Difference between revisions of "Bombing Guide"

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===Blast Bombs===
 
===Blast Bombs===
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{{item|Nitronome}} [[File:Attack_normal_icon.png|15px]]
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{{item|Big Angry Bomb}} [[File:Attack_normal_icon.png|15px]] [[File:Icon_status_stun.png|15px]]
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{{item|Irontech Destroyer}} [[File:Attack_normal_icon.png|15px]] [[File:Icon_status_stun.png|15px]]
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{{item|Heavy Deconstructor}} [[File:Attack_normal_icon.png|15px]]
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{{item|Dark Briar Barrage}} [[File:Attack_piercing_icon.png|15px]]
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* [http://www.youtube.com/watch?v=iKFs80VnqCA Video Demonstration]
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A go-to mainstay of almost any bomber's arsenal, the Blast Bombs are a line of explosive weaponry that deal pure Normal damage and have a large amount of knockback on them, making these bombs exceptionally useful for tactics like "shielding" and "boxing". The Blast Bombs are some of the most generally all-around useful bombs available, they're extremely effective in any stratum in the game and they're also easy to attain as players provided with a free Blast Bomb along with all the recipes to upgrade it through to the Nitronome just by progressing through the Ranked Missions. Despite their all purpose utility bombers do have to be careful when using this group of bombs, due to their knockback and very bright visual effect upon detonating, they can be extremely disruptive in uncoordinated parties. For this reason bombers planning to use Blast Bomb-line weapons should always be sure to inform their party beforehand and try to plan out strategies before major battles.
 
A go-to mainstay of almost any bomber's arsenal, the Blast Bombs are a line of explosive weaponry that deal pure Normal damage and have a large amount of knockback on them, making these bombs exceptionally useful for tactics like "shielding" and "boxing". The Blast Bombs are some of the most generally all-around useful bombs available, they're extremely effective in any stratum in the game and they're also easy to attain as players provided with a free Blast Bomb along with all the recipes to upgrade it through to the Nitronome just by progressing through the Ranked Missions. Despite their all purpose utility bombers do have to be careful when using this group of bombs, due to their knockback and very bright visual effect upon detonating, they can be extremely disruptive in uncoordinated parties. For this reason bombers planning to use Blast Bomb-line weapons should always be sure to inform their party beforehand and try to plan out strategies before major battles.
  
 
====Nitronome====
 
====Nitronome====
'''Bomb Category''':  <font color="red">Damage</font>, <font color="green">Crowd Control</font>
 
 
 
[[file:Nitronome_FSC_Screenshot_BG.png|thumb|330px|The nitronome dealing damage to a large area and pushing slags away from its blast.|left]]
 
[[file:Nitronome_FSC_Screenshot_BG.png|thumb|330px|The nitronome dealing damage to a large area and pushing slags away from its blast.|left]]
 
The [[Nitronome]] is arguably the best damage bomb available to bombers.  It is a large-radius bomb that deals damage to everything inside of its blast radius as well as pushing everything outward from the center of the bomb.  Of the [[Blast Bomb]] alchemy line bombs, it has the shortest fuse, fastest walk speed, and a short charge time.  Want to deal damage to a large area? The Nitronome is the obvious choice.
 
The [[Nitronome]] is arguably the best damage bomb available to bombers.  It is a large-radius bomb that deals damage to everything inside of its blast radius as well as pushing everything outward from the center of the bomb.  Of the [[Blast Bomb]] alchemy line bombs, it has the shortest fuse, fastest walk speed, and a short charge time.  Want to deal damage to a large area? The Nitronome is the obvious choice.
  
The Nitronome has less knockback and less damage than the alternate blast bomb alchemy lines but it makes up for it with the fastest bomb-charging walk speed and a radius that covers over 200% more area than the other two. These attributes combine to create a weapon that leaves the bomber feeling nimble and agile, allowing them to avoid attacks while charging bombs and using the Nitronome's moderate amount of knockback as a "shield."
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The Nitronome has less knockback and less damage than the alternate blast bomb alchemy lines but it makes up for it with the fastest bomb-charging walk speed and a faster fuse than the other two. These attributes combine to create a weapon that leaves the bomber feeling nimble and agile, allowing them to avoid attacks while charging bombs and using the Nitronome's moderate amount of knockback as a "shield."
  
The Nitronome deals normal damage making it useful against virtually all [[monsters]].
 
  
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
* The explosion (and accompanying screen shake) obscures the view of surroundings for you and your teammates.
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* The explosion (and accompanying screen shake) obscures the view of surroundings for you and your teammates
* Poorly placed bombs can push enemies into teammates.
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* Poorly placed bombs can push enemies into teammates
* Over-kiting enemies past bombs will push enemies towards you.
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* Over-kiting enemies past bombs will push enemies towards you
  
====Big Angry Bomb====
 
'''Bomb Category''':  <font color="red">Damage</font>, <font color="green">Crowd Control</font>
 
  
The next best blast bomb after the Nitronome is the [[Big Angry Bomb]], and is a unique option for those who want everything wiped from the screen. Offering an incredible amount of knockback and the highest damage per explosion of any bomb in the game, the BAB is a tool for players whom want to feel powerful, to control an area and sure as hell make sure nothing can get to you. A common misconception many people have is that the [[Nitronome]] is always the superior weapon, in actuality the mechanics of the two are different enough that they actually fill different niches; whilst chaining the BAB is significantly slower and less aggressive than Nitro-chaining, the greater knockback and stun effect it offers make it a much more effective "shielding weapon" when used defensively, making it a great choice in the [[Unknown Passage]]. Additionally the BAB is also a viable alternative in Lockdown despite what you might assume; many Strikers will find themselves taken off-guard by the slower-fuse and the potential stun on its explosion can leave anyone you hit easy pickings for your own Strikers.
 
  
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====Big Angry Bomb====
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The next best blast bomb after the Nitronome is the [[Big Angry Bomb]], and is a unique option for those who want everything wiped from the screen. Offering an incredible amount of knockback and the highest damage per explosion of any bomb in the game, the BAB is a tool for players whom want to feel powerful, to control an area and sure as hell make sure nothing can get to you. A common misconception many people have is that the [[Nitronome]] is always the superior weapon, in actuality the mechanics of the two are different enough that they actually fill different niches; whilst chaining the BAB is significantly slower and less aggressive than Nitro-chaining, the greater knockback and stun effect it offers make it a much more effective "shielding weapon" when against certain kinds of enemies, making it a great choice in the [[Unknown Passage]]. Additionally the BAB is also a viable alternative in Lockdown despite what you might assume; many Strikers will find themselves taken off-guard by the slower-fuse and the potential stun on its explosion can leave anyone you hit easy pickings for your own Strikers.
  
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
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====Irontech Destroyer====
 
====Irontech Destroyer====
'''Bomb Category''': <font color="red">Damage</font>
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The Irontech Destroyer deals a bit more damage than Nitronome and does more knockback while having a fair chance of minor stun. The fuse time is as long as that of Big Angry Bomb and the walk speed reduction is also the same, making the bomb riskier to use than Nitronome. As the charge time is somewhere between that of Nitronome and BAB, DPS is not necessarily higher. Instead, Irontech sits somewhere right between its cousins: Hitting stronger than Nitro but being more spammable than BAB.
  
The Irontech Destroyer deals a mid range damage (with Nitro dealing less, and BAB dealing more) bomb, with the same radius as the other blast bombs. The destroyer has a slowed walking speed while charging, and a slow fuse. The bomb is quite mediocre in that it isn't really possible to spam it like Nitronome and doesn't deal excessively large knock-back as the BAB does. Really it is a collectors item and a player is better off with the Big Angry Bomb or Nitronome.
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Some bombers find that the knockback and rapid exploding of Irontech negates the threat posed by the slowed walk speed and fuse time once you can get a chain going.
  
====Heavy Deconstructor====
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For the bomber on the cheap, the 4* Irontech Bomb is still stronger than Nitronome per blast (and, frankly, 5* Destroyer is barely any stronger) while still having the full radius of 5* bombs. As a bonus, the fuse time is faster than Destroyer's, too.
'''Bomb Category''':  <font color="red">Damage</font>, <font color="green">Crowd Control</font>
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[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
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* Slow walk speed will make dodging harder
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* Long fuse time makes it trickier to get the second bomb going than with Nitronome
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 +
====Heavy Deconstructor====
 
One of the least known bombs is the [[Heavy Deconstructor]]. This bomb gives the appearance of a gremlin-demo style 'ticker' bomb, as well as showing what appears to be the Darkfang symbol in the blast effect. The Heavy Decon is one of the least used because, in all honesty, Master Blast Bomb is better. The two are the same in fuse, radius and charge time... so what's the problem? The construct damage bonus isn't really that noticeable and the Master Blast bomb's extra damage overall is a nicer option. The worst aspect is that the Heavy Deconstructor stops at 4* so the Nitronome greatly outclasses it. In end game bomber mode, its probably just a better option to look for a UV Construct bonus than going to the effort of making a Heavy Decon.
 
