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Warning!
This article contains a guide, a tutorial or a walkthrough for Stick Ranger. It's very likely that this guide was written by just one author. It might not have been reviewed, verified, edited, or corrected by other authors. The content is only based on the opinion of the author. The content might be even completely wrong, misleading, or outdated.

If you follow any advice from the following article, you do this at your own risk!


Build codes

Here are some codes that will let you know more about a certain build.

BeF = Beginner Friendly.

ADV = Advanced. For more experienced players.

Dmg = Good damage build.

Svl = Survival Build. Helps you survive.

PoP = Popular Build.

Boxer builds

Power Boxer of Quickness (BeF, PoP, Dmg, Svl)

LP: 0
STR: Infinity
DEX: 0
MAG: 0

Weapon: Sonic Claw 6/Mach Cestus 7

Compo 1: Vampire's Card 4/Yellow Crystal 7/Explosion's Card 4(Mach Cestus only)

Compo 2: Critical's Card 7

This build specializes in dealing a whole ton of damage in a very short time. A Vampire's Card allows the boxer to regenerate a whole ton of LP. Mix that with STR Priests and you have true power. An Explosion's Card 4 on a Mach Cestus 7 causes it to work like the Sonic Claw.

Boxer Tank Build (ADV, Svl)

LP: Infinity
STR: 0
DEX: 0
MAG: 0

Weapon: Sonic Claw 6/Mach Cestus 7

Compo 1: Vampire's Card 4

Compo 2: ONIGIRI's Card 1/Black Crystal 7

This build contains a whole lot of LP with regeneration compo items that will help keep the Boxer (and even his teammates) alive. This build is very good for those parties with ranged fighters. Weapons are for the same reason as the above build. As ONIGIRI's Card does not work in VS Mode, Black Crystal 6 would work better for VS Mode purposes.

Great Wall (PoP, Svl)

LP: Infinity
STR: 0
DEX: 0
MAG: 0

Weapon: Sonic Claw 6/Mach Cestus 7

Compo 1: Black Crystal 7

Compo 2: Purple Crystal 7/Zombie's Card 4/White Stone 7

Regeneration Build (BeF, Svl, Dmg)

LP: 0
STR: Infinity
DEX: 0
MAG: 0

Weapon: Sonic Claw 6/Mach Cestus 7

Compo 1: Vampire's Card 4/Quick's Card 7

Compo 2: ONIGIRI's Card 1

This build has a lot of strength so the boxer will regenerate a lot of LP from Vampire's Card. Not only that, but it can randomly generate onigiris that heal 1/5 of the total LP of the Boxer (or maybe its teammates).

Needle Build (PoP, Dmg)

LP: Remaining SP
STR: 0
DEX: 26
MAG: 100

Weapon: Needle Cestus 8

Compo 1: Bullet's Card 7

Compo 2: Quick's Card 7

This build is made to dish out as much damage as possible; 2-4 AGI, each punch releases 210 needles that deal 13-15 damage each. It deals extremely high damage and useful for quickly killing bosses, especially when paired with an Attack Priest.

Spark Build (PoP, Dmg)

LP: Remaining SP
STR: 0
DEX: 26
MAG: 120

Weapon: Spark Cestus 8

Compo 1: Bullet's Card 7

Compo 2: Quick's Card 7

This build is made to dish out as much damage as possible; 2-4 AGI, each punch releases 30 sparks that deal 1-199 damage each (with homing capabilities to make sure they hit). It deals extremely high damage and useful for quickly killing bosses like the Needle Build, especially when paired with an Attack Priest.

Spark/Needle Tank (Svl, Dmg)

LP: Remaining SP
STR: 0
DEX: 26
MAG: 100/120

Weapon: Needle Cestus 8/Spark Cestus 8

Compo 1: Black Crystal 7

Compo 2: Purple Crystal 7

While DPS is nowhere close to that of the builds above, it lasts much longer (especially under a DEF aura good enough to at least basically null Needle Claw if not also cut the damage of a physical Sniper's arrows by over half), possibly dealing more damage in the long run and definitely giving any damage-oriented ranged allies more time to dish out hurt as long as the enemy party isn't using an Ice Flail Whipper.

Poison build (Dmg)

LP: Remaining SP
STR: 0
DEX: 24
MAG: 50

Weapon: Poison Cestus 7

Compo 1: Emerald 7

Compo 2: Peridot 7

Only use this when you don't have other stickmen with Poison weapons in your team. Pretty powerful, especially with a Priest.

Flame Boxer (Dmg, BeF)

LP: Remaining SP
STR: 0
DEX: 24
MAG: 40

Weapon: Fire Cestus 7

Compo 1: Bullet's Card 5

Compo 2: Garnet 7 or Quick's Card 7

This build can handle groups of enemies much better. Even if there's no group around, it still deals great damage.

Freeze Boxer (PoP, Svl, Dmg)

LP: Remaining SP
STR: 0
DEX: 26
MAG: 60

Weapon: Freeze Cestus 8

Compo 1: Diamond 7

Compo 2: Quick's Card 7

This build is able to freeze solid even bosses with a 90% resistance. Those with 95% are harder to deal with, but their movement and attacks will still be delayed, letting your other characters safely damage the boss. This build is also surprisingly powerful.

