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TOPIC | CP + HR + GLR - Ghysty Guiler - 2 Fodder
I'm trying to make meditate builds for each of the grinding venues, and this is my take on a build that can be used in Crystal Pools, Harpy's Roost, and Ghostlight Ruins.


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


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 build that can be used in Crystal Pools, Harpy's Roost, and Ghostlight Ruins.


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


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] 115 8 8 74 [nextcol] | | | | [nextcol] INT VIT MND [nextcol] 5 23 5 [nextcol] | | | | [nextcol] [b]Stones:[/b] Meditate Eliminate Berserker Ambush [nextcol] Sap Berserker Ambush [nextcol] Rally Berserker [nextcol] Haste [/columns] [img]https://i.postimg.cc/VzW3Wbbm/Stats.png[/img] The reasoning for the stats is as follows: Str 115 allows the Guiler to Rally + Elim everything in the venue (other than bosses). Qck 74 plus 30 from haste allows the Guiler to take 2 extra turns before the enemy (This is because it has 2x the qck of the fastest enemy). Vit 23 allows the Guiler to take quite a few hits before you have to refresh. Def 8 is where I put the remaining points.
Stats:
STR
AGI
DEF
QCK

115
8
8
74

|
|
|
|

INT
VIT
MND


5
23
5


|
|
|
|
Stones:
Meditate
Eliminate
Berserker
Ambush


Sap
Berserker
Ambush


Rally
Berserker



Haste



Stats.png

The reasoning for the stats is as follows:
Str 115 allows the Guiler to Rally + Elim everything in the venue (other than bosses).

Qck 74 plus 30 from haste allows the Guiler to take 2 extra turns before the enemy (This is because it has 2x the qck of the fastest enemy).

Vit 23 allows the Guiler to take quite a few hits before you have to refresh.

Def 8 is where I put the remaining points.
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 the 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. [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] | | | | | | | | | | | | [nextcol] [b]Rank[/b] Bad Doable Good Terrible Terrible Terrible Great Great Bad Doable Good [nextcol] | | | | | | | | | | | | [nextcol] [b]Resistant to[/b] 4 1 1 0 2 3 3 2 1 2 3 [nextcol] | | | | | | | | | | | | [nextcol] [b]Weak to[/b] 4 3 2 5 5 5 1 1 4 3 2 [/columns] ----- If you don't want to read the chart, here's the ranking from best to worst [b]1st (Great):[/b] Nature Plague [b]2nd (Good):[/b] Fire Wind [b]3rd (Doable):[/b] Earth Water [b]4th (Bad):[/b] Arcane Shadow [b]5th (Terrible):[/b] Ice Light Lightning ----- 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 the 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.

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
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|
|
|
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|
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|
Rank
Bad
Doable
Good
Terrible
Terrible
Terrible
Great
Great
Bad
Doable
Good
|
|
|
|
|
|
|
|
|
|
|
|
Resistant to
4
1
1
0
2
3
3
2
1
2
3
|
|
|
|
|
|
|
|
|
|
|
|
Weak to
4
3
2
5
5
5
1
1
4
3
2


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

1st (Great):
Nature
Plague

2nd (Good):
Fire
Wind

3rd (Doable):
Earth
Water

4th (Bad):
Arcane
Shadow

5th (Terrible):
Ice
Light
Lightning


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 at least 1 hit on one of your dragons.

Mages:
Apatite Fisher
Clearwater Oracle
Crystalhide Jester
Maren Warlock
Rhodochrosite Crane
Stonewatch Prince

Cardinal Hippogriff
Blue Tang Hippogriff
Mesacliff Harpy
Windcarve Harpy

Aer Phantom
Longneck Medium
Longneck Scholar
Lux Spectre
Otherworldly Aura
Somber Spirit






















Lightning
Neutral
Water
Plague
Arcane
Earth

Neutral
Lightning
Neutral
Wind

Wind
Nature
Neutral
Light
Arcane
Shadow





















Melee:
Almandine Sturgeon
Amber Gulper
Arctic Hippalectryon
Chalcedony Snipper
Crystalplate Stinger
Hawksbill Goliath
Hippalectryon
Moonbeam Crayfish
Sparkling Stinger
Windcarve Fugitive

Death Seeker
Storm Seeker
Masked Harpy
Stonewatch Harpy
Fallen Streak
Snow Streak
Bluemoon Aviar
Renegade Aviar
Clouddancer
Sunspot Clouddancer
Dodo
Brush Dodo
Hooded Dodo
Roc
Crowned Roc
Mesacliff Assassin
Windcarve Bladedancer