One of the least known bombs is the [[Heavy Deconstructor]]. This bomb gives the appearance of a gremlin-demo style 'ticker' bomb, as well as showing what appears to be the Darkfang symbol in the blast effect. The Heavy Decon is one of the least used because, in all honesty, Master Blast Bomb is better. The two are the same in fuse, radius and charge time... so what's the problem? The construct damage bonus isn't really that noticeable and the Master Blast bomb's extra damage overall is a nicer option. The worst aspect is that the Heavy Deconstructor stops at 4* so the Nitronome greatly outclasses it. In end game bomber mode, its probably just a better option to look for a UV Construct bonus than going to the effort of making a Heavy Decon.
  
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====Dark Briar Barrage====
 
====Dark Briar Barrage====
'''Bomb Category''':  <font color="red">Damage</font>
 
 
 
[[file:DBB_Gremlin_Screenshot_BG.png|thumb|330px|A Dark Briar Barrage explosion knocks down a soft-bodied Darkfang Thwacker.]]
 
[[file:DBB_Gremlin_Screenshot_BG.png|thumb|330px|A Dark Briar Barrage explosion knocks down a soft-bodied Darkfang Thwacker.]]
 
The [[Dark Briar Barrage]] (DBB) is a [[Damage#Piercing_Damage|piercing]] damage bomb with characteristics similar to the Nitronome. Despite this the Dark Briar Barrage is not technically a "Blast Bomb" as it is neither part of the same alchemy tree, nor does it have the characteristic knockback of the other Blast Bombs, instead being capable of knocking down soft-bodied enemies such as [[gremlin|gremlins]] and [[wolver|wolvers]].   
 
The [[Dark Briar Barrage]] (DBB) is a [[Damage#Piercing_Damage|piercing]] damage bomb with characteristics similar to the Nitronome. Despite this the Dark Briar Barrage is not technically a "Blast Bomb" as it is neither part of the same alchemy tree, nor does it have the characteristic knockback of the other Blast Bombs, instead being capable of knocking down soft-bodied enemies such as [[gremlin|gremlins]] and [[wolver|wolvers]].   
  
The absence of knockback makes the DBB a great choice for bombers less adept at nitronome placement.  The non-disruptive nature of the bomb means that teammates will not have to make adjustments to their gameplay and also means that several DBBs can be comboed together effectively without interfering with each other.  The DBB is an excellent choice against [[fiend|fiends]], [[beast|beasts]], [[undead]], and [[gremlin|gremlins]].
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The absence of knockback makes the DBB a great choice for bombers less adept at nitronome placement.  The non-disruptive nature of the bomb means that teammates will not have to make adjustments to their gameplay and also means that several DBBs can be comboed together effectively without interfering with each other.  The DBB is an excellent choice against [[fiend|fiends]], [[beast|beasts]], [[undead]], and [[gremlin|gremlins]]. However because it deals piercing damage, it is ineffective against slimes and construct.
Because it deals pierce damage, it is ineffective against slimes and construct.
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When attacking enemies neutral to piercing ([[undead]] and [[gremlin|gremlins]]) the DBB has the same damage output as a Nitronome.
 
When attacking enemies neutral to piercing ([[undead]] and [[gremlin|gremlins]]) the DBB has the same damage output as a Nitronome.
  
 
Because the DBB has no knockback, it offers less protection and must be used differently than a typical blast bomb.  Bombers can take advantage of the DBB's non-disruptive behavior by running away from enemies while placing down DBBs and essentially kiting them into the blast zone.  Another strategy is to take advantage of the lack of knockback by overlapping multiple bombs' blast areas on an enemy's position (like a Venn diagram[http://upload.wikimedia.org/wikipedia/commons/9/99/Venn0001.svg]) while dodging attacks normally.  This will allow bombers to easily hit a target multiple times without having to predict where enemies will be pushed.
 
Because the DBB has no knockback, it offers less protection and must be used differently than a typical blast bomb.  Bombers can take advantage of the DBB's non-disruptive behavior by running away from enemies while placing down DBBs and essentially kiting them into the blast zone.  Another strategy is to take advantage of the lack of knockback by overlapping multiple bombs' blast areas on an enemy's position (like a Venn diagram[http://upload.wikimedia.org/wikipedia/commons/9/99/Venn0001.svg]) while dodging attacks normally.  This will allow bombers to easily hit a target multiple times without having to predict where enemies will be pushed.
 
===Shard Bombs===
 
[[file:shards.png|thumb|330px|A group of bombers chaining together multiple shard bombs.|left]]
 
The Shard Bomb-line consists of six cluster-like bombs which create an initial explosion on detonation that then fires a series of non-damaging shards in multiple directions. These shards will then stick into the ground and explode shortly thereafter causing a series a of explosions that form a kind of ‘ring’ around the initial placement point of the bomb. The initial shard does less damage than the ring of shards. These bombs are quite difficult to get used to similar to the old shard bombs, with  the small knock-back making mobs end positions hard to predict. ''Due to the only recent release of the bombs, strategies are still being determined; and until further notice won't be listed.''
 
  
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
*Shard Bombs knock back enemies multiple times, making it hard to predict the end positions.
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* The lack of knockback needs you to be far more careful than with other Blast Bombs
*Placing near wall will result in some shards disappearing
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* The knockdown effect will cease to work on various enemies in larger parties
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* The DBB line recipes can only be acquired via [[Basil]]
  
====Shocking Salt Bomb====
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=== 'Vaporizer' Bombs===
'''Bomb Category''': <font color="red">Damage</font>
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[[File:2013-08-17 00002.jpg|thumb|330px|Bombers use vaporizer bombs to defend a point in [[Lockdown]].|left]]
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{{item|Ash of Agni}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_fire.png|15px]]
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{{item|Shivermist Buster}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_freeze.png|15px]]
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{{item|Venom Veiler}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_poison.png|15px]]
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{{item|Voltaic Tempest}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_shock.png|15px]]
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{{item|Stagger Storm}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_stun.png|15px]]
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{{item|Torpor Tantrum}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_sleep.png|15px]]
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* [http://www.youtube.com/watch?v=S1AObW3Tuhk Video Demonstration]
  
The Shocking Salt Bomb is a unique mix of shock and shadow damage not seen with any other weapons; and it can really pack a punch, especially to slimes with a Very High damage bonus to that family. The unique advantages presents by the way in which shock effects slimes makes the Shocking Salt Bomb a preferred choice in slime statums over the Deadly Dark Matter Bomb.
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Amongst all weapons in the game that are capable of inflicting status conditions upon the inhabitants of the Clockworks, one group reigns supreme and they are the "Vaporizer Bomb" line. Vaporizer Bombs are characterized by a small initial explosion that inflict an okay amount of elemental damage, but then spread a large cloud of "haze" that deals a particular status effect on everything within it that's vulnerable, making these weapons exceptionally effective at applying status effects to large groups of enemies. Naturally this also makes them effective tools in [[Lockdown]] where they can act as an exceptional tool for area denial. The weakness to these bombs however is that it's impossible to target single foes, which means there are certain unique considerations one must make depending on the status in question, as will be outlined below.
  
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
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====Ash of Agni====
*Enemies who receive the shock status will not be affected by knockback, making the bomb more unpredictable than other shards.
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The final upgrade of the [[Fiery Vaporizer]] line, the [[Ash of Agni]], creates a fiery mist that sets any enemies on [[fire]] that were foolish enough to not run away. Although Vaporizers are traditionally considered 'support' bombs, the AoA is capable of clearing rooms of enemies by itself. This is typically done by kiting the area while repeatedly laying down more bombs to keep enemies on fire, this strategy can out DPS the healing of [[Mender|Gremlin Menders]], trivializing arenas or danger rooms, especially if used in conjunction with a Venom Veiler.
  
====Scintillating Sun Shards====
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This bomb also works well in combination with Blast Bombs, since they can repeatedly knock enemies away from you while they're on fire.
'''Bomb Category''':  <font color="red">Damage</font>
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The Scintillating Sun Shards combines stun and pierce to become a true fiend killer; with the helping hand of a Very High damage to fiend bonus.
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Since [[Fire]] only causes damage it should not disrupt other party members, making the AoA an incredibly reliable bomb that can be used in nearly every situation.
 