Berserker Boxer (Dmg, ADV)

LP: 0
STR: Infinity
DEX: 0
MAG: 0

Weapon: Sonic Claw 6/Mach Cestus 7

Compo 1: Critical's Card 7

Compo 2: Berserk Card 7

This sacrifices a good deal of defense for incredible damage. Combine it with an AT Priest and you'll have a power house! (Note: A too strong AT aura will actually diminish the AT increasing effect of the Berserk Card. Use with caution.)

Blue Hot Boxer (Dmg, ADV)

LP: Remaining SP
STR: 0
DEX: 20
MAG: 100/150

Weapon: Charge Punch 5

Compo 1: Bullet's Card 5

Compo 2: Ruby 7 or Quick's Card 7

Maaaan This build IS blue hot! Rapid attack producing blue star flames every 2/3 punches. Most useful on slow or immobile bosses, Big enemies and mobs, especially with STR Priests.

This build was made by Callum!

Thunderstorm Boxer (Dmg)

LP: 0
STR: Remaining SP
DEX: 24
MAG: 40

Weapon: Thunder Cestus 7

Compo 1: Quick's Card 7

Compo 2: Bullet's Card 7

This build uses very fast attack speed in conjunction with an extremely powerful magic attack to deal extreme amounts of damage. The magic attack releases 12 thunder needles doing 1-120 DMG each. The result is excellent mobbing capability and extremely high damage per second.

Made by Deathranger1791

Bounty Boxer

LP: 0
STR: Infinity
DEX: 0
MAG: 0

Weapon: Sonic Knuckle 4/Sonic Claw 6

Compo 1: Gold rush Card 1

Compo 2: Vampire's Card 4

It doesn't really matter which vampire card you use and you may prefer to use a sonic knuckle instead of the claw for greater AOE range.

Overall this build can be used on a bunch of enemies packed together to gain huge amounts of gold in a single hit. Stages like ??? and Inferno 2 work really well. This build can make coins worth over 10000 Gold appear. Also works with a Gladiator or Whipper.

Gladiator builds

Jedi Build (BeF, PoP, Dmg)

LP: Remaining SP
STR: Remaining SP
DEX: 0
MAG: 44/65

Weapon: Lightsaber 8

Compo 1: Topaz 7

Compo 2: Quick's Card 7

This build has huge amount of DPS because of rapid damage by the Lightsaber. Rather efficient than the other build below. Invest any remaining SP into STR for further damage increase, or LP for better survival.

Jedi Variation (Dmg, ADV)

LP: Remaining SP
STR: Remaining SP
DEX: 0
MAG: 130

Weapon: Lightsaber 8

Compo 1: Topaz 7

Compo 2: Quick's Card 7

This build has an instant magic attack activated and very deadly. Invest any remaining SP into STR for further damage increase, or LP for better survival.

Max Efficency Jedi (Dmg, Svl, ADV)

LP: Remaining SP
STR: 0
DEX: 0
MAG: 13

Weapon: Lightsaber 8

Compo 1: Topaz 7/Black Crystal 7

Compo 2: Quick's Card 7

Before you scoff at this build for using such a high-MAG weapon with such low MAG, let's look at the math. For all magic swords other than Thunder Blade, the effect being triggered again while it is already in effect resets the time the effect lasts for rather than the effect time stacking or just having two or more instances happening at the same time. Lightsaber 8 generates 130 needles during its effect time, meaning its effect likely lasts for 2.6s (130 frames). 13 MAG triggers this effect in 10 hits. With the Quick's Card 7, the AGI is reduced to 8-12. Assuming the Gladiator is to continually strike every 15 frames triggering the effect every 10 hits, 10 times 12 frames equals 120 frames, fewer than the amount of time the effect lasts for. In this manner, though it may sometimes take a moment for the effect to start up at the start of a fight, once it does it doesn't stop, and very little if any of each activation is wasted by a reset. This leaves the Gladiator with PLENTY of SP for LP to increase the amount of time it lasts for during a fight. STR and DEX are somewhat pointless as the magic effect on its own should deal plenty of damage as it is, so in the end the Gladiator should deal more damage by increasing its LP so it can use the effect for a longer period of time before potentially being killed. The Topaz can be switched out for a Black Crystal 7 to roughly triple the amount of time the Gladiator lasts for while not getting quite as much DPS, but in the long run it is actually more worth it as the Topaz 7 does not quite double the magic AT, whereas the Black Crystal 7 indeed fully triples the time the Gladiator stays standing for. Though not listed, if the Gladiator is in a defense aura which usually cuts the physical damage taken by over 50%, a Purple Crystal 7 would do a better job of increasing its survival time as it reduces magical damage taken by 70%, effectively more than tripling the time the Gladiator may last for. Somewhat weak against ice as the slowing effect will stop the effect of the Lightsaber from being constant. The below build can be weak against ice for the same reason.

