Back

Guides

Community created guides, helpful strategies, and more.
TOPIC | Kelp Beds Kraken - 2 Fodder Trainer
1 2 ... 20 21 22 23 24 ... 26 27
@FeDog I'd like to be added to the pinglist for when it's considered done/stable, I'm going to be trying out the beast mode build on the first page for now. It sounds like fun, and I've never fought in the kelp beds before so double fun xD
@FeDog I'd like to be added to the pinglist for when it's considered done/stable, I'm going to be trying out the beast mode build on the first page for now. It sounds like fun, and I've never fought in the kelp beds before so double fun xD
vDMnKay.pngnyJgMSa.pngsdorSGl.pngwe_won.png0FI66hb.png
@11thShadowDragon

It works great and is pretty stable right now. My biggest hold up is writing the how to guide and remembering to get screenshots when I am using it. I use both the Kraken and @Rhabdo’s beast mode version on a regular basis, so please don’t hesitate to let me know if you have any questions.
@11thShadowDragon

It works great and is pretty stable right now. My biggest hold up is writing the how to guide and remembering to get screenshots when I am using it. I use both the Kraken and @Rhabdo’s beast mode version on a regular basis, so please don’t hesitate to let me know if you have any questions.
UYU9v2z.jpg
@FeDog Alright, thank you!
@FeDog Alright, thank you!
vDMnKay.pngnyJgMSa.pngsdorSGl.pngwe_won.png0FI66hb.png
@FeDog would you say this build works well with Culex untinctured (126 STR) dragons as well? I want a full team (of 3 lvld dragons) with stats specific to Kelp Beds that seldom if ever require reloads.

Also looking to make another double meditate leveler and I'm torn between Kelp and Ghostlight.
@FeDog would you say this build works well with Culex untinctured (126 STR) dragons as well? I want a full team (of 3 lvld dragons) with stats specific to Kelp Beds that seldom if ever require reloads.

Also looking to make another double meditate leveler and I'm torn between Kelp and Ghostlight.
Dragons am I right
@FeDog

Thank you for this! I knew it HAD to be possible to build a 2-fodder trainer for the Kelp ever since the Coliseum got revamped, but never found out how.

Did you test this with Anticipate? I love the stone. In my experience, it's the simplest and most effective answer to being able to beat bosses (it made it easy as pie in the Ghostlight, and in several occasions I've been able to take down Wartoads in the Mire with a personal variant of the flyer that I use and will sometime post a guide for).
@FeDog

Thank you for this! I knew it HAD to be possible to build a 2-fodder trainer for the Kelp ever since the Coliseum got revamped, but never found out how.

Did you test this with Anticipate? I love the stone. In my experience, it's the simplest and most effective answer to being able to beat bosses (it made it easy as pie in the Ghostlight, and in several occasions I've been able to take down Wartoads in the Mire with a personal variant of the flyer that I use and will sometime post a guide for).
@SilverQuark: I am subscríbed here and read all posts with very much interest. I build a dragon (Plague, Stones like Amir) but I am not really glad about the result. Sooo much food..... :-/
Little benefit with much effort. Maybe I will tincture? And make the stats like Amemasu, but I have a Plague dragon. :-/
I am very interested in a manual how do you use Anticipate.
@SilverQuark: I am subscríbed here and read all posts with very much interest. I build a dragon (Plague, Stones like Amir) but I am not really glad about the result. Sooo much food..... :-/
Little benefit with much effort. Maybe I will tincture? And make the stats like Amemasu, but I have a Plague dragon. :-/
I am very interested in a manual how do you use Anticipate.
IGfzYju.png
@andersbegabt

For the Ghostlight Ruins build, check here. In this thread, I explain my strategy to beat bosses. The mechanic for the Mire is very much the same - Haste, Rally, Anticipate until you have enough breath, then beat everything. I can ping you when I post my guide if you want :)
@andersbegabt

For the Ghostlight Ruins build, check here. In this thread, I explain my strategy to beat bosses. The mechanic for the Mire is very much the same - Haste, Rally, Anticipate until you have enough breath, then beat everything. I can ping you when I post my guide if you want :)
@SilverQuark: Thank you so much and a ping for your guide would be fine. :-)
I have a Mire-Flyer right now and use him all day, the Bosses are mostly impossible to beat. Nevertheless my Mire-Flyer could catch one and has it as Familiar now.
@SilverQuark: Thank you so much and a ping for your guide would be fine. :-)
I have a Mire-Flyer right now and use him all day, the Bosses are mostly impossible to beat. Nevertheless my Mire-Flyer could catch one and has it as Familiar now.
IGfzYju.png
@FeDog (or anybody else knowing that build)
I build myself a Beast but I can't make it work. She has Scratch and since all the "how to get started" Guides are with Meditiate I can't really decide which is my failure.
Does sb has a small step by step for the first battle and the pattern afterwards?
@FeDog (or anybody else knowing that build)
I build myself a Beast but I can't make it work. She has Scratch and since all the "how to get started" Guides are with Meditiate I can't really decide which is my failure.
Does sb has a small step by step for the first battle and the pattern afterwards?
BannerSiggiSize.pngky82ASU.gif
@kijauni

