Builds & Strategies

## Rouge

**Wombo Combo**

Haste + Rouge Mode

(have max SP)Try and have enough MP to use haste,attack 6 times then use rouge mode and attack another 6 times.

## Warrior

**Combo Lock**

Bezerk + Bash Attack

(Shout is used to break defense first turn). The halved cost of SP cost higher chance of stunning the enemy which is greatly increased with Bash Attack (passive) allowing you to keep attacking without the enemy getting a chance to (even if they survive after 3 turns your SP will regen enough to repeat). However this build is pretty dull as afterwords you lock to just attack, rest and items.

## Mage

**General**

The easiest way to get a mage victory is to just treat it like a warrior or rogue. For actual mage build you will want to swap the default ability Charge out of the default slot, slot 0 to one of the other slots. By doing this Charge will refresh it's self allowing it to be used as long as you have stamina. A ability that will only be used once or infrequently should be put in slot 0 since it will not be refreshed by charge. Additionally the gem (permanent) unlocks for the wooden rod and tomb help greatly.

**Haste**

 Haste is a good ability for slot 0 since once sp and intellect stats are higher as it will allow you to use charge twice as many times.

**Super Saiyen**

Strengthen + Attack Spell

The build is a glass cannon that can one shot most foes but is pretty volunable aftwards. You want to start with an attack spell to protect yourself and invest into intellect, getting stengthen is a matter a luck so combined with ricks in the early games it will likely take mutiple attempts to achieve but is well worth it.

**Starter combo**

Weaken + Magic Missile

This combo uses two common abilities making it easy to achieve. Weaken is to be put in slot 0.

### **Guide by JohnnyRiko**

First of all reaching 60 sp is actually important but dont forget to put points into intellect and after you achieve 60 sp put 2 points into intellect and 1 point into strength. Every 5 levels put your strength point into luck cause luck =more exp and gold. I use green fireball, heal, thunder, fireball and mana steal. I do not know all the names or correct ones for that I am also sorry. You only cast green fireball If you go first because charging up an ability will give a little extra defense and its basically going turn 2 like in a normal fight but dealing lots of damage right off the bat. If you want you can also swap out green fireball for strengthen since it adds to damage and defense. As for mana steal use it at night or if you are doing multiple arena fights in 1 day. At night the creatures give a lot of mana surprisingly and you are resting because you are low on mana so it's easy to kill them off with it. When fighting a boss however I would suggest the bubble that plus strengthen and the 1 strength point every level up you will take not too much damage and can tank a lot more while have the heal. When refreshing your spells with the mage exclusive ability prioritize thunderbolt because it can stun and if you have tons of mana left use fireball. If that doesnt work out take this sword XD

## Strategies

**The Spiffing Brit**

Use steal on weaker enemy until it becomes risky. (Weaker the enemy the more gold you get, but the shorter the enemy survives steal's damage.

1. ↑ Trivia: This likely works because each ability is on a list 0-5 and charge is set to refresh list 1-5 which would exclude list[0], itself by default. So when it is moved into any other list it refreshes itself.