Defensive Efficency Jedi (Dmg, Svl, ADV)

LP: Remaining SP
STR: 0
DEX: 0
MAG: 33/40

Weapon: Thunder GreatSword 7/Lightsaber 8

Compo 1: Black Crystal 7

Compo 2: Purple Crystal 7

Thunder GreatSword can also use Bullet's Card 7 + Topaz 7, though for the defensive play to work at full potential the Crystals are better. If you're going to go for half-defense- half-offense with the Thunder GreatSword, go with Black Crystal 7 and Topaz 76, for the Topaz just over doubles its compo-less DPS, whereas the Bullet's Card multiply it by 2.5, and the Black Crystal negates 70% of all hits taken, whereas while the Purple Crystal reduces 70% of all magic damage taken, that's just it, it only works for magic damage. Lightsaber 6's effect can take a moment to start up with this build, though it follows the same principle as the above build with the math. 4 hits to activate at 20-30 AGI, assuming the Gladiator is to continually strike every 30 frames, 4 times 30 equals 120, fewer than the number of frames the effect lasts for. Thus meaning the effect never stops once it does start. If the Gladiator is in a strong enough defense aura, it should become nigh-unstoppable, as the defense aura acts like a Silver Crystal, granting the Gladiator the full strength of all 3 types of defense while having strong DPS. The Priest(s) granting the defense aura should probably also use the Black and Purple Crystals to keep them safe too.

Slayer Gladiator (Dmg, PoP)

LP: 0
STR: Remaining SP
DEX: Optional
MAG: 0

Weapon: GreatSword 7/Long GreatSword 8

Compo 1: Critical's Card 7

Compo 2: Long Sword's Card 7/Yellow Crystal 7/Katana's Card 7/Vampire's Card 4/Black Crystal 7

This build is amazing at 1v1 and mobbing. Also, having a strength Priest will boost damage massively. Vampire's Card and Black Crystal will give better survivability to the Gladiator.

Flame Gladiator (Dmg, BeF)

LP: Remaining SP
STR: Remaining SP
DEX: 0
MAG: 65/130

Weapon: Flame GreatSword 8

Compo 1: Ruby 7

Compo 2: Garnet 7/Quick's Card 7

Powerful build because flames will constantly come out when fighting an enemy. The only important thing is to spend SP into 65 or 130 MAG. After that you can invest SP into anything.

Freeze Gladiator (Dmg, ADV)

LP: Remaining SP
STR: Remaining SP
DEX: 0
MAG: 100/120

Weapon: Frozen Sabel 4/Frozen Blade 6

Compo 1: Diamond 7

Compo 2: Quick's Card 7

Can keep an enemy constantly frozen due to its speed and the Diamond (which increases freeze time). Like the Flame gladiator build, the only important thing is to spend SP into 100/120 MAG. After that, you can invest SP into anything.

Thunder GreatSword build (BeF, Dmg)

LP: Remaining SP
STR: Remaining SP
DEX: 0
MAG: 40

Weapon: Thunder GreatSword 7

Compo 1: Topaz 7

Compo 2: Bullet's Card 7

Vampthunder GreatSword

LP: 0
STR: Remaining SP
DEX: 0
MAG: 40

Weapon: Thunder GreatSword 7

Compo 1: Vampire's Card 4

Compo 2: Black Crystal 7

Deals out both a fairly good magic attack and enough physical AT from the sword itself for healing not as good as a pure STR Long Blade 6 Gladiator could pull off, however the total damage dealt far exceeds that of a pure STR Long Blade 6 Gladiator even if not all of it goes towards healing.

Ice build (BeF)

LP: Remaining SP
STR: Remaining SP
DEX: 0
MAG: 45

Weapon: Ice GreatSword 7

Compo 1: Quick's Card 7

Compo 2: Sapphire 7/Aquamarine 7

Long Sword Build

LP: Optional
STR: Infinity
DEX: 0
MAG: 0

Weapon: Long GreatSword 8

Compo 1: Long Sword's Card 7

Compo 2: Critical's Card 7/Quick's Card 7/Berserk Card 7/Katana's Card 7

Tank build 1 (Svl, PoP)

LP: Remaining SP
STR: 0
DEX: 0
MAG: 35

Weapon: Ice Blade 5

Compo 1: Sapphire 7/Aquamarine 7

Compo 2: Zombie's Card 4

This build is effective for VS mode because the LP multiplier will increase the total LP to a extremely high amount, and because of the low MP cost it will easily deal some good damage. It is also very effective for the main game as well.

Tank build 2 (Svl, PoP)

LP: Remaining SP
STR: 0
DEX: 0
MAG: 40

Weapon: Thunder GreatSword 7

Compo 1: Black Crystal 7

Compo 2: Purple Crystal 7

Provides extreme LP and defense which allows the Gladiator to absorb thousands of damage without dying. The Thunder GreatSword also provides basic damage by itself.

Vampire Slayer

LP: 0
STR: 100 less than DEX
DEX: Infinity
MAG: 0

Weapon: GreatSword 7

Compo 1: Katana's Card 7

Compo 2: Vampire's Card 4

This build deals exactly 410 damage per hit, every hit, as well as recovering 20 LP per hit. It is meant to be very consistent, making it very easy to judge whether you can take an enemy or not.

