Difference between revisions of "User:Jdavis/Swords"

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(The Basics: estimates of brandishes based on Glacius and wiki data)
(Armor, Shields, Trinkets, Perks: remove redundancies with my armor and shield guides)
 
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This page is an alternative to the [[Swordmaster Guide]], focused on how to choose a sword (planning your shopping and crafting) rather than how to use a sword (controls, fighting tips).
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{{opinion}}
  
==The Basics==
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This page, commonly called '''Bopp's Sword Guide''', tells you just about everything you need to know about playing with swords in the [[Clockworks]]. The advice applies to pure sworders and to people who use swords on the side, whether they're free-to-play or pay-to-play. You should also check out the semi-official [[Swordmaster Guide]], although that guide erroneously (in my opinion) focuses on sword feel rather than damage type and size.
  
If you haven't already done so, read my wiki page on [[User:Jdavis | damage]], or the general wiki page on [[damage]]. Damage type is the single most important consideration in choosing a sword (or handgun). In short, normal damage is general-purpose, because no monster resists it, but you would rather carry non-normal damages, to exploit monsters' vulnerabilities. If you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. If you have three weapon slots, then carry all three by default; if you have only two weapon slots, then carry the two that seem most relevant, based on the gate map for the stratum you're entering.
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==Basic Concepts==
  
Of course, there are considerations other than damage type: speed, reach, knockback, status effects, etc. The fact that different swords can actually ''feel'' different to the player is a charming feature of ''Spiral Knights'', and every player who is into swords should try a variety of feels. In my opinion, you should not restrict yourself to only one feel. After some practice, any sword feel becomes comfortable. I regularly carry swords of different feels, and have no trouble switching among them in battle.
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===Considerations in Choosing a Sword===
  
Here is a summary of all of the 5-star swords.
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The primary consideration in choosing a sword (or handgun) is its [[damage]] type: normal, piercing, elemental, or shadow. Each monster family is resistant to one damage type, vulnerable to one damage type, and neutral to the other two. Hitting a monster with its vulnerable damage type gives you a small bonus (roughly 20% for end-game swords), while hitting a monster with its resistant damage incurs a large penalty (roughly 80%).
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{{User:Jdavis/start}}
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{{User:Jdavis/header|Monster Family}}
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{{User:Jdavis/header|Vulnerable To}}
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{{User:Jdavis/header|Neutral To}}
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{{User:Jdavis/header|Resistant To}}
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 +
{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[File:Gate_Icon-Slime.png|36px]] [[Monster#Slime Family|Slimes]]}}
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{{User:Jdavis/cell|shadow}}
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{{User:Jdavis/cell|elemental, normal}}
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{{User:Jdavis/cell|piercing}}
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 +
{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[File:Gate_Icon-Gremlin.png|36px]] [[Monster#Gremlin Family|Gremlins]]}}
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{{User:Jdavis/cell|shadow}}
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{{User:Jdavis/cell|piercing, normal}}
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{{User:Jdavis/cell|elemental}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[File:Gate_Icon-Beast.png|36px]] [[Monster#Beast Family|Beasts]]}}
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{{User:Jdavis/cell|piercing}}
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{{User:Jdavis/cell|shadow, normal}}
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{{User:Jdavis/cell|elemental}}
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 +
{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[File:Gate_Icon-Fiend.png|36px]] [[Monster#Fiend Family|Fiends]]}}
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{{User:Jdavis/cell|piercing}}
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{{User:Jdavis/cell|elemental, normal}}
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{{User:Jdavis/cell|shadow}}
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 +
{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[File:Gate_Icon-Undead.png|36px]] [[Monster#Undead Family|Undead]]}}
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{{User:Jdavis/cell|elemental}}
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{{User:Jdavis/cell|piercing, normal}}
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{{User:Jdavis/cell|shadow}}
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 +
{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[File:Gate_Icon-Construct.png|36px]] [[Monster#Construct Family|Constructs]]}}
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{{User:Jdavis/cell|elemental}}
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{{User:Jdavis/cell|shadow, normal}}
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{{User:Jdavis/cell|piercing}}
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{{User:Jdavis/end}}
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All monsters are neutral to normal damage. If you intend to use only one sword, then you might want a normal sword; see the [[#Mixing Weapon Types|Mixing Weapon Types]] section below. If you plan on using two or three swords at once, then '''work on one piercing sword, one elemental sword, and/or one shadow sword'''. Even with only two non-normal damage types, you can deliver extra damage to 4/6 of monsters. For example, if you're carrying elemental and piercing, then use elemental on constructs, undead, and slimes, and use piercing on beasts, fiends, and gremlins. You never incur a resistance penalty.
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After damage type, '''the next most important consideration is probably size'''. Wide, long swings help you hit fast, dodging enemies, and may let you hit multiple enemies at once, which greatly increases your damage output.  In this guide, each sword swing is rated as either short or long, and as either narrow, wide, or 360-degree. The scale is different for regular attacks and charge attacks; a short charge attack may be longer than a long regular attack.
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Speed and knockback are also important considerations. Speed makes fast enemies easier to hit, and improves your defense by helping you interrupt monsters, shield, and dodge. Knockback greatly aids defense, especially in crowded rooms. However, you must take care not to knock monsters into your teammates. Due to speed and knockback, different swords can actually ''feel'' different to the player. '''There is no reason to restrict yourself to one feel'''. In battle, I have no problem switching feels every few seconds.
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Damage type, width, length, and speed all contribute to the monster-killing efficiency of a sword in different ways. For example, the guild [[Lancer Knightz (Guild)/Swords|Lancer Knightz]] has measured the damage per second (DPS) arising from comboing swords. However, other measures of damage output may be more useful in some situations. Furthermore, these damage numbers ignore [[status effect]]s — fire, freeze, shock, curse, poison, and stun — which can dramatically enhance one's fighting (except for fire on [[oiler]]s and shock on [[quicksilver]]s).
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 +
===Mixing Weapon Types===
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As with swords, '''damage type is the primary consideration in choosing a handgun, or a mix of swords and guns'''. You want to carry two or three non-normal damage types and deploy them against the correct monsters to optimize your damage. For example, Combuster and [[Blitz Needle]] are a powerful combination throughout the Clockworks, and especially in [[Firestorm Citadel]].
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 +
A player who uses just one sword and one gun might reasonably choose to make both normal, so that she could use both on all targets. Or she could adopt a balanced approach of [[Iron Slug]] and two or three swords to choose among based on the level.
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 +
Any bomb can complement a set of swords, but crowd-control bombs such as [[Voltaic Tempest]], [[Shivermist Buster]], [[Graviton Vortex]], [[Electron Vortex]], and [[Obsidian Crusher]] are especially popular. Once the monsters are trapped, you can hit them with a sword charge attack. Note well, however, that some swords do not charge fast enough for you to charge into your own vortex.
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 +
===5-Star Items and Heating===
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 +
With the exception of [[Swiftstrike Buckler]] and Black Kat armors, all of the best items in the game are 5-star. And there are some dead-end alchemy paths (e.g., [[Winmillion]]), which don't reach 5 stars. So, even if you're currently at 2 stars, you should always plan your equipment in terms of 5-star items. Once you know which 5-star items you want, look back in their alchemy paths, to figure out how to get them.
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Heat has a big effect on weapons' [[Abilities|CTR]] and damage. (A 4-star weapon at heat level 10 puts out [http://forums.spiralknights.com/en/node/92085 about as much damage] as a 5-star weapon at heat level 8.) Unfortunately, 5-star items are difficult to heat, due to the scarcity of [[Rarity|radiant fire crystals]]. My advice is not to upgrade a 4-star weapon until you have enough fire crystals to take the 5-star version to at least heat level 5, or maybe even heat level 8. In contrast, armor doesn't benefit much from heating, so upgrade it as soon as you can, and heat it after your weapons.
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 +
==Summary of Swords==
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Here is a summary of all of the 5-star swords, excluding reskins. The fields are
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* Damage: damage type.
 +
* SPC: strokes per combo.
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* Combo: average width (wide W vs. narrow N vs. 360-degree T), average length (long L vs. short S), and status effect.
 +
* Charge: width, length, and status.
 +
* Style: the play style of the sword (not necessarily its alchemy path).
 +
* Obtain: boss, mission, PvP, etc. required to obtain this weapon or its precursors.
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* Opinion: my view of the primary strength or purpose of the sword, that might lead you to choose it over other swords.
  