Carrioncorn
Greybeak Reaper
Infestation Hound
Nightmare
Pronghorn Stomper
Shatterbone Vulture
Tatterwing Carcass
Tengu Caller
Wendigo
Wraith Hound

Neutral
Fire
Ice
Arcane
Light
Shadow
Arcane
Neutral
Nature
Wind

Shadow
Lightning
Wind
Light
Arcane
Ice
Wind
Earth
Nature
Fire
Neutral
Water
Plague
Arcane
Wind
Neutral
Wind

Neutral
Neutral
Plague
Fire
Water
Lightning
Shadow
Shadow
Earth
Lightning
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 at least 1 hit on one of your dragons.

Mages:
Apatite Fisher
Clearwater Oracle
Crystalhide Jester
Maren Warlock
Rhodochrosite Crane
Stonewatch Prince

Cardinal Hippogriff
Blue Tang Hippogriff
Mesacliff Harpy
Windcarve Harpy

Aer Phantom
Longneck Medium
Longneck Scholar
Lux Spectre
Otherworldly Aura
Somber Spirit






















Lightning
Neutral
Water
Plague
Arcane
Earth

Neutral
Lightning
Neutral
Wind

Wind
Nature
Neutral
Light
Arcane
Shadow





















Melee:
Almandine Sturgeon
Amber Gulper
Arctic Hippalectryon
Chalcedony Snipper
Crystalplate Stinger
Hawksbill Goliath
Hippalectryon
Moonbeam Crayfish
Sparkling Stinger
Windcarve Fugitive

Death Seeker
Storm Seeker
Masked Harpy
Stonewatch Harpy
Fallen Streak
Snow Streak
Bluemoon Aviar
Renegade Aviar
Clouddancer
Sunspot Clouddancer
Dodo
Brush Dodo
Hooded Dodo
Roc
Crowned Roc
Mesacliff Assassin
Windcarve Bladedancer

Carrioncorn
Greybeak Reaper
Infestation Hound
Nightmare
Pronghorn Stomper
Shatterbone Vulture
Tatterwing Carcass
Tengu Caller
Wendigo
Wraith Hound

Neutral
Fire
Ice
Arcane
Light
Shadow
Arcane
Neutral
Nature
Wind

Shadow
Lightning
Wind
Light
Arcane
Ice
Wind
Earth
Nature
Fire
Neutral
Water
Plague
Arcane
Wind
Neutral
Wind

Neutral
Neutral
Plague
Fire
Water
Lightning
Shadow
Shadow
Earth
Lightning
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)
First Battle:
1) Meditate
2) Haste (targeting Guiler)
3) Rally (targeting Guiler)
4) Defend
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 be able to defend on your first turn, before the enemies go.


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

Second Battle (4 Enemies):
1) Haste (targeting Guiler)
2) Rally (targeting Guiler)
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 Guiler 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 didn't use Sap and the last enemy is a caster. 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 Guiler is tanky and fast enough in my opinion.

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 Guiler'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.
First Battle:
1) Meditate
2) Haste (targeting Guiler)
3) Rally (targeting Guiler)
4) Defend
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 be able to defend on your first turn, before the enemies go.


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

Second Battle (4 Enemies):
1) Haste (targeting Guiler)
2) Rally (targeting Guiler)
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 Guiler 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 didn't use Sap and the last enemy is a caster. 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 Guiler is tanky and fast enough in my opinion.

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 Guiler'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 is at 70 (70 breath is the point where missing with eliminate still leaves you with enough breath to try again).

Enemy Groups

3 Mages
2 Mages + 1 Melee
1 Mage + 2 Melee
2 Mages + 2 Melee
3 Melee

Max Hits Turn 1

1
2
3
4
4
Max Hits Later

0
0
0
0
1

Refresh Turn 1

No
No
No
Maybe
Probably


3 Mages
First battle: These are the best to start with.
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.

3 Melee
First Battle: These aren't the best to start with and I suggest refreshing, 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 is at 70 (70 breath is the point where missing with eliminate still leaves you with enough breath to try again).

Enemy Groups

3 Mages
2 Mages + 1 Melee
1 Mage + 2 Melee
2 Mages + 2 Melee
3 Melee

Max Hits Turn 1

1
2
3
4
4
Max Hits Later

0
0
0
0
1

Refresh Turn 1

No
No
No
Maybe
Probably


3 Mages
First battle: These are the best to start with.
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.

3 Melee
First Battle: These aren't the best to start with and I suggest refreshing, 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)
-- Reserved --
-- Reserved --
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)