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====Deadly Crystal Bomb====
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'''Bomb Category''':  <font color="red">Damage</font>
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The Deadly Crystal Bomb is the only elemental DPS Bomb, with the haze series focusing on the statuses. It is ideal for slow moving constructs, and can be good against undead with practice.
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====Deadly Dark Matter Bomb====
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'''Bomb Category''':  <font color="red">Damage</font>
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The Deadly Dark Matter Bomb also deals shadow damage like the Shocking Salt Bomb, however it deals more damage, has no bonus to any family, and does not deal a status. This bomb will outclass Shocking Salt against Slimes if the bomber obtains Very High or better damage bonus from armor or trinkets.
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====Deadly Shard Bomb====
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'''Bomb Category''':  <font color="red">Damage</font>
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The Deadly Shard Bomb is a red normal damage shard bomb, being the 'all-rounder' of the series. With other shard bombs being able to do larger damage to families, this bomb isn't something to get unless you are a collector. A player would be better off with a mix of the shadow shard bombs and the Deadly Crystal Bomb
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====Deadly Splinter Bomb====
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'''Bomb Category''':  <font color="red">Damage</font>
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Another Pierce damage shard bomb, the Deadly Splinter Bomb deals greater damage, has no bonus or status, however it will trump the Sun Shards against fiends if maximum damage is obtained through trinkets or armor.
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===Vortex Bombs===
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Starting their alchemy lines at three stars, the Vortex line are a few exceptionally powerful bombs that are in nearly every bomber's arsenal and for very good reason. Upon explosion the vortexes with pull all the nearby enemies toward them, enable a bomber to control the positioning of monsters in the immediate area and gather them into a particularly point to then be dealt with using another weapon for a lethal combo.
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If a large amount of monsters are pulled into the hole, then the knockback from the explosion will not occur. These bombs combo exceptionally well with powerful charge attacks, particularly the Brandish and Autogun line weapons. The fact that these bombs enable you to gather up enemies for your teammates to then unleashed powerful attacks upon make them arguably the absolute best bombs for use in a team, with proper team work they are extremely lethal.
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====Graviton Vortex====
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'''Bomb Category''':  <font color="green">Crowd Control</font>
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[[file:Graviton_FSC_Screenshot_BG.png|thumb|330px|Five Slags trapped inside the vortex from a Graviton bomb.|left]]
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The Graviton Vortex deals shadow damage and has no ability to inflict status conditions, meaning that dedicated bombers will find a lot of use comboing it with the Voltaic Tempest or Shivermist Buster to restrain enemies after the vortex explodes. Although as a general rule Graviton is considered inferior to its sister bomb, some players prefer it in stratums consisting of shadow-weak enemies.
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For demonstrations of using the Graviton Vortex in various situations against various enemies, check out this Youtube video:
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http://www.youtube.com/watch?v=MKjKrWnpbKY
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[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
* Standing on top of the bomb when the fuse goes off can often trap you in the center of vortexed enemies
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* Can set [[Lichen#Oiler|Oilers]] and [[Lichen#Toxoil|Toxoils]] on [[fire]]
* Enemies can still attack while inside the vortex
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* Enemies that are alive when the vortex expires are flung randomly away from the bomb
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* While charging you move at a significantly slower speed, leaving you open to fast moving enemies and projectiles.
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* [[Kat|Kats]] are unaffected by the Graviton's suction
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====Electron Vortex====
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'''Bomb Category''':  <font color="blue">Status</font>, <font color="green">Crowd Control</font>
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The Electron Vortex is an elemental version of the Graviton Vortex that has a chance to status enemies that remain inside the vortex when it expires.  Despite having a different damage type, the vortex-style bomb is still not a damage bomb as it only deals a trivial amount of damage at the beginning of the vortex and a moderate amount of damage to enemies still in the vortex at the end of it.  Unlike the Graviton Vortex, the Electron Vortex is capable of trapping Kat ghosts which makes it a better option for targeting undead.
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Because of the chance to spread shock status, the Electron Vortex will be less likely to fling enemies at the conclusion of the vortex.  Being able to pull enemies into close proximity of each other and shocking them also maximizes the potential of shock.  If the bomb manages to shock a group of enemies, they can be daisy-chained into another electron vortex.
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[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
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* Standing on top of the bomb when the fuse goes off can often trap you in the center of vortexed enemies; if the enemies get shocked at the end of the vortex, this can be potentially fatal since shield bumping may not be reliable
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* Enemies can still attack while inside the vortex
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* Enemies that are alive  when the vortex expires are flung randomly away from the bomb unless they are prevented from being knocked back by shock status
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* While charging you move at a significantly slower speed, leaving you open to fast moving enemies and projectiles.
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* This bomb is a PvP reward
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==='Haze' Bombs===
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Amongst all weapons in the game that are capable of inflicting status conditions upon the inhabitants of the Clockworks, one group reigns supreme and that is the "Haze Bomb" line. Haze Bombs are characterized by a small initial explosions that inflict an okay amount of elemental damage, but then spreads a large cloud of "haze" that deals a particularly status effect on everything within it that's vulnerable, making these weapons exceptionally effective at applying status effects to large groups of enemies.
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Whilst the name of these bombs may not make sense at first glance to newer players, once upon a time all of these bombs were a part of the Haze Bomb alchemy line, and the name has since stuck with many veteran bombers. That being said they also often called "mist bombs" or simply "status bombs".
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====Shivermist Buster====
 
====Shivermist Buster====
'''Bomb Category''':  <font color="blue">Status</font>, <font color="green">Crowd Control</font>
 
 
[[file:Shivermist-BombingGuide.png|thumb|330px|A Shivermist Buster makes [[Lord Vanaduke]] battle a breeze.|right]]
 
[[file:Shivermist-BombingGuide.png|thumb|330px|A Shivermist Buster makes [[Lord Vanaduke]] battle a breeze.|right]]
  
Looking for crowd control? You have found everything you need! The freeze line with its highest upgrade, the [[Shivermist Buster]], will [[freeze]] mobs in place. Frozen mobs cannot turn or move, but are still able to attack. Freeze most of the mobs, finish the leftovers. Alternatively, you can freeze single mobs and leave the rest. Every mob in the game is easier to deal with when stuck in place so this bomb is useful almost everywhere.
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Looking for crowd control? The [[Shivermist Buster]], will [[freeze]] mobs in place, preventing them from turning around or moving. But be careful! A frozen enemy is still able to attack despite being rooted in place.
  
The downside to a pure crowd control bomb is that the damage output is quite low. A mob that is frozen takes no damage from the status effect until it wears off, referred to as "thawing." Breaking the freeze early with another attack (from either a friend or foe) or refreezing results in no damage at all. Continuous freezing can be used to keep a mob alive while healing between waves, specifically in some rooms of the [[Firestorm Citadel]].
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The upside to freezing a crowd of enemies is they're easy pickings to take out one at a time, and you give teammates time to set up powerful charge attacks with weapons like a [[Combuster]]. The downside is that on its own Shivermist won't really deal any damage, a frozen foe only takes damage upon thawing - which they don't do unless left alone, making it a tiring process to kill things with this freeze alone.
  
Mobs can still attack while frozen so flank them from the side or from behind to stay safe when attacking.
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However, there is a even more significant risk to keep in mind. If a knight is completely surrounded by enemies,then freezing them in place results in an effective death trap; the trapped knight is unable to escape their predicament by shield bumping or dashing and will likely be killed as a result. For this reason the [[Torpor Tantrum]] is a safer crowd control bomb. Despite all this, Shivermist has always held a relevant place in many player's inventories due to how much easier it can make the [[Firestorm Citadel]] for newer players, especially [[Lord Vanaduke]] himself.
 
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Combining a freeze bomb with a damaging weapon can be quite devastating. First freeze the mobs in place, then charge up a blast bomb or a calibur sword and watch the carnage. Since the mobs are all herded together, the AoE damage will apply to many targets at once. The freeze also allows the calibur charge to connect on all three hits if released close to the target.
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However, there is one downside that should be considered. If a knight is completely surrounded by mobs then freezing the mobs will hold them in place. As a result, the knight will not be able to evade the situation by pushing the mobs away with a shield.
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[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
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* Can create an impenetrable wall of enemies which Knights cannot shield bump through
 
* Can create an impenetrable wall of enemies which Knights cannot shield bump through
  
====Ash of Agni====
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====Venom Veiler====
'''Bomb Category''':  <font color="blue">Status</font>, <font color="red">Damage</font>,  
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Perhaps the most interesting of all status effects, poison acts as a debuff to your enemies; reducing their attack power considerably, as well as a minor debuff to their defenses. The Venom Veiler is perhaps the epitome of a true support bomb, providing little to no direct damage whilst instead increasing the survivability and damage of your teammates. At least that's the way it looks on paper, however simply using veiler on it's own to provide support will often fail to result in a comparable damage output than if you had just been using a damaging weapon yourself, even with three teammates! As a result of this the most effective way to use veiler is to set the bomb and then switch to an offensive weapon to take advantage of the poison yourself, the poison lasts long enough that you can deal more than enough damage between bomb placements without needing to keep the mist up all of the time.
  