 
{{User:Jdavis/start}}
 
{{User:Jdavis/start}}
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{{User:Jdavis/header|Name}}
 
{{User:Jdavis/header|Name}}
 
{{User:Jdavis/header|Damage}}
 
{{User:Jdavis/header|Damage}}
{{User:Jdavis/header|Status}}
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{{User:Jdavis/header|SPC}}
 
{{User:Jdavis/header|Combo}}
 
{{User:Jdavis/header|Combo}}
{{User:Jdavis/header|Notes}}
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{{User:Jdavis/header|Charge}}
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{{User:Jdavis/header|Style}}
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{{User:Jdavis/header|Obtain}}
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{{User:Jdavis/header|Opinion}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Leviathan Blade]]}}
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{{User:Jdavis/cell8|[[Leviathan Blade]] | normal | 3 | NS | TS | [[Calibur]] |  | all-purpose for hybrid knights}}
{{User:Jdavis/cell|Normal}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|Great charge. Great sword for gunners/bombers.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Cold Iron Vanquisher]]}}
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{{User:Jdavis/cell8|[[Cold Iron Vanquisher|C. I. Vanquisher]] | normal | 3 | NS | TS | [[Calibur]] |  | outclassed by Leviathan Blade}}
{{User:Jdavis/cell|Normal}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|Bonus Undead High. Great charge. Slower than Leviathan Blade.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Dread Venom Striker]]}}
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{{User:Jdavis/cell8|[[Celestial Saber]] | normal | 3 | NS | TS stun | [[Calibur]] | [[Equinox Prize Box|E. P. Box]] | }}
{{User:Jdavis/cell|Normal}}
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{{User:Jdavis/cell|Poison}}
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{{User:Jdavis/cell|5}}
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{{User:Jdavis/cell|Terrible charge. Good against Jelly King.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Wild Hunting Blade]]}}
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{{User:Jdavis/cell8|[[Sweet Dreams]] | normal | 3 | NS | TS stun | [[Calibur]] | [[Slumber Prize Box|S. P. Box]] | }}
{{User:Jdavis/cell|Normal}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|5}}
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{{User:Jdavis/cell|Bonus Beast High. Terrible charge. Not as good as Dread Venom Striker.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Sudaruska]]}}
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{{User:Jdavis/cell8|[[Amputator]] | normal | 3 | NS | NL | [[Brandish]] |  | outclassed by Acheron?}}
{{User:Jdavis/cell|Normal}}
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{{User:Jdavis/cell|Stun}}
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{{User:Jdavis/cell|2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Triglav]]}}
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{{User:Jdavis/cell8|[[Dread Venom Striker|D. Venom Striker]] | normal | 5 | NS poison | NS poison | [[Cutter]] | | }}
{{User:Jdavis/cell|Normal}}
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{{User:Jdavis/cell|Freeze}}
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{{User:Jdavis/cell|2}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Final Flourish]]}}
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{{User:Jdavis/cell8|[[Wild Hunting Blade|W. Hunting Blade]] | normal | 5 | NS | NS | [[Cutter]] | | }}
{{User:Jdavis/cell|Piercing}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Fearless Rigadoon]]}}
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{{User:Jdavis/cell8|[[Sudaruska]] | normal | 2 | WL | WL stun | [[Troika]] |  | }}
{{User:Jdavis/cell|Piercing}}
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{{User:Jdavis/cell|Stun}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|Less damage than Final Flourish.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Furious Flamberge]]}}
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{{User:Jdavis/cell8|[[Triglav]] | normal | 2 | WL freeze | WL freeze | [[Troika]] | [[Krogmo Coin|K. Coins]] | }}
{{User:Jdavis/cell|Piercing}}
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{{User:Jdavis/cell|Fire}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|Less damage than Final Flourish.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Barbarous Thorn Blade]]}}
+
{{User:Jdavis/cell8|[[Barbarous Thorn Blade|B. Thorn Blade]] | piercing | 3 | WS | WS | [[Flourish]] | [[Frumious Fang|F. Fangs]] | fiends, beasts}}
{{User:Jdavis/cell|Piercing}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|Same as Final Flourish, except in charge.}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Combuster]]}}
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{{User:Jdavis/cell8|[[Final Flourish]] | piercing | 3 | WS | NL | [[Flourish]] |  | fiends, beasts}}
{{User:Jdavis/cell|Elem+Norm}}
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{{User:Jdavis/cell|Fire}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Glacius]]}}
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{{User:Jdavis/cell8|[[Fearless Rigadoon|F. Rigadoon]] | piercing | 3 | WS stun | NL stun | [[Flourish]] |  | outclassed by Final Flourish}}
{{User:Jdavis/cell|Elem+Norm}}
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{{User:Jdavis/cell|Freeze}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Voltedge]]}}
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{{User:Jdavis/cell8|[[Furious Flamberge|F. Flamberge]] | piercing | 3 | WS fire | NL fire | [[Flourish]] |  | outclassed by Final Flourish}}
{{User:Jdavis/cell|Elem+Norm}}
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{{User:Jdavis/cell|Shock}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Divine Avenger]]}}
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{{User:Jdavis/cell8|[[Warmaster Rocket Hammer|W. R. Hammer]] | elemental | 3 | WL | WL | [[Troika]]+ | [[Operation Crimson Hammer|OCH]] | knockback-resistant targets}}
{{User:Jdavis/cell|Elem+Norm}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|2}}
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{{User:Jdavis/cell|Great charge.}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Fang of Vog]]}}
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{{User:Jdavis/cell8|[[Divine Avenger]] | elem+norm | 2 | WL | WL | [[Sealed Sword|Sealed]] | [[Jelly Gem|J. Gems]] | undead, constructs (multiple, charge)}}
{{User:Jdavis/cell|Elem+Norm}}
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{{User:Jdavis/cell|Fire}}
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{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|Great charge. Charge can set user on fire.}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Acheron]]}}
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{{User:Jdavis/cell8|[[Fang of Vog]] | elem+norm | 3 | NS fire | TS fire | [[Calibur]] | [[Almirian Seal|A. Seals]] | charge attack}}
{{User:Jdavis/cell|Shad+Norm}}
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{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|3}}
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{{User:Jdavis/cell|}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Gran Faust]]}}
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{{User:Jdavis/cell8|[[Combuster]] | elem+norm | 3 | NS | NL fire | [[Brandish]] |  | undead, constructs (single, charge)}}
{{User:Jdavis/cell|Shad+Norm}}
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{{User:Jdavis/cell|Curse}}
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{{User:Jdavis/cell|2}}
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{{User:Jdavis/cell|Charge can curse user.}}
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{{User:Jdavis/end}}
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{{User:Jdavis/row}}
  
Damage is not the only consideration in choosing a sword, and damage per second (DPS) is not the only consideration in assessing a sword's damage, but DPS is worth considering. So here is a summary of the DPS of 5-star swords. These numbers were computed by (A) running experiments to measure the number of combos per minute (using ASI Medium), (B) looking up the Stratum 6 damage per combo on the wiki, and (C) multiplying those and dividing by 60. The data vary somewhat in their quality (e.g., how many times I ran the experiments), so these numbers should be regarded as approximate only. Please help fill in the gaps in the table!
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{{User:Jdavis/cell8|[[Glacius]] | elem+norm | 3 | NS | NL freeze | [[Brandish]] |  | undead, constructs (single, charge)}}
  
{{User:Jdavis/start}}
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{{User:Jdavis/row}}
  
