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TOPIC | [COLI] MireFisher - 2 Fodder - 120STR
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[center][img]http://i.imgur.com/cpPbyBp.png[/img] [img]https://i.imgur.com/hhsFHTb.png[/img] [img]https://i.imgur.com/6Em3VKY.png[/img] [img]https://i.imgur.com/t75SpEm.png[/img][/center] [size=2]An updated Mire Build utilizing the most of what the current 119STR gives and the new update. Shoutout to: - Culex (#34505) for the [url=http://www1.flightrising.com/forums/gde/1040710]How to Train Your Dragon[/url] Thread - brokenstone (#90693) for the [url=http://www1.flightrising.com/forums/gde/2234398]Guide to Mire Flying (revamped)[/url] and Fawkesian (181550) for the changes to that - Karitoriki (#252993) for confirmation regarding the needed STR for the new enemies - nahum (#338393) for mentioning that Lightning is also a preferable Element now thanks to the new enemies![/size] [center][size=2][color=#0f2c5c][i]Bio template & Graphics by Mibella, find it [url=http://www1.flightrising.com/forums/cc/2103505]here[/url].[/i][/color][/size][/center] ----- [size=2](dd/mm/yy) [b]Update 24/10/21[/b] - Because of the recent changes to the Fungal Garden & Armored Colony, 120STR is enough to Rally + Eliminate every enemy [b]Update 06/03/22[/b] - Optimal Turn order added for Initial Setup[/size] [img]https://i.imgur.com/3RrgWAt.png[/img] [center][size=5][b]Time to give the catfish a proper challenge![/b][/size] [img]https://i.imgur.com/z5wTvMH.png[/img][/center] [i][size=2][Info]Image Caption: Build Requirements as fellows 120 STR | 17 VIT | 68 QCK Scratch, Eliminate, Rally, 3x Berserker, 2x Ambush Sap or Shred are optional, Haste is not needed and can be replace.[/size][/i] Designed to Level 2 Fodder just like before with little changes to the overall strategy [b]Level 25 Dragon[/b] is a must as Rally grants additional STR based on Level, this build is optimized to the Point so a Level 24 Dragon will NOT kill with Eliminate [b]120STR[/b] is needed to Rally + Eliminate all enemies [b]17 VIT and 68 QCK[/b] are almost the same compared to the 18 VIT and 69 QCK the previous build has, so additional turns are guaranteed against slower enemies to make this build more dodge-forgiving [b]ALTERNATIVLY[/b] you can do 26 VIT and 64 QCK for much later extra turns but more tankyness as [url=https://www1.flightrising.com/forums/gde/3068799/2#post_49348115]Munchcatto[/url] pointed out! You can take bosses better & dont need to heal/reset as often when problems arise [b]Arcane or Lightning[/b] is preferable for maximizing damage dealt and minimizing damage taken by the most dangerous enemies like Psywurms or Bosses. Arcane are neutral against Psywurms but Lighting is weak to them tho it provides coverage against Bosses, especially if you consider adding thier elemental Slash. [b]Tincture is needed[/b] to archive these stats with [u]any[/u] dragon breed as they have preassigned stats [b]Scratch, Eliminate and Rally are MUST HAVES[/b], Sap allows recovery outside of using potions while also doing damage (especially when you get an all Kelpie encounter) and Haste is not needed acually, you could replace it with Shred to cause Bleed when you got hit with Contuse (which should only happen if you get an unfortunate dodge) [center][img]https://i.imgur.com/HooSPaf.png[/img][/center] [center][img]http://i.imgur.com/m90hpY6.png[/img][/center] [center][size=5][b]Optimal Turnorder![/b][/size][/center] [u]Setup:[/u] preferable 3 caster enemies (doable with 1 melee and 2 casters, focus melee first then) Your goal is the fellowing: Rally yourself and then scratch one enemy to death, fellowed with 1 Scratch to each remaining enemy, which grants you enough Breath to start using Eliminate and have enemies low enough to be killed by it as Rally has just run out. Note: Psywurms CAN survive 3 Scratches with very little HP left, it just means you might take an unneeded hit (Enemies lables as A,B,C) 1. Rally 2. Scratch A 3. Scratch A 4. Scratch A, enemy A down 5. Scratch B 6. Scratch C, rally runs out 7. Eliminate B, enemy B down 8. Eliminate C, enemy C down [center][url=https://i.imgur.com/SuBPToG.png][img]https://i.imgur.com/SuBPToG.png[/img][/url] (Start of Fight and Turn 7/End of Setup; click to enlarge) [img]https://i.imgur.com/6Em3VKY.png[/img][/center]
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An updated Mire Build utilizing the most of what the current 119STR gives and the new update.