Made by Deathranger 1791

Vampire Slayer Variation

LP: 0
STR: Infinity
DEX: 0
MAG: 0

Weapon: GreatSword 7

Compo 1: Katana's Card 7

Compo 2: Vampire's Card 4

This build is the Vampire Slayer, but with higher maximum damage and much lower minimum damage. It has higher potential DPS, but can get cursed by RNG at times, unlike the standard Vampire Slayer.

Healer utillity swordfighter (SvL, BeF)

LP: Optional
STR: Infinity
DEX: 0
MAG: 0

Weapon: Any sword or longsword

Compo 1: Vampire's card

Compo 2: Compo for choice

Hitting lots of enemies at once and dealing high damage causes the swordfighter to stay alive and capable of tanking good amounts of enemies.

Bounty swordfighter (PoP, ADV)

LP: 0
STR: Infinity
DEX: Just enough for Min AT = Max AT
MAG: 0

Weapon: Any sword or longsword

Compo 1: Gold rush Card 1

Compo 2: Vampire's Card 4

When you have this build just go to the ??? stage and let your swordfighter do the job. dropping huge amounts of cash (up to 20000 in 1 hit.) this also works on a boxer with sonic weapon and the process is sped up with gold medals.

Sniper builds

Bullets Sniper Build (PoP, BeF, Dmg)

LP: 0
STR: 0
DEX: Infinity
MAG: 0

Weapon: Quint Gold Arrow 8/Vigintuple Arrow 8

Compo 1: Bullet's Card 7

Compo 2: Quick's Card 7/Critical's Card 7/Guide's Card 7

This build has a lot of bullets, letting arrows rain on enemies. It may not be the best choice for all stages, but it works most times.

Megaboss-friendly Poison Sniper (BeF, Dmg, PoP, Svl)

LP: 0
STR: Remaining SP
DEX: Optional
MAG: 45/50

Weapon: Oct Poison 7/Oct Poison Shot 8

Compo 1: Emerald 7

Compo 2: Peridot 7/Catapult's Card 7

This build is very megaboss-friendly as it can defeat almost every boss easily, but can also be used on most situations.

Fire Sniper (BeF, Dmg, Pop, Svl)

LP: 0
STR: Remaining SP
DEX: Optional
MAG: 40/50

Weapon: Double Flame 6/Double Hell Fire 7

Compo 1: Bullet's Card 5

Compo 2: Ruby 7(Double Flame)/Quick's Card 7(Double Hell Fire)

You can use this if you have other character with a Poison weapon in your party (since Poison doesn't stack) or the enemy you want to kill is immune to Poison. Double Flame is better for airborne enemies, while Double Hell Fire is better for ground enemies.

The Life Sniper (ADV, Svl)

LP: Remaining SP
STR: 20
DEX: Optional
MAG: 0

Weapon: Physical Bows (preferably Vigintuple Arrow)

Compo 1: Iron Medal 7

Compo 2: Silver Medal 7

Good on enemies with high LV, and gives high onigiri drops and EXP. Works with all other classes! Credits to Poisonshot (his FIRST build) and Gamelover101 (cleaning up the section).

Flame Shot Hell Sniper (ADV)

LP: None
STR: Everything else
DEX: None
MAG: 45

Weapon: Flame Shot 7

Compo 1: Quick's Card 7/Bullet's Card 5

Compo 2: Guide's Card 7

Compatible with the megaboss-friendly Poison Sniper with exactly the same SP distribution, this build makes lots of fire. The Guide's Card 6 makes sure the arrows hit.

Range Sniper (PoP, Svl)

LP: Optional
STR: All
DEX: Optional
MAG: 1/3 of Magical Weapon if using one

Weapon: Doesn't matter

Compo 1: Catapult's Card 7

Compo 2: Red Stone 7

This build has very long range, making it useful for the outrange strategy. Have 1/3 MP of a magical weapon if you have one.

Made by a guest, edited by Gamelover101.

Pierce Sniper build

LP: Doesn't matter
STR: Optional
DEX: All
MAG: 1/3 of weapon if magical weapon

Weapon: Any (except Fire Shot and Flame Shot)

Compo 1: Pierce's Card 4

Compo 2: Doesn't matter

This build is made to take care of the Cavern stages. However, Pierce's Card doesn't work well on Fire Shot because its flames pierces on its own.

Indra Build A (Dmg, ADV)

LP: 0
STR: 0
DEX: Infinity
MAG: 0

Weapon: Indra Arrow 6

Compo 1: Critical's Card 7

Compo 2: Yellow Crystal 7

Designed for EXTREME Damage.

Indra Build B (Dmg, ADV, Svl)

LP: 0
STR: All
DEX: 0
MAG: 0

Weapon: Indra Arrow 6

Compo 1: Yellow Crystal 7/Quick's Card 7/Pierce's Card 4

Compo 2: Guide's Card 7

Still does hefty damage, but allows much better range. The Guide's Card ensures the arrow always actually hits from so far given the arc the arrow follows, then the Yellow Crystal is mainly for the actually somewhat rare stages without mid-air platforms. Otherwise use Pierce's Card to ensure the arrow is never blocked by terrain.