{{User:Jdavis/header|Name}}
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{{User:Jdavis/cell8|[[Voltedge]] | elem+norm | 3 | NS | NL shock | [[Brandish]] | [[Krogmo Coin|K. Coins]] | undead, constructs (single, charge)}}
{{User:Jdavis/header|Combos/Min}}
+
{{User:Jdavis/header|Slimes}}
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{{User:Jdavis/header|Gremlins}}
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{{User:Jdavis/header|Beasts}}
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{{User:Jdavis/header|Fiends}}
+
{{User:Jdavis/header|Undead}}
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{{User:Jdavis/header|Constructs}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Leviathan Blade]]}}
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{{User:Jdavis/cell8|[[Obsidian Edge]] | shad+norm | 3 | NS | NL poison | [[Brandish]] | [[Shroud of the Apocrea|A. Sigils]] | slimes, gremlins (single, charge)}}
{{User:Jdavis/cell|<!--33, 34, 34-->34}}
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{{User:Jdavis/cell|<!--664-->376}}
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{{User:Jdavis/cell|<!--664-->376}}
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{{User:Jdavis/cell|<!--664-->376}}
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{{User:Jdavis/cell|<!--664-->376}}
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{{User:Jdavis/cell|<!--664-->376}}
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{{User:Jdavis/cell|<!--664-->376}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Cold Iron Vanquisher]]}}
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{{User:Jdavis/cell8|[[Acheron]] | shad+norm | 3 | NS | NL | [[Brandish]] | | slimes, gremlins (single, charge)}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|<!--610-->}}
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{{User:Jdavis/cell|<!--610-->}}
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{{User:Jdavis/cell|<!--610-->}}
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{{User:Jdavis/cell|<!--610-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--610-->}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Dread Venom Striker]]}}
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{{User:Jdavis/cell8|[[Gran Faust]] | shad+norm | 2 | WL curse | NL curse | [[Sealed Sword|Sealed]] | [[Jelly Gem|J. Gems]] | slimes, gremlins (multiple, defensive)}}
{{User:Jdavis/cell|<!--26, 27, 26-->26}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/row}}
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{{User:Jdavis/end}}
  
{{User:Jdavis/cell|[[Wild Hunting Blade]]}}
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==Piercing, Elemental, Shadow==
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|<!--?-->}}
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Remember that, if you're into swords, then '''you want to own a piercing sword, an elemental sword, and a shadow sword'''. The following subsections offers direct comparisons within each damage type. I try to present the objective facts, followed by semi-objective analysis of their implications, followed by my subjective opinion. The columns are:
{{User:Jdavis/cell|<!--?-->}}
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* First, Second, Third, Fourth, Fifth: Width, length, damage, and status for each stroke of the combo (damage+0, heat level 10, depth 28, vulnerable enemies).
{{User:Jdavis/cell|<!--?-->}}
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* SPM: Strokes per minute when comboing as fast as possible ([[ASI]]+6).
{{User:Jdavis/cell|<!--?-->}}
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* DPS: Damage per second from comboing as fast as possible (ASI+6, damage+0, heat level 10, depth 28, vulnerable enemies).
{{User:Jdavis/cell|<!--?-->}}
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* Charge: Width, length, and status for the charge attack.
{{User:Jdavis/cell|<!--?-->}}
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* CPM: Charges per minute ([[CTR]]+6, ASI+6).
 +
* Move: movement speed while charging &mdash; fast (normal running speed), medium (about 10% slower), or slow (about 20% slower).
 +
 
 +
===Piercing Swords===
 +
 
 +
{{User:Jdavis/start}}
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{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|First}}
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{{User:Jdavis/header|Second}}
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{{User:Jdavis/header|Third}}
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{{User:Jdavis/header|SPM}}
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{{User:Jdavis/header|DPS}}
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{{User:Jdavis/header|Charge}}
 +
{{User:Jdavis/header|CPM}}
 +
{{User:Jdavis/header|Move}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Sudaruska]]}}
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{{User:Jdavis/cell9|[[Barbarous Thorn Blade]] | WS 285 | NS 285 | NL 340 | 120 | 607 | WS | 23 | medium}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|<!--579-->}}
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{{User:Jdavis/cell|<!--579-->}}
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{{User:Jdavis/cell|<!--579-->}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Triglav]]}}
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{{User:Jdavis/cell9|[[Final Flourish]] | WS 285 | NS 285 | NL 340 | 120 | 607 | NL | 19 | medium}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Final Flourish]]}}
+
{{User:Jdavis/cell9|[[Fearless Rigadoon]] | WS 240 stun | NS 240 stun | NL 289 stun | 120 | 513 | NL stun | 19 | medium}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|<!--149-->}}
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{{User:Jdavis/cell|<!--664-->}}
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{{User:Jdavis/cell|<!--910-->}}
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{{User:Jdavis/cell|<!--910-->}}
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{{User:Jdavis/cell|<!--664-->}}
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{{User:Jdavis/cell|<!--149-->}}
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{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Fearless Rigadoon]]}}
+
{{User:Jdavis/cell9|[[Furious Flamberge]] | WS 240 fire | NS 240 fire | NL 289 fire | 120 | 513 | NL fire | 19 | medium}}
{{User:Jdavis/cell|}}
+
 
{{User:Jdavis/cell|<!--130-->}}
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{{User:Jdavis/end}}
{{User:Jdavis/cell|<!--513-->}}
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{{User:Jdavis/cell|<!--769-->}}
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Facts: Final Flourish and BTB are identical in their regular attacks. BTB's charge attack spews a short, wide shower of thorns; it can disrupt and moderately damage a crowd of monsters. In contrast, Final Flourish's charge attack is essentially a more powerful version of its regular combo; it lunges into one monster (or a tight crowd), damaging it heavily. Fearless Rigadoon and Furious Flamberge are identical to Final Flourish, but sacrifice some damage for the ability to inflict status effects. BTB's charge has a shorter cool-down period than the others do. Because it cannot be mass-crafted at 2 stars, BTB is a bit harder to get unique variants on.
{{User:Jdavis/cell|<!--769-->}}
+
 
{{User:Jdavis/cell|<!--513-->}}
+
Implications: The first stroke, being fast and wide, is extremely useful; against fiends, it is often wise to use just the first stroke. The third stroke benefits greatly from auto-targeting, due to its distinctive lunging motion. These swords kill piercing-vulnerable monsters so quickly that there is usually not much point in also inducing a status; you would rather just have as much damage as possible.
{{User:Jdavis/cell|<!--130-->}}
+
 
 +
The BTB charge is a bit safer, because it disrupts the attacks of several monsters, while the Final Flourish charge can leave the user exposed. Generally, the Final Flourish charge does a lot of damage to one target while the BTB charge does lower damage against multiple targets. However, the BTB charge can do a lot of damage if the target is close, and the Final Flourish charge can hit multiple enemies if they are tightly clustered.
 +
 
 +
Opinion: Final Flourish and BTB are equally good. Furious Flamberge and FR seem less good.
 +
 
 +
===Elemental Swords===
 +
 
 +
{{User:Jdavis/start}}
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{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|First}}
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{{User:Jdavis/header|Second}}
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{{User:Jdavis/header|Third}}
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{{User:Jdavis/header|SPM}}
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{{User:Jdavis/header|DPS}}
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{{User:Jdavis/header|Charge}}
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{{User:Jdavis/header|CPM}}
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{{User:Jdavis/header|Move}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Furious Flamberge]]}}
+
{{User:Jdavis/cell9|[[Warmaster Rocket Hammer|W. Rocket Hammer]] | WL 340 | NS 240 | WL 403 | 90 | 492-733 | WL | 13 | slow}}
{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
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{{User:Jdavis/cell|<!--?-->}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Barbarous Thorn Blade]]}}
+
{{User:Jdavis/cell9|[[Divine Avenger]] | WL 328 | WL 445 | | 74 | 477 | WL | 20 | slow}}
{{User:Jdavis/cell|<!--35, 35-->35}}
+
{{User:Jdavis/cell|<!--149-->87}}
+
{{User:Jdavis/cell|<!--813-->474}}
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{{User:Jdavis/cell|<!--910-->531}}
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{{User:Jdavis/cell|<!--910-->531}}
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{{User:Jdavis/cell|<!--813-->474}}
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{{User:Jdavis/cell|<!--149-->87}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Combuster]]}}
+
{{User:Jdavis/cell9|[[Fang of Vog]] | NS 266 fire | NS 266 fire | NS 345 fire | 96 | 468 | TS fire | 18.5 | fast}}
{{User:Jdavis/cell|34??}}
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{{User:Jdavis/cell|<!--?-->396}}
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{{User:Jdavis/cell|<!--?-->258}}
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{{User:Jdavis/cell|<!--?-->258}}
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{{User:Jdavis/cell|<!--?-->396}}
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{{User:Jdavis/cell|<!--?-->547}}
+
{{User:Jdavis/cell|<!--?-->547}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Glacius]]}}
+
{{User:Jdavis/cell9|[[Combuster]] | NS 292 | NS 292 | NS 382 | 117 | 628 | NL fire | 23 | fast}}
{{User:Jdavis/cell|<!--35, 33, 33, 34-->34}}
+
{{User:Jdavis/cell|<!--698-->396}}
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{{User:Jdavis/cell|<!--455-->258}}
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{{User:Jdavis/cell|<!--455-->258}}
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{{User:Jdavis/cell|<!--698-->396}}
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{{User:Jdavis/cell|<!--966-->547}}
+
{{User:Jdavis/cell|<!--966-->547}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Voltedge]]}}
+
{{User:Jdavis/cell9|[[Glacius]] | NS 292 | NS 292 | NS 382 | 117 | 628 | NL freeze | 23 | fast}}
{{User:Jdavis/cell|34??}}
+
{{User:Jdavis/cell|<!--?-->396}}
+
{{User:Jdavis/cell|<!--?-->258}}
+
{{User:Jdavis/cell|<!--?-->258}}
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{{User:Jdavis/cell|<!--?-->396}}
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{{User:Jdavis/cell|<!--?-->547}}
+
{{User:Jdavis/cell|<!--?-->547}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Divine Avenger]]}}
+
{{User:Jdavis/cell9|[[Voltedge]] | NS 292 | NS 292 | NS 382 | 117? | 628? | NL shock | 23? | fast?}}
{{User:Jdavis/cell|<!--32, 32, 32-->32}}
+
 
