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[center][size=5][b][u]This thread is now permanently closed.[/u][/b] I haven't been able to coli for months, and I've been needing to close it down for both my physical and mental health. Over the last year or so, it's become a choice between coli-ing, and being able to use my arm at all in the future thanks to strain injury. On top of that, this guide has been a source of unexpected pressure that I simply cannot deal with. I've been struggling with mental health garbage for a long time and removing sources of stress is critical right now. [b]I will not reply to this thread from now on. [u]Please do not ping me here.[/u][/b] The thread will remain up in case anyone finds it useful in the future, but absolutely no changes will be made. If it's helped you, awesome. If it hasn't, there are piles of other great guides out there. Good luck with your coli endeavours.[/size] ----- [center][url=https://www1.flightrising.com/forums/gde/2889883#post_2889883]Intro[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091242]Housekeeping[/url] {[url=https://www1.flightrising.com/forums/gde/2889883#post_44091243]Mire Mercenary[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091244]Workshop Wreckers[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091247]*Ruin Runner*[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091249]Portal Patrol[/url] | Kelp Cutters} [size=2][i]starred venues are my personal favourites[/i][/size][/center] ----- [center][size=6][b][u]Intro[/u][/b][/size][/center] Welcome! This is just a very simple, bare-bones guide for my personal coli builds. I'm not interested in high efficiency— I'm interested in survivability. If that sounds good to you, read on! I'm subbed, so no need to ping— but no issues if you do! (this is a reboot of [url=https://www1.flightrising.com/forums/gde/2154031#post_2154031]my old thread[/url] that wasn't very good at all, if I'm honest.) [indent][b]Please note that this guide assumes a basic understanding of the coli, as well as some experience in higher level venues. It's more of a starting point and not an instruction manual. I do not have the time, energy, or mental health required to do detailed breakdowns of setup turns or what to do in every scenario. The point of this guide is to give you a starting point for alternatives to the ever-popular glass cannon builds. Experiment, try stuff out, fail a bit. Learn what works for you.[/b][/indent] [size=4][u][b]Goals for the guide:[/b][/u][/size] [LIST] [*][b]Each build is focused on survivability over efficiency. [/b] [LIST] [*]My mantra for this whole guide is "Resets break focus". If I have to reset, I'm much more likely to just stop grinding altogether, so I'm going to do my best to avoid it. [/LIST] [*][b]Each build will be able to train as many dragons as possible.[/b] If it comes down to training two dragons or being able to grind without resetting, I will pick no resets every time. [LIST] [*]This will likely only be viable up to the Mire, but we'll see. [/LIST] [*][b]Absolutely no medelim.[/b] [LIST] [*]I find these builds utterly infuriating. One missed elim typically forces you to reset, which I cannot handle. My frustration threshold is in the negatives and my luck sucks. I'm not about to rely on RNGesus being nice to me. [/LIST] [/LIST] [size=4][u][b]Build philosophies:[/b][/u][/size] [LIST] [*][b]VIT and DEF are your friends.[/b] [LIST] [*]If you're gonna hang in there and grind for hours without refreshing, you need to have sturdy trainers. I like bulky builds, and DEF especially is useful for setting up, particularly in the Workshop. [*]Get a bad roll with a glass cannon, and you likely have to reset. Get a bad roll with these guys and you can usually just grumble a bit and keep going. [/LIST] [*][b]Minimum STR to scratchelim or rallyelim everything but bosses,[/b] if at all possible. [LIST] [*]Perhaps this is obvious, but it's worth stating. Less hits you take, the longer you can go (and the less risk of eating a crit). [*]This isn't possible in the Workshop, and I suspect the Portal is also too tough for it. [/LIST] [*][b]I sometimes use the "wrong" elements.[/b] [LIST] [*]I've condensed my lair down to the absolute bare minimum possible while still having dragons able to grind every single venue. As a result, sometimes I don't use my own recommended elements. If you have the right stats and build, most of the time any element will be functional. [/LIST] [*][b]I prioritise killing bosses over efficiency.[/b] [LIST] [*]Not only is being forced to reset on a boss a momentum and focus killer, it's throwing potential profit down the drain. My builds might look weird and inefficient, but they'll be geared to being able to take on bosses successfully. [/LIST] [*][b]My builds are almost all tweaks on popular builds.[/b] [LIST] [*]I will provide credit as necessary and explain my reasoning for the changes. [/LIST] [*][b]I don't exhaustively research stuff—[/b] I'm here to find what works for me, and I don't have the energy to dive into the details of how the system works. It's a lot of "this feels better" and "this seems to work". There are definitely areas I could tighten up, and feel free to discuss builds with me! [*]Do please note: for the builds I've done from scratch, there's a distinct chance it will look like someone else's. I use pretty standard methods, so I'm sure there will be overlap. Please let me know if there is, and I'll link to the other build for transparency's sake! [/LIST] [size=4][u][b]Term glossary:[/b][/u][/size] [LIST] [*][b][#]mob:[/b] A mob of # enemies. For example, a fourmob is a group of four enemies. [*][b][#]shot:[/b] The number of hits it takes to kill an enemy. To oneshot something is to take it out in one hit; threeshot takes three hits. [*][b]brawler:[/b] An enemy or dragon that uses primarily physical attacks (scratch, shred, eliminate, etc.). [*][b]mage:[/b] An enemy or dragon that uses primarily magical abilities (meditate, contuse, aid, etc.). [/LIST] [quote name="Table of contents"] [LIST=1] [*][url=https://www1.flightrising.com/forums/gde/2889883#post_2889883]Intro[/url] [LIST] [*]Mission statement, build philosophies, term glossary [/LIST] [*][url=https://www1.flightrising.com/forums/gde/2889883#post_44091242]Housekeeping[/url] [LIST] [*]Updates, progress, FAQ, pinglists [/LIST] [*][url=https://www1.flightrising.com/forums/gde/2889883#post_44091243]Mire Mercenary[/url]; solo [LIST] [*]Guide complete [/LIST] [*][url=https://www1.flightrising.com/forums/gde/2889883#post_44091244]Workshop Wreckers[/url]; duo [LIST] [*]Guide complete [/LIST] [*][url=https://www1.flightrising.com/forums/gde/2889883#post_44091247]Ruin Runner[/url]; solo [LIST] [*]Guide complete [/LIST] [*][url=https://www1.flightrising.com/forums/gde/2889883#post_44091249]Portal Patrol[/url]; duo [LIST] [*]Guide complete [/LIST] [/LIST] [/quote]
This thread is now permanently closed.

I haven't been able to coli for months, and I've been needing to close it down for both my physical and mental health. Over the last year or so, it's become a choice between coli-ing, and being able to use my arm at all in the future thanks to strain injury.

On top of that, this guide has been a source of unexpected pressure that I simply cannot deal with. I've been struggling with mental health garbage for a long time and removing sources of stress is critical right now.