Infinity Sniper (ADV)

LP: None
STR: 96
DEX: Everything Else
MAG: 45/50

Weapon: Flame Shot 7/Oct Poison Shot 8

Compo 1: Red Stone 7

Compo 2: Catapult's Card 7

This build also raises the max range to 512 which is the entire screen. It can be used for major outranging.

Knockback Sniper

LP: None
STR: Everything Else
DEX: Optional
MAG: None

Weapon: Nonuple Shot 7

Compo 1: Quick's Card 7

Compo 2: Knockback's Card 5

It's very handy for keeping enemies at a distance so while ranged characters can attack them.

Barrage Sniper (Svl, Dmg)

LP: None
STR: Optional
DEX: Infinity
MAG: None

Weapon: Vigintuple Arrow 8

Compo 1: Quick's Card 7/Bullet's Card 7

Compo 2: Reflection Card 4

Shoots out arrows that are most often unavoidable (as it bounces off terrain). It is ideal for the Cavern series, where arrows can go all the way across the screen even if the Sniper is all the way at the sides.

Early game Poison Sniper (Bef, Dmg, PoP)

LP: None
STR: Optional
DEX: Lots
MAG: 10, 20, 30 or 35 depending on the bow you're using

Weapon: Poison Arrow 1/Double Poison 2/Triple Poison 4/Pyramid Arrow 5

Compo 1: Emerald

Compo 2: Peridot

Poison is a very powerful strategy up till you reach the end of the desert Poison Arrow 1 doing poison damage worth 50 damage with just 1 hit. this can be brought up to 200 damage with a Emerald 1 and Peridot 1. When you reach the Cavern and Mist Grove you can upgrade to a better poison arrow dealing more damage overall.

Magician builds

Magic build

LP: None
STR: None
DEX: None
MAG: All

Weapon: [1]

Compo: [1]

Decent build. Has pretty good damage due to the high MAG.

Low-DEX Build (BeF, PoP, Dmg)

LP: None
STR: Everything else*
DEX: 30
MAG: Everything else*

Weapons: Weapons that have base AGI of 80-90

Compo: [1]

*Everything else can be put in MAG for a damage build, or STR for a ranged build.

High-DEX Build (Dmg)

LP: None
STR: Everything else*
DEX: 75
MAG: Everything else*

Weapons: Weapons that have base AGI of 120-135

Compo: [1]

For weapons such as the Volcano, Blizzard, Thunder Storm and etc.

*Everything else can be put in MAG for a damage build, or STR for a ranged build.

  1. 1.0 1.1 1.2 1.3 Weapons:

Time explosion build (ADV)

LP: Optional
STR: Optional
DEX: 30
MAG: Optional

Weapon: Time Explosion 5

Compo 1: Guide's Card 6

Compo 2: Quick's Card 5

Atomic Ray Build (ADV)

LP: Optional
STR: Optional
DEX: 30
MAG: Optional

Weapon: Atomic Ray 5

Compo 1: Guide's Card 6

Compo 2: Quick's Card 5

Super Flame Build (BeF, Dmg)

LP: None
STR: None
DEX: 30 (Fire, Fire Rise, Inferno) or 75 ((Super) Volcano, Lava)
MAG: Everything else

Weapon: Fire/Volcano/Fire Rise/Super Volcano/Inferno/Lava/Hell Fire

Compo 1: Quick's Card 5

Compo 2: Ruby 6 (Fire, (Super) Volcano, Lava) or Guide's Card 6 (Fire Rise, Inferno, Hell Fire)

This build is designed to maximize the flames of the orbs' power. The Quick's Card 5 will double the rate of attack, while the Garnet 6 (Fire, (Super) Volcano, Lava) makes the flames last longer, or the Guide's Card 6 (Fire Rise, Inferno) will keep the flames right on the enemies' position, either way dealing more damage (especially in the presence of a STR Priest or two).

Solid Group-Freezing Build (ADV, Svl)

LP: Optional
STR: At least 100; more than that optional (though heavily recommended over LP or MAG)
DEX: 30
MAG: Optional

Weapon: Permafrost 8

Compo 1: Diamond 6

Compo 2: Quick's Card 5

This build is specialized for single-handedly freezing large groups of enemies from a good distance. Turns many stages into jokes. Made by blueboy0807, rewritten by RadiantDarkBlaze.

Lightning Build

LP: None
STR: Infinity
DEX: 30
MAG: Optional

Weapon: Lightning 7

Compo 1: Quick's Card 5/Knockback's Card 4/5

Compo 2: Bullet's Card 6

This build can either deal intense damage or knock the enemy back to a position that's a more comfortable distance away. The knockback version even works in VS Mode as long as the opposing party is under the effects of a high Slow % Ice weapon such as Blizzard 2 w/ Aquamarine 6.