{{User:Jdavis/cell|<!--597-->318}}
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{{User:Jdavis/end}}
{{User:Jdavis/cell|<!--378-->202}}
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{{User:Jdavis/cell|<!--378-->202}}
+
Facts: In regular attacks, Combuster, Glacius, and Voltedge enjoy high speed and single-target DPS. DA and WRH enjoy superior width, length, and knockback. WRH's second stroke lunges dramatically, hitting knockback-resistant enemies as many as three times. FoV's raw speed, size, and damage are mediocre, but it can inflict fire on every stroke. In charge attacks, Combuster, Glacius and Voltedge emit a line of explosions, that cause fire, freeze, or shock; these swords are identical except in their charge attack statuses. You move at reduced speed while charging DA or WRH. The DA charge is a big swing that spews three projectiles. The WRH charge is two huge downward swings with large area and knockback. Fang of Vog's 360-degree charge attack does huge damage to monsters, sets them on fire, and often sets the user on fire.
{{User:Jdavis/cell|<!--597-->318}}
+
 
{{User:Jdavis/cell|<!--773-->412}}
+
Implications: Against tightly clustered enemies, DA's and WRH's longer reach and wider swing mean that they can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's and WRH's high knockback aids defense in tight, crowded fights. WRH's lunging combo is dangerous around traps, but can facilitate simultaneous attacking and dodging. Shield-cancelling WRH after the second stroke results in massive DPS against knockback-resistant enemies. The WRH charge leaves you exposed.
{{User:Jdavis/cell|<!--773-->412}}
+
 
 +
Among the three Brandishes, Glacius' freeze is useful for crowd control, and it does some damage upon thawing, but it hinders kiting, shield-bumping, and knockback. Voltedge's shock disrupts monsters somewhat, and it does some damage, especially since shock does area-damage to close monsters. Combuster's fire is useful for extra damage, but offers no crowd control. Freeze and shock can prevent a monster from riding the entire charge attack for full damage; fire does not have this defect. Although the monsters in Firestorm Citadel are largely immune to fire, FoV and the Combuster charge still do damage &mdash; just not status.
 +
 
 +
Opinion: All of these swords are good, but Combuster and WRH are the strongest. Combuster is easy, while WRH has a unique play style that is hard to master and hence more interesting. FoV is a utility weapon, for charging only.
 +
 
 +
===Shadow Swords===
 +
 
 +
{{User:Jdavis/start}}
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{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|First}}
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{{User:Jdavis/header|Second}}
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{{User:Jdavis/header|Third}}
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{{User:Jdavis/header|SPM}}
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{{User:Jdavis/header|DPS}}
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{{User:Jdavis/header|Charge}}
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{{User:Jdavis/header|CPM}}
 +
{{User:Jdavis/header|Move}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Fang of Vog]]}}
+
{{User:Jdavis/cell9|[[Obsidian Edge]] | NS 292 | NS 292 | NS 382 | 117 | 628 | NL poison | 23 | fast}}
{{User:Jdavis/cell|}}
+
{{User:Jdavis/cell|<!--617-->}}
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{{User:Jdavis/cell|<!--409-->}}
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{{User:Jdavis/cell|<!--409-->}}
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{{User:Jdavis/cell|<!--617-->}}
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{{User:Jdavis/cell|<!--877-->}}
+
{{User:Jdavis/cell|<!--877-->}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Acheron]]}}
+
{{User:Jdavis/cell9|[[Acheron]] | NS 328 | NS 328 | NS 445 | 117 | 716 | NL | 23 | fast}}
{{User:Jdavis/cell|34?}}
+
{{User:Jdavis/cell|<!--966-->547}}
+
{{User:Jdavis/cell|<!--966-->547}}
+
{{User:Jdavis/cell|<!--698-->396}}
+
{{User:Jdavis/cell|<!--455-->258}}
+
{{User:Jdavis/cell|<!--455-->258}}
+
{{User:Jdavis/cell|<!--698-->396}}
+
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
  
{{User:Jdavis/cell|[[Gran Faust]]}}
+
{{User:Jdavis/cell9|[[Gran Faust]] | WL 328 | WL 445 curse | | 72 | 464 | NL curse | 15 | slow}}
{{User:Jdavis/cell|<!--32, 31, 31-->31}}
+
{{User:Jdavis/cell|<!--773-->399}}
+
{{User:Jdavis/cell|<!--773-->399}}
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{{User:Jdavis/cell|<!--597-->308}}
+
{{User:Jdavis/cell|<!--378-->195}}
+
{{User:Jdavis/cell|<!--378-->195}}
+
{{User:Jdavis/cell|<!--597-->308}}
+
  
 
{{User:Jdavis/end}}
 
{{User:Jdavis/end}}
  
==Sword vs. Sword==
+
Facts: Acheron and Obsidian Edge enjoy high speed and single-enemy DPS, but Obsidian trades some damage for poison. GF enjoys superior width, length, and knockback, and it can curse monsters. GF takes a conspicuously long time to charge, you move at reduced speed while charging, and the charge attack can curse you.
  
Remember that you want to own a piercing sword, an elemental sword, and a shadow sword. The direct comparisons in this section should help you make up your mind. In each case, I try to present the objective facts, followed by semi-objective analysis of the implications, followed by my subjective opinion.
+
Implications: Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is somewhere between irritating and dangerous. When it doesn't kill monsters outright, Obsidian's ability to spread poison is helpful in party play.
  
===Piercing Swords===
+
Opinion: Acheron and Obsidian are fairly balanced. Acheron is easier to get, so just get Acheron, unless you already have Obsidian. GF is not as good, but I use it occasionally &mdash; for example, to keep crowds at bay in [[List of missions#Danger Mission|Compound 42]].
  
Facts: Barbarous Thorn Blade's charge attack spews a shower of thorns, that damage several monsters moderately. Final Flourish's charge attack is basically a more powerful version of its regular combo; it lunges into one monster, damaging it heavily. The other two piercing swords (Furious Flamberge and Fearless Rigadoon) are similar to Final Flourish, but sacrifice some damage for the ability to inflict status effects.
+
==Normal==
  
Implications: These swords kill piercing-vulnerable monsters so quickly that there is usually not much point in also inducing a status. When used against a crowd, the BTB charge is a bit safer, because it disrupts the attacks of several monsters, while the Final Flourish charge attack can leave the user exposed.
+
Are you sure that you want a normal sword? Maybe you'd be happier with two non-normal swords, or with a piercing sword and an elemental gun? No? Okay, here are some comparisons among normal swords.
  
