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TOPIC | Mire - Mire Mauler - 2 Fodder
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I'm trying to make meditate builds for each of the grinding venues, and this is my take on a Mire build.

I'd like to give a shoutout to @/ilimati and their build, the Mire Millionaire. They did a great job at making a meditate build, and my build is only slightly different. (Seriously, I drop 2 qck for 3 vit).

I'd also like to give a shoutout to @/Kasael for their [BUILD] The Mire Monk. This build is identical to my own, but I didn't discover it until I had already made this guide. Their guide does go more in depth for some aspects of the build than my own, so I suggest giving it a read.
I did get the OK from them to post this, so feel free to thank them as well for both builds :)


Post Index:

What Stats and Why

Which Element to Pick

Enemies You'll Face

What to do on Your Turn

What to do Against Each Group

Variations



I would like to thank:
Sylvandyr - Their stat tools (found HERE)

I'm trying to make meditate builds for each of the grinding venues, and this is my take on a Mire build.

I'd like to give a shoutout to @/ilimati and their build, the Mire Millionaire. They did a great job at making a meditate build, and my build is only slightly different. (Seriously, I drop 2 qck for 3 vit).

I'd also like to give a shoutout to @/Kasael for their [BUILD] The Mire Monk. This build is identical to my own, but I didn't discover it until I had already made this guide. Their guide does go more in depth for some aspects of the build than my own, so I suggest giving it a read.
I did get the OK from them to post this, so feel free to thank them as well for both builds :)


Post Index:

What Stats and Why

Which Element to Pick

Enemies You'll Face

What to do on Your Turn

What to do Against Each Group

Variations



I would like to thank:
Sylvandyr - Their stat tools (found HERE)

Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
[columns] [b]Stats:[/b] STR AGI DEF QCK [nextcol] 120 8 6 62 [nextcol] | | | | [nextcol] INT VIT MND [nextcol] 5 30 5 [nextcol] | | | | [nextcol] [b]Stones:[/b] Meditate Rally Berserker Ambush [nextcol] Eliminate Berserker Ambush [nextcol] Sap [nextcol] Haste [/columns] [img]https://i.postimg.cc/ds4JnB09/Stats.png[/img] The reasoning for the stats is as follows: Str 120 allows your Mauler to Rally + Elim everything in the venue (other than bosses). Qck 62 plus 30 from haste allows your Mauler to take 2 extra turns before most of the enemies. There were 2 reasons I decided to go with this Qck: 1) Having the max Qck possible only gets your Mauler 2 turns against enemies with 51 or less Qck, while having 62 Qck gets your Mauler 2 turns before enemies with 46 or less Qck. There is only 1 enemy in that range, the Venomous Toridae. You can put 2 points into Qck to go before it, but I think the 3 points in Vit is more important. 2) The coliseum has a weird quirk with turn order. Enemies are group together with their turn orders, so enemies with higher Qck will sometimes go at the same time as enemies with lower Qck. Venomous Toridaes are very common in groups of slower enemies*, so they frequently will act like they have 46 Qck anyways, allowing your Mauler to take 2 turns before them (so target them first). *Other enemies are is slower groups as well, but the Venomous Toridae is most commonly in groups making it slower from my experience. Vit 30 allows your Mauler to take quite a few hits before you have to refresh. Def 6 is where I put the remaining point.
Stats:
STR
AGI
DEF
QCK

120
8
6
62

|
|
|
|

INT
VIT
MND


5
30
5


|
|
|
|
Stones:
Meditate
Rally
Berserker
Ambush



Eliminate
Berserker
Ambush

Sap
Haste

Stats.png

The reasoning for the stats is as follows:
Str 120 allows your Mauler to Rally + Elim everything in the venue (other than bosses).

Qck 62 plus 30 from haste allows your Mauler to take 2 extra turns before most of the enemies. There were 2 reasons I decided to go with this Qck:
1) Having the max Qck possible only gets your Mauler 2 turns against enemies with 51 or less Qck, while having 62 Qck gets your Mauler 2 turns before enemies with 46 or less Qck. There is only 1 enemy in that range, the Venomous Toridae. You can put 2 points into Qck to go before it, but I think the 3 points in Vit is more important.
2) The coliseum has a weird quirk with turn order. Enemies are group together with their turn orders, so enemies with higher Qck will sometimes go at the same time as enemies with lower Qck. Venomous Toridaes are very common in groups of slower enemies*, so they frequently will act like they have 46 Qck anyways, allowing your Mauler to take 2 turns before them (so target them first).

*Other enemies are is slower groups as well, but the Venomous Toridae is most commonly in groups making it slower from my experience.

Vit 30 allows your Mauler to take quite a few hits before you have to refresh.