I will not reply to this thread from now on.
Please do not ping me here.


The thread will remain up in case anyone finds it useful in the future, but absolutely no changes will be made.
If it's helped you, awesome.
If it hasn't, there are piles of other great guides out there.

Good luck with your coli endeavours.







Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | *Ruin Runner* | Portal Patrol | Kelp Cutters}
starred venues are my personal favourites

Intro

Welcome! This is just a very simple, bare-bones guide for my personal coli builds. I'm not interested in high efficiency— I'm interested in survivability. If that sounds good to you, read on!

I'm subbed, so no need to ping— but no issues if you do!

(this is a reboot of my old thread that wasn't very good at all, if I'm honest.)


Please note that this guide assumes a basic understanding of the coli, as well as some experience in higher level venues. It's more of a starting point and not an instruction manual.

I do not have the time, energy, or mental health required to do detailed breakdowns of setup turns or what to do in every scenario.

The point of this guide is to give you a starting point for alternatives to the ever-popular glass cannon builds. Experiment, try stuff out, fail a bit. Learn what works for you.


Goals for the guide:
  • Each build is focused on survivability over efficiency.
    • My mantra for this whole guide is "Resets break focus". If I have to reset, I'm much more likely to just stop grinding altogether, so I'm going to do my best to avoid it.
  • Each build will be able to train as many dragons as possible. If it comes down to training two dragons or being able to grind without resetting, I will pick no resets every time.
    • This will likely only be viable up to the Mire, but we'll see.
  • Absolutely no medelim.
    • I find these builds utterly infuriating. One missed elim typically forces you to reset, which I cannot handle. My frustration threshold is in the negatives and my luck sucks. I'm not about to rely on RNGesus being nice to me.


Build philosophies:
  • VIT and DEF are your friends.
    • If you're gonna hang in there and grind for hours without refreshing, you need to have sturdy trainers. I like bulky builds, and DEF especially is useful for setting up, particularly in the Workshop.
    • Get a bad roll with a glass cannon, and you likely have to reset. Get a bad roll with these guys and you can usually just grumble a bit and keep going.
  • Minimum STR to scratchelim or rallyelim everything but bosses, if at all possible.
    • Perhaps this is obvious, but it's worth stating. Less hits you take, the longer you can go (and the less risk of eating a crit).
    • This isn't possible in the Workshop, and I suspect the Portal is also too tough for it.
  • I sometimes use the "wrong" elements.
    • I've condensed my lair down to the absolute bare minimum possible while still having dragons able to grind every single venue. As a result, sometimes I don't use my own recommended elements. If you have the right stats and build, most of the time any element will be functional.
  • I prioritise killing bosses over efficiency.
    • Not only is being forced to reset on a boss a momentum and focus killer, it's throwing potential profit down the drain. My builds might look weird and inefficient, but they'll be geared to being able to take on bosses successfully.
  • My builds are almost all tweaks on popular builds.
    • I will provide credit as necessary and explain my reasoning for the changes.
  • I don't exhaustively research stuff— I'm here to find what works for me, and I don't have the energy to dive into the details of how the system works. It's a lot of "this feels better" and "this seems to work". There are definitely areas I could tighten up, and feel free to discuss builds with me!
  • Do please note: for the builds I've done from scratch, there's a distinct chance it will look like someone else's. I use pretty standard methods, so I'm sure there will be overlap. Please let me know if there is, and I'll link to the other build for transparency's sake!


Term glossary:
  • [#]mob: A mob of # enemies. For example, a fourmob is a group of four enemies.
  • [#]shot: The number of hits it takes to kill an enemy. To oneshot something is to take it out in one hit; threeshot takes three hits.
  • brawler: An enemy or dragon that uses primarily physical attacks (scratch, shred, eliminate, etc.).
  • mage: An enemy or dragon that uses primarily magical abilities (meditate, contuse, aid, etc.).

Table of contents wrote:
  1. Intro
    • Mission statement, build philosophies, term glossary
  2. Housekeeping
    • Updates, progress, FAQ, pinglists
  3. Mire Mercenary; solo
    • Guide complete
  4. Workshop Wreckers; duo
    • Guide complete
  5. Ruin Runner; solo
    • Guide complete
  6. Portal Patrol; duo
    • Guide complete
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Housekeeping
Updates:
I'm working on the mental prep required to completely rehaul the organisation of this thread. It's a haphazard mess at the moment and that's bothering me. I've also gotten rid of almost all of my previous dragons, oops.

Progress + current build:
Just Kelp Cutter left. Might try to work on it during NotN.


[blah blah talk here]

FAQ:
  • Can you give me an exact turn breakdown and what to do in every eventuality?
    • No. I really appreciate your interest in my builds. Honestly, I never expected this small dumb mishmash of a guide to do this well and work for so many people. But I'm gonna be real, this thread is already a ton of work and it's super basic as is. I don't have the time, energy, or ability to make this a step-by-step how to guide. I struggle with migraines, headaches, and strain injuries on top of mental health nonsense. It's just not feasible.
    • I get it can be frustrating to work out someone else's thought process, but it would require hours upon hours of research to give a step-by-step breakdown to the level of detail and quality I'd end up having to.
    • Plus, I want this guide to be a starting point for you to find your own style. Heck, if you wanted to make a guide of your own because something I'm doing just isn't working for you, that would be amazing!
    • Jump in! Mess around! Screw up! Fail! Try again! Learn what works for you! The only thing you have to lose is a few battles and some food. Ultimately, I think you'll learn more if you just futz around and find out for yourself.
  • Can I use your builds as inspiration for my own?
    • Oh man, yes! Of course! That's the entire point of me documenting any of this. Just give credit if it's small tweaks, but otherwise go ham. Be free to make as many bulky endurance grinders as you want! I don't have a monopoly on the idea and I use very standard methods. Go absolutely nuts, my friend! And hey, if you do get inspired by my stuff, absolutely drop me a link. I wanna see!


Pinglists:
  • General:
    • !CaliCa1 !daniil !AWB !Evirin !Jorybear !jotunn !ThistleProse !winterbright
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Housekeeping
Updates:
I'm working on the mental prep required to completely rehaul the organisation of this thread. It's a haphazard mess at the moment and that's bothering me. I've also gotten rid of almost all of my previous dragons, oops.

Progress + current build:
Just Kelp Cutter left. Might try to work on it during NotN.