(edited a bunch of stuff, I hope this is useful and not confusing)

Be very, very careful with which enemy pack you start.

In addition to making sure not to start on an enemy pack that has mage enemies that have an elemental advantage over your trainer, make note that if the first pack has:
  • Mammertees
  • Kelp Tenders
  • Depins
  • Corrosive Depins
  • Relic Eels
  • Cloud Chasers
  • Mantarune
  • Wave Sweeper

You should just reload/flee until you get an enemy formation that doesn't contain any of those.

*Exception: If it's only two enemies and you are feeling lucky, you can go for it. As long as it's not just your trainer that is getting attacked it's not a bad start. This is really luck-based, though.*

The first four are physical attackers that hit the hardest of all.

Relic Eels are physical attackers, too fast and that damage adds up, despite being survivable.

Cloud Chasers cast Disorient and regardless of elemental resistances, you really really don't want your trainer to get the status effect disoriented, it basically guarantees that you will get your entire party wiped out, because of all the damage output your enemies are still doing while your dragon goes berserk.

The Mantarune and Wave Sweeper are bosses and can be defeated if you have enough breath to keep Reflect on you for the whole battle (I think somewhere around and above 60 breath at the start of the battle should be enough, I haven't checked for sure), but if you start with no breath or too little breath, you just can't build enough with Scratch in time before Reflect runs out.

I am using a Beast that is Water element, has Scratch, Haste, Rally, Eliminate and Reflect, and it is less squishy than I expected, even without the Sap.

It can even defeat bosses if I make sure to always have enough breath, otherwise I run away.

So, on a starter pack that looks safe, I make sure to cast Haste.

If the starter pack only has any of the following in some combination:
  • Maren Scout*
  • Maren Wavesinger
  • Relic Eel* + ***
  • Abyss Striker ***
  • Cloud Chaser**
  • Golden Porpoise*

I cast Rally and start taking them down with Scratch, starting with the physical attackers.

*These are physical attackers, so if the pack has 3 or 2 of them + 1 Mage, I reload. If it's just one of them + 2 Mages, I fight them.

**If it's a pack that has 1 Cloud Chaser and 2 Golden Porpoise, or 2 Cloud Chasers and 1 Golden Porpoise, I still reload. Not worth it deciding if I should risk facing Shred or Disorient. However, if it's 1 Cloud Chaser and another, "easy" enemy, sometimes I do start with that, just making sure to take down the Cloud Chaser first.

***You can start against the pack that features 2 Abyss Strikers + 1 Relic Eel if your dragon is not weak to Shadow, but because they are both very fast enemies, you might lose too much health if they all decide to attack your dragon. Like, you should be able to defeat them, but you might end up with too little health for the next battle.

Those listed enemies can all be taken down with 3 Rallied Scratches, but all the other enemies will still have a sliver of health left if you do that.

So if I have a pack of two or three enemies that only (or mostly) has:
  • Maren Ambushers
  • Maren Warriors*
  • Octoflyers
  • Jeweled Octoflyers

*This one is a physical attacker, the rest are mages.

I use Scratch four times in a row, again starting with the physical attackers.


For all subsequent battles:

I make sure to always have at least half a full health bar and enough breath to cast Eliminate (35 breath), otherwise I reload.

You basically want to try to keep your health up for as long as you can. If you have many Health potions and you see an extra turn you can use them in, or you have Reflect up and lots and lots of Breath and only Mage enemies left, sure, that works too. It's not very time efficient, but if you have a good run and don't want to reload it might be worth it.

So, if the trainer has enough health and breath, I then start with Haste.

After that, if the enemy formation I'm facing contains 2 or more of any of the following:
  • Mammertee
  • Kelp Tender
  • Depin


Then I go straight to Scratch + Eliminate those, because they cannot be Rally + Eliminated with the Beast's STRENGTH stat.

(Corrosive Depins can be Rally + Eliminated, but they often show up in combinations with the enemies that require Scratch + Eliminate, just to complicate things.)