The fire bomb line and its highest upgrade, the [[Ash of Agni]], provide damage over time. The fiery mist inflicts a [[fire]] status on mobs that were foolish enough to not run away. Still, the fire line may be considered a support bomb. These bombs help by softening up monsters or by simply killing them slowly over time.  
+
Now although this may sound kind of mediocre thus far, there is one situation in which poison becomes exceptionally powerful; when there are healers are in the room. The reason for this is that poisoned mobs actually take damage when they're healed, rather than regain health. So in Tier 3 for example, if a room of poisoned foes walk onto the circle of healing cast by gremlin menders, they're going to take quite a lot of damage - so the room can be completed in less time than with a lot of other bombs. As mentioned earlier, this makes n fact the Ash of Agni & Venom Veiler a potent combination that can easily carry you through the final waves of even the most challenging [[Arena|Arenas]], at least those that aren't fire or poison themed themselves.  
  
This bomb can be combined with a blast bomb by setting the monsters on fire and then blasting them away. Also, kiting is very easy with the bomb by simply running in a large circle setting monsters on fire. This strategy can out DPS menders, trivializing arenas or danger rooms, especially if used in conjunction with Venom Veiler. It takes some time, but the damage to yourself will be minimal if done right. Since the bomb only causes damage it should not disrupt other party members.
+
With all this in mind, Venom Veiler can actually be a great bomb in the right situations, especially in shadow lairs, which have a lot of healers about.
  
All in all, this bomb is one of the better ones and can be recommended.
+
====Voltaic Tempest====
 +
[[file:Voltaic_Tempest_Screenshot.png|thumb|330px|Voltaic Tempest mist spreading shock status to nearby Slags.]]
  
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
+
The Voltaic Tempest is an AoE [[shock]] bomb which delivers damage while interrupting the movements and attacks of your enemies. Now although this may be somewhat helpful against a single enemy, it's true potential shines against groups of tightly clustered foes, any enemy that spasms from Shock will also damage nearby monsters, and trigger more spasms of any other shocked enemies. This makes Voltaic Tempest extremely powerful when used in conjunction with a vortex line-bomb, or just generally against areas with large groups of foes such as [[Compounds]]. Ash of Agni and Voltaic Tempest are a popular combination for damaging enemies that aren't immune or resistant to Fire or Shock. Keep in mind that Shock deals elemental damage, and thus is not nearly as effective against Gremlins or Beasts.
* Can set [[Lichen#Oiler|Oilers]] and [[Lichen#Toxoil|Toxoils]] on [[fire]]
+
  
====Venom Veiler====
+
What really distinguishes tempest from most other bombs however is its incredible utility in LockDown. In Tier 2, spamming Lightning Capacitors (the 3* version in this line of alchemy) is an effective way to defend capture points. This is because the majority of players tend to wear the Wolver or Cobalt line of armor (both of which provides no elemental or shock protection). The mist keeps Recons off of the capture point as well exposing those caught in the initial blast (and keeping them from re-shielding/disappearing). Strikers, on the other hand, might be able to fly over the capture point without getting shocked, though many times fly right into the mist and are unable to fly off as easily. However Guardians can shield themselves from your status, and the repeated 'hits' of the bomb will basically make Guardians invincible while in the mist, although this will usually only result in a stalemate since they're unable to drop their shield to engage you for long.
'''Bomb Category''':  <font color="blue">Status</font>
+
  
Poison is a very weak status. Knights rarely die from being poisoned and the same can be said of the clockwork's residents. The effects of the bomb are quite poor - the defensive and offensive debuffs are minimal. As a primary choice the veiler is one of the weakest bombs in the game, it only really shines when used to bolster the effectiveness of other weapons.
+
Although be weary, in Tier 3 LockDown, more players will have shock protection, or elemental resistance, mostly due to UVs, but the Voltaic Tempest is still a very viable defensive tool as most players will still not be protected against its effects, especially due to the popularity of the Chaos set & Black Kat Cowls.
  
Despite the bomb having little effect in most areas, it can help a great deal while healers are in the room. The reason for this is that poisoned mobs will be damaged by menders' abilities. So in Tier 3 for example, if a room of poisoned mobs walk onto the circle of healing cast by gremlin menders, a great amount of damage will be inflicted upon the damaged mobs - so the room can be completed in less time then a lot of other bombs. The kiting ability of this bomb also means you are less likely to get hit so you are pretty safe in a room full of menders. So Venom Veiler can actually be a great bomb in the right situations, especially in shadow lairs, which have a lot of healers about.
+
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 +
* Can supercharge [[Lichen#quicksilvers|quicksilvers]]
 +
* Enemies can break ghost blocks, activate switches, and blow up explosive crates with shock spasms
 +
* Enemies have reduced knock back while shocked
 +
* The Voltaic Tempest line recipes can only be acquired via [[Basil]]
  
 
====Stagger Storm====
 
====Stagger Storm====
'''Bomb Category''':  <font color="blue">Status</font>, <font color="green">Crowd Control</font>
 
 
 
The Stagger Storm is a status bomb that [[stun|stuns]] enemies that enter its mist.  While stunning enemies, slowing down their attacks and movement, can be a useful crowd control tool, the stun duration does not last long after the mist dissipates.  Bombers wishing to use Stagger Storm should attempt to keep the status rings deployed at all times to avoid having enemies go in and out of stun since adjusting to constant speed changes can be difficult for teammates.  
 
The Stagger Storm is a status bomb that [[stun|stuns]] enemies that enter its mist.  While stunning enemies, slowing down their attacks and movement, can be a useful crowd control tool, the stun duration does not last long after the mist dissipates.  Bombers wishing to use Stagger Storm should attempt to keep the status rings deployed at all times to avoid having enemies go in and out of stun since adjusting to constant speed changes can be difficult for teammates.  
  
Despite the risks presented by using Stagger Storm alone, it works extremely well in conjunction with certain other status bombs, namely Volatic Tempest where a dual stun/shock stack will completely prevent most enemies from being able to maneuver or attack.
+
Despite the risks presented by using Stagger Storm alone, it works extremely well in conjunction with certain other status bombs, namely Voltaic Tempest where a dual stun/shock stack will completely prevent most enemies from being able to maneuver or attack.
  
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
* Spike attacks and thrown projectiles are unaffected by stun and will continue through the air at regular speeds.
+
* Spike attacks and thrown projectiles are unaffected by stun and will continue through the air at regular speeds
* This bomb is a PvP reward
+
* [[Lichen#Quicksilver|Quicksilvers]], [[Lichen#Oiler|Oilers]] and [[Lichen#Toxoil|Toxoils]] are immune to minor Stun
* [[Lichen#quicksilver|Quicksilvers]], [[Lichen#Oiler|Oilers]] and [[Lichen#Toxoil|Toxoils]] are immune to Stun
+
* The Stagger Storm line recipes can only be acquired via [[Sullivan]]
  
====Voltaic Tempest====
+
====Torpor Tantrum====
'''Bomb Category''':  <font color="blue">Status</font>
+
The Torpor Tantrum, despite being yet another status bomb, is the one of the most unique weapons in the game as it is the only weapon capable of inflicting the [[Sleep]] status. Sleep is the only status able to completely subdue enemies, preventing them from moving or harming you in any way. This makes the Torpor Tantrum an amazing crowd control bomb, able to shut down large groups of enemies completely. Be aware, however, that enemies who are released from the Sleep status will be immune to it for a short time. This makes it impossible to maintain 100% status uptime unlike the other mist bombs. A Shivermist Buster used in combination with the Torpor Tantrum can help keep enemies locked down during their alert periods.
  
[[file:Voltaic_Tempest_Screenshot.png|thumb|330px|Voltaic Tempest mist spreading shock status to nearby Slags.]]
+
Despite the unrivaled crowd control abilities the bomb provides, it is almost entirely useless against the (very common) Construct family of monsters, all of which are immune to Sleep. If attempting to crowd control large groups be sure you or an ally has a weapon to subdue the Constructs you may encounter.
Given the option between Ash of Agni, Shivermist or Voltaic Tempest there are rare situations where the Voltaic Tempest would be preferred. The Voltaic Tempest is an AoE [[shock]] bomb which delivers damage while interrupting movement and attacks. The problem is that the other two bombs do these duties better - the Ash of Agni is much more powerful for damage and the Shivermist completely locks down movement.
+
  
However, that argument only holds against one enemy. An enemy that spasms from Shock will also damage nearby monsters. This makes Voltaic Tempest very effective against a large group, especially when used with another bomber's Graviton or Electron Vortex. Ash of Agni and Voltaic Tempest are a popular combination for damaging enemies that aren't immune or resistant to Fire or Shock. Keep in mind that Shock deals elemental damage, and thus is not nearly as effective against Gremlins or Beasts.
+
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 +
* Enemies when enter an alert state when Sleep wears off, preventing them from being inflicted with Sleep again for a short time
 +
* All Constructs are immune to Sleep
 +
* Lord Vanaduke is also immune to Sleep
 +
* This line of bomb requires quite a lot of [[Zee Core|Zee Cores]] to craft, and their availability is dependent on access to the [[Starlight Cradle]] series of levels, or purchasing them off of the [[Auction House]].
  
