Neo

(#65931480)
Level 25 Spiral
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Familiar

Manticore's Might
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Energy: 0/50
This dragon’s natural inborn element is Wind.
Male Spiral
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Personal Style

Apparel

Murderous Presence
Murderous Vial
Fiendish Emerald Clawrings
Fiendish Emerald Forejewels
Fiendish Emerald Taildecor
Corroding Wing Segments

Skin

Accent: Glowing Contagion

Scene

Scene: Windsinger's Domain

Measurements

Length
4.1 m
Wingspan
2.04 m
Weight
87.09 kg

Genetics

Primary Gene
Radioactive
Starmap
Radioactive
Starmap
Secondary Gene
Shamrock
Blend
Shamrock
Blend
Tertiary Gene
Blue
Basic
Blue
Basic

Hatchday

Hatchday
Dec 20, 2020
(3 years)

Breed

Breed
Adult
Spiral

Eye Type

Special Eye Type
Wind
Dark Sclera
Level 25 Spiral
Max Level
Meditate
Contuse
Rally
Regeneration
Disorient
Scholar
Scholar
Scholar
Ambush
Ambush
STR
5
AGI
8
DEF
12
QCK
60
INT
122
VIT
24
MND
5

Lineage

Parents

  • none

Offspring

  • none

Biography

20kt
Scrolled Spiral, Starmap (fest raffle prize) and Blend Jan 25th
Leveled to 25 Feb 18th. Applied Dark Sclera after finishing with coli.
Set up as a Workshop Wreckers pair with Kai

How Wind eggs are hatched.

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dragon?age=1&body=130&bodygene=24&breed=7&element=3&eyetype=8&gender=0&tert=21&tertgene=38&winggene=42&wings=80&auth=6b5c61478e178bd5299e4ec2b9d758970efc5616&dummyext=prev.png
scry?sdid=1212514&skin=4467&apparel=37396,37386,28794,28795,28793&xt=dressing.png
Ugh I want this skin so bad!! It's perfect for him.



dragon?age=0&body=130&bodygene=65&breed=19&element=3&eyetype=8&gender=0&tert=21&tertgene=61&winggene=61&wings=80&auth=bd7043f70afbaca351ab17d5dc13028fbd32323b&dummyext=prev.png

Build???
Maki wrote on 2019-01-11 11:15:06:
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108 INT / 82 QCK / 27 VIT + 110 STR / 82 QCK / 20 VIT
Scratch / Contuse + Rally Eliminate: all except bosses

Golem Workshop trainers

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Guide: [Build] Workshop Crew - Two Dragon Team

Battle turns
  • Mage: Contuse Monster 1
  • Mage: Rally on the fighter
  • Fighter: Eliminate Monster 1
  • Fighter: Scratch Monster 2
  • Mage: Contuse Monster 3
  • Fighter: Eliminate Monster 2
  • [Monster 3 hits]
  • Mage: Meditate
  • Fighter: Eliminate Monster 3

Fire and Nature are the best elements.


Monsters:

68 QCK
Mistral Minion | Spellbound Golem (mages)
64 QCK
Tribeam Hunter | Tribeam Lurker (mages)
63 QCK
Swift Lumen | Swift Volt (mages)
Chromefeather Lookout (mage)
60 QCK
Mechanical Destroyer | Robotic Tender
Jelly Drone | Workshop Monitor (mages)
56 QCK
Scrapmetal Tracker | Steelhound
Copperplate Longmech | Longmech
Sentinel Mith
Monkey Wrench
Sentry Squawker (mage)
55 QCK
Black Iron Creeper | Coppercoil Creeper
Geartoggle Smith | War Smith
Construction Mith
Clattercog Engineer
Gearspring Pocketmouse | Wind-Up Pocketmouse (mages)
Frost Delver | Stone Borer (bosses)

Haste turn: 56x2-30=82 QCK

AGI: 5-20


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108 INT / 82 QCK / 27 VIT + 111 STR / 82 QCK / 15 VIT
Scratch / Contuse + Rally Eliminate: all except bosses

Forbidden Portal trainers

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97Zwaht.png?1.png97Zwaht.png?1.png97Zwaht.png?1.png
PuJ5TUF.png?1.pngPuJ5TUF.png?1.png

_____
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tC077de.png?1.pngZ5wY0MV.png?1.pngMYGZSGV.png?1.pngrBi1pqJ.png?1.png
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You need 111 STR points in order to Scratch / Contuse + Rally Eliminate the Bilworpers.

Elements resistant to the mage bosses: Fire, Water, Wind.


Monsters:

64 QCK
Frogspawn Flyer | Starspawn Flyer (mages)
63 QCK
All-Seeing Eye | Portal Watcher (mages)
62 QCK
Foolish Prince | Mindless Flight (mages)
60 QCK
Deeprealm Leon | Medusa Leon
Fear Frog | Terror Toad (mages) (bosses)
Spectre Wyvern | Void Wyvern (mages)
59 QCK
Blushing Tangle | Everburn Tangle (mages)
57 QCK
Sanguine Multimist | Sparksylph
56 QCK
Bearded Pupowl | Lap Pupowl
Giggling Planesrunner | Teleporting Planesrunner
55 QCK
Aberrant Chacma | Barhide Menace
Calico Ferberus | Ferberus
Springfoot Bilworper | Tattertail Bilworper

AGI: 5-20

Alternate build

kingcrown wrote on 2020-07-20 20:19:40:
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Workshop Wreckers
Base build:
This is my take on Nelson's workshop duo (it's in the lightning forums, so apologies if you can't see it), who heavily tweaked celelorien's setup.
This one's got Depth!
I changed the brawler's element, as well as fine tuned some stats. Nothing too major though!

