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TOPIC | [Guide] Roost/Pools 2-Fodder Flyer
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[center][b][size=4]Pools/Roost 2-Fodder Trainer[/size][/b][/center] The ideal build for a Roost trainer and a Crystal Pools trainer are very similar, which is why I've included both of them in the same guide. These are the stats that I have tested out for a Pools-specific trainer, a Roost-specific trainer, and one that works equally well in both venues. What is the difference? In the Roost, everything is fast. In the Pools, everything hits hard. To make the most of the Roost, the build should emphasise QCK over VIT. To survive longer in the slower Pools, more VIT is handy. A build that compromises both - sacrifices some of the extra turns in the Roost, but has higher health to defend against the stronger monsters of the Pools. [b]The Basics[/b] [center][img]http://i.imgur.com/zRfJ49J.png[/img] [b][color=Chocolate]Harpy's Roost Trainer: STR 105 / QCK 84 / VIT 31[/color][/b] - any remaining stats go into AGI [img]http://i.imgur.com/lFVxPw8.png[/img] [b][color=DarkOrchid]Crystal Pools Trainer: STR 105 / QCK 68 / VIT 55[/color][/b] - any remaining stats go into AGI [img]http://i.imgur.com/FxY5Dxp.png[/img] [b][color=SteelBlue]Double Duty Trainer: STR 105 / QCK 78 / VIT 42[/color][/b] - any remaining stats go into AGI[/center] Necessary stones are Scratch, Eliminate, Rally, Sap, Berserker x3, and Ambush x2. If you don't want to Tincture, you can sacrifice a few points of VIT. The ideal elements for the Roost are Wind or Shadow. The ideal elements for the Pools are Wind or Plague, but Shadow's not bad still. I know my Double Duty flyer is Fire, but that's for lore reasons and not logic reasons. These builds will one-hit KO anything except the Pools bosses and the Aviars with a Rallied Eliminate. Bosses I advise you to run from. Aviars just need a Rallied Scratch + Eliminate to go down. [b]Game Play[/b] Head into the Coliseum with your trainer and two fodder. Position doesn't matter - I always have my trainer in the centre, while @Daddyselephant always has hers in the far right slot. Our results are identical. This build can start on any pack if you get lucky, but best packs are 2- or 3-packs of casters, or packs with 2 casters + 1 physical fighter. [color=Chocolate]Roost Casters:[/color] Windcarve Harpy, Mesacliff Harpy, Blue Tang Hippogriff, Cardinal Hippogriff [color=DarkOrchid]Pools Caster:[/color] Clearwater Oracle, Maren Warlock, Stonewatch Prince, Apatite Fisher, Rhodochrosite Crane In the first round, Scratch to build breath (most enemies will need four scratches to go down) and Scratch + Eliminate the rest. Future rounds you can Rally on the first turn and Eliminate ([color=Chocolate]Scratch + Eliminate for Aviars[/color]). Focus on the physical fighters first, then take care of the casters. Pay attention to turn order until you get used to the flow - at [color=Chocolate]QCK 84[/color] or [color=SteelBlue]QCK 78[/color] you will get extra turns in the first round against certain enemies. If you are up against a pack with three of these slow enemies, that means you will get three turns before they do. If it is a mixed pack, take out one of the faster enemies, get hit by a fast enemy, take out the slow enemy, and take out the fast enemy that already hit you. Only one hit per round, as opposed to the standard Mire flyer build, which has at least two hits per round. [color=DarkOrchid]Extra turns (QCK 68)[/color]: [LIST] [*]Storm Seeker [/LIST] [color=SteelBlue]Extra turns (QCK 78)[/color]: [LIST] [*]Storm Seeker [*]Almandine Sturgeon [*]Amber Gulper [*]Blue Moon Aviar [*]Cloud Dancer [*]Clearwater Oracle [*]Maren Warlock [*]Stonewatch Harpy [/LIST] [color=Chocolate]Extra turns (QCK 84)[/color]: [LIST] [*]Storm Seeker [*]Almandine Sturgeon [*]Amber Gulper [*]Blue Moon Aviar [*]Cloud Dancer [*]Clearwater Oracle [*]Maren Warlock [*]Stonewatch Harpy [*]Windcarve Fugitive [*]Renegade Aviar [*]Sunspot Clouddancer [*]Stonewatch Prince [*]Hooded Dodo [*]Death Seeker [*]Windcarve Harpy [*]Mesacliff Harpy [/LIST] The extra QCK does give you opportunities to use a Sap or a potion before ending the fight if necessary. If you manage your health like this (and don't run into bad luck), you will probably be able to get your fodder to level 6 or 7 in a single run, without restarting. [b]Notes on Specific Monsters:[/b] [color=Chocolate]In the Roost[/color], the Storm Seeker is an oddity. It's only level 9, weak, low health, and slow. It only shows up in a 4-pack with Death Seekers. Focus on the Death Seekers first, let the Storm Seekers hit you, and if you have the turns to build breath on for future rounds, they will go down with two Rallied Scratches. [color=Chocolate]In the Roost[/color], the Cloud Dancers and Sunspot Clouddancers have abnormally high AGI. What does that mean? They dodge like a mofo. If you're low on breath and high on health, you might want to take the time to Rally Scratch three times and avoid losing the breath from a dodged Eliminate.
Pools/Roost 2-Fodder Trainer