Fireworks build (Dmg, ADV)

LP: Optional
STR: Optional
DEX: 30
MAG: Optional

Weapon: Spread Explosion 7

Compo 1: Bullet's Card 6

Compo 2: Quick's Card 5/Guide's Card 6

Infinity Build

LP: None
STR: 111
DEX: 30
MAG: Everything Else

Weapon: Any weapon that has and AGI of 80-90 and a range of 90

Compo 1: Catapult's Card 6

Compo 2: Red Stone 7

Pyroclastic Build (Dmg, ADV)

LP: None
STR: Everything Else
DEX: 75
MAG: Everything Else

Weapon: Pyroclastic Flow 8

Compo 1: Reflection Card 4

Compo 2: Quick's Card 5 / Ruby 6

This build creates a lot of fire, being capable of destroying mobs extremely quickly. Unlike other orbs in the Volcano lineup, this one benefits with the use of a Reflection Card as its pellet doesn't explode unlike those.

Priest builds

Attack Priest (BeF, PoP, Dmg)

LP: 0
STR: Infinity
DEX: 0
MAG: 0

Weapon: Long Gold Rod 7

Compo 1: Red Stone 7

Compo 2: Black Stone 7

This build helps to increase the AT of all characters and is very effective. By level 51, having 4 Snipers is equivalent to having 4 Snipers while having 3 Snipers and a Priest is equivalent to having 6 Snipers. Most useful in late game.

Defense Priest (BeF, Svl)

LP: 0
STR: 0
DEX: Infinity
MAG: 0

Weapon: Long Gold Rod 7

Compo 1: Green Stone 7

Compo 2: Black Stone 7

Even though it increases the defense of your team only, this build helps increase the damage taken by the enemies because you will survive longer and can help dramatically on several stages. It's also good at keeping your team alive, however it's not that useful in late game where the enemies do exponentially more damage or non-physical damage.

Ranged Priest (ADV, Svl)

LP: 0
STR: 0
DEX: 0
MAG: Infinity

Weapon: Strike Rod 7

Compo 1: Red Stone 7

Compo 2: Quick's Card 5

Although it only increases AT slightly, it can outrange.

Ranged Attack Priest (Dmg)

LP: 0
STR: Infinity
DEX: 0
MAG: Optional

Weapon: Long Gold Rod 7

Compo 1: Red Stone 7

Compo 2: Catapult's Card 6

Ranged Defense Priest (Svl)

LP: 0
STR: 0
DEX: Infinity
MAG: Optional

Weapon: Long Gold Rod 7

Compo 1: Green Stone 7

Compo 2: Catapult's Card 6

Poison build (Dmg)

LP: 0
STR: Infinity
DEX: 0
MAG: Optional

Weapon: Poisonous Rod 8

Compo 1: Emerald 6

Compo 2: Peridot 6

Giga Explosion Rod build (Dmg)

LP: 0
STR: Infinity
DEX: 0
MAG: Optional

Weapon: Giga Exp Rod 8

Compo 1: Quick's Card 5

Compo 2: Ruby 6/Red Stone 7

Thunder Priest (Dmg)

LP: 0
STR: Infinity
DEX: 0
MAG: Optional

Weapon: Thunder Rod 7

Compo 1: Topaz 6

Compo 2: Bullet's Card 5

Light build

LP: 0
STR: Infinity
DEX: 0
MAG: Optional

Weapon: High Light Staff 3

Compo 1: Topaz 6

Compo 2: Quick's Card 5

Frost Priest (Svl)

LP: 0
STR: Optional
DEX: 0
MAG: Infinity

Weapon: Staff of Icicle 4

Compo 1: Sapphire 6

Compo 2: Aquamarine 6

Freeze Build

LP: 0
STR: Optional
DEX: 0
MAG: Infinity

Weapon: Staff of Freeze 3/Freeze Exp Rod 8

Compo 1: Diamond 6

Compo 2: Quick's Card 5

Infinity Priest

LP: 0
STR: Infinity
DEX: 0
MAG: 66

Weapon: Long Gold Rod 7

Compo 1: Catapult's Card 6

Compo 2: Blue Stone 7

This Build raises the Priests Ranger up to 512, which is the entire length of the screen.

Defensive Attack Priest (Svl, ADV, Dmg)

LP: 0
STR: Remaining SP
DEX: 35/40/other multiple of 5 of choice
MAG: 0

Weapon: Any "Long" Staff (higher range works better)

Compo options: Black and/or Purple Crystals, Stones other than White Stone, Catapult's Card

Provides decent defense without overdoing it such that weaker attacks can still be tanked through, while also giving enough of an attack boost for enemies with stronger or magical attacks to be taken down more easily. Having two or three of these can render the remaining 1 or 2 rangers nigh-unstoppable depending on their build(s). If some magical defense is desired as well, put a Purple Crystal on the weapon(s) of the other ranger(s).

Healer Priest (Svl)

LP: Infinity
STR: 0
DEX: 0
MAG: 0

Weapon: Any

Compo 1: Heal's Card 2 (or 1, but works not as well)

Compo 2: Quick's Card/White Stone (for longer survival)/Black Crystal (for longer survival)

Provides a healer for the whole team. However, since the Priest cannot heal itself, some defensive measures are recommended. Can be used against healthy yet harmless enemies as a slow healing tool.