The one place it truly shines is against large groups of Kats. The shock interrupts their lunges and their tendency to clump together makes them shock each other for decent damage.
+
===Shard Bombs===
 +
[[file:shards.png|thumb|370px|A group of bombers chaining together multiple shard bombs.|left]]
 +
{{item|Deadly Shard Bomb}} [[File:Attack_normal_icon.png|15px]]
 +
{{item|Deadly Crystal Bomb}} [[File:Attack_elemental_icon.png|15px]]
 +
{{item|Deadly Splinter Bomb}} [[File:Attack_piercing_icon.png|15px]]
 +
{{item|Scintillating Sun Shards}} [[File:Attack_piercing_icon.png|15px]] [[File:Icon_status_stun.png|15px]]
 +
{{item|Deadly Dark Matter Bomb}} [[File:Attack_shadow_icon.png|15px]]
 +
{{item|Shocking Salt Bomb}} [[File:Attack_shadow_icon.png|15px]] [[File:Icon_status_shock.png|15px]]
 +
* [http://www.youtube.com/watch?v=I7Ss0-t2a5I Video Demonstration]
  
It can also be used against Wolver packs. Shock will usually keep Alpha Wolvers from lunging (though they will still rotate and bite) and, unlike other status effects, the wolvers tend to not teleport continuously. Shock does very little damage to Beasts though since the damage is elemental unlike fire and freeze.
 
  
Unlike the Ash of Agni, one can actually use Voltaic Tempest in the Firestorm Citadel. The shock occasionally interrupts zombies' lunges but does not affect their breath attack. The damage isn't significant enough to make noticeable difference unless the zombies are grouped together. The shock does interrupt Vanaduke's charge, but Shivermist happens to do the same.
+
The Shard Bomb-line consists of six lines of cluster-like bombs which create an initial explosion on detonation that then fire a series of non-damaging shards in multiple directions. These shards will then stick into the ground and explode shortly thereafter causing a series a of explosions that form a kind of ‘ring’ around the initial placement point of the bomb. The initial shard does less damage than the ring of shards. These bombs are quite difficult to use effectively, due to their unusual mechanics and somewhat unpredictable nature, however they can deal high damage with correct placement.
  
In LockDown, however, this bomb has a whole new purpose and usefulness as a defensive tool. In Tier 2, spamming Lightning Capacitors (the 3* version in this line of alchemy) is an effective way to defend capture points. This is because the majority of players tend to wear the Wolver or Cobalt line of armor (both of which provides no elemental or shock protection). It is a great way to force Gaurdians to keep their shields up, in which case it is then a great time to pound on their shield with another weapon or bomb. Breaking their shield in the mist will automatically shock them and keep them from pulling up their shield again as it restores. Also, a shocked Gaurdian cannot put up his shield long enough to heal himself or other players. The mist keeps Recons off of the capture point as well exposing those caught in the initial blast (and keeping them from re-shielding/disappearing). Strikers, on the other hand, might be able to fly over the capture point without getting shocked, though many times fly right into the mist and are unable to fly off as easily. Since most strikers carry the flourish or Snarble line of swords, they will often get caught in the mist on the third strike of their sword attack.  
+
If you want this bomb to hit more than a blast bomb then you need to get enemies to get hit by multiple shards. For example, if you get a slime between two shards then you hit the slime twice (three times if it gets hit by the primary explosion), but if you place a blast bomb you have a maximum chance of hitting the slime once. Unfortunately, there is a hit limit in place where no one shard bomb can inflict damage to the same enemy with more than 3 shards at once. If you don't use the bomb right then you're better off with a different kind of dps bomb.
  
In Tier 3 LockDown, more players will have shock protection, or elemental resistance, mostly due to UVs, but the Voltaic Tempest is still a very viable defensive tool as most players will still not be protected against its effects.
+
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 +
*Shard Bombs knock back enemies multiple times, making it hard to predict the end positions
 +
*Placing near a wall will result in some shards disappearing
 +
*The [[Roarmulus Twins]] are currently completely immune to these weapons
 +
 
 +
===Vortex Bombs===
 +
[[file:Graviton_FSC_Screenshot_BG.png|thumb|500px|Five Slags trapped inside the vortex from a Graviton bomb.|right]]
 +
{{item|Graviton Vortex}} [[File:Attack_shadow_icon.png|15px]]
 +
{{item|Electron Vortex}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_shock.png|15px]]
 +
{{item|Obsidian Crusher}} [[File:Attack_shadow_icon.png|15px]] [[File:Icon_status_poison.png|15px]]
 +
{{item|Celestial Vortex}} [[File:Attack_elemental_icon.png|15px]] [[File:Icon_status_fire.png|15px]]
 +
* [http://www.youtube.com/watch?v=28uJeOmYIgE Video Demonstration]
 +
Starting their alchemy lines at three stars, the Vortex bombs are a handful of exceptionally powerful bombs that are in nearly every bomber's arsenal and for very good reason. Upon their initial explosion the vortexes with pull all the nearby enemies toward them, and then after a few seconds explode again, dealing damage to the trapped enemies and flinging them away. However if a large amount of monsters are pulled into the hole, or the enemies are shocked, frozen or put to sleep, then the knockback from the explosion will not occur.
 +
 
 +
Because of this these bombs function both as exceptional crowd control and an excellent combo tool to set-up powerful charge attacks, like those of the [[Brandish]] and [[Magnus]] lines of weapons. This makes them essential weapons in a party as your teammates can take full advantage of the vortexes you set-up, and even for a solo bomber you'll find yourself able to exploit these bunched up enemies with weapons like the Dark Briar Barrage, Dark Retribution, or Shard Bombs. They also make an excellent combo with any Shock inducing weapon, like the Voltaic Tempest.
 +
 
 +
The four vortex bombs are mostly identical, the Electron, Celestial, and Obsidian do the same amount of damage but deal Elemental, Elemental, and Shadow damage along with Shock, Fire, and Poison status respectively, meanwhile the Graviton has a higher damage output than the others but no chance of status infliction. Because of their ability to spread status, the Electron, Celestial, and Obsidian are all considered to be superior to the Graviton; the meager amount of additional damage the Graviton inflicts simply isn't worth the trade off. Additionally the Electron Vortex will be less likely to fling enemies at the conclusion of the vortex due to the Shock, and by being able to pull enemies into close proximity of each other this also maximizes the potential damage output of shock. Additionally, if you manage to shock a group of enemies, they can be daisy-chained into another Electron with ease.
 +
 
 +
That being said, although the Graviton Vortex may seem like the worst of the vortex bombs, there is still a very real reason to make one; the difficulty involved in acquiring any of the others. The Obsidian Crusher can only be obtained during the [[Shroud of the Apocrea]] event that only occurs once or twice a year, meanwhile the Electron Vortex requires you get at least 300 Krogmo Coins by playing Lockdown - something near impossible to do before getting to tier 3 nowadays due to the game's small community. Of course neither of these compare to the difficulty of obtaining a Celestial Vortex, which is exclusively a rare drop from Equinox Prize Boxes, making them prohibitively expensive to obtain for most players.
 +
 
 +
Because of this, the Graviton is the recommend choice to newer players as they progress through the game, with the Electron being recommended to end-game players who can farm Lockdown for the coins required.
  
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
* Can supercharge [[Lichen#quicksilvers|quicksilvers]]
+
* Standing on top of the bomb when the fuse goes off can often trap you in the centre of vortexed enemies
* Enemies can break ghost blocks, activate switches, and blow up explosive crates with shock spasms
+
* Enemies can still attack while inside the vortex
* Enemies have reduced knock back while shocked
+
* Enemies that are alive when the vortex expires are flung randomly away from the bomb
 +
* While charging you move at a significantly slower speed, leaving you open to fast moving enemies and projectiles
 +
* [[Kat|Kats]] are unaffected by the suction during their dash
 +
* The Graviton line recipes can only be acquired via [[Basil]]
 +
* The Electron line recipes can only be acquired via [[Sullivan]]
 +
* The Obsidian Crusher can only be crafted during the [[Shroud of the Apocrea]] event
 +
* The Celestial Vortex can only be obtained as a rare drop from [[Equinox Prize Box|Equinox Prize Boxes]]
  
 
===Dark Retribution===
 
===Dark Retribution===
'''Bomb Category''': <font color="red">Damage</font>
+
[[file:drb.jpg|thumb|400px|Dark Retribution vs some Ice Jellies.|right]]
 +
{{item|Dark Retribution}} [[File:Attack_shadow_icon.png|15px]]
 +
* [http://http://www.youtube.com/watch?v=AgYV16IAZ40 Video Demonstration]
  
The [[Dark Retribution]] (DR) is a [[Damage#Shadow_Damage|shadow]] damage bomb with a unique damage pattern. After a small initial explosion, four orbs will begin rotating inside the blast area (2 clockwise, 2 counterclockwise). These orbs are the primary source of damage that the DR deals.
+
The [[Dark Retribution]] (DR) is a [[Damage#Shadow_Damage|shadow]] damage bomb with a unique damage pattern. After a small initial explosion, four orbs will begin rotating inside the blast area (2 clockwise, 2 counter-clockwise). These orbs will deal damage everytime they hit an enemy, making the DR a powerful multi-hit bomb.
  
