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TOPIC | Kelp Beds Kraken - 2 Fodder Trainer
I'd like to be added to the update pinglist, please. It seems like 125 STR Water derg might not be viable anymore.
I'd like to be added to the update pinglist, please. It seems like 125 STR Water derg might not be viable anymore.
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@bizarrekitten
I was in there for a bit the other day and my build: "She has 128 St and 54 Quick
Stoned like a mire flyer." could not one shot any of the new critters I came across. I'm not sure Kelp beds can be used as a 2 fodder trainer anymore.
@bizarrekitten
I was in there for a bit the other day and my build: "She has 128 St and 54 Quick
Stoned like a mire flyer." could not one shot any of the new critters I came across. I'm not sure Kelp beds can be used as a 2 fodder trainer anymore.
I am still playing with the two build types, but it definitely got dicey.
I am still playing with the two build types, but it definitely got dicey.
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:/ Looks like you need at least 133 strength to Rally & Eliminate the new foes. Damnit :(
:/ Looks like you need at least 133 strength to Rally & Eliminate the new foes. Damnit :(
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I'd also like to be added to the pinglist in case you update the build. :)
I'd also like to be added to the pinglist in case you update the build. :)
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Throwing this question into the void:

What is the most current kelp bed recommendation, since some of the recommended element dergs and stats are now not working so well...?

e.g. ice was once a recommended element, it was also recommended that strength be increased to 133 from 125 or 126...now it appears an ice child will sink or melt in the Kelp Sea... (sad trombone noises)

I'm leveling a water right now for Kraken build - is this still a good option?


Throwing this question into the void:

What is the most current kelp bed recommendation, since some of the recommended element dergs and stats are now not working so well...?

e.g. ice was once a recommended element, it was also recommended that strength be increased to 133 from 125 or 126...now it appears an ice child will sink or melt in the Kelp Sea... (sad trombone noises)

I'm leveling a water right now for Kraken build - is this still a good option?






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@Freyaneedscoffee

The tougher enemies added in the expansion made the zone a lot more difficult, and so 133 STR does look like the way to go if you want to train double fodder. I believe this guide is an updated take on the the build here. (I have not used that build though, so I am not 100% on all its details.)

Ice does look like it is still the optimal element for the double fodder build with only one weakness and three resistances.

Personally though, I'm not a fan training double fodder in the Kelp Beds anymore; it feels too unstable with all hit-trading. Here's a guide for a build that instead brings two dragons to train a single fodder.

Maki recommends Ice again, for the same reasons as above. However, I prefer Plague, with Water and Nature my second choices. I find that the most common source of elemental damage is the Abyss Strikers; they hit a QCK breakpoint against this build. Unfortunately, that is the one mage in the zone that is super effective against Ice. Plague resists those Abyss Strikers as well as a second mage while only being weak to two. Water and Nature resist three mages (like Ice) and are weak to two, but not weak to Abyss Strikers. All in all, I think all four of Ice, Plague, Water, and Nature are reasonable choices for your element, each with its own advantages and weaknesses.
@Freyaneedscoffee

The tougher enemies added in the expansion made the zone a lot more difficult, and so 133 STR does look like the way to go if you want to train double fodder. I believe this guide is an updated take on the the build here. (I have not used that build though, so I am not 100% on all its details.)

Ice does look like it is still the optimal element for the double fodder build with only one weakness and three resistances.

Personally though, I'm not a fan training double fodder in the Kelp Beds anymore; it feels too unstable with all hit-trading. Here's a guide for a build that instead brings two dragons to train a single fodder.