Gunner builds

Low Cost Gunner (Dmg, BeF)

LP: 0
STR: Remaining SP
DEX: Optional
MAG: Depends on weapon selection (Shooting cost-1)

Weapons and compos: Same as the ones used in the build below.

A cheap to use Gunner which works decently and easy for beginners to manage.

El expensivo Gunner (ADV, Dmg)

LP: 0
STR: Infinity
DEX: Optional (49 recommended)
MAG: 0

This build is SP efficient and will make your Gunner's DPS go through the roof! However, they can be very expensive to use and thus difficult to maintain, especially early game when the team is tight with money. STR and DEX both increase DPS at the same rate, but using both in conjunction multiplies their DPS bonuses together at the cost of making the Gunner use more gold the more DEX it has. For example, while 50 SP in either just STR or just DEX would boost DPS by 100%, 25 SP in each would boost DPS by "100*1.5*1.5=225" 225%. While 50 DEX would cut any AGI in half (thus doubling DPS as long as base AGI wouldn't go below 5-10), 49 DEX gives the same AGI decrements to all existing AGI ranges as 50 DEX would.

Gun Master (Dmg, BeF)

LP: 0
STR: Infinity
DEX: 0
MAG: 0 A build optimized in damage.

Weapons and compos for the three builds above

Rifle Master

LP: 0
STR: Remaining SP
DEX: 20/24/47
MAG: 39

Weapon: Rail Gun 7

Compo 1: Yellow Crystal 6

Compo 2: Catapult's Card 6

Tank/Regen Gunner (Svl, ADV)

LP: 10+
STR: Optional
DEX: None
MAG: Optional (if you want low cost, 34 MAG; if you don't care, 0; unsure, 10-20)

Weapon: Preferably Micro Uzi 7

Compo 1: Heal's Card 2

Compo 2: Any Catapult's Card for range, Quick's Card 5 for recovery

Helpful if you're only using ranged classes as it makes up for the lack of Melee tanks, or if you want a more front-lined Gunner that can actually stay alive for long periods of time. Otherwise, not the best choice. A reliable Knockback's Card on the Gunner or another class can help it not get overwhelmed.

Whipper builds

DEX Whipper Build (BeF, PoP, Dmg)

LP: None
STR: None
DEX: Everything else
MAG: 20/60

Weapon: Any

Compo 1: Doesn't matter

Compo 2: Doesn't matter

60 MAG works best for most whips level 3 and above.

Magic's benefit (Dmg)

LP: None
STR: None
DEX: Everything else
MAG: As suggested below (default 1/3 of the MP of chosen whip if nothing stated).

Weapons:

  • Stone Whip (put to max, 10 MAG (not recommended for whole game))
  • Fire Whip (put to max, 40 MAG (not recommended for whole game))
  • Thunder Whip (put to half, 45 MAG (better than first two, still not really recommended for whole game))
  • Poison Whip (put to half, 60 MAG) (40 MAG works too, but won't activate as often)
  • Explosion Whip (50 MAG) (75 MAG works too, but less bullets per activation)
  • Stone Chain (put to max, 40 MAG)
  • Fire Chain (put to max, 60 MAG) (30 MAG works too, but won't activate as often)
  • Thunder Chain (put to either 44 MAG (1/3) or 65 MAG (1/2))
  • Ice Chain (put to half, 60 MAG) (40 MAG works too, but won't activate as often)
  • Thorn Chain (put to half, 60 MAG) (40 MAG works too, but won't activate as often)
  • Poison Chain (60 MAG)
  • Explosion Chain (74 MAG)
  • Stone Flail (put to max, 60 MAG) (30 MAG works too, but won't activate as often)
  • Freeze Whip (put to max, 60 MAG) (30 MAG works too, but less freeze benefit due to not activating as often)
  • Fire Flail (put to half, 40 MAG) (80 MAG works too, but less bullets per activation)
  • Thunder Flail (50 MAG) (75 MAG works too, but less bullets per activation)
  • Ice Flail (put to half, 60 MAG) (40 MAG works too, but won't activate as often)

Any weapons with the same suggested MP values may be used as alternate weapons for the whipper with that amount of MAG.

Compo 1: Bullet's Card 6/Highest LV Green Stone before Bullet's Card 3 becomes available

Compo 2: Jewels that increases damage/Quick's Card 5 if physical magical attack or if the AT boost the corresponding Jewel would give is less than the base magical attack AT.

