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Rings are weapons used by Angels. The Angel attacks by throwing a ring through enemies and terrain in a straight line. When the ring reaches the end of its range, it returns to the Angel's head, dealing damage to enemies a second time on the return trip, as well. A ring is capable of hitting more than one enemy. Each 2 weapon levels have the same uncolored sprite and name, named "Rings", "Circles", "Chakrams", and "Gods", respectively. Currently, rings have 4 types: Physical, Fire, Thunder, and Ice.

List of Rings[]

Icon Weapon LV AT AGI Range MFC Type MP Bonus AT MPC RPC Dropped by Buy Sell
Ring Ring 2-3 20-30 60 25 (0.5s) Physical 100 12
Note: Starting weapon.
Fire Ring Fire Ring 1 3-4 20-30 60 25 (0.5s) Fire 30 4-6 (Burn 5%) 1 Cyan Smiley Walker
(OS)
250 31
Note: Releases a fire gas upon full MP activation that lasts for 2s.
Thunder Ring Thunder Ring 1 3-4 20-30 60 25 (0.5s) Thunder 90 1-29 7 Green Skull Bat
(GL3)
500 62
Note: Releases 7 thunderbolts that form a straight line upon full MP. Adding a Topaz makes the thunderbolts stronger, and adding a Bullet's Card 1/2 can increase the number of thunderbolts to 8 or 9.
Long Ring Long Ring 1 5-10 20-30 90 25 (0.5s) Physical Brown X Walker
(HC1)
750 93
Note: Has a range of 90 instead of 60, allowing the Angel to have the base range of the Sniper or Magician.
Ice Ring Ice Ring 1 3-4 20-30 60 25 (0.5s) Ice 80 15-30, Slow 20% 3 Grey Smiley Tree
(GL6)
1000 125
Note: Releases 3 one-arrows in a triangular shape upon full MP activation. The one-arrows will slow down enemies and slide on the terrain.
Thorn Ring Thorn Ring 2 4-5 20-30 60 25 (0.5s) Physical 110 10-30 16 Blue Skull Bat (HC2)
(HC2)
1500 187
Note: Releases 16 needles that spread out in a circular fashion. Adding a Bullet's Card 3 can increase the number of needles up to 28.
Power Ring Power Ring 2 15-30 20-30 60 25 (0.5s) Physical Green Skull Tree
(HC2)
2000 250
Quick Ring Quick Ring 2 4-5 5-10 60 25 (0.5s) Physical 50 10-10 1 Red Skull Bat
(F2)
2500 312
Note: Releases a stretched ball that deals splash damage. It has the lowest AGI of any rings (along with other quick rings) and it is also the first weapon ever with 5-10 AGI that uses MP.
Charge Ring Charge Ring 2 4-5 20-30 60 25 (0.5s) Fire 200 4-6 (Burn 5%) 1 20% Orange Boss Skull Stickman
(CV3)
3000 375
Note: Releases an orange ball that homes towards enemies and releases heat gases along the way. The ball lasts for 4s, while each heat gas lasts for 1s. A Garnet makes both the ball and the produced heat gases last longer, and a Ruby is recommended for greater damage. Keeping the equipped Ruby + Garnet each continually updated will allow this ring to remain viable throughout the entire game while aiming towards a 100 MAG 60 DEX build, especially as a weapon against single bosses. With Ruby 7 + Garnet 7, initial ball duration will increase to 6s, residual gas duration will increase to 3s, and AT will rise to 19-26. With the aforementioned max level Jewels equipped to it, this ring can outperform a Fire God 7 that has Bullet's Card 7 + Garnet 7 equipped to it in situations where either there's few chances to reach enemies or it would take longer than 6s (this ring's initial ball duration) for Fire God 7 to defeat the enem(y/ies) in front of it (with no AT aura, the tipping point is when ~200,000+ damage is required).

Icon Weapon LV AT AGI Range MFC Type MP Bonus AT MPC RPC Dropped by Buy Sell
Fire Circle Fire Circle 3 5-6 20-30 60 25 (0.5s) Fire 120 6-8 (Burn 5%) 1 20% Cyan Gel Snake
(S3)
4000 500
Note: Releases a fire gas that produces more fire gases and bounces on the terrain upon full MP activation. The effect lasts for 2s, and each heat gas lasts for 1s. Both the effect time and the heat gas lifespan can be increased with a Garnet.