If there is only like, one enemy left or so after that, I Scratch + Eliminate that one too, since that is 1 Breath point extra I'm getting, compared to casting Rally and then using Eliminate.

But, if there is only one of those three listed enemies in the pack in the enemy formation, I use the second turn to cast Rally and then start Eliminating the other enemies first, leaving the enemy with more health for last, with a Scratch + Eliminate.

(I try to always keep Haste active in regular, non-boss battles, so I always recast it as soon as it runs out. ...Unless I am certain that I can take out an enemy right then and there with an Eliminate, before it's their turn to attack. One less enemy in the field to deal with.)

Also, sometimes using Defend is helpful! If there is like, only one enemy left, and you know you will need exactly two turns to defeat it, and you see in the turn order on the left that it goes:

You
Enemy
You
You

It can be useful to instead use defend, wait for it to attack, and then use those 2 turns in a row to Scratch + Eliminate or Rally + Eliminate it comfortably.

Other things that might help:

* If the only physical attackers are something like, a Mammertee and a Relic Eel, and I have enough breath for Eliminate, and everything, I prefer to take out the Eel first because it attacks faster.

* In a pack full of mages, I always attack the Abyss Striker first, if there is one, because it has no elemental strength against my Water dragon, but it does move faster than the other mages and will get extra turns against me. In general, I try to leave the Water enemies for last, to take advantage of my dragon's element.

* The Octoflyer and the Maren Wavesinger are both Water mages, but for some reason it seems that of the two of them, only the Octoflyer casts Drown, which can slow you down, and it has a bit more health than the Maren, so I prefer to take out the Octoflyer first.

* Never let a Cloud Chaser attack if possible. One that has just Meditated on its last turn takes priority over all other enemies, if there's enough breath to Eliminate. Otherwise, just reload.

For Bosses, if I have 60 breath at the start of the battle, I use Haste, Scratch twice, and then cast Reflect. I use Scratch as long as Reflect is up, and then recast Reflect as soon as it disappears.

Sometime I'm feeling daring and start at around 50-55ish breath, and make sure to use Eliminate for the very last move when my last Reflect runs out and there's not enough breath for it but still enough for Eliminate. It's, uh, risky.

edit: I just checked: Against a Mantarune, I started with 50 breath and full health. By the time my last Reflect ran out, the boss still required 1 Scratch and 1 Eliminate. (I miscalculated and used Eliminate first, got hit, and then Scratched the boss, defeating it.) But! My trainer was able to survive a Congeal attack! Just barely, though. So the bare minimum breath to avoid getting hit at all is probably 55 breath or close to that?
@kijauni

(edited a bunch of stuff, I hope this is useful and not confusing)

Be very, very careful with which enemy pack you start.

In addition to making sure not to start on an enemy pack that has mage enemies that have an elemental advantage over your trainer, make note that if the first pack has:
  • Mammertees
  • Kelp Tenders
  • Depins
  • Corrosive Depins
  • Relic Eels
  • Cloud Chasers
  • Mantarune
  • Wave Sweeper

You should just reload/flee until you get an enemy formation that doesn't contain any of those.

*Exception: If it's only two enemies and you are feeling lucky, you can go for it. As long as it's not just your trainer that is getting attacked it's not a bad start. This is really luck-based, though.*

The first four are physical attackers that hit the hardest of all.

Relic Eels are physical attackers, too fast and that damage adds up, despite being survivable.

Cloud Chasers cast Disorient and regardless of elemental resistances, you really really don't want your trainer to get the status effect disoriented, it basically guarantees that you will get your entire party wiped out, because of all the damage output your enemies are still doing while your dragon goes berserk.

The Mantarune and Wave Sweeper are bosses and can be defeated if you have enough breath to keep Reflect on you for the whole battle (I think somewhere around and above 60 breath at the start of the battle should be enough, I haven't checked for sure), but if you start with no breath or too little breath, you just can't build enough with Scratch in time before Reflect runs out.

I am using a Beast that is Water element, has Scratch, Haste, Rally, Eliminate and Reflect, and it is less squishy than I expected, even without the Sap.

It can even defeat bosses if I make sure to always have enough breath, otherwise I run away.

So, on a starter pack that looks safe, I make sure to cast Haste.

If the starter pack only has any of the following in some combination:
  • Maren Scout*
  • Maren Wavesinger
  • Relic Eel* + ***
  • Abyss Striker ***
  • Cloud Chaser**
  • Golden Porpoise*

I cast Rally and start taking them down with Scratch, starting with the physical attackers.

*These are physical attackers, so if the pack has 3 or 2 of them + 1 Mage, I reload. If it's just one of them + 2 Mages, I fight them.

