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TOPIC | GW + FP - Gortal Gladiator - 1 Fodder
I was asked about a build for GW and FP, so here's what I came up with. (Suprisingly, it isn't a Meditate build)

The build names in this are Glaive which is the glass cannon, and the Gauntlet which is the tank.


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 was asked about a build for GW and FP, so here's what I came up with. (Suprisingly, it isn't a Meditate build)

The build names in this are Glaive which is the glass cannon, and the Gauntlet which is the tank.


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)
When organizing your team, make sure you put your Gauntlet in a slot before your Glaive so that your Gauntlet can Rally your Glaive. [columns] [b]Stats:[/b] STR AGI DEF QCK [nextcol] 103 8 5 92 [nextcol] | | | | [nextcol] INT VIT MND [nextcol] 5 12 5 [nextcol] | | | | [nextcol] [b]Stones:[/b] Scratch Eliminate Berserker Ambush [nextcol] Sap Berserker Ambush [nextcol] Berserker [nextcol] [/columns] [img]https://i.postimg.cc/502RbDwH/Cannon-Stats.png[/img] The reasoning for the stats is as follows: Str 103 allows the Glaive to Rally (from your Gauntlet) + Scratch + Elim everything in the venue (other than bosses). Qck 92 allows the Glaive to alternate between 1 and 2 turns between all melee enemy turns. Vit 12 is where the rest of the points go and allows the Glaive to take a couple hits if Guard fails (I'm salty that Guard can fail). ----- [columns] [b]Stats:[/b] STR AGI DEF QCK [nextcol] 5 8 81 87 [nextcol] | | | | [nextcol] INT VIT MND [nextcol] 60 5 5 [nextcol] | | | | [nextcol] [b]Stones:[/b] Anticipate Aid Scholar Ambush [nextcol] Reflect Scholar Ambush [nextcol] Rally Scholar [nextcol] Guard [/columns] [img]https://i.postimg.cc/C1r61JNc/Tank-Stats.png[/img] The reasoning for the stats is as follows: Int 60 combined with Def 81 is the most efficient damage mitigation and healing Def 81 allows the Gauntlet to take 12 or so physical hits which should be enough to survive until you can heal. Qck 87 allows the Gauntlet to keep up with and take its turns with your Glaive. Vit is less efficient than Def when healing, and we don't have any left over points put into it.
When organizing your team, make sure you put your Gauntlet in a slot before your Glaive so that your Gauntlet can Rally your Glaive.
Stats:
STR
AGI
DEF
QCK

103
8
5
92

|
|
|
|

INT
VIT
MND


5
12
5


|
|
|
|
Stones:
Scratch
Eliminate
Berserker
Ambush


Sap
Berserker
Ambush



Berserker







Cannon-Stats.png

The reasoning for the stats is as follows:
Str 103 allows the Glaive to Rally (from your Gauntlet) + Scratch + Elim everything in the venue (other than bosses).

Qck 92 allows the Glaive to alternate between 1 and 2 turns between all melee enemy turns.

Vit 12 is where the rest of the points go and allows the Glaive to take a couple hits if Guard fails (I'm salty that Guard can fail).

Stats:
STR
AGI
DEF
QCK

5
8
81
87

|
|
|
|

INT
VIT
MND


60
5
5


|
|
|
|
Stones:
Anticipate
Aid
Scholar
Ambush


Reflect
Scholar
Ambush


Rally
Scholar



Guard



Tank-Stats.png

The reasoning for the stats is as follows:
Int 60 combined with Def 81 is the most efficient damage mitigation and healing

Def 81 allows the Gauntlet to take 12 or so physical hits which should be enough to survive until you can heal.

Qck 87 allows the Gauntlet to keep up with and take its turns with your Glaive.