Def 6 is where I put the remaining point.
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
I'll now go through the various dragon elements and say which I think are best, and which are worst. This is based on which elements are super effective against your dragon's element (I'm only counting the elements for spell-casting enemies since the melee enemies don't usually use their element attack before you kill them). My scale will be Great, Good, Doable, Bad, and Terrible. [b][u]NOTE:[/u][/b] The rankings in this venue mean less than the rankings in other venues, like the Kelp Beds, because these enemies are slower and weaker. While I don't suggest using a Terrible ranked element, you should be able to with relative success. Your trainer's element only matters when you're hit by elemental attacks, and this build can beat melee enemies before they get a chance to use their elemental attacks. After the first battle, you have enough breath the cast eliminate and bet mages before they can cast elemental attacks as well, so element matters even less after the first battle. For reference, my Mauler is a shadow dragon. Once you get going, the mages don't normally get a turn. [b]Resistant to[/b] is how many enemies deal less damage to your dragon (higher # = good) [b]Weak to[/b] is how many enemies deal more damage to your dragon (higher # = bad) [columns] [b]Element[/b] Arcane Earth Fire Ice Light Lightning Nature Plague Shadow Water Wind [nextcol] |[b]Rank[/b] |Great |Doable |Bad |Bad |Doable |Great |Terrible |Good |Terrible |Terrible |Terrible [nextcol] |[b]Resistant to[/b] |2 |0 |1 |2 |4 |2 |2 |5 |3 |1 |0 [nextcol] |[b]Weak to[/b] |1 |2 |3 |3 |3 |1 |4 |2 |5 |5 |4 [/columns] ----- If you don't want to read the chart, here's the ranking from best to worst [b]1st (Great):[/b] Arcane Lightning [b]2nd (Good):[/b] Plague [b]3rd (Doable):[/b] Earth Light [b]4th (Bad):[/b] Fire Ice [b]5th (Terrible):[/b] Nature Shadow Water Wind ----- Here's a chart to show what elements are strong/weak to what [img]http://i.imgur.com/lLliwWS.png[/img]
I'll now go through the various dragon elements and say which I think are best, and which are worst. This is based on which elements are super effective against your dragon's element (I'm only counting the elements for spell-casting enemies since the melee enemies don't usually use their element attack before you kill them).

My scale will be Great, Good, Doable, Bad, and Terrible.

NOTE: The rankings in this venue mean less than the rankings in other venues, like the Kelp Beds, because these enemies are slower and weaker. While I don't suggest using a Terrible ranked element, you should be able to with relative success.

Your trainer's element only matters when you're hit by elemental attacks, and this build can beat melee enemies before they get a chance to use their elemental attacks. After the first battle, you have enough breath the cast eliminate and bet mages before they can cast elemental attacks as well, so element matters even less after the first battle.

For reference, my Mauler is a shadow dragon. Once you get going, the mages don't normally get a turn.

Resistant to is how many enemies deal less damage to your dragon (higher # = good)
Weak to is how many enemies deal more damage to your dragon (higher # = bad)

Element
Arcane
Earth
Fire
Ice
Light
Lightning
Nature
Plague
Shadow
Water
Wind
|Rank
|Great
|Doable
|Bad
|Bad
|Doable
|Great
|Terrible
|Good
|Terrible
|Terrible
|Terrible
|Resistant to
|2
|0
|1
|2
|4
|2
|2
|5
|3
|1
|0
|Weak to
|1
|2
|3
|3
|3
|1
|4
|2
|5
|5
|4


If you don't want to read the chart, here's the ranking from best to worst

1st (Great):
Arcane
Lightning

2nd (Good):
Plague

3rd (Doable):
Earth
Light

4th (Bad):
Fire
Ice

5th (Terrible):
Nature
Shadow
Water
Wind


Here's a chart to show what elements are strong/weak to what
lLliwWS.png
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
Even with this build working the best, you still will take hits from the enemy. This is due to the nature of the coliseum.

An all melee group will get 1 hit(s) on your dragons.

Mages:
Acid Ant
Blackwing Croaker
Brilliant Psywurm
Common Podid
Heartred Croaker
Ink Ant
Lion's Mane Seeker
Mistwatch Shellion
Mossy Cerdae
Psywurm
Salve Kamaitachi
Wetland Unicorn
Whisper
Nature
Shadow
Light
Lightning
Plague
Water
Plague
Ice
Plague
Arcane
Wind
Neutral
Shadow


Melee:
Armored Colony
Fungal Garden
Furry Fiddle
Marsh Kelpie
Muckbottom Catfish
Poisonous Toridae
Scythe Kamaitachi
Shellion
Sickle Kamaitachi
Silt Wolf
Southmarsh Podid
Swamp Wolf
Venomous Toridae
Vilevenom Kelpie
Arcane
Lightning
Light
Ice
Plague
Nature
Plague
Neutral
Fire
Earth
Neutral
Neutral
Earth
Wind
Even with this build working the best, you still will take hits from the enemy. This is due to the nature of the coliseum.