DR has the highest damage-per-second of any bomb in the game, especially if used against immobile, or large enemies where multiple orbs will hit the target(s) repeatedly in quick succession. Against enemies such as the [[Royal Jelly]] or a [[Battlepod]] a few well placed bombs will lead to an extremely quick kill. The DR is undoubtedly one of the best bombs to use against slimes and constructs due to the abundance of monsters in their families that have movement patterns that make very vulnerable to DR.
+
The Dark Retribution has the highest damage-per-second of any bomb in the game when used against immobile, or large enemies where multiple orbs will hit the target(s) repeatedly in quick succession. Against enemies such as the [[Royal Jelly]] or a [[Battlepod]] a few well placed bombs will lead to an extremely quick kill. The DR is undoubtedly one of the best bombs to use against slimes and constructs due to the abundance of monsters in their families that have movement patterns that make them very vulnerable to DR.
  
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
 
[[File:Hazard_Icon.png|18px]] '''Potential Hazards:'''
* Jelly Minis are immune to the orbs
+
*[[Royal Mini|Mini Jellies]] are immune to the orbs
* Due to invincibility frames, DR is useless in Lockdown
+
*Can be extremely disruptive if used near switches
* This bomb can only be acquired through the expansion mission [[Operation Crimson Hammer]]
+
*This bomb can only be acquired through the expansion mission [[Operation Crimson Hammer]]
  
 
== Armor ==
 
== Armor ==
Line 255: Line 237:
 
{{SKCell|'''Recommended UVs'''|3=top|6=200px}}
 
{{SKCell|'''Recommended UVs'''|3=top|6=200px}}
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|Full Volcanic Demo
+
{{SKCell|'''Chaos'''
[[file:Volcanic_BG.png|100px]]|3=top}}
+
[[File:C.png]]|3=top}}
 +
{{SKCell|
 +
 
 +
Chaos has negative resistances to poison, shock, freeze, fire and curse, equivalent to a medium unique variant as well as less normal and elemental defense than standard armour sets.  The sacrifices you make to wear a full chaos set are rewarded handsomely, however, as both pieces will combine for very high charge time reduction as well as very high damage bonuses, both of which universally apply to all weapon types.  This means that, not only does the Chaos set easily enable you to max out your bombing potential, but it also allows you to proficiently wield side-arms as well.
 +
 
 +
The Chaos set is well suited for bombers looking to deal damage. This set isn't recommended for players looking to solely specialize in status bombs as they will be incurring a significant penalty to defense while not fully taking advantage of the damage bonus.
 +
 
 +
If you plan on wearing Chaos, you should get very well acquainted with remedy pills.
 +
 
 +
'''Set Pieces:''' [[Chaos Cloak]], [[Chaos Cowl]]|3=top}}
 +
{{SKCell|
 +
* Charge Time Reduction: Very High
 +
* Damage Bonus: Very High|3=top}}
 +
{{SKCell|
 +
'''Armor'''
 +
* Medium+ Status Resist
 +
'''Bomb'''
 +
* Medium+ Damage bonus
 +
|3=top}}
 +
{{SKNewRow}}
 +
{{SKCell|'''Volcanic Demo'''
 +
[[File:Vd.png]]|3=top}}
 
{{SKCell|
 
{{SKCell|
'''The Status Specialist'''
 
  
 
Of the armors available to bombers, the Volcanic Demo set is the safest choice.  It has high normal defense as well as a natural fire resistance.  With level 10 bombs, the set will allow bombers to obtain ''max'' charge time reduction.
 
Of the armors available to bombers, the Volcanic Demo set is the safest choice.  It has high normal defense as well as a natural fire resistance.  With level 10 bombs, the set will allow bombers to obtain ''max'' charge time reduction.
  
The set is well suited for bombers wishing to specialize in crowd control and status spreading, where a damage bonus isn't paramount.  The Volcanic Demo Set is more than enough to allow bombers to take advantage of the haze-style bombs and serve as more of a support role in parties.  
+
The set is well suited for bombers not comfortable with the glass cannon defences of the Chaos or Mad Bomber sets, and is also plenty adequate for players wishing to specialize in crowd control and status spreading, where a damage bonus isn't paramount.  
  
With the inclusion of trinkets, the Volcanic Demo set can either gain Max CTR and Very High Damage like the Bombastic Demo Set, essentially making them interchangable for fire and freeze stratums respectively.
+
With the inclusion of trinkets and a Sprite perk, the Volcanic Demo set can gain Max CTR and Max Damage like the Bombastic Demo Set, essentially making them interchangeable for fire and freeze stratums respectively.
  
 
'''Set Pieces:''' [[Volcanic Demo Suit]], [[Volcanic Demo Helm]]|3=top}}
 
'''Set Pieces:''' [[Volcanic Demo Suit]], [[Volcanic Demo Helm]]|3=top}}
Line 271: Line 273:
 
{{SKCell|
 
{{SKCell|
 
'''Armor'''
 
'''Armor'''
* Medium Fire Resist
+
* Medium Fire Resist (Immunity to Moderate Fire)
* Medium Shock Resist
+
* Maximum Poison Resist (Compound 42)
 +
* Maximum Curse Resist (Darkfire Citadel)
 
'''Bomb'''
 
'''Bomb'''
 
* Very High Damage Bonus
 
* Very High Damage Bonus
 
|3=top}}
 
|3=top}}
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|Full Bombastic Demo|3=top}}
+
{{SKCell|'''Bombastic Demo'''
 +
[[File:Bd.png]]|3=top}}
 
{{SKCell|
 
{{SKCell|
'''The Sluggish Nuke'''
 
  
The inverse of the Volcanic Demo set, the Bombastic provides bombers with a damage bonus instead of charge time reduction, and freeze resistance instead of fire. This armour choice is more for bombers whom prefer offensive-styled bombs over status bombs such as the blast or shard lines, however because charge time reduction ultimately provides higher dps, even for offensive bombers this set isn't preferred over Volcanic Demo, or Mad Bomber.
+
The inverse of the Volcanic Demo set, the Bombastic provides bombers with a damage bonus instead of charge time reduction, and freeze resistance instead of fire. This armour choice is more for bombers whom prefer offensive-styled bombs over status bombs such as the blast or shard lines, however because charge time reduction ultimately provides higher dps, even for offensive bombers this set isn't preferred over Volcanic Demo, or Chaos within the Clockworks. However in Lockdown this set is an extremely viable choice for Recon bombers whom wish to use damage-dealing bombs.
  
With the inclusion of trinkets, the Bombastic Demo set can either gain Max CTR and Very High Damage like the Volcanic Demo Set, essentially making them interchangable for freeze and fire stratums respectively.
+
With the inclusion of trinkets and a Sprite perk, the Bombastic Demo set can gain Max CTR and Max Damage like the Volcanic Demo Set, essentially making them interchangeable for freeze and fire stratums respectively.
  
 
'''Set Pieces:''' [[Bombastic Demo Suit]], [[Bombastic Demo Helm]]|3=top}}
 
'''Set Pieces:''' [[Bombastic Demo Suit]], [[Bombastic Demo Helm]]|3=top}}
Line 289: Line 292:
 
* Bomb Damage Bonus: Very High|3=top}}
 
* Bomb Damage Bonus: Very High|3=top}}
 
{{SKCell|
 
{{SKCell|
 +
'''Armor'''
 +
* Medium Freeze Resist (Immunity to Moderate Freeze)
 +
* Maximum Piercing Defence (Ice Queen Palace, Lockdown)
 +
* Maximum Shock Resist (Lockdown)
 +
* Maximum Stun Resist (Lockdown)
 
'''Bomb'''
 
'''Bomb'''
 
* Very High CTR
 
* Very High CTR
 
|3=top}}
 
|3=top}}
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|The Mad Bomber
+
{{SKCell|'''Mad Bomber'''
[[file:Mad_Bomber_BG.png|100px]]|3=top}}
+
[[File:Mb.png]]|3=top}}
 
{{SKCell|
 
{{SKCell|
'''The Damage Machine'''
 
  
Mad Bomber has negative resistances to poison, shock, freeze, and fire equivalent to a medium unique variant as well as less normal defense than Volcanic Demo. The sacrifices bombers make to wear a full mad bomber set are rewarded handsomely, however, as both pieces will combine for very high charge time reduction as well as very high damage bonuses with bombs.  This means that, with level 10 bombs, bombers will have maximum charge time reduction. 
+
The Mad Bomber set is for all intents and purposes, entirely inferior to the Chaos set. They both provide the same bonuses, however Mad is restricted to bombs only, where as Chaos is just as effective for bombing whilst also allowing you the freedom to easily use swords and handguns. The only advantage Mad has, is the lack of curse weakness, that is more or a less a completely non-factor considering its rarity in the clockworks. For these reasons its recommended new bombers turn the Demo set they progress through the game with into Volcanic, Bombastic or Starlit gear instead, and then make a Chaos set at a later date.
 
