Mango's Comprehensive Onslaught Guide (In Progress)
I. CONDITION: There are several conditions in the game atm. What it means is that you can change the stage that enemies are in.
a) Burned: This will deal MAGICAL damage over time to the enemies. This can be achieved by dealing FIRE damage to the OILED enemies. This condition can be achieved by Blaze Balloon alone. For other defense, it need to be combo-ed.
b) Oiled: This will oil enemies and slow them down, making them catch fire when dealt by fire damage. There are several defense and hero abilities that make this happen:
· Huntress’ Oil Flask
· Lavamancer’s Oil Geyser
· Dryad’s Slime (corrupted)
· Abyss Lord’s Skeleton Archer (with Direct Command activate)
c) Poisoned: This will poison enemies, making them taking MAGICAL damage overtime. There are only 2 source of poison damage atm in the game:
· Dryad’s normal attack (both in purification form and corrupted form).
· Huntress’ Poison Dart Tower
d) Stunned/Paralyzed: These are basically the same, making enemies stop all their actions for a brief amount of time. There are lots of ways to make this happen:
· Squire’s Seismic Slam
· Squire’s Cannonball Tower (with stun fire shard)
· Huntress’ Concussive Shot
· Monk’s 2nd attack with Concussive Chi shard
· Oil Geyser with stun shard
· Mystic’s Snaking Sand
· Abyss Lord’s Knight of the Abyss abilities
· Adept’s Arcane Bubble
· Gunwitch’s Book Drop
· Any hero’s normal attack with Stun Shard
· Any hero’s normal attack with Drenching Strike (having lightning elemental or Glove of the Storm shard or Pet with Lightning damage)
· Any hero’s normal attack with Thunderstruck equipped
· Dryad’s Nimbus (corrupted)
· Any lightning source damage that hit mobs after getting drenched (Huntress’ Geyser)
· Any Blockade with Stun shard equipped
e) Freeze: This is a lil different from Stunned/paralyzed condition as its making mobs more susceptible to Shattered (Squire’s Seismic Slam, Apprentice’s Earthshatter,etc.) This can only be achieved with some source:
· Gunwitch’s Ice Needle
· Apprentice’s Frostbite Tower (both air and ground, with freeze shard equipped)
· Adept’s Hailstorm Tower (air only)
· Proton Beam (with Freeze shard)
II. Aside from Gunwitch abilities, other Freeze source can only activate after it slow enemies for a chance. It’s more unpredictable than other source
a) Drenched: This basically mean you pour water into enemies, making them more susceptible to lightning damage (trigger paralyzed effect). Drench’s source:
· Huntress’ Geyser Trap (guarantee drench every hit)
· Dryad’s Nimbus (very low chance)
· Any hero’s normal attack with Drenching Strike (30% chance)
· Gunwitch’s Broomnado with Drenching shard
· Any hero’s normal with Thunderstruck Equipped
· Monk with Glaive of the Storm weapon (standing on the cloud and make it rain on enemies to drench them)
III. TYPE: There are several types of damage source that can be made used of
a) Hero’s Weapon Damage: what it means, just straight up normal attack with basic weapon damage.
b) Hero’s Elemental Damage: If the weapon contains any elemental stat, that’s one separate damage source difference from weapon damage when counting damage type.
c) Hero’s Shard Damage: basically, each shard that grant any type of damage is yet another source of damage types.
d) Hero’s Abilities: each abilities are each different damage source.
e) Pet’s normal attack: it also counts as 1 damage type
f) Pet’s Ability: it also counts as 1 damage type
g) Defense: each different defense type is a different damage source (many Flame Auras placed by many players are still counted as 1 damage type.
h) Dryad’s Poison: her normal basic attack also count as 1 type of damage.
B. MAGICAL/PHYSICAL: Basically what is considered Magical Damage and Physical Damage in the game
a) Hero’s Abilities
b) Hero’s Shard Damage that scale with Abilities
· Flamethrower Tower
· Earthshatter Tower
· Geyser Trap
· Poison Dart Tower
· Blaze Balloon
· Flame Aura
· Lightning Strike Aura
· Skyguard Tower
· Reflect Beam
· Proton Beam
· Weapon Manufacturer
g) Abyss Lord:
· Hailstorm Tower
· Snaking Sand
· Sand Vipers
· Serpent’s Coil
a) Any hero’s basic attack (both primary and secondary)
b) Any hero’s elemental damage on weapon
c) Any hero’s Shard Damage that scale with Hero Damage
d) Pet Abilities (even if it stated as Magical Damage, since it scale with Hero Damage)
· Cannonball Tower
· Explosive Trap
· Oil Geyser
· Hornet’s Nest
· Harpy’s Perch
I. What is Mutator, Mutator is the tiny thingy at the end of the enemy Tab that tell you what mutator that lane got. There are lots of mutators, but I will only talk about the one that’s really define how you build and shit like that.