I hear you wanna take on the fabled realm of Mech Hell. Maybe you want the bosses. Maybe you wanna level one dragon quickly. Maybe you wanna brag that you can go indefinitely in this venue, which is a land of supposed mythic difficulty.
Whatever your reason, perhaps this is the build for you.

Here are my two weirdos, complete with Edgy Lore™.
Revenger, the mage:
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And Timberwolf, the brawler:
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fire_large.png
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The breakdown.
—— the mage
  • Position.
    • The mage absolutely must be in your first trainer slot. They need to go before the brawler in order to buff them, and also dent enemies with contuse.
  • Element.
    • Wind gives you an advantage over a boss (stone borer), and honestly a ton of weaknesses to mages (water, light, and shadow). However. I had to look up wind's weaknesses just now because it's never been a problem. You can kill any problems fast enough, and the real reason I use wind is for disorient. The berserk debuff is so nice for controlling mages and giving you extra turns and damage in boss fights.
  • Stats.
    • INT. 122 gives you just the bare minimum to allow contuse to stand in for scratch.
    • QCK. Like the brawler, 60 is all you need.
    • VIT. "23 VIT is so low for you, King!" I can hear you saying. And it is. But something had to give, and DEF is more useful on the mage than the brawler so VIT it was.
    • DEF. 12 DEF allows you to take less damage from brawlers, which is needed.
    • AGI. Again, just where I put spare points.
  • Stones.
    • Meditate. Required for massive breath gain.
    • Contuse. Allows you to both soften targets up for the brawler, as well as manage enemies' damage output. Don't sleep on that 25% damage reduction.
    • Regeneration. Do not even try to do this with aid. You need the prolonged big heals so you're not constantly healing. Believe me, the mage might look like they're around only for heals, but they do just as much offensive work as the brawler.
    • Rally. I don't think this is possible without rally. First turn every fight, you rally your brawler.
    • Disorient. This stone right here is the real reason I still use wind over the technically better nature. Envenom's poison damage is nice, but it cannot obliterate mages as a threat like disorient can. I've been saved by clutch berserk rolls many times.


The breakdown.
—— the brawler
  • Position.
    • The brawler needs to move after the mage every turn to make sure they're rallied at all times and can kill things as fast as possible.
  • Element.
    • Fire gives you no weaknesses to the mages that are a threat (the workshop monitor is water and the tribeam lurker is earth, but you can oneshot those), and gives you an elemental advantage to one boss (frost delver). You'll be weak to the other boss (stone borer), but the mage can handle that easily.
  • Stats.
    • STR. 123 allows you to both rallied scratch and elim all enemies minus bosses, as well as straight up rallied elim the mistral minion, spellbound golem, workshop monitor, jelly drone, tribeam lurker, and tribeam hunter.
    • QCK. 60 is all you need.
    • VIT. 20 VIT lets you die less and is the most you can fit on this build.
    • DEF. 10 DEF is a nice little help when dealing with brawlers and bosses.
    • AGI. This is just where i put spare points honestly.
  • Stones.
    • Scratch. Pretty standard, as builds go.
    • Eliminate. This stone does most of the legwork and you absolutely need it.
    • Blazing Slash. You won't use this other than against frost delvers. It does less than elim to that boss, but it also doesn't cost 35 breath. Use sparingly.
    • Shred. I use this far more than the slash (though still only on the bosses). Bleed damage is wonderful, and I often fish for crit bleed (if shred crits, the recurring bleed damage is doubled too). For a pretty decent chunk of damage, it's really cheap breath-wise.
    • Sap. Sap is honestly just here to fill a slot and give you options. I almost never use it because breath is too precious, but it can be nice if your brawler's just a bit below full with high breath and your mage has something better to do.


General usage tips.
Here are my general use tips for this build. This is what I've found works best for taking the least damage, so why not make notes?

Enemies.
  • Bosses; Both are brawlers.
    • Frost Delver Stone Borer
  • Brawlers; Arranged in the order you should take them out, though all the actual threats are slow enough that it doesn't matter much.
    • Scrapmetal Tracker War Smith Black Iron Creeper Coppercoil Creeper Copperplate Longmech Construction Mith Sentinel Mith Geartoggle Smith Longmech Mechanical Destroyer Robotic Tender Steelhound Monkey Wrench
  • Mages; Honestly, none of these are major threats. Some can be irritating, and the swift lumens can be a pain to your mage, but unless you miss twice you should be fine.
  • the golems, tribeams and jellies are fast, but you can oneshot them with a rallied elim.
    • Workshop Monitor Jelly Drone Tribeam Lurker Mistral Minion Spellbound Golem Tribeam Hunter Swift Volt Swift Lumen Gearspring Pocketmouse Wind-Up Pocketmouse Chromefeather Lookout Sentry Squawker

Turn + setup tips.
  • I usually set up on any mob that has three mages and no swift lumens, but you can start on bosses if you want to.
  • I start every fight with rally, then either contuse, meditate, regenerate, or disorient as needed. If the mage needs heals at the start of the fight, start with regenerate to give them an extra turn of healing before anything can move, then rally.
  • As long as you don't get critted into oblivion or make multiple mistakes in a row, you can go forever. This venue takes a bit to get a feel for, but once you do it's pretty straightforward!


:D




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