+
The Mad Bomber set is well suited for bombers looking to deal damage. This set isn't recommended for players looking to solely specialize in status bombs as they will be incurring a significant penalty to defense while not fully taking advantage of the damage bonus.
+
 
+
With medium damage unique variants, a mad bomber can maximize damage against an enemy type. This set is highly recommended for Tier 1 and Tier 2 as well as neutral Tier 3 strata.  Bombers planning to wear the full set in an elemental themed T3 strata should try to mitigate some of the penalties with armor unique variants. 
+
 
+
Mad bombers should get very well acquainted with remedy pills.
+
  
 
'''Set Pieces:''' [[Mad Bomber Suit]], [[Mad Bomber Mask]]|3=top}}
 
'''Set Pieces:''' [[Mad Bomber Suit]], [[Mad Bomber Mask]]|3=top}}
 
 
{{SKCell|
 
{{SKCell|
 
* Bomb Charge Time Reduction: Very High
 
* Bomb Charge Time Reduction: Very High
Line 313: Line 313:
 
{{SKCell|
 
{{SKCell|
 
'''Armor'''
 
'''Armor'''
*Medium+ Poison, Fire, Shock Resist
+
* Medium+ Status Resist
  
 
'''Bomb'''
 
'''Bomb'''
Line 319: Line 319:
 
|3=top}}
 
|3=top}}
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|Mad + Volcanic/Bombastic/Mercurial
+
{{SKCell|'''Mercurial Demo'''
[[file:Mad_Volcanic_BG.png|100px]]|3=top}}
+
[[File:Md.png]]|3=top}}
 
{{SKCell|
 
{{SKCell|
'''The Jack of All Trades'''
+
Mercurial Demo is unique amongst the bombing armour sets since not only does it provide a medium damage bonus to bombs, but it also has a medium movement speed increase, a perk shared only with the Mercurial and Black Kat sets. Players likely won't notice the benefits of Medium movement speed at first, however the bonus is exponential with stacking meaning if you get MSI Very High with the Swift Steps II Sprite perk, you quickly discover how significant of a difference bombing with an MSI increase actually is. The Mercurial Demo also makes a good choice of gear for a Recon bomber in Lockdown, because of the innate Shock resistance and movement speed perk.
  
The Mad/Demo bomber set is very popular among full-time bombers.  Combining one piece of the Mad Bomber set with another piece of the different Demo allows bombers to achieve a combination of charge time reduction and damage bonuses, whilst reducing the negative status resistances of the Mad Bomber set.
+
In the Clockworks the Mercurial Demo requires trinkets or UVs to achieve Maximum CTR.
  
This set is an excellent combination for support bombers as well as bombers looking to deal damage. The maximum charge time reduction allows for efficient status spreading and faster crowd control bomb deployment than Volcanic Demo.  Bombers can maximize damage by targeting very high damage unique variants and can further mitigate penalties from the single mad bomber suit by acquiring medium UVs to cancel out the status they are least comfortable with.
+
'''Set Pieces:''' [[Mercurial Demo Helm]], [[Mercurial Demo Suit]]|3=top}}
 +
{{SKCell|
 +
* Bomb Damage Bonus: Medium
 +
* Increased Movement Speed: Medium|3=top}}
 +
{{SKCell|
 +
'''Armor'''
 +
* Medium Shock Resist (Immunity to Moderate Shock)
 +
* Maximum Fire Resist (Firestorm Citadel, Redclaw Munitions Factory)
 +
* Maximum Freeze Resist (Lockdown)
 +
* Maximum Stun Resist (Lockdown)
 +
'''Bomb'''
 +
* Very High CTR|3=top}}
 +
{{SKNewRow}}
 +
{{SKCell|'''Starlit Demo'''
 +
[[File:Sd.png]]|3=top}}
 +
{{SKCell|
 +
Starlit Demo is the only set of bomber gear that defends against Piercing damage. It offers the same CTR bonus as Volcanic Demo, a medium damage bonus vs Slimes, and provides a sleep resistance and stun weakness. If you're looking for piercing resistant bomber gear, or need immunity to sleep bombs in Lockdown, the Starlit set should suit your needs. Just be advised that Piercing is generally considered the least useful of the defenses, although there are notable exceptions to this such as the Shadow Lair: Royal Jelly Palace, and any confrontation with a piercing sword user in Lockdown.
  
When using trinkets, it's possible to achieve Max Damage and Max CTR with both the Volcanic mix and the Bombastic mix, and Max CTR with Ultra Damage in conjunction with Mercurial Demo, thus meaning you can mix the sets depending on what sort of stratum you're entering.
+
One notable detail about this set is when used with a lv10 [[Shocking Salt Bomb]] the player has both Maximum CTR and Maximum DMG against Slimes, meaning when entering Slime levels they can invest their trinkets and sprite perk into other bonuses instead.
  
'''Set Pieces:''' [[Volcanic Demo Helm]] or [[Volcanic Demo Suit]] or [[Bombastic Demo Helm]] or [[Bombastic Demo Suit]] [[Mercurial Demo Helm]] or [[Mercurial Demo Suit]], [[Mad Bomber Mask]] or [[Mad Bomber Suit]]|3=top}}
+
'''Set Pieces:''' [[Starlit Demo Helm]], [[Starlit Demo Suit]]|3=top}}
 
{{SKCell|
 
{{SKCell|
* Bomb Charge Time Reduction: Very High
+
* Bomb Charge Time Reduction: Very High|3=top}}
* Bomb Damage Bonus: Medium
+
or
+
* Bomb Charge Time Reduction: Medium
+
* Bomb Damage Bonus: Very High|3=top}}
+
 
{{SKCell|
 
{{SKCell|
 
'''Armor'''
 
'''Armor'''
*Medium+ Poison, Fire, Shock Resist
+
* Maximum Freeze Resist (Lockdown, Ice Queen Palace)
 +
* Maximum Shock Resist (Lockdown)
 
'''Bomb'''
 
'''Bomb'''
* Very High Damage Bonus|3=top}}
+
* Very High Damage Bonus
 +
|3=top}}
 
{{SKNewRow}}
 
{{SKNewRow}}
{{SKCell|Full Mercurial Demo|3=top}}
+
{{SKCell|'''Black Kat'''
 +
[[File:Bk.png]]|3=top}}
 
{{SKCell|
 
{{SKCell|
'''The Speed Bomber'''
+
The Black Kat set is a unique set of gear that is as powerful as it is rare, offering both a universal max damage bonus, and medium movement speed increase. If you're lucky enough to be in possession of this set, it is an excellent replacement for Mercurial Demo, since you would still get MSI medium, but you also get a maximum damage bonus instead of only reaching medium. Despite having negative status resistances, the Black Kat is unarguably one of the best all-round sets in the entire game for any player, and an excellent choice for bombers looking to use MSI builds.
  
The Speed Bomber's set-up makes use of a medium speed bonus and a medium damage bonus as well as a nice shock resistance which can be very helpful. The speed bonus allows bombers to easily escape situations where an impending mob is surrounding them, and with the addition of some well timed shield bumps, a Speed Bomber can get out of tricky situations relatively unscathed. The main downside to this set is that it takes a large amount of effort to obtain the pieces (through shadow lairs which generally require a lot of skill, low latency and high level gear) as well as buying Vhigh CTR bombs and getting 2 elite Boom mods so that the bomber can reach Max CTR and damage. However in the end the owner ends up with a useful damage bonus, a very useful speed bonus, and no negative resistances which the Mad Bomber set is infamous for. Despite the cost at which the Speed Bomber set needs to reach the full potential, it is really the end-game set a Bomber needs, to be the best at the game.  
+
Without CTR UVs on your bombs the Black Kat set will require Charge Time bonuses from trinkets.
  