The ideal build for a Roost trainer and a Crystal Pools trainer are very similar, which is why I've included both of them in the same guide. These are the stats that I have tested out for a Pools-specific trainer, a Roost-specific trainer, and one that works equally well in both venues.

What is the difference? In the Roost, everything is fast. In the Pools, everything hits hard. To make the most of the Roost, the build should emphasise QCK over VIT. To survive longer in the slower Pools, more VIT is handy. A build that compromises both - sacrifices some of the extra turns in the Roost, but has higher health to defend against the stronger monsters of the Pools.

The Basics
zRfJ49J.png
Harpy's Roost Trainer: STR 105 / QCK 84 / VIT 31 - any remaining stats go into AGI

lFVxPw8.png
Crystal Pools Trainer: STR 105 / QCK 68 / VIT 55 - any remaining stats go into AGI

FxY5Dxp.png
Double Duty Trainer: STR 105 / QCK 78 / VIT 42 - any remaining stats go into AGI

Necessary stones are Scratch, Eliminate, Rally, Sap, Berserker x3, and Ambush x2. If you don't want to Tincture, you can sacrifice a few points of VIT.

The ideal elements for the Roost are Wind or Shadow. The ideal elements for the Pools are Wind or Plague, but Shadow's not bad still. I know my Double Duty flyer is Fire, but that's for lore reasons and not logic reasons.

These builds will one-hit KO anything except the Pools bosses and the Aviars with a Rallied Eliminate. Bosses I advise you to run from. Aviars just need a Rallied Scratch + Eliminate to go down.


Game Play
Head into the Coliseum with your trainer and two fodder. Position doesn't matter - I always have my trainer in the centre, while @Daddyselephant always has hers in the far right slot. Our results are identical.

This build can start on any pack if you get lucky, but best packs are 2- or 3-packs of casters, or packs with 2 casters + 1 physical fighter.

Roost Casters: Windcarve Harpy, Mesacliff Harpy, Blue Tang Hippogriff, Cardinal Hippogriff
Pools Caster: Clearwater Oracle, Maren Warlock, Stonewatch Prince, Apatite Fisher, Rhodochrosite Crane

In the first round, Scratch to build breath (most enemies will need four scratches to go down) and Scratch + Eliminate the rest. Future rounds you can Rally on the first turn and Eliminate (Scratch + Eliminate for Aviars). Focus on the physical fighters first, then take care of the casters.

Pay attention to turn order until you get used to the flow - at QCK 84 or QCK 78 you will get extra turns in the first round against certain enemies. If you are up against a pack with three of these slow enemies, that means you will get three turns before they do. If it is a mixed pack, take out one of the faster enemies, get hit by a fast enemy, take out the slow enemy, and take out the fast enemy that already hit you. Only one hit per round, as opposed to the standard Mire flyer build, which has at least two hits per round.