[blah blah talk here]

FAQ:
  • Can you give me an exact turn breakdown and what to do in every eventuality?
    • No. I really appreciate your interest in my builds. Honestly, I never expected this small dumb mishmash of a guide to do this well and work for so many people. But I'm gonna be real, this thread is already a ton of work and it's super basic as is. I don't have the time, energy, or ability to make this a step-by-step how to guide. I struggle with migraines, headaches, and strain injuries on top of mental health nonsense. It's just not feasible.
    • I get it can be frustrating to work out someone else's thought process, but it would require hours upon hours of research to give a step-by-step breakdown to the level of detail and quality I'd end up having to.
    • Plus, I want this guide to be a starting point for you to find your own style. Heck, if you wanted to make a guide of your own because something I'm doing just isn't working for you, that would be amazing!
    • Jump in! Mess around! Screw up! Fail! Try again! Learn what works for you! The only thing you have to lose is a few battles and some food. Ultimately, I think you'll learn more if you just futz around and find out for yourself.
  • Can I use your builds as inspiration for my own?
    • Oh man, yes! Of course! That's the entire point of me documenting any of this. Just give credit if it's small tweaks, but otherwise go ham. Be free to make as many bulky endurance grinders as you want! I don't have a monopoly on the idea and I use very standard methods. Go absolutely nuts, my friend! And hey, if you do get inspired by my stuff, absolutely drop me a link. I wanna see!


Pinglists:
  • General:
    • !CaliCa1 !daniil !AWB !Evirin !Jorybear !jotunn !ThistleProse !winterbright
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
[center][url=https://www1.flightrising.com/forums/gde/2889883#post_2889883]Intro[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091242]Housekeeping[/url] {[b]Mire Mercenary[/b] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091244]Workshop Wreckers[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091247]Ruin Runner[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091249]Portal Patrol[/url] | Kelp Cutters}[/center] ----- [center][size=6][b][u]Mire Mercenary[/u][/b] (solo build)[/size] [b]Base build:[/b] By Maki! It can be found [url=https://www1.flightrising.com/forums/gde/1344211/14#post_37194677]here[/url]. I haven't changed much at all, because it's almost exactly what I wanted. EDIT: welp I tweaked it oops [/center] ----- So, you want to level two trainees quickly, huh? Well, this is the build for you [s]and personally what I use to train most of my dragons[/s]. [b]Has since been completely upstaged by the [url=https://www1.flightrising.com/forums/gde/2889883#post_44091247]Ruin Runner[/url]! Things dodge [i]so much less[/i] in the Ruins.[/b] It's essentially a Mire Flyer focused on lasting for as long as you want to spend in the coli. It's nothing spectacular, but it sure gets the job done. Here's my Mercenary and her build: [columns] [center][url=https://www1.flightrising.com/dragon/48026754][img]https://cdn.discordapp.com/attachments/685512510127734834/737075432570224830/48026754.png[/img][/url] [img]https://www1.flightrising.com/static/layout/revamp/banners/arcane_large.png[/img] [color=transparent]———————————————————[/color] [/center][nextcol] [center][img]https://cdn.discordapp.com/attachments/685512510127734834/738090882963865610/Screen_Shot_2020-07-29_at_10.48.59_AM.png[/img][/center][/columns] Her name is Charlatan and we don't comment on her appearance. [size=4][u][b]The breakdown.[/b][/u][/size] [LIST] [*][b]Element.[/b] [LIST] [*][b]Arcane[/b] gives you no weaknesses to mages or bosses, as well as a resistance to two mages (common podid and psywurm). [/LIST] [*][b]Stats.[/b] [LIST] [*][b]STR.[/b] 119 allows you to rallyelim or scratch/sapelim every enemy excluding the bosses. [*][b]QCK.[/b] 64 gets you an extra turn before anything moves (other than against psywurm, sickle kamaitachi, and salve kamaitachi), so you have four starting turns instead of just three, provided of course that you use haste. [*][b]VIT.[/b] Yeah. I know. 28 VIT is ridiculous, you're saying. I say it's not. You can reliably kill the bosses with this build. Mercenaries are sturdy for a reason. This is actually slightly lower than Maki's VIT, which I did because... [*][b]DEF.[/b] A bit more DEF means you take less damage from all brawlers, which are the only ones hitting you reliably. Personally I think it's worth it, because you only lose like 60 max health. [*][b]AGI.[/b] The leftover points went into AGI because of the horrible mechanic that is dodging. If I can cut down on how much those [i]rude[/i] weasels dodge literally any amount, I'll take it. I found I wasn't struggling for breath or health if the rolls are decent, so why not have a little extra chance of getting a crit sap? [/LIST] [*][b]Stones.[/b] [LIST] [*][b]Scratch.[/b] Pretty standard, as builds go. [*][b]Eliminate.[/b] This stone does most of the legwork and you absolutely need it. [*][b]Haste.[/b] Gives you an extra turn at the start of most fights, plus more over the fight. You can likely run this build without haste and using a different stone, but you'll likely take a lot more damage overall. [*][b]Rally.[/b] Just as critical as elim. It lets you completely oneshot everything in the venue, short of the bosses with one elim. It also, importantly, lets you threeshot everything except for brilliant psywurms and mossy cerdae with scratch (they take four hits regardless of rally or not). [*][b]Sap.[/b] I've seen people say that sap is optional. I take extreme exception to this. If you want to last at all, you need it. Sure, it doesn't heal much, but you also don't take that much damage. Use it in place of scratch as you need to recover health (and try to only use it when rallied to get the most for your breath). [/LIST] [/LIST] [size=4][u][b]General usage tips.[/b][/u][/size] 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? [u][b]Enemies.[/b][/u] [LIST] [*][b]Bosses[/b]; Both are brawlers. [LIST] [*][item=wartoad][item=molten wartoad] [/LIST] [*][b]Brawlers[/b]; Arranged in the order you should take them out, though beyond taking scythes out first it doesn't really matter. [*][i]Scythes are fast enough to cut into your opening turns, even when hasted. If you have a threemob of only scythes, do not bother hasting. Just rally and smash.[/i] [LIST] [*][item=Scythe Kamaitachi][item=Sickle Kamaitachi][item=Venomous Toridae][item=Poisonous Toridae][item=Southmarsh Podid][item=Shellion] [/LIST] [*][b]Mages[/b]; Arranged in the order you should take them out. Mistwatch shellions are the most dangerous mage, because they can freeze you solid. Blackwing croakers are also dangerous, as they can blind. Everything else is fine, and the salve kamaitachi along with wetland unicorns can be dealt with dead last because they can only contuse and often waste turns healing. [*][i]Salves and psywurms are fast enough to cut into your opening turns, even when hasted.[/i] [*][i][b]NOTE:[/b] Unless your Mercenary is an element that resists lightning (arcane, wind, lightning, and earth), prioritise taking out common podids after mistwatch shellions. Lightning's magic ability can paralyse, which is functionally the same as congeal's secondary effect.[/i] [LIST] [*][item=mistwatch shellion][item=blackwing croaker][item=Brilliant Psywurm][item=Psywurm][item=Mossy Cerdae][item=Heartred Croaker][item=common podid][item=Salve Kamaitachi][item=Wetland Unicorn] [/LIST] [*]I personally have a blood feud with brilliant psywurms as it feels like they dodge 50% of the time so I prioritise taking them out. [/LIST] [u][b]Turn + setup tips.[/b][/u] [LIST] [*]I set up on any mob that has at least two mages (but [b]not[/b] mistwatch shellions or blackwing croakers unless there's only one, in which case I take it out first. Do not try to set up on a mob that has a brawler and one of those two demons). Just haste, and if it's a threemob, rally and just start scratching. [*]I start every fight with haste, then rally, then eliminate two enemies. [LIST] [*][b]Except[/b] for threemobs of scythes. You take an extra turn of damage if you haste and rally, so just rally up, kill two before they move, and then kill the last one. [/LIST] [*]You can pretty reliably take on the toads. As long as you roll decently, you can beat them with ~50% health, almost full breath, and at least one trainee alive. Keep hasted and rallied, and unload as many elims as you can. If your trainees get to move, use their turns to heal your Mercenary. [/LIST]
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Mire Mercenary
(solo build)