Shoutout to:
- Culex (#34505) for the How to Train Your Dragon Thread

- brokenstone (#90693) for the Guide to Mire Flying (revamped) and Fawkesian (181550) for the changes to that

- Karitoriki (#252993) for confirmation regarding the needed STR for the new enemies

- nahum (#338393) for mentioning that Lightning is also a preferable Element now thanks to the new enemies!

Bio template & Graphics by Mibella, find it here.


(dd/mm/yy)
Update 24/10/21 - Because of the recent changes to the Fungal Garden & Armored Colony, 120STR is enough to Rally + Eliminate every enemy

Update 06/03/22 - Optimal Turn order added for Initial Setup

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Time to give the catfish a proper challenge!



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[Info]Image Caption: Build Requirements as fellows 120 STR | 17 VIT | 68 QCK
Scratch, Eliminate, Rally, 3x Berserker, 2x Ambush
Sap or Shred are optional, Haste is not needed and can be replace.


Designed to Level 2 Fodder just like before with little changes to the overall strategy

Level 25 Dragon is a must as Rally grants additional STR based on Level, this build is optimized to the Point so a Level 24 Dragon will NOT kill with Eliminate

120STR is needed to Rally + Eliminate all enemies

17 VIT and 68 QCK are almost the same compared to the 18 VIT and 69 QCK the previous build has, so additional turns are guaranteed against slower enemies to make this build more dodge-forgiving

ALTERNATIVLY you can do 26 VIT and 64 QCK for much later extra turns but more tankyness as Munchcatto pointed out!
You can take bosses better & dont need to heal/reset as often when problems arise

Arcane or Lightning is preferable for maximizing damage dealt and minimizing damage taken by the most dangerous enemies like Psywurms or Bosses.
Arcane are neutral against Psywurms but Lighting is weak to them tho it provides coverage against Bosses, especially if you consider adding thier elemental Slash.

Tincture is needed to archive these stats with any dragon breed as they have preassigned stats

Scratch, Eliminate and Rally are MUST HAVES, Sap allows recovery outside of using potions while also doing damage (especially when you get an all Kelpie encounter) and Haste is not needed acually, you could replace it with Shred to cause Bleed when you got hit with Contuse (which should only happen if you get an unfortunate dodge)
HooSPaf.png
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Optimal Turnorder!

Setup: preferable 3 caster enemies (doable with 1 melee and 2 casters, focus melee first then)

Your goal is the fellowing:
Rally yourself and then scratch one enemy to death, fellowed with 1 Scratch to each remaining enemy, which grants you enough Breath to start using Eliminate and have enemies low enough to be killed by it as Rally has just run out.

Note: Psywurms CAN survive 3 Scratches with very little HP left, it just means you might take an unneeded hit

(Enemies lables as A,B,C)
1. Rally
2. Scratch A
3. Scratch A
4. Scratch A, enemy A down
5. Scratch B
6. Scratch C, rally runs out
7. Eliminate B, enemy B down
8. Eliminate C, enemy C down
SuBPToG.png
(Start of Fight and Turn 7/End of Setup; click to enlarge)

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FR+9 | cQS6PnX.png | german
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- No voice to cry suffering. -
No random friend requests
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Great compromise between the old and new! I’m awful at remembering to scratch a single enemy, but I’ll just have to adjust in the new reality. XD

I would note that Lightning is also quite good since the new update! I believe the best elements are now Arcane and Lightning for flyers.
Great compromise between the old and new! I’m awful at remembering to scratch a single enemy, but I’ll just have to adjust in the new reality. XD

I would note that Lightning is also quite good since the new update! I believe the best elements are now Arcane and Lightning for flyers.
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@nahum

Thank you very much! I wanted to avoid having 2 pairs of enemies to remember to scratch so a slight adjustment to just make it 1 pair seems fitting, i am awful at remembering things too but seeing amadillos, which are literally drawn as tanks, makes it easier!