II. Pile it on: get more damage taken based on how many CONDITION it get.
III. Maximum Effort: get more damage taken based on how many damage TYPE it get.
IV. Brittle: get more damage taken based on how many times it’s been hit with HERO’s ABILITIES (abilities with as many ticks is the best)
V. Controlled Burn: only taken damage when it’s put under DRENCHED, OILED, FROZEN, POISONED, STUNNED.
VI. Bullet Sponge: take no damage from DEFENSE’s projectile attack (hero attack and any defense’s attack that’s not projectile can break the shield).
VII. Spellbreaker: take increased PHYSICAL damage and reduce MAGICAL damage.
VIII.Armored: take increased MAGICAL damage and reduce PHYSICAL damage.
IX. Proximity: take increase damage from CLOSE damage source (be it defense or hero)
X. Long shot: take increase from FAR damage source (be it defense or hero)
XI. Enraged: start weaker, stronger later.
XII. Lethargic: start stronger, weak later
XIII. Detonator: Exploded when killed
XIV. Power Block: immune to HERO’s ABILITIES and SLIME (Pet Abilities count as Physical damage)
XV. Phased: slow to nearly 60%, pass through defense
XVI. Cursi-Kaze: when KOBOLDS die, they leave an area that DEBUFF defense inside that era (lower damage, range, AND attack rate)
XVII. Wall Leech: mobs leech off any defense they attack
I. Schedule are set of enemies that will be appearing on the lane
II. Cy- Cybork: basically, cybork will appear every waves.
III. Frost: all kind of frost mobs will appear. They might not show up all at once at the 1st wave, but they will pop up later on.
IV. Geo- Geode: Geode will spawn every waves.
V. – thrower: any mobs that throw stuff.
VI. – womper: combo of all the mobs in the same categories, usually exclude thrower.
VII. Hex: Long-ass range thrower.
VIII.Berserker: dem lady orc who immune to slow and occasionally jump through wall or any tiny crack of the defense.
E. HERO USAGE – What Mango use/recommend
I. Monk – Mango’s most favorite minion.
a) Boss killer: No single life in Etheria can compare to Monk when it comes to boss killing speed. Atm, both AP Chi Blast and Hero Damage Build works; however, Hero Damage build prove to be more useful in more cases. So, what can each build do?
· AP Chi Blast: It’s most effective usage would be to clear shit ton of mobs (if mobs don’t have Power Block). Its Siege Roller kill speed is also good. Other than that, not really much use for it tbh.
· Hero Damage: This is the one that can single shot siege roller at majority stage of the game. How it works? Basically buff your hero and use Pet Ability (preferably Gato Fireworks). It’s also more effective at clearing air mobs. Overall I prefer this build over Chi Blast one simply cuz I have other hero to deal with ground mobs, I only use Monk to kill air mobs and boss.
b) Flame Aura: This magical aura thingy is good at what it do. Whenever there’s any lanes with lots of mobs that don’t have cybork and frost, feel free to pop Flame Aura here and there.
c) Skyguard Tower: The only work-able anti-air defense in the game right now (Adept’s Hailstorm Tower is buggy). It can hit 3 targets at once AND also slow them.
d) Lightning Strike Aura: I usually pop this at the end of the Phased lanes, or at boss lane for boss killing purpose.
II. EV2 – Mango’s 2nd favorite minion.
a) Boss killer: If there’s anything that can outspeed a monk when it comes to killing mobs and non-siege roller boss, its EV2. Take what I said, atm, AP EV2 is the way to go if u wanna go EV2, DPS EV2 is simply too weak atm. So, what u need? Well, just look at my EV2 below for guidance. Proton charge is the best at clearing shit tons of mobs. Anti-grav is also good.
b) Controlled burn? Equip bot of oils shard, and the shard that make anti-grav jump release 4 anti grav bot, and u have yourselves an effective oil spreading tools.
c) Proton Beam: This is simply too good for its cost. If you can’t find any reason to not use it, use it. It’s best if you put it into a Cursi-Kaze lane.
d) Weapon Manufacturer: atm, I don’t really find any usage for this. If I wanna go for Aura thingy, I usually go for Monk’s Flame Aura.
e) Reflect Beam: This is OP. This is what shove all the nightmares that throw shit at your wall or your core into the toilet. Only cybork can stop its dominance.
