out-last Myamsar. Should you die unexpectedly, a game over screen shall not meet you immediately, in which case you could wait out until you respawn or take your chances with a summon. As a side note, the right-side recommendations for his equipment refer to the Thor Set, which gives a large boost to the user's overall Defensive Bonuses. BEWARE: If you stack Chin's damage too high, he might accidentally steal monster kills from Myamsar, meaning you won't be able to heal HP from Peerless Hedgehog! KAN will almost certainly die under the first axe of the 2nd floor, but if you manage to keep him from dying throughout the first floor, the boosts from his (Wondabarappa) Class Skills will help speed up the run. ******************************************************************** Depths of Jealousy: 1F ******************************************************************** vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv To walk through the iron doors, you will need to perform cancel commands, so make sure that you have it enabled through the options in the title menu. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ OPENING IRON DOORS Walk as close as possible to the door. If your lowest movement speed (fever) in the party is 1.09~1.10, three march commands will usually be enough, but for consistency's sake, throw in an extra. Once done, use a jump command, then IMMEDIATELY cancel, and then start commanding a march command as soon as the following beat comes. So in the span of NINE beats, your command sequence should look (exactly) like this: >>>>>>> (Don) (Don) (Chaka) (Chaka) (cancel) (Pata) (Pata) (Pata) (Pon) <<<<<<< If you did exactly as told, your Hero should now be through the doors. FIRST AREA Within about 6 commands after opening the door, a reaper should finally fall into your attack range. Now the dungeon's RNG (or bad command input) will occasionally put you in a pinch. A bad case scenario (for the entire floor in general) is you won't be standing on the platform by the end of an attack command, which means that you cannot help Hatapon walk through the iron door, aka you won't be able to advance. There are two ways to solve this: 1) Wait for a Balrog or another Reaper to come into range. Hopefully, after slaying one of them, you will finally be standing on the platform so you can finally get Hatapon through the iron door. 2) Perform another Jump-Cancel trick. You may actually do this immediately after your Hero walks though the door the first time. Good job if you already did option 2 before reading it here. Either way, going through the first area should be a piece of cake, so let's skip to the next. AREA 2 AND 3 Now the first reaper in areas 2 and 3 - almost 100% of time - will momentarily pause right above the center of the platform, so even if Myamsar backflips, you're still most likely going to end up standing on it after an attack. Since that's the case, you won't have to perform a second jump-cancel trick at all (although you may do so). If you want to continue uninterrupted in the 2nd and 3rd areas, here's a good command sequence: >>>>>>>>> Jump-cancel (open door) > March > March > Charge > Attack <<<<<<<<< As you may have noticed, it's also 2 commands short of the first area - and the reaper can now be killed before it pulls off a "retreat-approach" move. SALAMANDERS You should already know that areas 2 and 3 have salamanders. Explosive. After killing them, they will explode after 2 more commands. You have two options within this time period: 1) Attack remaining enemies > Charge (Hero Mode) 2) Charge (Hero Mode) > March (or Defend if an enemy gets close) Your hero mode's defense buff should prevent you from dying. If in doubt, you can always defend. ******************************************************************** Depths of Jealousy: 2F ******************************************************************** There are two walls in the second floor: Balrags and Stone Golems, both capable of pushing you back and below swinging axes. If you kill them too slowly, you will find yourself in big trouble. With [H] enchanted weapons or a Holymadda shiv, it shouldn't be too hard to deal with the former. Regardless of weapon choice, charge attacks are the best way to deal with them. In fact, it's the "safer" option to go with, considering that charging gives time for the enemy monsters to group up, which then opens up an opportunity to take all (or at least a majority) of them out in one go. There's a somewhat "safe approach" to fighting the monster waves. Once you're at the edge of a platform, stay there until a cyclops gets into range - the monsters behind it shouldn't move for as long as Hatapon is