Thunder Circle Thunder Circle 3 5-6 20-30 60 25 (0.5s) Thunder 120 1-59 11 Pink Roundhead Fish
(SM2)
4500 562
Note: Releases 11 thunderbolts upon full MP activation in the same manner as the Thunder Ring, however, they will bounce off terrain unlike its predecessor.
Long Circle Long Circle 3 10-15 20-30 120 25 (0.5s) Physical White Roundhead Tree
(MG1)
5000 625
Note: Has twice the range of a normal ring. Adding a Catapult's Card will make the range even higher (up to 220). Adding STR and DEX is recommended, as it boosts damage quite a bit. However, range on rings are not recommended, as rings travel quite slowly, and since they follow a linear path, they can miss any enemy moving vertically. Also, the rings stay longer midair, so the Angel can't fire rings as fast.
Ice Circle Ice Circle 3 5-6 20-30 60 25 (0.5s) Ice 120 5-10, Slow 20% 1 30% Blue Roundhead Fish
(SM3)
5500 687
Note: Releases a snowflake that leaves a trail of icy one-arrows upon full MP activation. The effect lasts for 2s.
Thorn Circle Thorn Circle 4 6-7 20-30 60 25 (0.5s) Physical 130 20-60 16 Tan Box Spider
(D1)
6000 750
Note: Releases 16 needles that spread out in a circular fashion and bounce off terrain. Adding a Bullet's Card 4 can increase the number of needles up to 32.
Power Circle Power Circle 4 30-60 20-30 60 25 (0.5s) Physical Green Diamond Cactus
(D3)
6500 812
Quick Circle Quick Circle 4 6-7 5-10 60 25 (0.5s) Physical 50 10-10 3 White Boss Box Stickman
(D5)
7000 875
Note: Releases 3 pellets upon full MP activation that deals splash damage. Adding a Bullet's Card 5 can increase the number of pellets up to 9.
Charge Circle Charge Circle 4 6-7 20-30 60 25 (0.5s) Thunder 400 1-99 1 20% Red Gel Zombie
(D6)
7500 937
Note: Releases a grey cloud that homes towards enemies while dropping thunderbolts to the ground. The cloud lasts for 4s. Unlike the Charge Ring 2, it is a Thunder type weapon instead of a Fire type one.

Icon Weapon LV AT AGI Range MFC Type MP Bonus AT MPC RPC Dropped by Buy Sell
Fire Chakram Fire Chakram 5 7-8 20-30 60 25 (0.5s) Fire 150 12-16 (Burn 5%) 1 20% Orange Big Roundhead Spider
(D8)
8000 1000
Note: Releases a trail of fiery gas that drops and bounces off terrain like Fire Circle 3. The effect lasts for 3.6s, and each fiery gas lasts for 1s. Both can be increased with a Garnet.
Chakram Chakram 5 1-1 20-30 30 5 (0.1s) Physical (Resort) 8500/
85000
1062
Note: Although this has the lowest AT in the game (along with the Wooden Sword) and lowest range (same as most Swords) of all the Rings, it has the shortest hit cooldown of all rings being able to inflict damage up to 10 times per second for one ring alone. It is highly recommended to equip a Red Crystal or invest SP into STR to increase the damage dealt. If a Heal's Card is equipped, rapid LP recovery can occur.
Thunder Chakram Thunder Chakram 5 7-8 20-30 60 25 (0.5s) Thunder 150 1-149 15 Red Boss Shield Zombie
(CV5)
8500 1062
Note: Releases 15 thunderbolts upon full MP activation in the same manner as Thunder Circle, except they travel much farther, unlike it predecessor. Equipping a Bullet's Card 4 will increase the amount of bolts to 30. This weapon is quite effective in Cavern stages with a Bullet's Card 4, as the bolts will bounce in a very ecstatic manner. This weapon is also effective against a large group of flying enemies (such as Desert 2 and Beach 2). With a Bullet's Card 4, even though if many of the bolts miss, it can still deal a lot of damage.