Vit is less efficient than Def when healing, and we don't have any left over points put into it.
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 do matter a bit. Your Gauntlet should be tanky enough that element isn't too important, and your Glaive will be Guarded. However, I do still recommend using a 'Good' or better element for your Glaive since if it doesn't have the HP to tank in case Guard fails. 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] Doable Doable Great Bad Terrible Bad Doable Terrible Bad Good Doable [nextcol] | | | | | | | | | | | | [nextcol] [b]Resistant to[/b] 5 4 5 3 3 5 5 1 3 3 3 [nextcol] | | | | | | | | | | | | [nextcol] [b]Weak to[/b] 5 5 3 6 7 6 5 8 6 4 5 [/columns] ----- If you don't want to read the chart, here's the ranking from best to worst [b]1st Great:[/b] Fire [b]2nd Good:[/b] Water [b]3rd Doable:[/b] Arcane Earth Nature Wind [b]4th Bad:[/b] Ice Lightning Shadow [b]5th Terrible:[/b] Light Plague ----- 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 do matter a bit. Your Gauntlet should be tanky enough that element isn't too important, and your Glaive will be Guarded. However, I do still recommend using a 'Good' or better element for your Glaive since if it doesn't have the HP to tank in case Guard fails.

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
|
|
|
|
|
|
|
|
|
|
|
|
Rank
Doable
Doable
Great
Bad
Terrible
Bad
Doable
Terrible
Bad
Good
Doable
|
|
|
|
|
|
|
|
|
|
|
|
Resistant to
5
4
5
3
3
5
5
1
3
3
3
|
|
|
|
|
|
|
|
|
|
|
|
Weak to
5
5
3
6
7
6
5
8
6
4
5


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

1st Great:
Fire

2nd Good:
Water

3rd Doable:
Arcane
Earth
Nature
Wind

4th Bad:
Ice
Lightning
Shadow

5th Terrible:
Light
Plague


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)
Ice, Earth, and Lightning mages are the main problem due to having abilities that cause you to miss turns. This is a problem when Guard runs out or if you're low on HP.

Mages:
Mage Name
Chromefeather Lookout
Gearspring Pocketmouse
Jelly Drone
Mistral Minion
Swift Lumen
Swift Volt
Tribeam Hunter
Tribeam Lurker
Wind-Up Pocketmouse
Workshop Monitor









All-Seeing Eye
Blushing Tangle
Everburn Tangle
Fear Frog
Foolish Prince
Frogspawn Flyer
Mindless Flight
Portal Watcher
Spectre Wyvern
Starspawn Flyer
Terror Toad
Void Wyvern



Mage Element
Lightning
Nature
Light
Wind
Light
Lightning
Ice
Earth
Fire
Water









Light
Arcane
Fire
Fire
Arcane
Nature
Ice
Neutral
Neutral
Arcane
Wind
Shadow


Melee:
Melee Name
Black Iron Creeper
Clattercog Engineer
Construction Mith
Coppercoil Creeper
Copperplate Longmech
Frost Delver
Geartoggle Smith
Longmech
Mechanical Destroyer
Monkey Wrench
Robotic Tender
Scrapmetal Tracker
Sentinel Mith
Sentry Squawker
Spellbound Golem
Steelhound
Stone Borer
War Smith

Aberrant Chacma
Barhide Menace
Bearded Pupowl
Calico Ferberus
Deeprealm Leon
Ferberus
Giggling Planesrunner
Lap Pupowl
Medusa Leon
Sanguine Multimist
Sparksylph
Springfoot Bilworper
Tattertail Bilworper
Teleporting Planesrunner

Melee Element
Fire
Water
Nature
Lightning
Wind
Ice
Lightning
Plague
Neutral
Neutral
Arcane
Shadow
Plague
Neutral
Arcane
Neutral
Earth
Shadow

Water
Wind
Plague
Earth
Water
Shadow
Earth
Light
Neutral
Plague
Lightning
Neutral
Arcane
Arcane
Ice, Earth, and Lightning mages are the main problem due to having abilities that cause you to miss turns. This is a problem when Guard runs out or if you're low on HP.