Base build:
By Maki! It can be found here.
I haven't changed much at all, because it's almost exactly what I wanted.

EDIT: welp I tweaked it oops

So, you want to level two trainees quickly, huh? Well, this is the build for you and personally what I use to train most of my dragons.
Has since been completely upstaged by the Ruin Runner! Things dodge so much less in the Ruins.

It's essentially a Mire Flyer focused on lasting for as long as you want to spend in the coli. It's nothing spectacular, but it sure gets the job done.

Here's my Mercenary and her build:
48026754.png
arcane_large.png
———————————————————
Screen_Shot_2020-07-29_at_10.48.59_AM.png
Her name is Charlatan and we don't comment on her appearance.

The breakdown.
  • Element.
    • Arcane gives you no weaknesses to mages or bosses, as well as a resistance to two mages (common podid and psywurm).
  • Stats.
    • STR. 119 allows you to rallyelim or scratch/sapelim every enemy excluding the bosses.
    • QCK. 64 gets you an extra turn before anything moves (other than against psywurm, sickle kamaitachi, and salve kamaitachi), so you have four starting turns instead of just three, provided of course that you use haste.
    • VIT. Yeah. I know. 28 VIT is ridiculous, you're saying. I say it's not. You can reliably kill the bosses with this build. Mercenaries are sturdy for a reason. This is actually slightly lower than Maki's VIT, which I did because...
    • DEF. A bit more DEF means you take less damage from all brawlers, which are the only ones hitting you reliably. Personally I think it's worth it, because you only lose like 60 max health.
    • AGI. The leftover points went into AGI because of the horrible mechanic that is dodging. If I can cut down on how much those rude weasels dodge literally any amount, I'll take it. I found I wasn't struggling for breath or health if the rolls are decent, so why not have a little extra chance of getting a crit sap?
  • Stones.
    • Scratch. Pretty standard, as builds go.
    • Eliminate. This stone does most of the legwork and you absolutely need it.
    • Haste. Gives you an extra turn at the start of most fights, plus more over the fight. You can likely run this build without haste and using a different stone, but you'll likely take a lot more damage overall.
    • Rally. Just as critical as elim. It lets you completely oneshot everything in the venue, short of the bosses with one elim. It also, importantly, lets you threeshot everything except for brilliant psywurms and mossy cerdae with scratch (they take four hits regardless of rally or not).
    • Sap. I've seen people say that sap is optional. I take extreme exception to this. If you want to last at all, you need it. Sure, it doesn't heal much, but you also don't take that much damage. Use it in place of scratch as you need to recover health (and try to only use it when rallied to get the most for your breath).


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.
  • Brawlers; Arranged in the order you should take them out, though beyond taking scythes out first it doesn't really matter.
  • Scythes are fast enough to cut into your opening turns, even when hasted. If you have a threemob of only scythes, do not bother hasting. Just rally and smash.
  • Mages; Arranged in the order you should take them out. Mistwatch shellions are the most dangerous mage, because they can freeze you solid. Blackwing croakers are also dangerous, as they can blind. Everything else is fine, and the salve kamaitachi along with wetland unicorns can be dealt with dead last because they can only contuse and often waste turns healing.
  • Salves and psywurms are fast enough to cut into your opening turns, even when hasted.
  • NOTE: Unless your Mercenary is an element that resists lightning (arcane, wind, lightning, and earth), prioritise taking out common podids after mistwatch shellions. Lightning's magic ability can paralyse, which is functionally the same as congeal's secondary effect.
  • I personally have a blood feud with brilliant psywurms as it feels like they dodge 50% of the time so I prioritise taking them out.

Turn + setup tips.
  • I set up on any mob that has at least two mages (but not mistwatch shellions or blackwing croakers unless there's only one, in which case I take it out first. Do not try to set up on a mob that has a brawler and one of those two demons). Just haste, and if it's a threemob, rally and just start scratching.
  • I start every fight with haste, then rally, then eliminate two enemies.
    • Except for threemobs of scythes. You take an extra turn of damage if you haste and rally, so just rally up, kill two before they move, and then kill the last one.
  • You can pretty reliably take on the toads. As long as you roll decently, you can beat them with ~50% health, almost full breath, and at least one trainee alive. Keep hasted and rallied, and unload as many elims as you can. If your trainees get to move, use their turns to heal your Mercenary.