An all melee group will get 1 hit(s) on your dragons.

Mages:
Acid Ant
Blackwing Croaker
Brilliant Psywurm
Common Podid
Heartred Croaker
Ink Ant
Lion's Mane Seeker
Mistwatch Shellion
Mossy Cerdae
Psywurm
Salve Kamaitachi
Wetland Unicorn
Whisper
Nature
Shadow
Light
Lightning
Plague
Water
Plague
Ice
Plague
Arcane
Wind
Neutral
Shadow


Melee:
Armored Colony
Fungal Garden
Furry Fiddle
Marsh Kelpie
Muckbottom Catfish
Poisonous Toridae
Scythe Kamaitachi
Shellion
Sickle Kamaitachi
Silt Wolf
Southmarsh Podid
Swamp Wolf
Venomous Toridae
Vilevenom Kelpie
Arcane
Lightning
Light
Ice
Plague
Nature
Plague
Neutral
Fire
Earth
Neutral
Neutral
Earth
Wind
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
Here's a How To video to use this build, and see it in action. Hopefully this helps players who learn better by seeing.

https://www.youtube.com/watch?v=epLbTVUVfaM&feature=youtu.be


First Battle:
Normal Start
First Battle:
1) Meditate
2) Haste (targeting Mauler)
3) Rally (targeting Mauler)
4) Defend
5) Eliminate
Generate More Breath*
First Battle:
1) Meditate
1) Meditate
2) Haste (targeting Mauler)
3) Rally (targeting Mauler)
4) Defend
5) Eliminate
Against Venomous Toridae**
First Battle:
1) Meditate
2) Haste (targeting Mauler)
3) Defend
4) Rally (targeting Mauler)
5) 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 mages. You can also use it against groups of 2 melee or groups of 3 mages that are weak against your element.

**Because of the turn order, you should Defend before Rally since you get 2 turns after they go.


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

Second Battle (4 Enemies):
1) Haste (targeting Mauler)
2) Rally (targeting Mauler)
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 Mauler 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 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 Mauler 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 Mauler'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.
Here's a How To video to use this build, and see it in action. Hopefully this helps players who learn better by seeing.

https://www.youtube.com/watch?v=epLbTVUVfaM&feature=youtu.be


First Battle:
Normal Start
First Battle:
1) Meditate
2) Haste (targeting Mauler)
3) Rally (targeting Mauler)
4) Defend
5) Eliminate
Generate More Breath*
First Battle:
1) Meditate
1) Meditate
2) Haste (targeting Mauler)
3) Rally (targeting Mauler)
4) Defend
5) Eliminate
Against Venomous Toridae**
First Battle:
1) Meditate
2) Haste (targeting Mauler)
3) Defend
4) Rally (targeting Mauler)
5) 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 mages. You can also use it against groups of 2 melee or groups of 3 mages that are weak against your element.

**Because of the turn order, you should Defend before Rally since you get 2 turns after they go.


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

Second Battle (4 Enemies):
1) Haste (targeting Mauler)
2) Rally (targeting Mauler)
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 Mauler 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 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 Mauler 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 Mauler'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.
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
*NOTE:* All of these numbers are assuming you don't miss an attack. You might want to refresh if you miss an eliminate before your breath it at 70 (70 breath is the point where missing with eliminate still leaves you with enough breath to try again).
Enemy Groups

2 Mages
3 Mages
4 Mages
2 Mages + 1 Melee
1 Mage + 2 Melee
2 Mages + 2 Melee
2 Melee
3 Melee
Max Hits Turn 1

0
1
2
2
3
4
2
4
Max Hits Later

0
0
0
0
0
0
0
1
Refresh Turn 1

No
No
Maybe
No
No
Maybe
No
Maybe

2 Mages
First battle: These are the best to start with.
Later Battles: These are very easy later on.

3 Mages
First battle: These are the great to start with.
Later Battles: These are very easy later on.

4 Mages
First battle: These aren't the best to start with, but you sometimes can.
Later Battles: These are very easy later on.

2 Mages + 1 Melee
First Battle: These are very good to start with.
Later Battles: These are very easy later on.

1 Mages + 2 Melee
First Battle: These are very good to start with.
Later Battle: These are very easy later on.

2 Mages + 2 Melee
First Battle: These aren't the best to start with, but you can.
Later Battles: These are very easy later on.