Mages:
Mage Name
Chromefeather Lookout
Gearspring Pocketmouse
Jelly Drone
Mistral Minion
Swift Lumen
Swift Volt
Tribeam Hunter
Tribeam Lurker
Wind-Up Pocketmouse
Workshop Monitor









All-Seeing Eye
Blushing Tangle
Everburn Tangle
Fear Frog
Foolish Prince
Frogspawn Flyer
Mindless Flight
Portal Watcher
Spectre Wyvern
Starspawn Flyer
Terror Toad
Void Wyvern



Mage Element
Lightning
Nature
Light
Wind
Light
Lightning
Ice
Earth
Fire
Water









Light
Arcane
Fire
Fire
Arcane
Nature
Ice
Neutral
Neutral
Arcane
Wind
Shadow


Melee:
Melee Name
Black Iron Creeper
Clattercog Engineer
Construction Mith
Coppercoil Creeper
Copperplate Longmech
Frost Delver
Geartoggle Smith
Longmech
Mechanical Destroyer
Monkey Wrench
Robotic Tender
Scrapmetal Tracker
Sentinel Mith
Sentry Squawker
Spellbound Golem
Steelhound
Stone Borer
War Smith

Aberrant Chacma
Barhide Menace
Bearded Pupowl
Calico Ferberus
Deeprealm Leon
Ferberus
Giggling Planesrunner
Lap Pupowl
Medusa Leon
Sanguine Multimist
Sparksylph
Springfoot Bilworper
Tattertail Bilworper
Teleporting Planesrunner

Melee Element
Fire
Water
Nature
Lightning
Wind
Ice
Lightning
Plague
Neutral
Neutral
Arcane
Shadow
Plague
Neutral
Arcane
Neutral
Earth
Shadow

Water
Wind
Plague
Earth
Water
Shadow
Earth
Light
Neutral
Plague
Lightning
Neutral
Arcane
Arcane
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)
Before going over turn order, it should be noted that this is against melee enemies. Mages have higher Qck and will go causing the turn order to be slightly different, and mixed packs may have very annoying turn orders due to this. I recommend focusing mages first since they will deal more damage and may not hit your Gauntlet which can drag out the battle.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
First Battle:
Gauntlet - Rally (Targeting Glaive)
Gauntlet - Guard (Targeting Glaive)
Glaive - Scratch
Glaive - Scratch
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
....Enemy
Gauntlet - Rally (Targeting Glaive)
Glaive - Scratch
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
Gauntlet - Guard (Targeting Glaive)
Glaive - Elim
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
Gauntlet - Rally (Targeting Glaive)
Glaive - Elim
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Second Battle (3 Enemies):
Gauntlet - Rally (Targeting Glaive)
Gauntlet - Guard (Targeting Glaive)
Glaive - Scratch
Glaive - Elim
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
Gauntlet - Aid (Targeting whichever needs it)
Glaive - Elim
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
Gauntlet - Aid or Rally
Glaive - Elim









You can 4x Rally + Scratch all enemies. Once the first enemy is down, you will have enough breath for Elim, just remember to Rally + Scratch everything first.

When facing mages, use Guard and Reflect so the enemies don't hit your tank. Remember that Reflect will reflect Aid.

You can leave the last two (melee) enemies alive if you want to farm breath and use Aid, just Scratch them equally so you can take them out at the same time (so that you generate breath faster on your Gauntlet).


Enemy Focus Order:
Hit the mage enemies first, and the melee enemies last. The mage has a chance at charging instead of attacking so you won't generate breath, and magical attacks deal more damage. Use Reflect if you have the breath

Enemies that can apply status effect that skip turns (eg. freeze or petrify) should also be focused quickly.


Sap Usage:
I don't use Sap often, but if you have extra breath on your Glaive, then using Sap instead of Scratch can be useful, especially if you need to use Aid on your Gauntlet or don't have enough breath for Aid.


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 Gauntlet is tanky and fast enough in my opinion.


Dodge:
Dodges shouldn't really affect a run too much, just keep Scratching until enverything's dead. I recommend leaving two enemies, and taking them out together.