—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
[center][url=https://www1.flightrising.com/forums/gde/2889883#post_2889883]Intro[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091242]Housekeeping[/url] {[url=https://www1.flightrising.com/forums/gde/2889883#post_44091243]Mire Mercenary[/url] | [b]Workshop Wreckers[/b] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091247]Ruin Runner[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091249]Portal Patrol[/url] | Kelp Cutters}[/center] ----- [center][size=6][b][u]Workshop Wreckers[/u][/b][/size] [b]Base build:[/b] This is my take on [url=https://www1.flightrising.com/forums/fl5/2090381#post_2090381]Nelson's workshop duo[/url] (it's in the lightning forums, so apologies if you can't see it), who heavily tweaked [url=https://www1.flightrising.com/forums/gde/1666709/1]celelorien's setup[/url]. This one's got Depth! I changed the brawler's element, as well as fine tuned some stats. Nothing too major though! [/center] ----- 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: [columns] [center][url=https://www1.flightrising.com/dragon/60198406][img]https://www1.flightrising.com/rendern/avatars/601985/60198406.png[/img][/url] [img]https://www1.flightrising.com/static/layout/revamp/banners/wind_large.png[/img] [color=transparent]———————————————————[/color] [/center][nextcol] [center][img]https://cdn.discordapp.com/attachments/685512510127734834/777577687786061844/Screen_Shot_2020-11-15_at_8.55.07_AM.png[/img][/center][/columns] And Timberwolf, the brawler: [columns] [center][url=https://www1.flightrising.com/dragon/62610976][img]https://www1.flightrising.com/rendern/avatars/626110/62610976.png[/img][/url] [img]https://www1.flightrising.com/static/layout/revamp/banners/fire_large.png[/img] [color=transparent]———————————————————[/color] [/center][nextcol] [center][img]https://cdn.discordapp.com/attachments/685512510127734834/737788567287496764/Screen_Shot_2020-07-28_at_2.47.03_PM.png[/img][/center][/columns] [size=4][u][b]The breakdown.[/b][/u] —— [i]the mage[/i][/size] [LIST] [*][b]Position.[/b] [LIST] [*][b]The mage[/b] 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. [/LIST] [*][b]Element.[/b] [LIST] [*][b]Wind[/b] 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. [/LIST] [*][b]Stats.[/b] [LIST] [*][b]INT.[/b] 122 gives you just the bare minimum to allow contuse to stand in for scratch. [*][b]QCK.[/b] Like the brawler, 60 is all you need. [*][b]VIT.[/b] "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. [*][b]DEF.[/b] 12 DEF allows you to take less damage from brawlers, which is needed. [*][b]AGI.[/b] Again, just where I put spare points. [/LIST] [*][b]Stones.[/b] [LIST] [*][b]Meditate.[/b] Required for massive breath gain. [*][b]Contuse.[/b] 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. [*][b]Regeneration.[/b] 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. [*][b]Rally.[/b] I don't think this is possible without rally. First turn every fight, you rally your brawler. [*][b]Disorient.[/b] 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. [/LIST] [/LIST] [size=4][u][b]The breakdown.[/b][/u] —— [i]the brawler[/i][/size] [LIST] [*][b]Position.[/b] [LIST] [*][b]The brawler[/b] 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. [/LIST] [*][b]Element.[/b] [LIST] [*][b]Fire[/b] 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. [/LIST] [*][b]Stats.[/b] [LIST] [*][b]STR.[/b] 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. [*][b]QCK.[/b] 60 is all you need. [*][b]VIT.[/b] 20 VIT lets you die less and is the most you can fit on this build. [*][b]DEF.[/b] 10 DEF is a nice little help when dealing with brawlers and bosses. [*][b]AGI.[/b] This is just where i put spare points honestly. [/LIST] [*][b]Stones.[/b] [LIST] [*][b]Scratch.[/b] Pretty standard, as builds go. [*][b]Eliminate.[/b] This stone does most of the legwork and you absolutely need it. [*][b]Blazing Slash.[/b] 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. [*][b]Shred.[/b] 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. [*][b]Sap.[/b] 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. [/LIST] [/LIST] [size=4][u][b]General usage tips.[/b][/u][/size] 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? [u][b]Enemies.[/b][/u] [LIST] [*][b]Bosses[/b]; Both are brawlers. [LIST] [*][item=frost delver][item=stone borer] [/LIST] [*][b]Brawlers[/b]; Arranged in the order you should take them out, though all the actual threats are slow enough that it doesn't matter much. [LIST] [*][item=scrapmetal tracker][item=war smith][item=clatterclog engineer][item=black iron creeper][item=coppercoil creeper][item=copperplate longmech][item=construction mith][item=sentinel mith][item=geartoggle smith][item=longmech][item=mechanical destroyer][item=robotic tender][item=steelhound][item=monkey wrench] [/LIST] [*][b]Mages[/b]; 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. [*][i]the golems, tribeams and jellies are fast, but you can oneshot them with a rallied elim.[/i] [LIST] [*][item=workshop monitor][item=jelly drone][item=tribeam lurker][item=mistral minion][item=spellbound golem][item=tribeam hunter][item=swift volt][item=swift lumen][item=gearspring pocketmouse][item=wind-up pocketmouse][item=chromefeather lookout][item=sentry squawker] [/LIST] [/LIST] [u][b]Turn + setup tips.[/b][/u] [LIST] [*]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! [/LIST] :D
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:
60198406.png
wind_large.png
———————————————————
Screen_Shot_2020-11-15_at_8.55.07_AM.png
And Timberwolf, the brawler:
62610976.png
fire_large.png
———————————————————
Screen_Shot_2020-07-28_at_2.47.03_PM.png


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.
  • Brawlers; Arranged in the order you should take them out, though all the actual threats are slow enough that it doesn't matter much.
  • 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.