2 Melee
First battle: These are the great to start with.
Later Battles: These are very easy later on.

3 Melee
First Battle: These aren't the best to start with, but you can.
Later battles: These are the only thing (other than bosses) that will get a hit on you if you don't miss.

Bosses:
Don't try taking them on, just refresh. They aren't worth the time or effort to try and beat it. The only time they might be worth it is later when you have nearly full health and full breath.
*NOTE:* All of these numbers are assuming you don't miss an attack. You might want to refresh if you miss an eliminate before your breath it at 70 (70 breath is the point where missing with eliminate still leaves you with enough breath to try again).
Enemy Groups

2 Mages
3 Mages
4 Mages
2 Mages + 1 Melee
1 Mage + 2 Melee
2 Mages + 2 Melee
2 Melee
3 Melee
Max Hits Turn 1

0
1
2
2
3
4
2
4
Max Hits Later

0
0
0
0
0
0
0
1
Refresh Turn 1

No
No
Maybe
No
No
Maybe
No
Maybe

2 Mages
First battle: These are the best to start with.
Later Battles: These are very easy later on.

3 Mages
First battle: These are the great to start with.
Later Battles: These are very easy later on.

4 Mages
First battle: These aren't the best to start with, but you sometimes can.
Later Battles: These are very easy later on.

2 Mages + 1 Melee
First Battle: These are very good to start with.
Later Battles: These are very easy later on.

1 Mages + 2 Melee
First Battle: These are very good to start with.
Later Battle: These are very easy later on.

2 Mages + 2 Melee
First Battle: These aren't the best to start with, but you can.
Later Battles: These are very easy later on.

2 Melee
First battle: These are the great to start with.
Later Battles: These are very easy later on.

3 Melee
First Battle: These aren't the best to start with, but you can.
Later battles: These are the only thing (other than bosses) that will get a hit on you if you don't miss.

Bosses:
Don't try taking them on, just refresh. They aren't worth the time or effort to try and beat it. The only time they might be worth it is later when you have nearly full health and full breath.
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
Other Variants
All of these variant use the same stats, only some of the stones change.

ilimati's - Mire Millionaire:
This build can go before groups of 3 Venomous Toridae, but takes a about 40HP to do so. For some players, the trade off is worth it, so feel free to use their build.

For more information, check ilimati's post about this variant: http://www1.flightrising.com/forums/gde/2559941


Kasael's - Mire Monk:
This build is identical to my own, but I wanted to put it here because the guide is quite detailed and worth the read.

For more information, check Kasael's post about this variant:
http://www1.flightrising.com/forums/gde/2499369
Other Variants
All of these variant use the same stats, only some of the stones change.

ilimati's - Mire Millionaire:
This build can go before groups of 3 Venomous Toridae, but takes a about 40HP to do so. For some players, the trade off is worth it, so feel free to use their build.

For more information, check ilimati's post about this variant: http://www1.flightrising.com/forums/gde/2559941


Kasael's - Mire Monk:
This build is identical to my own, but I wanted to put it here because the guide is quite detailed and worth the read.

For more information, check Kasael's post about this variant:
http://www1.flightrising.com/forums/gde/2499369
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
maaan i love your very long and detailed builds and especially the element breakdown. YOU ROCK!!
maaan i love your very long and detailed builds and especially the element breakdown. YOU ROCK!!
itpCHya.png
i heard there was a place where the light
managed to cut through the dark
but that was just a story for children
and my chest is just a grave for my heart

jubi p. lizardperson
it/its or they/them
Fixed the stats and stones to have sap (it's supposed to have sap, but I apparently forgot to use it). Sap's not needed, but it is handy.
Fixed the stats and stones to have sap (it's supposed to have sap, but I apparently forgot to use it). Sap's not needed, but it is handy.
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
For anyone who wants to see the build in action, or has a hard time understanding the turn order without seeing it, here's a how to video I made :)

https://www.youtube.com/watch?v=epLbTVUVfaM&feature=youtu.be

(This has also been added to the What to do on Your Turn section of the thread)
For anyone who wants to see the build in action, or has a hard time understanding the turn order without seeing it, here's a how to video I made :)

https://www.youtube.com/watch?v=epLbTVUVfaM&feature=youtu.be

(This has also been added to the What to do on Your Turn section of the thread)
Need a fodder trainer build? Try one of these:
Kelp Beds - Leviathan Leveler - 2 Fodder Trainer
GLR + Mire - Ghire Gorer - 2 Fodder
Mire - Mire Mauler - 2 Fodder
GLR - Ruin Wrecker - 2 Fodder Trainer
Boreal Wood- Boreal Banisher - 2 Fodder Trainer
Harpy's Roost - Roost Rustler - 2 Fodder Trainer
Launch_Plans_-_Small.png
(Don't ping the staff)
1 2 3