Opinion: Final Flourish and BTB are equally good. Furious Flamberge and Fearless Rigadoon are less good.
+
{{User:Jdavis/start}}
  
===Elemental Swords===
+
{{User:Jdavis/header|Name}}
 +
{{User:Jdavis/header|First}}
 +
{{User:Jdavis/header|Second}}
 +
{{User:Jdavis/header|Third}}
 +
{{User:Jdavis/header|Fourth}}
 +
{{User:Jdavis/header|Fifth}}
 +
{{User:Jdavis/header|SPM}}
 +
{{User:Jdavis/header|DPS}}
 +
{{User:Jdavis/header|Charge}}
 +
{{User:Jdavis/header|CPM}}
 +
{{User:Jdavis/header|Move}}
  
Facts: The three elemental Brandishes (Combuster, Glacius, Voltedge) use a fast, three-stroke combo, while Divine Avenger uses a slow, two-stroke combo. The Brandishes do more damage per combo, and can execute more combos per minute, for a higher raw DPS. DA enjoys longer reach, a wider swing, and more knockback. The Brandishes can inflict status (freeze, fire, shock) on charge attacks. DA's charge attack does more damage and more knockback. While DA is charging or charged, the user moves at reduced speed; the Brandishes' charges let the user move at full speed. (I will not discuss Fang of Vog here.)
+
{{User:Jdavis/row}}
  
Implications: A Brandish combo offers more opportunities to dodge and shield than does a DA combo. Hitting fast enemies is usually easier with a Brandish than with DA. Against a single enemy, a Brandish does higher DPS than DA does. Against tightly clustered enemies, DA's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. DA's higher knockback aids defense in tight, crowded fights. Among the Brandishes, Glacius' freeze is useful for crowd control, Combuster's fire is useful for extra damage, and Voltedge's shock amounts to a compromise between the two.
+
{{User:Jdavis/cell|[[Dread Venom Striker|DVS]]}}
 +
{{User:Jdavis/cell5|NS 175 psn | NS 175 psn | NS 175 psn | NS 175 psn | NS 221 psn}}
 +
{{User:Jdavis/cell5|145 | 445 | NS psn | 19 | fast}}
  
Opinion: All are good. There is no clear winner here.
+
{{User:Jdavis/row}}
  
===Shadow Swords===
+
{{User:Jdavis/cell|[[Wild Hunting Blade|WHB]]}}
 +
{{User:Jdavis/cell5|NS 175 | NS 175 | NS 175 | NS 175 | NS 221}}
 +
{{User:Jdavis/cell5|135 | 414 | NS | 16.5 | fast}}
  
Facts: Acheron uses a fast, three-stroke combo, while Gran Faust uses a slow, two-stroke combo. Acheron does more damage per combo, and can execute more combos per minute, for a higher raw DPS. GF enjoys longer reach, a wider swing, and more knockback. GF's charge attack does more damage and more knockback. GF's charge can inflict curse on monsters, but it can also curse the user. While GF is charging or charged, the user moves at reduced speed; Acheron's charge lets the user move at full speed.
+
{{User:Jdavis/row}}
  
Implications: An Acheron combo offers more opportunities to dodge and shield than does a GF combo. Hitting fast enemies is usually easier with Acheron than with GF. Against a single enemy, Acheron does higher DPS than GF does. Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is dangerous; anti-curse armor and trinkets are desirable.
+
{{User:Jdavis/cell|[[Leviathan Blade|Leviathan]]}}
 +
{{User:Jdavis/cell5|NS 203 | NS 203 | NS 258 |  | }}
 +
{{User:Jdavis/cell5|117 | 432 | TS | 22.5 | fast}}
  
Opinion: Acheron is better against gremlins. GF is perhaps slightly better against slimes. Gremlins are more worrisome than slimes, so Acheron is better overall.
+
{{User:Jdavis/row}}
 +
 
 +
{{User:Jdavis/cell|[[Cold Iron Vanquisher|CIV]]}}
 +
{{User:Jdavis/cell5|NS 186 | NS 186 | NS 238 |  | }}
 +
{{User:Jdavis/cell5|120 | 407 | TS | 22.5 | fast}}
 +
 
 +
{{User:Jdavis/row}}
 +
 
 +
{{User:Jdavis/cell|[[Sudaruska]]}}
 +
{{User:Jdavis/cell5|WL 288 | WL 321 |  |  | }}
 +
{{User:Jdavis/cell5|64 | 325 | WL stun | 15.5 | slow}}
 +
 
 +
{{User:Jdavis/row}}
 +
 
 +
{{User:Jdavis/cell|[[Triglav]]}}
 +
{{User:Jdavis/cell5|WL 288 | WL 321 frz |  |  | }}
 +
{{User:Jdavis/cell5|64? | 325? | WL frz | 15.5? | slow?}}
 +
 
 +
{{User:Jdavis/end}}
  
 
===Leviathan Blade vs. Cold Iron Vanquisher===
 
===Leviathan Blade vs. Cold Iron Vanquisher===
  
Facts: Cold Iron Vanquisher does more damage against undead; Leviathan Blade does more damage against all other monsters. Levi's charge attack knocks back more than CIV's does.
+
Facts: [[Cold Iron Vanquisher]] does less base-line damage than [[Leviathan Blade]], but comes with a High damage bonus against undead. Levi's charge attack knocks back more than CIV's does.
  
Implications: Judging purely by damage statistics, Levi is superior. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, because the enemies don't get knocked away from it as much.
+
Implications: Against non-undead targets, Levi simply does more damage per hit. Against undead targets, which sword does more damage depends on the amount of damage bonus being applied from other sources (armor, shield, trinkets, UVs). At None, Low, Medium, and High damage bonus, CIV out-damages Levi against undead. At greater levels of damage bonus, Levi starts catching up to CIV against undead, because damage bonus cannot go over Maximum!. At Ultra or Maximum! damage bonus from other sources, Levi out-damages CIV even against undead. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, and therefore may do more total damage.
  
 
Opinion: Levi is better in most situations.
 
Opinion: Levi is better in most situations.
Line 395: Line 390:
 
===Dread Venom Striker vs. Wild Hunting Blade===
 
===Dread Venom Striker vs. Wild Hunting Blade===
  
Facts: Dread Venom Striker can inflict poison; Wild Hunting Blade does more damage against beasts.
+
Facts: [[Dread Venom Striker]] and [[Wild Hunting Blade]] do equal base-line damage. WHB comes with a High damage bonus against beasts, while DVS can poison its targets. DVS is slightly faster than WHB. Both swords have long charge attacks that leave the user exposed, but WHB's charge attack interrupts monsters much more than does DVS'. Any piercing sword does far more damage against beasts than WHB does, and with wider, longer swings.
  
Implications: Although WHB does more damage against beasts, any piercing sword does far more damage against beasts than WHB does. DVS's poison is useful against most monsters &mdash; especially ones that heal, such as the Royal Jelly.
+
Implications: Due to its speed and poison, DVS out-damages WHB against everything but beasts. WHB out-damages DVS against beasts when not much damage bonus is applied. At Maximum! damage bonus, DVS out-damages WHB even against beasts. DVS's poison is useful against most monsters &mdash; especially ones that heal, such as the Royal Jelly. WHB's charge attack is somewhat safer than DVS'.
  
Opinion: DVS is better in most situations.
+
Opinion: DVS is better. Indeed, WHB has been made largely obsolete by the piercing swords and the weakening of the [[wolver]] AI. WHB deserves some kind of update.
 +
 
 +
===Sudaruska vs. Triglav===
 +
 
 +
Facts: [[Sudaruska]] inflicts stun on the charge only, while [[Triglav]] inflicts freeze on the charge and on the second stroke of the combo. Both swords enjoy great length, width, and knockback in regular attacks (identical to [[Divine Avenger]] and [[Gran Faust]]). Both swords deliver a big charge attack that leaves the user exposed but knocks monsters away.
 +
 
 +
Implications: If Triglav successfully freezes its target, then the freeze prevents the target from being knocked back. Freeze and stun are both powerful statuses with drawbacks in certain situations. Freeze hinders knockback, shield-bumping, kiting, etc. Stun can also hinder kiting.
 +
 
 +
Opinion: I have never used Triglav, but I think that stun is under-rated and freeze is over-rated, so I vote for Sudaruska.
 +
 
 +
==Other Comparisons==
 +
 
 +
Remember that you should always plan in terms of 5-star items, not 2- or 3-star items. And damage type is the major consideration in choosing a sword. So the comparisons in this subsection make no sense in my world view. However, so many people ask about them that I have to say something.
 +
 
 +
===Troika vs. Sealed Sword===
 +
 
 +
Facts: The 5-star versions of [[Troika]] and [[Sealed Sword]] do various kinds of damage and hence are not directly comparable. In regular attacks, they all have the same width, length, and knockback, but [[Divine Avenger]] and [[Gran Faust]] swing faster than [[Sudaruska]] and [[Triglav]]. The Troika-style charge attack slams down on the monsters from above, while the Sealed-style charge attack launches one or three projectiles that plow through the monsters.
 +
 
 +
Opinion: If you are a gunner or bomber who wants a single sword for all emergencies, then consider Sudaruska, Triglav, and Leviathan Blade. If you are a sworder or a gunner-sworder, then do not get any Troika-line sword, but strongly consider Divine Avenger or Gran Faust, to complement the damage types of your other weapons.
  