Flame Whipper

LP: None
STR: None
Dex: Everything else
Mag: 20

Weapon: Fire Chain

Compo 1: Quick's Card 5

Compo 2: Bullet's Card 6

Poison build

LP: Optional
STR: Optional
DEX: Optional
MAG: 60

Weapon: Poison Chain

Compo 1: Emerald 6

Compo 2: Peridot 6/Bullet's Card 6

Explosion Whipper (Dmg)

LP: Optional (not recommended)
STR: Optional
DEX: As high as possible
MAG: 74

Weapon: Explosion Chain

Compo 1: Bullet's Card 6

Compo 2: Quick's Card 5

Stoner Whipper (BeF, PoP, Dmg)

LP: None
STR: None
DEX: Everything else
MAG: 10/40/60/70 (Depends on the weapon)

Weapon: Stone Whip (10)/Stone Chain (40)/Stone Flail (60)/ Stone Morning Star (70)

Compo 1: Bullet's Card 6

Compo 2: Quick's Card 5

Thunder Whipper (Dmg)

LP: None
STR: None
DEX: Everything else
MAG: 30 or 45 for the Whip/44 or 65 for the Chain/50 or 75 for the Flail

Weapon: Thunder Whip/Thunder Chain/Thunder Flail

Compo 1: Bullet's Card 6

Compo 2: Quick's Card 5

Freeze Whipper

LP: None
STR: None
DEX: Everything else
MAG: 60

Weapon: Freeze Whip

Compo 1: Diamond 6

Compo 2: Quick's Card 5

At LV 61 it is capable of permanently freezing the Pyramid Boss.

Anti-Air Whipper

LP: None
STR: None
DEX: Remaining SP
MAG: 60

Weapon: Stone/Fire/Poison Flail

Compo 1: Big Card

Compo 2: Quick's Card/Ruby/Emerald

These whips and a Big Card make the whipper much more useful in stages with huge mobs of flying enemies. The Stone Flail is especially useful in Mountain 2.

Angel builds

Power Build (BeF, Dmg, Pop)

LP: Remaining SP
STR: Optional
DEX: 30/60
MAG: 0

Weapon: Power God 8

Compo 1: Critical's Card 6

Compo 2: Yellow Crystal 6

Quick build (BeF, Dmg)

LP: Remaining SP
STR: Remaining SP
DEX: 100
MAG: 50

Weapon: Quick Chakram 6

Compo 1: Bullet's Card 5

Compo 2: Red Stone 7/Red Crystal 6

In this build you get a maximal amount of rings, which does high damage with magic's benefit.

Ice-Damage Build (BeF, Dmg)

LP: Remaining SP
STR: 0
DEX: 30/60
MAG: 40

Weapon: Ice Chakram 5

Compo 1: Bullet's Card 5

Compo 2: Sapphire 6

This build spawns 9 Ice arrows dealing 48-75 AT, doing great damage if STR Priests are present. Also slows enemies which is a useful support.

Meteorologist Angel (Dmg, BeF)

LP: Remaining SP
STR: 0
DEX: 30/60
MAG: 100/134

Weapon: Charge Circle 4

Compo 1: Thunder Spirit 4

Compo 2: Topaz 6/Quick's Card 5

This meteorologist makes a thunder cloud each four hits and has a chance to spawn an additional strong thunder bolt each kill! Hit and Run is useful for this build. In theory, shop weapons work just as well with this build. Made by a guest and rewritten by Ivan247.

Flame Angel (Dmg, BeF)

LP: Remaining SP
STR: 0
DEX: 30/60
MAG: 100

Weapon: Charge Ring 2

Compo 1: Ruby 6

Compo 2: Garnet 6

This build releases an orange ball which homes on the enemy whilst releasing fire gasses. An extremely powerful build on single enemies. With 2 Angels and 2 STR Priests, it can resolve in very quick defeat for powerful bosses.

Thunder Angel (Dmg, BeF)

LP: Remaining SP
STR: 0
DEX: 30/60
MAG: 60/90

Weapon: Thunder God 7

Compo 1: Topaz 6

Compo 2: Bullet's Card 6

Very useful in Cavern stages.

Fire Angel (Dmg, BeF)

LP: Remaining SP
STR: 0
DEX: 30/60
MAG: 75

Weapon: Fire Chakram 5

Compo 1: Ruby 6

Compo 2: Garnet 6

Magic Build (BeF, Dmg)

LP: None
STR: None
DEX: 30
MAG: 90

Weapon: Doesn't matter

Compo 1: Blue Stone 6

Compo 2: Doesn't matter

This build is a theoretical build. It will generate the most MP out of all the DEX and MAG builds, but is not necessarily the best.

Ranged Power Build (Dmg, Adv)

LP: None
STR: Everything else
DEX: 100
MAG: None

Weapon: Power God 8

Compo 1: Yellow Crystal 6

Compo 2: Catapult's Card 6

This build give the angel great damage and decent range without messing with its rate-of-fire.

Tank/Regen Build (ADV, SvL)

LP: 10+
STR: Optional
DEX: At least 30
MAG: None

Weapon: Chakram (with two compo slots)

Compo 1: Heal's Card 2

Compo 2: Black Crystal 6 (for extra survival), Quick's Card 5/Catapult's Card 2 (for more rings and/or range)

This is a very strange yet sometimes surprisingly helpful build, if you're able to wait for it. Because the Angel gets health back for every hit, not attack, using this on nearly any enemy can result in rapid HP recovery; this means that even against those with tons of resistances, you can gain back loads of health while most other Regen classes would get nowhere near as much. A DEF Priest is incredibly helpful in the strength of this build.

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