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
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
[center][url=https://www1.flightrising.com/forums/gde/2889883#post_2889883]Intro[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091242]Housekeeping[/url] {[url=https://www1.flightrising.com/forums/gde/2889883#post_44091243]Mire Mercenary[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091244]Workshop Wreckers[/url] | [b]Ruin Runner[/b] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091249]Portal Patrol[/url] | Kelp Cutters}[/center] ----- [center][size=6][b][u]Ruin Runner[/u][/b] (solo build)[/size] [b]Base build:[/b] Only the STR and QCK values were referenced from other builds. The rest is my own blend of nonsense. [/center] ----- This is now where I live when I coli. You get less EXP per mob, but there are no twomobs, your trainer can be so much tankier, you're faster, and most importantly... things dodge way less than in the Mire. Here's my Runner: [columns] [center][url=https://www1.flightrising.com/dragon/66039327][img]https://www1.flightrising.com/rendern/avatars/660394/66039327.png[/img][/url] [img]https://www1.flightrising.com/static/layout/revamp/banners/nature_large.png[/img] [color=transparent]———————————————————[/color] [/center][nextcol] [center][img]https://cdn.discordapp.com/attachments/685512510127734834/798430418969165854/Screen_Shot_2021-01-11_at_9.56.39_PM.png[/img][/center][/columns] [size=4][u][b]The breakdown.[/b][/u][/size] [LIST] [*][b]Element.[/b] [LIST] [*][b]Nature[/b] gives you no weaknesses to any mages, and resistances to several (otherworldly aura and longneck scholar). It also lets you resist a boss' elemental slash (malevolent spirit). [/LIST] [*][b]Stats.[/b] [LIST] [*][b]STR.[/b] 115 allows you to rallyelim or scratch/sapelim every enemy excluding the bosses. [*][b]QCK.[/b] 70 gets you an additional starting turn, as well as two turns in a row against everything including bosses. You should really keep haste up the entire time. [*][b]VIT.[/b] 26 VIT is a nice chunk of health that lets you stand a chance against the bosses and not worry much while setting up. It also provides a decent buffer against misses and misclicks. [*][b]DEF.[/b] DEF is your friend and I find this lets you set up on mobs that include a brawler pretty easily. [*][b]MND.[/b] I had some extra points, so I slapped them into MND and I haven't regretted anything. Just a bit more insurance for starting mobs. [*][b]AGI.[/b] Again, as with my other builds, I find it helps to have a bit extra in AGI if you can spare it. Crit saps are so helpful. [/LIST] [*][b]Stones.[/b] [LIST] [*][b]Scratch.[/b] You really do need this for damage output. [*][b]Eliminate.[/b] High damage nuke that you definitely need. [*][b]Haste.[/b] You could likely run this build without haste— I know I'd done something similar years ago, swapping it for shred, but the guaranteed doubled turns are too nice to pass up on. [*][b]Rally.[/b] This thing is absolutely necessary. Rallied elim oneshots everything in the venue short of bosses (which it juuuust short of fourshots). While rallied you can also threeshot scratch literally anything that isn't a boss, a reaper, a hound, or a longneck scholar/medium. [*][b]Sap.[/b] In my humble opinion, you [i]have[/i] to have sap. Yeah, it's a pretty bad heal. Yeah, it costs too much for what it does. But it's your only real option and it allows you to go for hours, providing RNGesus isn't extremely rude. [/LIST] [/LIST] [size=4][u][b]General usage tips.[/b][/u][/size] 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? [u][b]Enemies.[/b][/u] [LIST] [*][b]Bosses[/b]; Both are brawlers. The malevolent spirit is an absolute chump to a nature dragon, while the disoriented kills 80% of the time; shred is absolutely no joke. Stay in on the disoriented, but be liberal with your potions and be ready to reset. Thankfully, they're a lot rarer than the malevolents. [LIST] [*][item=malevolent spirit][item=disoriented spirit] [/LIST] [*][b]Brawlers[/b]; Arranged in the order you should take them out. If you have a threemob of brawlers with a pronghorn hunter or stomper, leave it till last. The pronghorn brawlers are slow enough that you get three turns after they go as opposed to two (if you're hasted). [LIST] [*][item=shatterbone vulture][item=tatterwing carcass][item=greybeak reaper][item=tengu caller][item=wraith hound][item=infestation hound][item=nightmare][item=carrioncorn][item=pronghorn hunter][item=pronghorn stomper] [/LIST] [*][b]Mages[/b]; Arranged in the order you should take them out. None of these are a threat. Blind from somber spirits is a pain, but otherwise no one here is worth your time. [LIST] [*][item=somber spirit][item=otherworldly aura][item=longneck scholar][item=longneck medium][item=aer phantom][item=lux spectre] [/LIST] [/LIST] [u][b]Turn + setup tips.[/b][/u] [LIST] [*]I set up on any mob that has at least two mages. Just haste, and if it's a threemob, rally and just start scratching. [*]I start every fight with haste, then rally, then eliminate two enemies. [LIST] [*]After these two elims, provided nothing dodged, the last remaining enemy will have a turn— unless it's a pronghorn hunter or stomper. Then you get three, which I use to heal and regain breath because you can rallied scratch threeshot everything in here save the longneck mages.[/LIST] [*]The bosses can be a bit rough, depending how they roll for dodges and crits, and who they target. I've taken on three back to back, but that requires being very aware of your turns, how you're buffing, and guzzling potions. Usually you won't have issues dealing with the typical one in a while, and even two in a row is doable. [/LIST]
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Ruin Runner
(solo build)

Base build:
Only the STR and QCK values were referenced from other builds. The rest is my own blend of nonsense.

This is now where I live when I coli. You get less EXP per mob, but there are no twomobs, your trainer can be so much tankier, you're faster, and most importantly... things dodge way less than in the Mire.


Here's my Runner:
66039327.png
nature_large.png
———————————————————
Screen_Shot_2021-01-11_at_9.56.39_PM.png

The breakdown.
  • Element.
    • Nature gives you no weaknesses to any mages, and resistances to several (otherworldly aura and longneck scholar). It also lets you resist a boss' elemental slash (malevolent spirit).
  • Stats.
    • STR. 115 allows you to rallyelim or scratch/sapelim every enemy excluding the bosses.
    • QCK. 70 gets you an additional starting turn, as well as two turns in a row against everything including bosses. You should really keep haste up the entire time.
    • VIT. 26 VIT is a nice chunk of health that lets you stand a chance against the bosses and not worry much while setting up. It also provides a decent buffer against misses and misclicks.
    • DEF. DEF is your friend and I find this lets you set up on mobs that include a brawler pretty easily.
    • MND. I had some extra points, so I slapped them into MND and I haven't regretted anything. Just a bit more insurance for starting mobs.
    • AGI. Again, as with my other builds, I find it helps to have a bit extra in AGI if you can spare it. Crit saps are so helpful.
  • Stones.
    • Scratch. You really do need this for damage output.
    • Eliminate. High damage nuke that you definitely need.
    • Haste. You could likely run this build without haste— I know I'd done something similar years ago, swapping it for shred, but the guaranteed doubled turns are too nice to pass up on.
    • Rally. This thing is absolutely necessary. Rallied elim oneshots everything in the venue short of bosses (which it juuuust short of fourshots). While rallied you can also threeshot scratch literally anything that isn't a boss, a reaper, a hound, or a longneck scholar/medium.
    • Sap. In my humble opinion, you have to have sap. Yeah, it's a pretty bad heal. Yeah, it costs too much for what it does. But it's your only real option and it allows you to go for hours, providing RNGesus isn't extremely rude.


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. The malevolent spirit is an absolute chump to a nature dragon, while the disoriented kills 80% of the time; shred is absolutely no joke. Stay in on the disoriented, but be liberal with your potions and be ready to reset. Thankfully, they're a lot rarer than the malevolents.
  • Brawlers; Arranged in the order you should take them out. If you have a threemob of brawlers with a pronghorn hunter or stomper, leave it till last. The pronghorn brawlers are slow enough that you get three turns after they go as opposed to two (if you're hasted).
  • Mages; Arranged in the order you should take them out. None of these are a threat. Blind from somber spirits is a pain, but otherwise no one here is worth your time.