Long Chakram Long Chakram 5 20-30 20-30 150 25 (0.5s) Physical Pink Big Castle Stickman
(SF2)
9000 1125
Note: Has a longer range than Long Circle. With a Catapult's Card 5, the range can be increased to 250.
Ice Chakram Ice Chakram 5 7-8 20-30 60 20 (0.4s) Ice 40 30-45, Slow 20% 3 Purple Gel Tree
(SF3)
9500 1187
Note: Releases 3 one-arrows in a triangular shape that slow enemies and slide on terrain upon full MP activation similar to Ice Ring, yet it deals more damage and requires less MP, unlike it predecessor. With 60 DEX, 40 MAG, a Sapphire 6 and a Bullet's Card 5, this weapon has an average dps of 2214 * (the amount of enemies the rings pass), and as a bonus it also gives a slowing effect. Interestingly, this weapon hits the enemies every 0.4 seconds instead of 0.5 seconds.
Thorn Chakram Thorn Chakram 6 8-9 20-30 60 25 (0.5s) Physical 150 30-90 16 Orange X Walker
(SF6)
10000 1250
Note: Releases 16 needles that spread out in a circular fashion and bounce off terrain. Furthermore, the needles stop moving after travelling for a short distance, increasing the possibility of the needles hitting nearby enemies. Adding a Bullet's Card 4/6 can increase the number of needles to 32/36. With 60 DEX and 120 MAG, a Blue Stone 6 and a Bullet's Card 6, this weapon will deal about 2160 damage worth of needles each time the ring passes an enemy. Most needles hit big enemies which gives it a DPS of about 8640. Great for shredding bosses, especially with 2 STR Priests, which can increase the DPS up to about 48000 at LV 92-93.
Power Chakram Power Chakram 6 60
-120
20-30 60 20 (0.4s) Physical Yellow Shield Snake
(SF8)
11000 1375
Note: Essentially an upgraded Power Circle 4, which also hits more quickly like Ice Chakram 5 apart from increased damage.
Quick Chakram Quick Chakram 6 8-9 5-10 60 25 (0.5s) Physical 50 33-33 3 White Boss Demon Eel
(B4)
12000 1500
Note: Releases 3 needles upon full MP activation that deals splash damage. Adding a Bullet's Card 5 can increase the number of needles up to 9. With 60 DEX, 50 MAG, a Ring's Card 6 and a Bullet's Card 5, this weapon does 2970 damage against each mob the chain of rings passes, this gives a DPS of about 1000 * (the amount of enemies the rings pass). It might be useful for the hit-and-run strategy, as the Angel throws all of the rings in ⅔ of a second. It should be noted that none of the Quick Rings can reach its full potential as it takes about 2 seconds for rings to return if a ring has a range of 60, which would require a total of 13 rings for any of the Quick Rings as they fire off rings very quickly.
Charge Chakram Charge Chakram 6 8-9 20-30 60 25 (0.5s) Ice 600 40-60, Slow 20% 1 50% Grey Boss Box Snake
(F6)
13000 1625
Note: This is essentially an upgraded Ice Circle 3. It releases a snowflake that reflects off terrain, while releasing slowing one-arrows that ignore gravity and accelerate. The snowflake lasts for 4s. Unlike previous Charge Rings, it is an Ice type weapon instead.

Icon Weapon LV AT AGI Range MFC Type MP Bonus AT MPC RPC Dropped by Buy Sell
Fire God Fire God 7 9-10 20-30 60 25 (0.5s) Fire 200 36-48 (Burn 5%) 20 Orange Box Digger
(H4)
15000 1875
Note: Creates 20 blazes that form a circular shape like the Fire Spirit 2, but at a slower speed. A Bullet's Card 6/7 can increase the number of blazes to 45 or 50. Each blaze lasts for 2s. Two Angels using this weapon with a Bullet's Card 7 and a Garnet 7 alongside two high STR Priests can result in easy boss fights. However, there may be scenarios in which a Charge Ring 2 with a Ruby 7 + Garnet 7 equipped will outperform this ring; the Charge Ring 2's magic attack has homing properties that this ring's magic attack lacks, and as such Charge Ring 2's magic attack will chase down enemies that are hard to reach as well as generally keep far more of its total fire produced on enemies than this ring will in practice.