Maki recommends Ice again, for the same reasons as above. However, I prefer Plague, with Water and Nature my second choices. I find that the most common source of elemental damage is the Abyss Strikers; they hit a QCK breakpoint against this build. Unfortunately, that is the one mage in the zone that is super effective against Ice. Plague resists those Abyss Strikers as well as a second mage while only being weak to two. Water and Nature resist three mages (like Ice) and are weak to two, but not weak to Abyss Strikers. All in all, I think all four of Ice, Plague, Water, and Nature are reasonable choices for your element, each with its own advantages and weaknesses.
@RageAsylum thanks for the reply and the info! I think I've got my build correct but I need to be more aware of what I'm fighting in coli! I'll def take a look at these guides more in-depth once my brain decides it's a good idea :U
@RageAsylum thanks for the reply and the info! I think I've got my build correct but I need to be more aware of what I'm fighting in coli! I'll def take a look at these guides more in-depth once my brain decides it's a good idea :U




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Hey there! I’m having a lot of trouble getting this to work. I’ll get a good starting enemy pack, Haste, Meditate, Meditate, Rally, Defend, and if I’m not already dead, Eliminate only does 460 damage or so. I don’t understand what I’m doing wrong. I noticed that Eliminate would do around 1800 damage at turn 6 instead, so I started stalling for another turn. That only works sometimes. Then, if I make it to the next pack of enemies, I rally, and Eliminate still only does 460! And sometimes, 1800 can’t even kill an enemy from full. I’m relying on my 2 “fodder” dragons, level 15’s that I’m trying to train, to soften the enemies so my trainer can even get kills. This has been miserable. I even changed my 125 strength to 133 strength, and it hasn’t made a lick of difference. What in the world am I missing? Here is the dragon I’m using to train at the moment: [url=https://www1.flightrising.com/dragon/92496227][img]https://www1.flightrising.com/rendern/350/924963/92496227_350.png[/img][/url] He’s an Ice element, and unfortunately, I seriously can’t afford to replace him with another element. All of my money has gone into getting him, and then getting Eliminate on top of that. Is there any way to make him work? Am I missing something obvious, or are the Kelp Beds just an infuriating wasteland? Thanks a bunch in advance for any advice. The few times I got this to work, it was really fun! I just wish it felt more consistent.
Hey there! I’m having a lot of trouble getting this to work. I’ll get a good starting enemy pack, Haste, Meditate, Meditate, Rally, Defend, and if I’m not already dead, Eliminate only does 460 damage or so. I don’t understand what I’m doing wrong. I noticed that Eliminate would do around 1800 damage at turn 6 instead, so I started stalling for another turn. That only works sometimes. Then, if I make it to the next pack of enemies, I rally, and Eliminate still only does 460! And sometimes, 1800 can’t even kill an enemy from full. I’m relying on my 2 “fodder” dragons, level 15’s that I’m trying to train, to soften the enemies so my trainer can even get kills.

This has been miserable. I even changed my 125 strength to 133 strength, and it hasn’t made a lick of difference. What in the world am I missing? Here is the dragon I’m using to train at the moment:
92496227_350.png

He’s an Ice element, and unfortunately, I seriously can’t afford to replace him with another element. All of my money has gone into getting him, and then getting Eliminate on top of that. Is there any way to make him work? Am I missing something obvious, or are the Kelp Beds just an infuriating wasteland?

Thanks a bunch in advance for any advice. The few times I got this to work, it was really fun! I just wish it felt more consistent.
@FarronRossier
Meditate reduces damage done by 75% for as long as you have the blue debuff: The blue Meditate debuff icon.

The typical turn order to start that I use is:

Meditate
Meditate
Haste
Rally
Defend
Eliminate

This is only used for the initial set while you have no breath.

On subsequent packs (assuming you have sufficient breath), you will just Rally -> Eliminate.

If you ever meditate for breath (or by accident), you will do significantly less damage for the next 3 turns so you will need to repeat the Haste/Rally/Defend till the blue debuff runs out.
@FarronRossier
Meditate reduces damage done by 75% for as long as you have the blue debuff: The blue Meditate debuff icon.

The typical turn order to start that I use is:

Meditate
Meditate
Haste
Rally
Defend
Eliminate

This is only used for the initial set while you have no breath.

On subsequent packs (assuming you have sufficient breath), you will just Rally -> Eliminate.

If you ever meditate for breath (or by accident), you will do significantly less damage for the next 3 turns so you will need to repeat the Haste/Rally/Defend till the blue debuff runs out.
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