Turn + setup tips.
  • I set up on any mob that has at least two mages. Just haste, and if it's a threemob, rally and just start scratching.
  • I start every fight with haste, then rally, then eliminate two enemies.
    • After these two elims, provided nothing dodged, the last remaining enemy will have a turn— unless it's a pronghorn hunter or stomper. Then you get three, which I use to
      heal and regain breath because you can rallied scratch threeshot everything in here save the longneck mages.
  • The bosses can be a bit rough, depending how they roll for dodges and crits, and who they target. I've taken on three back to back, but that requires being very aware of your turns, how you're buffing, and guzzling potions. Usually you won't have issues dealing with the typical one in a while, and even two in a row is doable.
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
[center][url=https://www1.flightrising.com/forums/gde/2889883#post_2889883]Intro[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091242]Housekeeping[/url] {[url=https://www1.flightrising.com/forums/gde/2889883#post_44091243]Mire Mercenary[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091244]Workshop Wreckers[/url] | [url=https://www1.flightrising.com/forums/gde/2889883#post_44091247]Ruin Runner[/url] | [b]Portal Patrol[/b] | Kelp Cutters}[/center] ----- [center][size=6][b][u]Portal Patrol[/u][/b][/size] [b]Base build:[/b] This build is pretty much from scratch; it's based on my own Workshop Wreckers and you can do absolutely fine with a pair of Wreckers in the Portal. I use the same elements for both, actually, which really helps with the bosses. [/center] ----- Got a hankering for some eldritch combat? Want to convince some extradimensional beasties to be your friend by proving how buff your dragons are? Either way, if you want to be able to absolutely breeze through the Portal and go for hours, this is for you! The Portal is objectively easier than the Workshop, so honestly you could probably run something close to this build untinctured. Here are my two. Aether, the mage: [columns] [center][url=https://www1.flightrising.com/dragon/38291350][img]https://www1.flightrising.com/rendern/avatars/382914/38291350.png[/img][/url] [img]https://www1.flightrising.com/static/layout/revamp/banners/wind_large.png[/img] [color=transparent]———————————————————[/color] [/center][nextcol] [center][img]https://cdn.discordapp.com/attachments/685512510127734834/795318505603858482/Screen_Shot_2021-01-03_at_7.51.05_AM.png[/img][/center][/columns] And Coffins, the brawler: [columns] [center][url=https://www1.flightrising.com/dragon/51738098][img]https://www1.flightrising.com/rendern/avatars/517381/51738098.png[/img][/url] [img]https://www1.flightrising.com/static/layout/revamp/banners/fire_large.png[/img] [color=transparent]———————————————————[/color] [/center][nextcol] [center][img]https://cdn.discordapp.com/attachments/685512510127734834/795317924763664434/Screen_Shot_2021-01-03_at_7.48.47_AM.png[/img][/center][/columns] [size=4][u][b]The breakdown.[/b][/u] —— [i]the mage[/i][/size] [LIST] [*][b]Position.[/b] [LIST] [*][b]The mage[/b] 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. However! Some mobs of enemies are fast enough to get between the mage and brawler (the medusa leons in particular) and you have to be aware of that so you don't mindlessly eliminate something you can't oneshot. [/LIST] [*][b]Element.[/b] [LIST] [*][b]Wind[/b] is my standard go-to mage element purely because of disorient. Not only that, but with a fire/wind pair you have no weaknesses to the bosses and in fact resist both of them. This specific element combo makes the void wyverns scary, but it's rarely an issue in my experience. [/LIST] [*][b]Stats.[/b] [LIST] [*][b]INT.[/b] 125 gives your disorient the most power possible which is useful on the bosses (and if you want to be able to disorient + rallied scratch the tattertail bilworpers, you need 128 INT which cuts into other stats too much to be feasible, in my opinion). [*][b]QCK.[/b] 60 is about all you need. Do note that the mage is actually three points faster than the brawler to mitigate the weird turn flipping stuff that some mobs seem to cause. It does still happen, but less than it would if they had the same QCK. [*][b]VIT.[/b] If you thought the VIT on the Wreckers was low, I regret to inform you that the mage of Portal Patrol sports a measly 11 VIT. Trust me, only the bosses are remotely a threat if you're paying any kind of attention at all. [*][b]DEF.[/b] Just the one extra point. [*][b]AGI.[/b] No extra points here other than what your scholars give you. [/LIST] [*][b]Stones.[/b] [LIST] [*][b]Meditate.[/b] Required for massive breath gain. [*][b]Contuse.[/b] 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. [*][b]Regeneration.[/b] 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. [*][b]Rally.[/b] I don't think this is possible without rally. First turn every fight, you rally your brawler. [*][b]Disorient.[/b] Between berserk and the increased damage output, this lets your brawler regain much-needed breath against all enemies weak to wind by doing roughly the same damage as an eliminate (EXCEPT tattertail bilworpers, who live a disorient and rallied scratch on a shred of health). Also extremely useful against fear frogs as it does a bit less than an eliminate and can berserk. [/LIST] [/LIST] [size=4][u][b]The breakdown.[/b][/u] —— [i]the brawler[/i][/size] [LIST] [*][b]Position.[/b] [LIST] [*][b]The brawler[/b] 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. Again, make sure you're paying attention to turn order because some enemies can split up your turns and mess up order. [/LIST] [*][b]Element.[/b] [LIST] [*][b]Fire[/b] gives you a moderate advantage over some mages, but more importantly it resists a boss. I'm sure there's a more optimal element, but this works fine. [/LIST] [*][b]Stats.[/b] [LIST] [*][b]STR.[/b] 125 might actually be a bit high, but it works and lets you get more health back with sap. [*][b]QCK.[/b] I use 57 to make space for stats in other places and you don't miss out on turns like this. [*][b]VIT.[/b] 20 VIT is the most you can fit in here, and is useful when setting up. [*][b]DEF.[/b] No extra DEF here. [*][b]AGI.[/b] And no extra AGI either. [/LIST] [*][b]Stones.[/b] [LIST] [*][b]Scratch.[/b] Pretty standard, as builds go. [*][b]Eliminate.[/b] This stone does most of the legwork and you absolutely need it. [*][b]Blazing Slash.[/b] I don't actually use this. Any enemies it'd be worth using on you're way better off scratching and eliminating for that little bit of breath gain. I keep it around for clutch damage against terror toads and that's it. [*][b]Shred.[/b] 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. [*][b]Sap.[/b] I use sap in the Portal way more than the Workshop. I often have a sliver of health and almost full breath on my brawler, and while the mage could heal that, it's a much better use of breath to dent enemies to take less damage overall. I'll replace a scratch here and there with a sap to improve longevity. [/LIST] [/LIST] [size=4][u][b]General usage tips.[/b][/u][/size] 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? [u][b]Enemies.[/b][/u] [LIST] [*][b]Bosses[/b]; Both are mages. [LIST] [*][item=fear frog][item=terror toad] [/LIST] [*][b]Brawlers[/b]; Arranged in the order you should take them out, though honestly I have no idea if any of them have elemental slashes or other abilities because I've never failed to kill one fast enough. [LIST] [*][item=ferberus][item=calico ferberus][item=giggling planesrunner][item=medusa leon][item=deeprealm leon][item=bearded pupowl][item=lap pupowl][item=barhide menace][item=aberrant chacma][item=tattertail bilworper][item=springfoot bilworper][item=sanguine multimist][item=sparksylph] [/LIST] [*][b]Mages[/b]; If you see a void wyvern, kill it as soon as possible (if you're running my elements). They're fast, they're super effective on both your dragons, and they hit hard. Everyone else is a medium to nonexistent threat. [*][i]you can oneshot both crown deer and the tentacle frogs with a rallied elim.[/i] [LIST] [*][item=void wyvern][item=mindless flight][item=all-seeing eye][item=everburn tangle][item=blushing tangle][item=spectre wyvern][item=portal watcher][item=frogspawn flyer][item=starspawn flyers][item=foolish prince] [/LIST] [/LIST] [u][b]Turn + setup tips.[/b][/u] [LIST] [*][i]Setup breakdown done by Aeranautics [b][url=https://www1.flightrising.com/forums/gde/2889883/6#post_45950871]here[/url][/b]! Thanks for this![/i] [*]You can set up on any mob that doesn't have more than two brawlers. I've set up no problem on bosses before, and I've had my brawler go down to a crit blind and recovered just fine. Unless you roll three or four missed elims and/or crits from enemies, you almost never have to stop. [*]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. [*]Because the Portal doesn't have any fourmobs (that I can recall? if I'm wrong I'll fix this!), it's much easier than the Workshop. That, coupled with the fact the bosses are mages and you're pretty much good. This is definitely my least tight build (there's likely a lot of space for optimising), and it does absolutely fine. You can even bring a pair of Workshop Wreckers in and have no issues. [/LIST] :D
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Portal Patrol
Base build:
This build is pretty much from scratch; it's based on my own Workshop Wreckers and you can do absolutely fine with a pair of Wreckers in the Portal.
I use the same elements for both, actually, which really helps with the bosses.