Thunder God Thunder God 7 9-10 20-30 60 25 (0.5s) Thunder 180 1-399 20 Yellow Triangle Bat
(H6)
16000 2000
Note: Essentially an upgraded Thunder Chakram 5. Releases 20 thunderbolts which travel even further and bounce off terrain. Produces about 9000 AT worth of thunders on every hit at 140 MAG, a Bullet's Card 7 and a Blue Stone 7 equipped, but usually most thunders miss. With 30 DEX this gives a DPS of about 9000 if half of the thunders hit. Before ver15.0, this weapon was bought for $15000 and sold for $1875.
Long God Long God 7 40-60 20-30 180 10 (0.2s) Physical White Demon Stickman
(IF1)
17000 2125
Note: This ring has the longest range of all the rings so far, triple the range of a normal ring. With a Catapult's Card 7, the range can be increased up to 330. Unlike other Long Rings, it has a shorter hit cooldown than most rings; the rings hit enemies at a maximum rate of 5 times per second, half of the rate of the Chakram 5.
Ice God Ice God 7 9-10 20-30 60 25 (0.5s) Ice 120 30-45, Slow 30% 1 30% Pink Gel Tree (CV7)
(CV7)
18000 2250
Note: Essentially an upgraded Ice Circle 3, which releases needles with higher damage and stronger slow effect. The main snowflake can also pierce through terrain. The effect lasts for 2s.
Thorn God Thorn God 8 10-11 20-30 60 25 (0.5s) Physical 160 40-120 32 Red Boss Gel Tree (CV8)
(CV8)
19000 2375
Note: Essentially an upgraded Thorn Circle 4, producing twice as much needles in a circular formation that bounce off terrain. Unlike the Thorn Chakram 6, the needles no longer decelerate. Great for dealing with large swarms of flying enemies or in Hill/Cavern like stages, especially when a Bullet's Card 7 is equipped, releasing 80 needles, and having 160 MAG, 30 DEX and a Ring's Card.
Power God Power God 8 180
-360
20-30 60 10 (0.2s) Physical Green Box Wheel
(H7)
20000 2500
Note: Essentially an upgraded Power Chakram 6, with increased AT and hitting at twice the rate of the weaker counterpart. Investing 60 SP in DEX, the rest of the SP in LP, and equipping a Critical's Card 7 may allow the Angel to pull off a great number of exponential critical hits (due to the capability for the n-th ring to activate critical effect n times) while having a hefty effective LP pool. If a double critical occurs with Critical's Card 7 (2.25% chance for 2nd ring), it will deal 100x AT instead of the usual 10x AT; thereby boosting DPS more than expected (roughly ~4x average DPS instead of the usual 2.35x DPS from Critical's Card 7). The exceedingly rare triple critical for 1000x AT can occur with about 0.3375% chance for the 3rd ring; and a quadruple crit (~0.05% chance) would 1-shot the Hell Castle Boss if it were to ever actually happen.
Quick God Quick God 8 10-11 5-10 60 10 (0.2s) Physical 50 55-55 5 Pink Boss Triangle Snake
(H8)
21000 2625
Note: Essentially an upgraded Quick Chakram 6, which releases 5 sparks with increased AT and retains its splashing capabilities. It has the same hit rate as the Long God 7 or Power God 8, but unlike those, it has an magical effect.
Charge God Charge God 8 10-11 20-30 60 25 (0.5s) Physical 800 40-60 1 50% Red Skull Stickman (HG)
(HG)
22000 2750
Note: Upon magical activation releases a cloud attack that creates fire-shaped projectiles like the Gunner's Rocket Launcher 8. The main cloud lasts for 4s, homes into enemies and pierces terrain. The fire-shaped projectiles deal splash damage. Unlike previous Charge Rings, this is a physical-type weapon. This weapon has the highest MP in the game.

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