Reference Guide to Mire Flying
Previously known as Reference Guide to 119-STR Mire Flyer
If you are not new to coliseum farming, some of this might come as news to you. For those who are new, this guide is essentially a quick reference guide for how to use a Mire Flyer in the Mire, complete with analysis of different playstyles and stats.
Disclaimer: Some of this information is already listed here in Maki's coliseum guide as this guide had been outdated for a while.
A Mire Flyer is a dragon that can farm the Mire/level up dragons relatively fast solo in the Mire. The general setup of a Mire Flyer dragon (or just any melee-based dragon build is as followed.
Necessary battle stones:
or or
Alternative battle stones (can use these interchangeably):
Sap/Shred/Elemental slash (using one of these is recommended if using a battle stone other than scratch to deal with contuse)
Haste (highly recommended as it grants an extra 5 breath while providing more frequent turns, useful for regaining breath after misses and pairs well with Meditate)
Bolster/Ward (useful defensive ability that pairs well with Meditate and Anticipate in reducing damage while generating breath, redundant with Scratch)
The first standard Mire Flyer setup was described in Culex's guide, with stats of 117 STR, 70 QCK, 25 VIT). It did well enough on it's own farming the Mire, and a few tweaks helped improve the build, changing to 119 STR, 69 QCK, 19 VIT. However, the Mire received an update with new mobs around October 2021, thus this guide was updated.
With the October 2021 update, you now need 120 STR to be able to rally+eliminate all enemy mobs. How you split your remaining points between VIT and QCK is determined as follows:

Note: I prefer using a balanced build as 65 QCK + haste is enough for most of the mob packs to give five turns.
When training in the Mire, or training in any venue, it is generally not worth using any type of health potions when training fodder as you never know if the next mob is a boss or not, making you refresh. However, it is 100% possible to take down a boss while using a combination of health potions and timing of skills. This can be learned as you gain more experience with fighting in the coliseum. It is also useful to use a health potion on your trainer every so often to keep them over the death limit (too low of a health that allows being killed by a single hit from an enemy)
The second post below details the maximum possible damage an enemy can do to your Mire Flyer with their abilities, excluding critical hits. It also details the general priority list that you'd want to focus on, as well as QCK needed in order to have one extra turn per mob. This post is generalized for fighting in the Mire, regardless of what Mire Flyer setup you're using or if you're not even using a Mire Flyer.
The third post below details special circumstances that may (and will) occur while Mire farming. It does not cover every single circumstance, but it covers the basic ones which all other circumstances usually stem from. It's mostly as a base for reference for you yourself to use and expand your knowledge of what you should do when.
The fourth, fifth, and sixth posts detail a generalized start sequence for scratch, meditate, and anticipate. I've mostly switched over to using anticipate, as it's great for nearly every situation, but scratch, meditate, and anticipate are all viable.
The reason I made this guide was because I saw many guides on how to make trainer dragons, but very few actually detail the how when fighting in the coliseum. So I decided to make as detailed as possible the majority of cases that one faces when fighting in the Mire. Granted, this is specifically for a119120-STR Mire Flyer, but my hope is that either:
1. You can use the119120-STR Mire Flyer setup to fight in the Mire easier.
Or
2. You can learn from these general scenarios and expand from there, allowing you to learn for yourself how to fight in different venues with different builds by learning the mechanics of training in the Mire.
Legacy information:
Before the 2021 update to the Mire, all enemies were able to be rally+eliminated at 119 STR. Now there are enemies that have a bit more health, thus 120 STR is needed.
Before the coliseum revamp in 2018, there were some minor bugs that have now been fixed. One bug was that putting points in INT was more useful than putting points in VIT after putting necessary points in STR and QCK. This is because buff-type spells such as haste, rally, ward, etc. healed the dragon it's cast on by the INT of the caster. So rather than healing 5 points per battle, you can heal 19 instead, which helped with sustained training runs.
Another bug was that the very first ambush stone was eaten, aka disregarded by coliseum. You would have to put a fodder with a single ambush stone before your Mire Flyer went, otherwise your Mire Flyer would only have 2 turns instead of 3 before the mobs went.
Previously known as Reference Guide to 119-STR Mire Flyer
If you are not new to coliseum farming, some of this might come as news to you. For those who are new, this guide is essentially a quick reference guide for how to use a Mire Flyer in the Mire, complete with analysis of different playstyles and stats.
Disclaimer: Some of this information is already listed here in Maki's coliseum guide as this guide had been outdated for a while.
A Mire Flyer is a dragon that can farm the Mire/level up dragons relatively fast solo in the Mire. The general setup of a Mire Flyer dragon (or just any melee-based dragon build is as followed.
Necessary battle stones:
or or
Alternative battle stones (can use these interchangeably):
Sap/Shred/Elemental slash (using one of these is recommended if using a battle stone other than scratch to deal with contuse)
Haste (highly recommended as it grants an extra 5 breath while providing more frequent turns, useful for regaining breath after misses and pairs well with Meditate)
Bolster/Ward (useful defensive ability that pairs well with Meditate and Anticipate in reducing damage while generating breath, redundant with Scratch)
The first standard Mire Flyer setup was described in Culex's guide, with stats of 117 STR, 70 QCK, 25 VIT). It did well enough on it's own farming the Mire, and a few tweaks helped improve the build, changing to 119 STR, 69 QCK, 19 VIT. However, the Mire received an update with new mobs around October 2021, thus this guide was updated.