Got a hankering for some eldritch combat? Want to convince some extradimensional beasties to be your friend by proving how buff your dragons are? Either way, if you want to be able to absolutely breeze through the Portal and go for hours, this is for you!
The Portal is objectively easier than the Workshop, so honestly you could probably run something close to this build untinctured.

Here are my two.
Aether, the mage:
38291350.png
wind_large.png
———————————————————
Screen_Shot_2021-01-03_at_7.51.05_AM.png
And Coffins, the brawler:
51738098.png
fire_large.png
———————————————————
Screen_Shot_2021-01-03_at_7.48.47_AM.png


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. However! Some mobs of enemies are fast enough to get between the mage and brawler (the medusa leons in particular) and you have to be aware of that so you don't mindlessly eliminate something you can't oneshot.
  • Element.
    • Wind is my standard go-to mage element purely because of disorient. Not only that, but with a fire/wind pair you have no weaknesses to the bosses and in fact resist both of them. This specific element combo makes the void wyverns scary, but it's rarely an issue in my experience.
  • Stats.
    • INT. 125 gives your disorient the most power possible which is useful on the bosses (and if you want to be able to disorient + rallied scratch the tattertail bilworpers, you need 128 INT which cuts into other stats too much to be feasible, in my opinion).
    • QCK. 60 is about all you need. Do note that the mage is actually three points faster than the brawler to mitigate the weird turn flipping stuff that some mobs seem to cause. It does still happen, but less than it would if they had the same QCK.
    • VIT. If you thought the VIT on the Wreckers was low, I regret to inform you that the mage of Portal Patrol sports a measly 11 VIT. Trust me, only the bosses are remotely a threat if you're paying any kind of attention at all.
    • DEF. Just the one extra point.
    • AGI. No extra points here other than what your scholars give you.
  • 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. Between berserk and the increased damage output, this lets your brawler regain much-needed breath against all enemies weak to wind by doing roughly the same damage as an eliminate (EXCEPT tattertail bilworpers, who live a disorient and rallied scratch on a shred of health). Also extremely useful against fear frogs as it does a bit less than an eliminate and can berserk.


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. Again, make sure you're paying attention to turn order because some enemies can split up your turns and mess up order.
  • Element.
    • Fire gives you a moderate advantage over some mages, but more importantly it resists a boss. I'm sure there's a more optimal element, but this works fine.
  • Stats.
    • STR. 125 might actually be a bit high, but it works and lets you get more health back with sap.
    • QCK. I use 57 to make space for stats in other places and you don't miss out on turns like this.
    • VIT. 20 VIT is the most you can fit in here, and is useful when setting up.
    • DEF. No extra DEF here.
    • AGI. And no extra AGI either.
  • Stones.
    • Scratch. Pretty standard, as builds go.
    • Eliminate. This stone does most of the legwork and you absolutely need it.
    • Blazing Slash. I don't actually use this. Any enemies it'd be worth using on you're way better off scratching and eliminating for that little bit of breath gain. I keep it around for clutch damage against terror toads and that's it.
    • 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. I use sap in the Portal way more than the Workshop. I often have a sliver of health and almost full breath on my brawler, and while the mage could heal that, it's a much better use of breath to dent enemies to take less damage overall. I'll replace a scratch here and there with a sap to improve longevity.


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 mages.
  • Brawlers; Arranged in the order you should take them out, though honestly I have no idea if any of them have elemental slashes or other abilities because I've never failed to kill one fast enough.
  • Mages; If you see a void wyvern, kill it as soon as possible (if you're running my elements). They're fast, they're super effective on both your dragons, and they hit hard. Everyone else is a medium to nonexistent threat.
  • you can oneshot both crown deer and the tentacle frogs with a rallied elim.

Turn + setup tips.
  • Setup breakdown done by Aeranautics here! Thanks for this!
  • You can set up on any mob that doesn't have more than two brawlers. I've set up no problem on bosses before, and I've had my brawler go down to a crit blind and recovered just fine. Unless you roll three or four missed elims and/or crits from enemies, you almost never have to stop.
  • 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.
  • Because the Portal doesn't have any fourmobs (that I can recall? if I'm wrong I'll fix this!), it's much easier than the Workshop. That, coupled with the fact the bosses are mages and you're pretty much good. This is definitely my least tight build (there's likely a lot of space for optimising), and it does absolutely fine. You can even bring a pair of Workshop Wreckers in and have no issues.


:D
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Kelp Cutter

name's not even final oops
dunno if it's possible to solo this without medelim
honestly i really doubt it
Intro | Housekeeping
{Mire Mercenary | Workshop Wreckers | Ruin Runner | Portal Patrol | Kelp Cutters}

Kelp Cutter

name's not even final oops
dunno if it's possible to solo this without medelim
honestly i really doubt it
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
res
res
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
note to self on organisation— do the builds in venue order u dumdum

  1. intro
  2. housekeeping
  3. ruin runner
  4. mire mercenary
  5. kelp cutters
  6. workshop wreckers
  7. portal patrol
  8. notes, affiliates, thanks, links, all that extra stuff
note to self on organisation— do the builds in venue order u dumdum

  1. intro
  2. housekeeping
  3. ruin runner
  4. mire mercenary
  5. kelp cutters
  6. workshop wreckers
  7. portal patrol
  8. notes, affiliates, thanks, links, all that extra stuff
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
res
res
—— hostsdivine_forumsig_new.png
king | he/him
forum_smile.png

-HOSTS.DIVINE angel designs
-accent shop-
-i'll like your whole lair-
————————————————————————————
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