 
===Divine Avenger vs. Gran Faust===
 
===Divine Avenger vs. Gran Faust===
  
Facts: Divine Avenger does elemental damage, while Gran Faust does shadow damage. Therefore DA does more damage against undead and constructs (and fiends), while GF does more damage against slimes and gremlins (and beasts). DA's charge attack does more total damage. GF's charge attack can inflict curse on monsters, but it can also curse the user. Contrary to the statistics bars displayed on these items, GF is not significantly faster than DA.
+
Facts: [[Divine Avenger]] and [[Gran Faust]] inflict different damage types and hence are not directly comparable. DA's charge attack does more total damage. GF's charge attack can inflict curse on monsters, but it can also curse the user. Contrary to the statistics bars displayed on these items, GF is not faster than DA.
 +
 
 +
Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types. In the case of a tie, choose DA, because DA is about as good as any elemental sword, whereas GF is not quite as good as Acheron.
 +
 
 +
===Calibur vs. Brandish===
 +
 
 +
Facts: The 5-star versions of [[Calibur]] and [[Brandish]] do various kinds of damage and hence are not directly comparable. The Calibur-style charge attack can hit several monsters up to three times, with large knockback. The Brandish-style charge attack hits one monster (or a tight crowd) once, with up to five additional damage bursts, depending on the star-level of the Brandish.
 +
 
 +
Opinion: If you are a gunner or bomber who wants a single sword for all emergencies, then consider Leviathan Blade, Sudaruska, and Triglav. If you are a sworder, then do not get any Calibur-line sword, but strongly consider [[Combuster]]/[[Glacius]]/[[Voltedge]]/[[Acheron]]/[[Obsidian Edge]], to complement the damage types of your other swords. Also strongly consider the Brandishes if you use a mixture of swords and guns.
 +
 
 +
==Armor, Shields, Trinkets, Perks==
 +
 
 +
In Tier 3, even the strongest armor lets through lots of damage. To stay alive, one must avoid getting hit. Thus, most advanced players favor [[armor]], [[shield]]s, [[trinket]]s, and [[perk]]s that give offensive bonuses, even at the cost of some defense. [[Abilities|Damage bonus]] against all enemies (six monster families, Vanaduke, and PvP) is especially valuable, in that it cannot be replicated by [[Unique Variant|UVs]]. On the other hand, the practical value of damage bonus is sensitive to your tactical situation; it may increase your kills per second dramatically or not at all. In contrast, [[Abilities|ASI]], [[Abilities|CTR]], and [[Abilities|MSI]] are always slightly helpful.
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See my [[User:Jdavis/Armor#Swords|armor guide]] for detailed advice on armor. [[Chaos Cowl]]/[[Chaos Cloak|Cloak]] and [[Black Kat Cowl]]/[[Black Kat Raiment|Raiment]] offer outstanding offense at the cost of terrible status penalties. Although 5-star Black Kat armor is hard to obtain, any player can acquire the 3-star helmet during any Kataclysmic Confrontation event. Among the sword-specific armors, I recommend [[Vog Cub Cap]]/[[Vog Cub Coat|Coat]] and [[Skolver Cap]]/[[Skolver Coat|Coat]]. The two are well balanced, with the former slightly more defensive and the latter slightly more offensive.
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See my [[User:Jdavis/Shields|shield guide]] for detailed advice on shields. The 3-star [[Swiftstrike Buckler]] and the 5-star [[Barbarous Thorn Shield]] offer offensive bonuses. For more defense, consider all of the other shields, including [[Grey Owlite Shield]] and [[Dread Skelly Shield]].
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The trinkets [[Elite Quick Strike Module]], [[Elite Sword Focus Module]], and [[Elite Slash Module]] give ASI+2, CTR+2, and damage+2 to swords, respectively. [[Daybreaker Band]] and [[Somnambulist's Totem]] are also relevant, but they are difficult to obtain. There are also sprite perks for ASI, CTR, damage bonus, and MSI.
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==Final Thoughts==
  
Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar and they are both obtainable from Jelly Gems.
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A knight's goal is to kill monsters, but a player's goal is to have a good time. For example, some players equip crummy armor, because they enjoy the challenge. In my opinion, some of the weaker swords ([[Sudaruska]], [[Dread Venom Striker]]) are really fun. So try a variety of swords and use what you like. This guide exists, just to help you understand the tradeoffs you're making.
  
Opinion: DA is as good as any elemental sword, whereas GF is not quite as good as Acheron. If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types; in the case of a tie, choose DA.
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Thanks to [[Lancer Knightz (Guild)|Lancer Knightz]] for data, [[User:Trying|Trying]] for vandalism repair, and the rest of the [http://forums.spiralknights.com/en/forum/53 Arsenal Forum] regulars for enlightening discussion. Happy travels.

Latest revision as of 15:41, 19 August 2018

Icon-opinion.png The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth.
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This page, commonly called Bopp's Sword Guide, tells you just about everything you need to know about playing with swords in the Clockworks. The advice applies to pure sworders and to people who use swords on the side, whether they're free-to-play or pay-to-play. You should also check out the semi-official Swordmaster Guide, although that guide erroneously (in my opinion) focuses on sword feel rather than damage type and size.

Basic Concepts

Considerations in Choosing a Sword

The primary consideration in choosing a sword (or handgun) is its damage type: normal, piercing, elemental, or shadow. Each monster family is resistant to one damage type, vulnerable to one damage type, and neutral to the other two. Hitting a monster with its vulnerable damage type gives you a small bonus (roughly 20% for end-game swords), while hitting a monster with its resistant damage incurs a large penalty (roughly 80%).

Monster Family Vulnerable To Neutral To Resistant To
Gate Icon-Slime.png Slimes shadow elemental, normal piercing
Gate Icon-Gremlin.png Gremlins shadow piercing, normal elemental
Gate Icon-Beast.png Beasts piercing shadow, normal elemental
Gate Icon-Fiend.png Fiends piercing elemental, normal shadow
Gate Icon-Undead.png Undead elemental piercing, normal shadow
Gate Icon-Construct.png Constructs elemental shadow, normal piercing

All monsters are neutral to normal damage. If you intend to use only one sword, then you might want a normal sword; see the Mixing Weapon Types section below. If you plan on using two or three swords at once, then work on one piercing sword, one elemental sword, and/or one shadow sword. Even with only two non-normal damage types, you can deliver extra damage to 4/6 of monsters. For example, if you're carrying elemental and piercing, then use elemental on constructs, undead, and slimes, and use piercing on beasts, fiends, and gremlins. You never incur a resistance penalty.

After damage type, the next most important consideration is probably size. Wide, long swings help you hit fast, dodging enemies, and may let you hit multiple enemies at once, which greatly increases your damage output. In this guide, each sword swing is rated as either short or long, and as either narrow, wide, or 360-degree. The scale is different for regular attacks and charge attacks; a short charge attack may be longer than a long regular attack.

Speed and knockback are also important considerations. Speed makes fast enemies easier to hit, and improves your defense by helping you interrupt monsters, shield, and dodge. Knockback greatly aids defense, especially in crowded rooms. However, you must take care not to knock monsters into your teammates. Due to speed and knockback, different swords can actually feel different to the player. There is no reason to restrict yourself to one feel. In battle, I have no problem switching feels every few seconds.

Damage type, width, length, and speed all contribute to the monster-killing efficiency of a sword in different ways. For example, the guild Lancer Knightz has measured the damage per second (DPS) arising from comboing swords. However, other measures of damage output may be more useful in some situations. Furthermore, these damage numbers ignore status effects — fire, freeze, shock, curse, poison, and stun — which can dramatically enhance one's fighting (except for fire on oilers and shock on quicksilvers).

Mixing Weapon Types

As with swords, damage type is the primary consideration in choosing a handgun, or a mix of swords and guns. You want to carry two or three non-normal damage types and deploy them against the correct monsters to optimize your damage. For example, Combuster and Blitz Needle are a powerful combination throughout the Clockworks, and especially in Firestorm Citadel.

A player who uses just one sword and one gun might reasonably choose to make both normal, so that she could use both on all targets. Or she could adopt a balanced approach of Iron Slug and two or three swords to choose among based on the level.

Any bomb can complement a set of swords, but crowd-control bombs such as Voltaic Tempest, Shivermist Buster, Graviton Vortex, Electron Vortex, and Obsidian Crusher are especially popular. Once the monsters are trapped, you can hit them with a sword charge attack. Note well, however, that some swords do not charge fast enough for you to charge into your own vortex.