III. Squire – Mah boi.
a) Air sweeper: AP Sword Beam Squire is great at clearing mobs, that include air mobs as well. Its range is really huge, its damage is not really good, but not really bad either. It’s what I do when I see stuck mobs and theres nothing that can reach it. Well, I lied, Sword Beam can reach it.
b) Blockade: Still my go-to wall. Along with Automaton shard, its cooldown of 0.7s match perfectly with the blockade’s attack rate of 0.7. Notice that Automaton shard only proc when blockade attack. Its coverage range is also decent, only losing to Mystic’s Viper Fang and Lavamancer’s Maw of the Earth.
c) Cannonball Tower: With its stun fire shard, its what I put at the end of any lanes that I suspicious of berserkers running past the wall. With its heavy cannonball shard, its what I put at Spellbreaker lanes when it doesn’t have geode.
d) Ballista: Basically, the straight-line AoE version of cannonball tower. Find a reason to pop one of these guys into the map (straight lines of running mobs, no vanguard, etc.), and you won’t be disappointed.
IV. Lavamancer – meh
a) The only usage I have for Lavamancer is when I have Maximum Effort mutator, I pop the fissure in for more damage source. Also, oil geyser is also good versus Controlled Burn lanes (if it doesn’t have cybork), and also good versus stunning boss at blockade (if it equipped with stun shard).
V. Huntress – Oil Spreading grill
a) PDT – The only good/effective countermeasure against Controlled Burn mutator. Note that PDT will keep shooting the current target until its death before moving to new targets. So, its good to pack big amount of damage to kill mobs fast.
b) Oil Flask – if u don’t wanna use PDT, toss this baby out 😊.
VI. Dryad – my default leaf grill
a) Purification form or Corrupted form?
· I said depends on situation. Purification form is really good as a tank, whereas Corrupted form will deal more damage. So, its your choice.
· Stuff to remember:
(a) Purification form: can equip the shard to lower Dryad’s Blessing cost and give more armor for activate Dryad’s Blessing. Can equip shard to increase slow on Power Toss. Also, on purification form, standing Power Toss will heal, so its double heal (Tree + Powder Toss). Normal attack on purification form also apply poison damage.
(b) Corrupted form: should be what everyone be in if they mainly play Dryad as a builder. Corrupted give 1 more bees for Hornet’s Nest, give Slime ability to slow and oil enemy. Make Starfall deal damage, remove Powder Toss slow and instead make it deal damage over time and stun when it expire.
b) Bees: Dryad’s bread and butter. Deal physical damage. Is a trap (susceptible to Cybork, un-recognized by Kobolt.) Image this, you have a flat surface. There’s a box that’s like 1m height, u place a Hornet’s Nest on it. Now, the bee can reach everything on the surface and also from the surface up to 2m to the air. Yes, bee can attack air when they reach its vertical range. I don’t know exact number, so you have to experiment and find out yourselves. People also wonder why bees don’t attack mobs all at once. It’s like this: 1 Hornet’s Nest can attack up to 3 targets at 1 time (3 bees = 3 targets), but it will only send 1 bee to 1 target, even if it has another 2 bees in reserved. Think of Bees as Hornet’s Nest attack animation. It works like Frostbite Tower, even if u put Frost Duet into it (target 2 targets), it won’t ever target the same target twice, just once.
c) Slime: Dryad’s sandwich. Deal magical damage. Atm, dunno if it’s an error, but it’s also count as Hero Ability (therefore deal no damage to Power Block mutator). It also has vertical range like Bees; however, it can’t just fly like bee can. Instead, it can move up and down the terran as long as its possible to do so.
d) Nimbus: atm, I don’t use Nimbus much, it just bad imo and not worth the DU.
a) Flamethrower: imo, it’s a lesser version of Ramster. I prefer Ramster over this.
b) Blockade: Nope, the coverage is small.
c) Frostbite: It’s extremely good if you know how to utilize it into your build. Only 2 ways to deal with hard lane: you either brute force it( put lots of DU into it); or you make it last longer. Theres 2 ways to make it longer:
· You make a longer path for mobs to go
· You slow down the mobs
· Frostbite is one of the tools that allow you to do so. For the shard used, just look at my apprentice build.
d) Earthshatter: It’s single-handedly the most powerful single-target magical defense.
· It has 2m dps without using Power Transfer.
· It has extremely long range without the need of Deadly Strike.
· It can be placed completely block of its view and it still find its way to attack target as long as within range
· It ground attack completely bypass geode.
· It can only attack ground (Malthius-type monster is not ground, they’re floating; assassin on your ass also not ground, they’re floating)
· It can 1 shot any frozen mobs by crushing them.