If you're low health when you miss an Elim, you might want to reset, but otherwise you should be able to keep going.
Before going over turn order, it should be noted that this is against melee enemies. Mages have higher Qck and will go causing the turn order to be slightly different, and mixed packs may have very annoying turn orders due to this. I recommend focusing mages first since they will deal more damage and may not hit your Gauntlet which can drag out the battle.
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
First Battle:
Gauntlet - Rally (Targeting Glaive)
Gauntlet - Guard (Targeting Glaive)
Glaive - Scratch
Glaive - Scratch
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
....Enemy
Gauntlet - Rally (Targeting Glaive)
Glaive - Scratch
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
Gauntlet - Guard (Targeting Glaive)
Glaive - Elim
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
Gauntlet - Rally (Targeting Glaive)
Glaive - Elim
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
Second Battle (3 Enemies):
Gauntlet - Rally (Targeting Glaive)
Gauntlet - Guard (Targeting Glaive)
Glaive - Scratch
Glaive - Elim
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
....Enemy
Gauntlet - Aid (Targeting whichever needs it)
Glaive - Elim
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
Gauntlet - Anticipate
Glaive - Scratch
....Enemy
Gauntlet - Aid or Rally
Glaive - Elim









You can 4x Rally + Scratch all enemies. Once the first enemy is down, you will have enough breath for Elim, just remember to Rally + Scratch everything first.

When facing mages, use Guard and Reflect so the enemies don't hit your tank. Remember that Reflect will reflect Aid.

You can leave the last two (melee) enemies alive if you want to farm breath and use Aid, just Scratch them equally so you can take them out at the same time (so that you generate breath faster on your Gauntlet).


Enemy Focus Order:
Hit the mage enemies first, and the melee enemies last. The mage has a chance at charging instead of attacking so you won't generate breath, and magical attacks deal more damage. Use Reflect if you have the breath

Enemies that can apply status effect that skip turns (eg. freeze or petrify) should also be focused quickly.


Sap Usage:
I don't use Sap often, but if you have extra breath on your Glaive, then using Sap instead of Scratch can be useful, especially if you need to use Aid on your Gauntlet or don't have enough breath for Aid.


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 Gauntlet is tanky and fast enough in my opinion.


Dodge:
Dodges shouldn't really affect a run too much, just keep Scratching until enverything's dead. I recommend leaving two enemies, and taking them out together.

If you're low health when you miss an Elim, you might want to reset, but otherwise you should be able to keep going.
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, and were done by hand rather than through testing, so some might be a bit off. You should be fine if you miss an Elim unless your team is low on health. How much breath you have shouldn't matter too much.
Enemy Groups

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

5
4
4
9
8
Max Hits Later

1
3
3
6
4
Refresh Turn 1

Probably
Maybe
No
Yes
No

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

2 Mages + 1 Melee
First Battle: These aren't the best to start with and I suggest refreshing, but you can.
Later Battles: These are very easy later on.

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

3 Melee
First Battle: These are the best to start with.
Later battles: These are very easy later on.

4 groups
First Battle: Just refresh. It will take too long and will likely out damage your ability to heal.
Later battles: These are ok later on, just focus the problem enemies.

Bosses:
First Battle: These are very easy to start with, but slow at gaining breath.
Later battles: These are very easy to later on.
*NOTE:* All of these numbers are assuming you don't miss an attack, and were done by hand rather than through testing, so some might be a bit off. You should be fine if you miss an Elim unless your team is low on health. How much breath you have shouldn't matter too much.
Enemy Groups

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

5
4
4
9
8
Max Hits Later

1
3
3
6
4
Refresh Turn 1

Probably
Maybe
No
Yes
No

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

2 Mages + 1 Melee
First Battle: These aren't the best to start with and I suggest refreshing, but you can.
Later Battles: These are very easy later on.

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

3 Melee
First Battle: These are the best to start with.
Later battles: These are very easy later on.

4 groups
First Battle: Just refresh. It will take too long and will likely out damage your ability to heal.
Later battles: These are ok later on, just focus the problem enemies.

Bosses:
First Battle: These are very easy to start with, but slow at gaining breath.
Later battles: These are very easy to later on.
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)
I fixed a few minor errors in the guide. There's was an issue in the element area (the note was incorrect), and an issue in the turn section (I forgot how ambush worked)
I fixed a few minor errors in the guide. There's was an issue in the element area (the note was incorrect), and an issue in the turn section (I forgot how ambush worked)
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)