5-Star Items and Heating

With the exception of Swiftstrike Buckler and Black Kat armors, all of the best items in the game are 5-star. And there are some dead-end alchemy paths (e.g., Winmillion), which don't reach 5 stars. So, even if you're currently at 2 stars, you should always plan your equipment in terms of 5-star items. Once you know which 5-star items you want, look back in their alchemy paths, to figure out how to get them.

Heat has a big effect on weapons' CTR and damage. (A 4-star weapon at heat level 10 puts out about as much damage as a 5-star weapon at heat level 8.) Unfortunately, 5-star items are difficult to heat, due to the scarcity of radiant fire crystals. My advice is not to upgrade a 4-star weapon until you have enough fire crystals to take the 5-star version to at least heat level 5, or maybe even heat level 8. In contrast, armor doesn't benefit much from heating, so upgrade it as soon as you can, and heat it after your weapons.

Summary of Swords

Here is a summary of all of the 5-star swords, excluding reskins. The fields are

  • Damage: damage type.
  • SPC: strokes per combo.
  • Combo: average width (wide W vs. narrow N vs. 360-degree T), average length (long L vs. short S), and status effect.
  • Charge: width, length, and status.
  • Style: the play style of the sword (not necessarily its alchemy path).
  • Obtain: boss, mission, PvP, etc. required to obtain this weapon or its precursors.
  • Opinion: my view of the primary strength or purpose of the sword, that might lead you to choose it over other swords.
Name Damage SPC Combo Charge Style Obtain Opinion
Leviathan Blade normal 3 NS TS Calibur all-purpose for hybrid knights
C. I. Vanquisher normal 3 NS TS Calibur outclassed by Leviathan Blade
Celestial Saber normal 3 NS TS stun Calibur E. P. Box
Sweet Dreams normal 3 NS TS stun Calibur S. P. Box
Amputator normal 3 NS NL Brandish outclassed by Acheron?
D. Venom Striker normal 5 NS poison NS poison Cutter
W. Hunting Blade normal 5 NS NS Cutter
Sudaruska normal 2 WL WL stun Troika
Triglav normal 2 WL freeze WL freeze Troika K. Coins
B. Thorn Blade piercing 3 WS WS Flourish F. Fangs fiends, beasts
Final Flourish piercing 3 WS NL Flourish fiends, beasts
F. Rigadoon piercing 3 WS stun NL stun Flourish outclassed by Final Flourish
F. Flamberge piercing 3 WS fire NL fire Flourish outclassed by Final Flourish
W. R. Hammer elemental 3 WL WL Troika+ OCH knockback-resistant targets
Divine Avenger elem+norm 2 WL WL Sealed J. Gems undead, constructs (multiple, charge)
Fang of Vog elem+norm 3 NS fire TS fire Calibur A. Seals charge attack
Combuster elem+norm 3 NS NL fire Brandish undead, constructs (single, charge)
Glacius elem+norm 3 NS NL freeze Brandish undead, constructs (single, charge)
Voltedge elem+norm 3 NS NL shock Brandish K. Coins undead, constructs (single, charge)
Obsidian Edge shad+norm 3 NS NL poison Brandish A. Sigils slimes, gremlins (single, charge)
Acheron shad+norm 3 NS NL Brandish slimes, gremlins (single, charge)
Gran Faust shad+norm 2 WL curse NL curse Sealed J. Gems slimes, gremlins (multiple, defensive)

Piercing, Elemental, Shadow

Remember that, if you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. The following subsections offers direct comparisons within each damage type. I try to present the objective facts, followed by semi-objective analysis of their implications, followed by my subjective opinion. The columns are:

  • First, Second, Third, Fourth, Fifth: Width, length, damage, and status for each stroke of the combo (damage+0, heat level 10, depth 28, vulnerable enemies).
  • SPM: Strokes per minute when comboing as fast as possible (ASI+6).
  • DPS: Damage per second from comboing as fast as possible (ASI+6, damage+0, heat level 10, depth 28, vulnerable enemies).
  • Charge: Width, length, and status for the charge attack.
  • CPM: Charges per minute (CTR+6, ASI+6).
  • Move: movement speed while charging — fast (normal running speed), medium (about 10% slower), or slow (about 20% slower).

Piercing Swords

Name First Second Third SPM DPS Charge CPM Move
Barbarous Thorn Blade WS 285 NS 285 NL 340 120 607 WS 23 medium
Final Flourish WS 285 NS 285 NL 340 120 607 NL 19 medium
Fearless Rigadoon WS 240 stun NS 240 stun NL 289 stun 120 513 NL stun 19 medium
Furious Flamberge WS 240 fire NS 240 fire NL 289 fire 120 513 NL fire 19 medium

Facts: Final Flourish and BTB are identical in their regular attacks. BTB's charge attack spews a short, wide shower of thorns; it can disrupt and moderately damage a crowd of monsters. In contrast, Final Flourish's charge attack is essentially a more powerful version of its regular combo; it lunges into one monster (or a tight crowd), damaging it heavily. Fearless Rigadoon and Furious Flamberge are identical to Final Flourish, but sacrifice some damage for the ability to inflict status effects. BTB's charge has a shorter cool-down period than the others do. Because it cannot be mass-crafted at 2 stars, BTB is a bit harder to get unique variants on.

Implications: The first stroke, being fast and wide, is extremely useful; against fiends, it is often wise to use just the first stroke. The third stroke benefits greatly from auto-targeting, due to its distinctive lunging motion. These swords kill piercing-vulnerable monsters so quickly that there is usually not much point in also inducing a status; you would rather just have as much damage as possible.

The BTB charge is a bit safer, because it disrupts the attacks of several monsters, while the Final Flourish charge can leave the user exposed. Generally, the Final Flourish charge does a lot of damage to one target while the BTB charge does lower damage against multiple targets. However, the BTB charge can do a lot of damage if the target is close, and the Final Flourish charge can hit multiple enemies if they are tightly clustered.

Opinion: Final Flourish and BTB are equally good. Furious Flamberge and FR seem less good.

Elemental Swords

Name First Second Third SPM DPS Charge CPM Move
W. Rocket Hammer WL 340 NS 240 WL 403 90 492-733 WL 13 slow
Divine Avenger WL 328 WL 445 74 477 WL 20 slow
Fang of Vog NS 266 fire NS 266 fire NS 345 fire 96 468 TS fire 18.5 fast
Combuster NS 292 NS 292 NS 382 117 628 NL fire 23 fast
Glacius NS 292 NS 292 NS 382 117 628 NL freeze 23 fast
Voltedge NS 292 NS 292 NS 382 117? 628? NL shock 23? fast?

Facts: In regular attacks, Combuster, Glacius, and Voltedge enjoy high speed and single-target DPS. DA and WRH enjoy superior width, length, and knockback. WRH's second stroke lunges dramatically, hitting knockback-resistant enemies as many as three times. FoV's raw speed, size, and damage are mediocre, but it can inflict fire on every stroke. In charge attacks, Combuster, Glacius and Voltedge emit a line of explosions, that cause fire, freeze, or shock; these swords are identical except in their charge attack statuses. You move at reduced speed while charging DA or WRH. The DA charge is a big swing that spews three projectiles. The WRH charge is two huge downward swings with large area and knockback. Fang of Vog's 360-degree charge attack does huge damage to monsters, sets them on fire, and often sets the user on fire.

Implications: Against tightly clustered enemies, DA's and WRH's longer reach and wider swing mean that they can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's and WRH's high knockback aids defense in tight, crowded fights. WRH's lunging combo is dangerous around traps, but can facilitate simultaneous attacking and dodging. Shield-cancelling WRH after the second stroke results in massive DPS against knockback-resistant enemies. The WRH charge leaves you exposed.

Among the three Brandishes, Glacius' freeze is useful for crowd control, and it does some damage upon thawing, but it hinders kiting, shield-bumping, and knockback. Voltedge's shock disrupts monsters somewhat, and it does some damage, especially since shock does area-damage to close monsters. Combuster's fire is useful for extra damage, but offers no crowd control. Freeze and shock can prevent a monster from riding the entire charge attack for full damage; fire does not have this defect. Although the monsters in Firestorm Citadel are largely immune to fire, FoV and the Combuster charge still do damage — just not status.

Opinion: All of these swords are good, but Combuster and WRH are the strongest. Combuster is easy, while WRH has a unique play style that is hard to master and hence more interesting. FoV is a utility weapon, for charging only.