Extra turns (QCK 68):
  • Storm Seeker

Extra turns (QCK 78):
  • Storm Seeker
  • Almandine Sturgeon
  • Amber Gulper
  • Blue Moon Aviar
  • Cloud Dancer
  • Clearwater Oracle
  • Maren Warlock
  • Stonewatch Harpy

Extra turns (QCK 84):
  • Storm Seeker
  • Almandine Sturgeon
  • Amber Gulper
  • Blue Moon Aviar
  • Cloud Dancer
  • Clearwater Oracle
  • Maren Warlock
  • Stonewatch Harpy
  • Windcarve Fugitive
  • Renegade Aviar
  • Sunspot Clouddancer
  • Stonewatch Prince
  • Hooded Dodo
  • Death Seeker
  • Windcarve Harpy
  • Mesacliff Harpy

The extra QCK does give you opportunities to use a Sap or a potion before ending the fight if necessary. If you manage your health like this (and don't run into bad luck), you will probably be able to get your fodder to level 6 or 7 in a single run, without restarting.

Notes on Specific Monsters:
In the Roost, the Storm Seeker is an oddity. It's only level 9, weak, low health, and slow. It only shows up in a 4-pack with Death Seekers. Focus on the Death Seekers first, let the Storm Seekers hit you, and if you have the turns to build breath on for future rounds, they will go down with two Rallied Scratches.

In the Roost, the Cloud Dancers and Sunspot Clouddancers have abnormally high AGI. What does that mean? They dodge like a mofo. If you're low on breath and high on health, you might want to take the time to Rally Scratch three times and avoid losing the breath from a dodged Eliminate.
@redfoot
You have totally made my fest. Shadow is working beautifully. Thanks!
@redfoot
You have totally made my fest. Shadow is working beautifully. Thanks!
QFXpYkj.png
@metaresolve That's awesome! Thanks so much for letting me know :D
@metaresolve That's awesome! Thanks so much for letting me know :D
Bumping this because it's so brilliant and fun.
Bumping this because it's so brilliant and fun.
QFXpYkj.png
@Redfoot
how do these two builds deal with bosses?
@Redfoot
how do these two builds deal with bosses?
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@Katargo Terribly. Refresh when you hit a boss - so not the build for Roc hunting.
@Katargo Terribly. Refresh when you hit a boss - so not the build for Roc hunting.
@Redfoot ok good to know^^
@Redfoot ok good to know^^
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Thanks very much for this!
Thanks very much for this!
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@redfoot
@katargo

You know what, I've beat tons of bosses with the Roost build. I got some tips from someone in facing a wartoad in the mire with one trainer/two fodder.

You need breath and health on y our warrior.
Vitality in fodder so they can take more hits and stay alive.

Run rally. Scratch until you build breath then eliminate. Keep Shred on.

Here's the key: When a fodder turn comes up, use them to heal your trainer with a potion. Sometimes I use Health Potions or two Minor Health Potions, but whatever, I heal my trainer.

Rinse, repeat, death to boss.
@redfoot
@katargo

You know what, I've beat tons of bosses with the Roost build. I got some tips from someone in facing a wartoad in the mire with one trainer/two fodder.

You need breath and health on y our warrior.
Vitality in fodder so they can take more hits and stay alive.

Run rally. Scratch until you build breath then eliminate. Keep Shred on.

Here's the key: When a fodder turn comes up, use them to heal your trainer with a potion. Sometimes I use Health Potions or two Minor Health Potions, but whatever, I heal my trainer.

Rinse, repeat, death to boss.
QFXpYkj.png
@metaresolve
I know that its possible to beat bosses if your fodder can take some hits and the boss doesn't target your trainer. But I wouldn't buy potions for that. Try to get some saps on the boss and your fine, mostly.
@metaresolve
I know that its possible to beat bosses if your fodder can take some hits and the boss doesn't target your trainer. But I wouldn't buy potions for that. Try to get some saps on the boss and your fine, mostly.
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