**If it's a pack that has 1 Cloud Chaser and 2 Golden Porpoise, or 2 Cloud Chasers and 1 Golden Porpoise, I still reload. Not worth it deciding if I should risk facing Shred or Disorient. However, if it's 1 Cloud Chaser and another, "easy" enemy, sometimes I do start with that, just making sure to take down the Cloud Chaser first.

***You can start against the pack that features 2 Abyss Strikers + 1 Relic Eel if your dragon is not weak to Shadow, but because they are both very fast enemies, you might lose too much health if they all decide to attack your dragon. Like, you should be able to defeat them, but you might end up with too little health for the next battle.

Those listed enemies can all be taken down with 3 Rallied Scratches, but all the other enemies will still have a sliver of health left if you do that.

So if I have a pack of two or three enemies that only (or mostly) has:
  • Maren Ambushers
  • Maren Warriors*
  • Octoflyers
  • Jeweled Octoflyers

*This one is a physical attacker, the rest are mages.

I use Scratch four times in a row, again starting with the physical attackers.


For all subsequent battles:

I make sure to always have at least half a full health bar and enough breath to cast Eliminate (35 breath), otherwise I reload.

You basically want to try to keep your health up for as long as you can. If you have many Health potions and you see an extra turn you can use them in, or you have Reflect up and lots and lots of Breath and only Mage enemies left, sure, that works too. It's not very time efficient, but if you have a good run and don't want to reload it might be worth it.

So, if the trainer has enough health and breath, I then start with Haste.

After that, if the enemy formation I'm facing contains 2 or more of any of the following:
  • Mammertee
  • Kelp Tender
  • Depin


Then I go straight to Scratch + Eliminate those, because they cannot be Rally + Eliminated with the Beast's STRENGTH stat.

(Corrosive Depins can be Rally + Eliminated, but they often show up in combinations with the enemies that require Scratch + Eliminate, just to complicate things.)

If there is only like, one enemy left or so after that, I Scratch + Eliminate that one too, since that is 1 Breath point extra I'm getting, compared to casting Rally and then using Eliminate.

But, if there is only one of those three listed enemies in the pack in the enemy formation, I use the second turn to cast Rally and then start Eliminating the other enemies first, leaving the enemy with more health for last, with a Scratch + Eliminate.

(I try to always keep Haste active in regular, non-boss battles, so I always recast it as soon as it runs out. ...Unless I am certain that I can take out an enemy right then and there with an Eliminate, before it's their turn to attack. One less enemy in the field to deal with.)

Also, sometimes using Defend is helpful! If there is like, only one enemy left, and you know you will need exactly two turns to defeat it, and you see in the turn order on the left that it goes:

You
Enemy
You
You

It can be useful to instead use defend, wait for it to attack, and then use those 2 turns in a row to Scratch + Eliminate or Rally + Eliminate it comfortably.

Other things that might help:

* If the only physical attackers are something like, a Mammertee and a Relic Eel, and I have enough breath for Eliminate, and everything, I prefer to take out the Eel first because it attacks faster.

* In a pack full of mages, I always attack the Abyss Striker first, if there is one, because it has no elemental strength against my Water dragon, but it does move faster than the other mages and will get extra turns against me. In general, I try to leave the Water enemies for last, to take advantage of my dragon's element.

* The Octoflyer and the Maren Wavesinger are both Water mages, but for some reason it seems that of the two of them, only the Octoflyer casts Drown, which can slow you down, and it has a bit more health than the Maren, so I prefer to take out the Octoflyer first.

* Never let a Cloud Chaser attack if possible. One that has just Meditated on its last turn takes priority over all other enemies, if there's enough breath to Eliminate. Otherwise, just reload.

For Bosses, if I have 60 breath at the start of the battle, I use Haste, Scratch twice, and then cast Reflect. I use Scratch as long as Reflect is up, and then recast Reflect as soon as it disappears.

Sometime I'm feeling daring and start at around 50-55ish breath, and make sure to use Eliminate for the very last move when my last Reflect runs out and there's not enough breath for it but still enough for Eliminate. It's, uh, risky.

edit: I just checked: Against a Mantarune, I started with 50 breath and full health. By the time my last Reflect ran out, the boss still required 1 Scratch and 1 Eliminate. (I miscalculated and used Eliminate first, got hit, and then Scratched the boss, defeating it.) But! My trainer was able to survive a Congeal attack! Just barely, though. So the bare minimum breath to avoid getting hit at all is probably 55 breath or close to that?
1 2 ... 20 21 22 23 24 ... 26 27