Good to now! Thank you very much for this information!
@nahum

Thank you very much! I wanted to avoid having 2 pairs of enemies to remember to scratch so a slight adjustment to just make it 1 pair seems fitting, i am awful at remembering things too but seeing amadillos, which are literally drawn as tanks, makes it easier!

Good to now! Thank you very much for this information!
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FR+9 | cQS6PnX.png | german
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- No voice to cry suffering. -
No random friend requests
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This is the build that has worked the best for me, thank you!
This is the build that has worked the best for me, thank you!
Works like a charm! Thanks for sharing! [emoji=fae star size=1]
Works like a charm! Thanks for sharing!
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Bump because this is the new meta now as Fungal Gardeners & Armored Colony have been adjusted to Rally + Eliminate with 120 STR
Bump because this is the new meta now as Fungal Gardeners & Armored Colony have been adjusted to Rally + Eliminate with 120 STR
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FR+9 | cQS6PnX.png | german
FObX7rS.png
- No voice to cry suffering. -
No random friend requests
_______
__
f44Zu0R.gif
__________
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i personally use a bit of a deviation from this! 120 str 64 qck 26 vit since 64 qck is enough to get some extra turns for sustain :D
i personally use a bit of a deviation from this! 120 str 64 qck 26 vit since 64 qck is enough to get some extra turns for sustain :D
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@Munchcatto

I am no expect on how QCK works, but would that be enough to grant the same amount of double turns against Salve Kamaitachi? (since its impossible to outspeed the Psywurms to do that)
@Munchcatto

I am no expect on how QCK works, but would that be enough to grant the same amount of double turns against Salve Kamaitachi? (since its impossible to outspeed the Psywurms to do that)
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- No voice to cry suffering. -
No random friend requests
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I may as well ask while I’m here…is there a difference between 68 and 69 QCK? I figured out how to calculate health, but I cannot figure out the QCK with the extra turns at the start.
I may as well ask while I’m here…is there a difference between 68 and 69 QCK? I figured out how to calculate health, but I cannot figure out the QCK with the extra turns at the start.
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@DarkVixen

The extra turn at the start is already granted when you are at 62QCK since you are equal to Psywurms with that and Players go always first anyway

The question is more if you are given those double turns after the start since a perfect battle takes 5 turns to finish, considering you start with 30+ Breath

Rally Yourself (+5 Breath, got to 35 Breath for Eliminate)
Eliminate Enemy 1
Eliminate Enemy 2
Enemy 3's Turn
Eliminate Enemy 3

If you are faced with a dodge, an extra turn after your 3rd Eliminate could make up for it with enough Breath

Honestly dont think there is any difference between 68 or 69 QCK
But 64 vs 68/69QCK tho
@DarkVixen

The extra turn at the start is already granted when you are at 62QCK since you are equal to Psywurms with that and Players go always first anyway

The question is more if you are given those double turns after the start since a perfect battle takes 5 turns to finish, considering you start with 30+ Breath

Rally Yourself (+5 Breath, got to 35 Breath for Eliminate)
Eliminate Enemy 1
Eliminate Enemy 2
Enemy 3's Turn
Eliminate Enemy 3

If you are faced with a dodge, an extra turn after your 3rd Eliminate could make up for it with enough Breath

Honestly dont think there is any difference between 68 or 69 QCK
But 64 vs 68/69QCK tho
plagueanim1.gif
FR+9 | cQS6PnX.png | german
FObX7rS.png
- No voice to cry suffering. -
No random friend requests
_______
__
f44Zu0R.gif
__________
__
WwEg4PF.png

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