Shadow Swords

Name First Second Third SPM DPS Charge CPM Move
Obsidian Edge NS 292 NS 292 NS 382 117 628 NL poison 23 fast
Acheron NS 328 NS 328 NS 445 117 716 NL 23 fast
Gran Faust WL 328 WL 445 curse 72 464 NL curse 15 slow

Facts: Acheron and Obsidian Edge enjoy high speed and single-enemy DPS, but Obsidian trades some damage for poison. GF enjoys superior width, length, and knockback, and it can curse monsters. GF takes a conspicuously long time to charge, you move at reduced speed while charging, and the charge attack can curse you.

Implications: Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is somewhere between irritating and dangerous. When it doesn't kill monsters outright, Obsidian's ability to spread poison is helpful in party play.

Opinion: Acheron and Obsidian are fairly balanced. Acheron is easier to get, so just get Acheron, unless you already have Obsidian. GF is not as good, but I use it occasionally — for example, to keep crowds at bay in Compound 42.

Normal

Are you sure that you want a normal sword? Maybe you'd be happier with two non-normal swords, or with a piercing sword and an elemental gun? No? Okay, here are some comparisons among normal swords.

Name First Second Third Fourth Fifth SPM DPS Charge CPM Move
DVS NS 175 psn NS 175 psn NS 175 psn NS 175 psn NS 221 psn 145 445 NS psn 19 fast
WHB NS 175 NS 175 NS 175 NS 175 NS 221 135 414 NS 16.5 fast
Leviathan NS 203 NS 203 NS 258 117 432 TS 22.5 fast
CIV NS 186 NS 186 NS 238 120 407 TS 22.5 fast
Sudaruska WL 288 WL 321 64 325 WL stun 15.5 slow
Triglav WL 288 WL 321 frz 64? 325? WL frz 15.5? slow?

Leviathan Blade vs. Cold Iron Vanquisher

Facts: Cold Iron Vanquisher does less base-line damage than Leviathan Blade, but comes with a High damage bonus against undead. Levi's charge attack knocks back more than CIV's does.

Implications: Against non-undead targets, Levi simply does more damage per hit. Against undead targets, which sword does more damage depends on the amount of damage bonus being applied from other sources (armor, shield, trinkets, UVs). At None, Low, Medium, and High damage bonus, CIV out-damages Levi against undead. At greater levels of damage bonus, Levi starts catching up to CIV against undead, because damage bonus cannot go over Maximum!. At Ultra or Maximum! damage bonus from other sources, Levi out-damages CIV even against undead. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, and therefore may do more total damage.

Opinion: Levi is better in most situations.

Dread Venom Striker vs. Wild Hunting Blade

Facts: Dread Venom Striker and Wild Hunting Blade do equal base-line damage. WHB comes with a High damage bonus against beasts, while DVS can poison its targets. DVS is slightly faster than WHB. Both swords have long charge attacks that leave the user exposed, but WHB's charge attack interrupts monsters much more than does DVS'. Any piercing sword does far more damage against beasts than WHB does, and with wider, longer swings.

Implications: Due to its speed and poison, DVS out-damages WHB against everything but beasts. WHB out-damages DVS against beasts when not much damage bonus is applied. At Maximum! damage bonus, DVS out-damages WHB even against beasts. DVS's poison is useful against most monsters — especially ones that heal, such as the Royal Jelly. WHB's charge attack is somewhat safer than DVS'.

Opinion: DVS is better. Indeed, WHB has been made largely obsolete by the piercing swords and the weakening of the wolver AI. WHB deserves some kind of update.

Sudaruska vs. Triglav

Facts: Sudaruska inflicts stun on the charge only, while Triglav inflicts freeze on the charge and on the second stroke of the combo. Both swords enjoy great length, width, and knockback in regular attacks (identical to Divine Avenger and Gran Faust). Both swords deliver a big charge attack that leaves the user exposed but knocks monsters away.

Implications: If Triglav successfully freezes its target, then the freeze prevents the target from being knocked back. Freeze and stun are both powerful statuses with drawbacks in certain situations. Freeze hinders knockback, shield-bumping, kiting, etc. Stun can also hinder kiting.

Opinion: I have never used Triglav, but I think that stun is under-rated and freeze is over-rated, so I vote for Sudaruska.

Other Comparisons

Remember that you should always plan in terms of 5-star items, not 2- or 3-star items. And damage type is the major consideration in choosing a sword. So the comparisons in this subsection make no sense in my world view. However, so many people ask about them that I have to say something.

Troika vs. Sealed Sword

Facts: The 5-star versions of Troika and Sealed Sword do various kinds of damage and hence are not directly comparable. In regular attacks, they all have the same width, length, and knockback, but Divine Avenger and Gran Faust swing faster than Sudaruska and Triglav. The Troika-style charge attack slams down on the monsters from above, while the Sealed-style charge attack launches one or three projectiles that plow through the monsters.

Opinion: If you are a gunner or bomber who wants a single sword for all emergencies, then consider Sudaruska, Triglav, and Leviathan Blade. If you are a sworder or a gunner-sworder, then do not get any Troika-line sword, but strongly consider Divine Avenger or Gran Faust, to complement the damage types of your other weapons.

Divine Avenger vs. Gran Faust

Facts: Divine Avenger and Gran Faust inflict different damage types and hence are not directly comparable. DA's charge attack does more total damage. GF's charge attack can inflict curse on monsters, but it can also curse the user. Contrary to the statistics bars displayed on these items, GF is not faster than DA.

Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types. In the case of a tie, choose DA, because DA is about as good as any elemental sword, whereas GF is not quite as good as Acheron.

Calibur vs. Brandish

Facts: The 5-star versions of Calibur and Brandish do various kinds of damage and hence are not directly comparable. The Calibur-style charge attack can hit several monsters up to three times, with large knockback. The Brandish-style charge attack hits one monster (or a tight crowd) once, with up to five additional damage bursts, depending on the star-level of the Brandish.

Opinion: If you are a gunner or bomber who wants a single sword for all emergencies, then consider Leviathan Blade, Sudaruska, and Triglav. If you are a sworder, then do not get any Calibur-line sword, but strongly consider Combuster/Glacius/Voltedge/Acheron/Obsidian Edge, to complement the damage types of your other swords. Also strongly consider the Brandishes if you use a mixture of swords and guns.

Armor, Shields, Trinkets, Perks

In Tier 3, even the strongest armor lets through lots of damage. To stay alive, one must avoid getting hit. Thus, most advanced players favor armor, shields, trinkets, and perks that give offensive bonuses, even at the cost of some defense. Damage bonus against all enemies (six monster families, Vanaduke, and PvP) is especially valuable, in that it cannot be replicated by UVs. On the other hand, the practical value of damage bonus is sensitive to your tactical situation; it may increase your kills per second dramatically or not at all. In contrast, ASI, CTR, and MSI are always slightly helpful.

See my armor guide for detailed advice on armor. Chaos Cowl/Cloak and Black Kat Cowl/Raiment offer outstanding offense at the cost of terrible status penalties. Although 5-star Black Kat armor is hard to obtain, any player can acquire the 3-star helmet during any Kataclysmic Confrontation event. Among the sword-specific armors, I recommend Vog Cub Cap/Coat and Skolver Cap/Coat. The two are well balanced, with the former slightly more defensive and the latter slightly more offensive.

See my shield guide for detailed advice on shields. The 3-star Swiftstrike Buckler and the 5-star Barbarous Thorn Shield offer offensive bonuses. For more defense, consider all of the other shields, including Grey Owlite Shield and Dread Skelly Shield.

The trinkets Elite Quick Strike Module, Elite Sword Focus Module, and Elite Slash Module give ASI+2, CTR+2, and damage+2 to swords, respectively. Daybreaker Band and Somnambulist's Totem are also relevant, but they are difficult to obtain. There are also sprite perks for ASI, CTR, damage bonus, and MSI.

Final Thoughts

A knight's goal is to kill monsters, but a player's goal is to have a good time. For example, some players equip crummy armor, because they enjoy the challenge. In my opinion, some of the weaker swords (Sudaruska, Dread Venom Striker) are really fun. So try a variety of swords and use what you like. This guide exists, just to help you understand the tradeoffs you're making.

Thanks to Lancer Knightz for data, Trying for vandalism repair, and the rest of the Arsenal Forum regulars for enlightening discussion. Happy travels.

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