With the October 2021 update, you now need 120 STR to be able to rally+eliminate all enemy mobs. How you split your remaining points between VIT and QCK is determined as follows:
Minimum QCK wrote:
30 VIT/62 QCK
This is the minimum quickness needed to be able to eliminate 2 mobs with your three turns before the mobs get their turn no matter the mob group. This also gives your Mire Flyer the most HP out of the quickness options.
This is the minimum quickness needed to be able to eliminate 2 mobs with your three turns before the mobs get their turn no matter the mob group. This also gives your Mire Flyer the most HP out of the quickness options.
Maximum QCK wrote:
9 VIT/70 QCK
This is the max amount of quickness you can allocate, and allows you to get five turns before most mobs get their second turn (exceptions include Whisper/Lion's Mane Seeker, Silt Wolf/Swamp Wolf, Scythe/Salve Kamaitachi, and Psywurm packs). However, this leaves you very much a glass cannon and expect to refresh often if you miss your eliminates.
This is the max amount of quickness you can allocate, and allows you to get five turns before most mobs get their second turn (exceptions include Whisper/Lion's Mane Seeker, Silt Wolf/Swamp Wolf, Scythe/Salve Kamaitachi, and Psywurm packs). However, this leaves you very much a glass cannon and expect to refresh often if you miss your eliminates.
Balanced wrote:
28 VIT/63 QCK, 24 VIT/65 QCK, 17 VIT/68 QCK
These quickness values affect which mob packs let you get five turns in before their second turn. The more quickness you have, the more mob packs let you have five turns, but the less health you have overall. While you can use 64, 66, 67, and 69 QCK, they don't have as meaningful effects to turn order unless also using haste on the first/second turn (22 VIT/66 QCK is best if trying to optimize haste). Refer to the Fast Enemies section on the next post for the list of mob packs and needed QCK.
These quickness values affect which mob packs let you get five turns in before their second turn. The more quickness you have, the more mob packs let you have five turns, but the less health you have overall. While you can use 64, 66, 67, and 69 QCK, they don't have as meaningful effects to turn order unless also using haste on the first/second turn (22 VIT/66 QCK is best if trying to optimize haste). Refer to the Fast Enemies section on the next post for the list of mob packs and needed QCK.

Note: I prefer using a balanced build as 65 QCK + haste is enough for most of the mob packs to give five turns.
When training in the Mire, or training in any venue, it is generally not worth using any type of health potions when training fodder as you never know if the next mob is a boss or not, making you refresh. However, it is 100% possible to take down a boss while using a combination of health potions and timing of skills. This can be learned as you gain more experience with fighting in the coliseum. It is also useful to use a health potion on your trainer every so often to keep them over the death limit (too low of a health that allows being killed by a single hit from an enemy)
The second post below details the maximum possible damage an enemy can do to your Mire Flyer with their abilities, excluding critical hits. It also details the general priority list that you'd want to focus on, as well as QCK needed in order to have one extra turn per mob. This post is generalized for fighting in the Mire, regardless of what Mire Flyer setup you're using or if you're not even using a Mire Flyer.
The third post below details special circumstances that may (and will) occur while Mire farming. It does not cover every single circumstance, but it covers the basic ones which all other circumstances usually stem from. It's mostly as a base for reference for you yourself to use and expand your knowledge of what you should do when.
The fourth, fifth, and sixth posts detail a generalized start sequence for scratch, meditate, and anticipate. I've mostly switched over to using anticipate, as it's great for nearly every situation, but scratch, meditate, and anticipate are all viable.
The reason I made this guide was because I saw many guides on how to make trainer dragons, but very few actually detail the how when fighting in the coliseum. So I decided to make as detailed as possible the majority of cases that one faces when fighting in the Mire. Granted, this is specifically for a
1. You can use the
Or
2. You can learn from these general scenarios and expand from there, allowing you to learn for yourself how to fight in different venues with different builds by learning the mechanics of training in the Mire.
Legacy information:
Before the 2021 update to the Mire, all enemies were able to be rally+eliminated at 119 STR. Now there are enemies that have a bit more health, thus 120 STR is needed.
Before the coliseum revamp in 2018, there were some minor bugs that have now been fixed. One bug was that putting points in INT was more useful than putting points in VIT after putting necessary points in STR and QCK. This is because buff-type spells such as haste, rally, ward, etc. healed the dragon it's cast on by the INT of the caster. So rather than healing 5 points per battle, you can heal 19 instead, which helped with sustained training runs.
Another bug was that the very first ambush stone was eaten, aka disregarded by coliseum. You would have to put a fodder with a single ambush stone before your Mire Flyer went, otherwise your Mire Flyer would only have 2 turns instead of 3 before the mobs went.






