Vespa

(#62472016)
Level 25 Imperial
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Familiar

Enchanted Jewelry
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Energy: 23/50
This dragon’s natural inborn element is Fire.
Female Imperial
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Personal Style

Apparel

Shady Emblem

Skin

Skin: Fractured Cosmos

Scene

Measurements

Length
29.57 m
Wingspan
14.66 m
Weight
5819.87 kg

Genetics

Primary Gene
Obsidian
Metallic
Obsidian
Metallic
Secondary Gene
Terracotta
Bee
Terracotta
Bee
Tertiary Gene
Obsidian
Contour
Obsidian
Contour

Hatchday

Hatchday
Jul 05, 2020
(3 years)

Breed

Breed
Adult
Imperial

Eye Type

Eye Type
Fire
Common
Level 25 Imperial
Max Level
Meditate
Eliminate
Sap
Rally
Haste
Berserker
Berserker
Berserker
Ambush
Ambush
STR
119
AGI
9
DEF
6
QCK
70
INT
8
VIT
12
MND
6

Biography

https://www1.flightrising.com/forums/gde/2708860
Mohenjo wrote on 2019-06-23 11:43:03:
Normal Start
First Battle:
1) Meditate
2) Haste (targeting Gorer)
3) Rally (targeting Mauler)
4) Defend
5) Eliminate


Generate More Breath*
First Battle:
1) Meditate
2) Meditate
3) Haste (targeting Gorer)
4) Rally (targeting Gorer)
5) Defend
6) Eliminate



Meditate, haste, and rally will generate enough breath to cast eliminate. You need to defend because you still have 1 turn left before the penalty of meditate wears off.

With the speed of the build, you will usually be able to defend on your first turn, before the enemies go.

*This is good against groups of 2 or 3 mages (no melee).



Second Battle (2 or 3 Enemies):
1) Rally (targeting Gorer)
2) Eliminate

Second Battle (4 Enemies):
1) Haste (targeting Gorer)
2) Rally (targeting Gorer)
3) Eliminate

Using haste isn't needed unless you want more breath, or there's a group of 4. Against a group of 4, Haste allows the Gorer to kills 2 enemies, then (usually) take 2 more turns the next time it goes.

Using Haste will also be useful if you want to heal with Sap since it allows you to Sap then Elim.



Enemy Attack Order:
Hit the melee enemies first, and the mages last. The mage has a chance at charging instead of attacking so you won't take more damage.



Sap Usage:
There are 2 normal situations where I use Sap:
1) I used Haste at the beginning and have 2 turns before the last enemy, so I'll Sap then Elim.

2) I used Haste, and the last enemy is a caster, so I will sometimes just use 3 Saps on the caster since I should heal more damage than they deal, and they might meditate instead of attack.



Refresh:
You can put the fodder's stats into Vit if you want, but I personally don't see a reason to most of the time. The Gorer is tanky and fast enough in my opinion, but it doesn't hurt.

Dodge:
You don't always have to refresh when an enemy dodges and you don't have breath to cast Elim. As you use the build more, you'll get a better idea of when you need to refresh or when you can continue on.

As a base rule, if there are 2 or 3 melee enemies left, you probably should refresh, otherwise you should be able to keep going. However, this will also depend on your Gorer's HP.

Note: If you're 5-10 breath away from Elim, you can cast Haste + Rally to get that breath instead of casting Meditate.

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Exalting Vespa to the service of the Shadowbinder will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

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