on the platform. From there, you can kill the cyclops and march twice. Charge, attack, then march. This third march should now have placed Myamsar under an axe-free position. For the more aggressive, walking through the axes immediately also works. But without enough firepower, you might find yourself running out of HP quickly. Don't panic and try to use a Defend command if enemies get too close. You also have the option of summoning, which should almost always work for getting you through a wave and into a safe position for as long as you use it more than halfway past an axe and before hatapon reaches 1/4 past a platform. There will come a time when you reach red life...and that's likely while under one of the two last axes - the ones before and after Libera's "area." This is probably a common scenario for Peerless Tree users. What you can do is try to position Hatapon at the RIGHT end of a switch/platform, not more than 1/4 past it, then summon - it should bring your health back to full safely. Or if you brought Peerless Tree, just spam "Pata! Pata!" Until you’re fully healed. ******************************************************************** [No Peerless] Build - Differences ******************************************************************** The difference between this and the other build is really just your preparation and approach. For one, you will have lesser damage - against demons, at least. Stone Golems aren't as big a problem with Demolitionist. Second, you're gonna be a bit squishier as well. So with these facts laid out, you can already imagine that having a maxed-out Myamsar (and I mean Level 40 Hero/equipment) makes a big difference. Performance-wise, you should have no problem going through the dungeon's first floor, but for the second, you'll have to use a "safer" approach, as mentioned before. Basically, use a charge attack, then march. If your attack doesn't kill everything, still march. The goal is to move Myamsar out of position (attack), and use that as an opportunity to gain ground and minimize axe damage. Of course, it will not always work. Enemy AI can be unpredictable at times, so it is best you judge the best move for the situation yourself. There's also the NEED for a summon. This is very important. You'll certainly die at some point due to the lack of healing, so you need to summon Yarigami(!) to kill any leftover monsters. The timing is crucial. Make sure you do it after passing more than halfway under the current axe. Assuming Chin is packed with a Thor set or something tanky, and that Stone Golems or Balrags don't push you back below an axe, you should be able to finish the dungeon fine. There's some luck and quick thinking involved, so good luck! , , ; \ / ; ;:; \ / ;:; :/ \ V / \: ';:==,-'//v\\'-,==:;' ,;;,,//'v'\\,,;;, .';',__ \'V'/ __,';'. .:' ''-V-'' ':. /====================-------------------------------------====================\ | CREDITS |[C-red]| \====================-----------(_)---------(_)-----------====================/ |.-.| || || \.;'| |';./ Thanks to: The topic-starters, video owners, contributors of past discussions, the supporters and visitors of the Pataponzoo, the knowledgeable Europons, and to all others that simply can't get enough of Myamsar. Pyramid and SIE Japan Studio for the Patapon series. GAMEFAQS for hosting this guide and many others that I occasionally use for reference. The still-thriving community (as of April 2017) for inspiring me to update and add more to this guide. The short two weeks it took to write was nostalgia-riffic. YOU, reader. For even reading this part. Credits and thanks to Steve "ryz" Haßenpflug for his fantastic and original ASCII work, which I have used and based mine on. >>> http://ryzawy.deviantart.com/#/d2hedw9 /====================-------------------------------------====================\ | Distribution |[C-opy]| \====================-------------------------------------====================/ Copyright 2011 "Molivious" This may be not be reproduced under any circumstances except for personal or private use. It may not be placed on any web site or otherwise distributed publicly without advance and written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This FAQ/Walkthrough is currently only authorized to be hosted at GameFAQS. =============================================================================== / /|| // // || ,'''. / // // ,'''. / / /\ // /'''/'''//''' // /| /|||'-';'-';||| '' | /|// ', | '' | /| /| /:,'// ;= // ;= // //|/|||| // // || ...' //|/ \\ ...' //|/||// /,,;/,,, // /,,, .. =============================================================================== Paam-pa-pa-pa-pam Pa-pa-pa-pa-pa-pa-pa-pa-pa-pam