  
'''Set Pieces:''' [[Mercurial Demo Helm]], [[Mercurial Demo Suit]]|3=top}}
+
'''Set Pieces:''' [[Black Kat Cowl]], [[Black Kat Raiment]]|3=top}}
 
{{SKCell|
 
{{SKCell|
* Bomb Damage Bonus: Medium
+
* Damage Bonus: High
* Increased Movement Speed: Medium|3=top}}
+
* Increased Movement Speed: Low|3=top}}
 
{{SKCell|
 
{{SKCell|
 +
'''Armor'''
 +
* Medium+ Status Resists
 
'''Bomb'''
 
'''Bomb'''
 
* Very High CTR|3=top}}
 
* Very High CTR|3=top}}
 +
{{SKNewRow}}
 +
{{SKCell|'''Kat Hiss'''
 +
[[File:Kh.png]]|3=top}}
 +
{{SKCell|
 +
The Kat Hiss set fulfils a niche purpose in 'rounding off' uneven bonuses. A practical example of this can be thought of with the Lockdown Guardian class. It comes with low CTR for bombs, which can be rounded off to medium using a piece of Kat Hiss gear. The class is then a mere Bomb Focus trinket away from maxing out on charge time, letting its wielder use their other trinket slot and helm/armour for other purposes, like maxing off bomb damage or increasing their health. This gear also has viability for bombers only wanting lower levels of CTR, in order to help achieve specific timing when bombing against certain enemies. That being said, the Kat Hiss Raiment is far too difficult to obtain for the bonuses it provides, and if you're able to make it you would be better investing your [[Wicked Whisker|Wicked Whiskers]] into making the Black Kat set.
 +
 +
'''Set Pieces:''' [[Kat Hiss Cowl]], [[Kat Hiss Raiment]]|3=top}}
 +
{{SKCell|
 +
* Bomb Damage Bonus: Low
 +
* Bomb Charge Time Reduction: Low|3=top}}
 +
{{SKCell|
 +
'''Armor'''
 +
* Medium+ Shock Resist
 +
'''Bomb'''
 +
* Low or High CTR
 +
* Low or High Damage|3=top}}
 +
}}
 +
 +
== Battle Sprites ==
 +
{{SKWindow
 +
| title =  Battle Sprites
 +
| body =
 +
{{SKNewRow}}
 +
{{SKCell|'''Sprite'''|3=top|6=133px}}
 +
{{SKCell|'''Description'''|3=top|6=300px}}
 +
{{SKCell|'''Recommended Ultimates'''|3=top|6=250px}}
 +
{{SKCell|'''Recommended Perks'''|3=top|6=150px}}
 +
{{SKNewRow}}
 +
{{SKCell|'''Drakon'''
 +
[[File:Battle Sprite-Drakon T3 preview.png]]|3=top}}
 +
{{SKCell|
 +
A lot of people view Drakon as the weakest Battle Sprite. This isn't technically true. It certainly packs a lot more firepower than Seraphinx, which has none outside of its laser, and although Maskeraith's skills can result in more damage in the end, Drakon is unique in how independent its attacks are.
 +
 +
Firebolt can be compared to Iron Slug. While you may initially think that sounds like a bad thing, remember that this is an Iron Slug that can be fired at 100% mobility, can switch between elemental and shadow damage, and can set enemies on fire. It's also the only sprite ability that can be used to reach far-away switches.
 +
 +
Unlike the barrier pickups, Flame Barrier has no limit to the amount of times they can damage enemies and as such the total damage will rack up fast. In addition to this, when fully upgraded, Flame Barrier will increase your armour's defence by 70% for the full 10-second duration of the skill. The package is of special interest to bombers, as the spinning orbs will allow them to take out priority targets in a flash while they're charging up bombs to deal with the general crowd. You can also use it while standing inside of a vortex to tank hits while killing the vortexed mobs. Works particularly well when you enemies are poisoned and you're wearing appropriate armour.
 +
 +
Firestorm kind of sucks to be honest. If you already have a fiery vaporizer, there is no reason to use it. It's okay if you use bait a number of mobs through it on chokepoints or in vortexes. Beware that mecha knight shields, mini jellies and walls will cancel out the rings before they spawn.
 +
|3=top}}
 +
{{SKCell|
 +
Unlike Seraphinx and Maskeraith, there is not a clear choice for which ultimate to pick with Drakon's abilities. Instead, I will explain the benefits of both.
 +
 +
* '''Firebolt'''
 +
''Meteoric Firebolt'' triples your blast radius. It gives leeway for hitting switches and can damage more enemies.
 +
 +
''Concussive Firebolt'' imbues a good chance of strong stun. It's useful for approaching ranged mobs.
 +
 +
* '''Flame Barrier'''
 +
''Backfire Barrier'' gives you a large speed boost for a short time. You can charge a bomb during this boost.
 +
 +
''Scorching Barrier'' greatly increases the barrier's damage output, letting you kill things faster.
 +
 +
* '''Firestorm'''
 +
''Eplosive Firestorm'' adds raw damage to the skill, making it usable. Overall damage more or less doubles.
 +
 +
''Frenzied Firestorm'' provides minor offensive buffs to the whole party. Pick if you weren't going to use Firestorm for its damage anyway.
 +
 +
|3=top}}
 +
{{SKCell|
 +
'''Regular Bombing'''
 +
* Mighty Boom II
 +
'''MSI Bombing'''
 +
* Swift Steps II
 +
'''Tanking'''
 +
* Healthy Boost VI
 +
|3=top}}
 +
{{SKNewRow}}
 +
{{SKCell|'''Seraphnyx'''
 +
[[File:Battle Sprite-Seraphynx T3 preview.png]]|3=top}}
 +
{{SKCell|
 +
The Seraphynx is a cat-like battle sprite that has abilities built around providing support to the party rather than being a direct offensive tool itself. Or at least it's "supposed" to, but as any bomber whom chooses the path of the kitten quickly learns, Seraphnyx actually works best when played aggressively. First of all to understand Seraphnyx you must understand its three skills, Ray of Light is the offensive skill that deals repeated hits through a small laser to any enemy in its path, Heart Attack 'marks' nearby enemies so they'll drop health when killed and Angelic Aura surrounds the user in a protective bubble that shields you from damage while it lasts. At first glance Seraphnyx absolutely seems to be living up to it's support title, however you'll find that Ray of Light is actually a deceptively powerful tool; it easily racks up damage on stationary or slow moving targets, and works extremely well in conjunction with Vortex-line bombs, enabling you to bolster your damage output easily.
 +
 +
Comparatively Heart Attack is naturally the weakest of these three abilities, outside of Shadow Lairs and Danger Missions it's mostly a skill that will only benefit inexperienced players, acting as a buffer for anyone not quite up to par with their dodging skills. Angelic Aura is situational, but unlike Heart Attack it's actually quite useful for the most part; the ability to protect yourself from damage while charging bombs can be an incredible ability in certain situations (Fiend arenas are a great example) and although it's situational, you should never forget you have the ability.
 +
 +
As for your harness choice, an Elite Crystal Harness is the best option for Seraphnyx. Ray of Light is an extremely effective weapon against enemies that are either slow or stationary, and it especially works well at dispatching turret-like foes such as [[Gun Puppy|Gun Puppies]] that Bombers typically struggle with, and aptly handles the Construct family as a whole as well as working well against most Undead creatures.
 +
|3=top}}
 +
{{SKCell|
 +
 +
* '''Disintegration Ray'''
 +
There isn't much explanation to be had for this choice; a generic defense drop on any enemy struck by Ray of Light is a tremendous ability that makes Seraphnyx incredibly at dealing damage itself, '''and''' amplifying the damage output of you and your teammates. Comparatively Dazzling Light Ray provides a tiny damage bonus against two families of enemy, and is actually out damaged by Disintegration Ray even against those two families!
 +
* '''Iron Heart Attack'''
 +
Again, a simple decision. Heart Attack is your weakest ability anyway, but in situations where you legitimately need to get health, defense orbs can be a huge benefit, especially since they can easily stack up to provide whole minutes worth of protection. The alternative, Violent Heart Attack, is supposed to make your Heart Attack into a legitimate weapon and perhaps would be a worthwhile option, except it's currently bugged and provided little to no real damage output and fails to even break environmental objects.
 +
* '''Seraphic Aura'''
 +
Of all Seraphnyx' Ultimates, your choice of aura should be the most difficult decision to make; in fact at first glance you may even lean toward Valkyrian Aura since it sounds incredibly useful. Unfortunately Valkyrian Aura has a misleading description; it will only increase your Charge Time to Maximum and no higher, regardless of prior bonuses. This may make it an excellent ability for players not running any CTR bonuses at all, however a bomber lives and dies by their charge speed and no end-game bomber will ever be running a set that lacks maximum CTR, making Valkyrian Aura completely worthless for bombers.
 +
|3=top}}
 +
{{SKCell|
 +
'''Regular Bombing'''
 +
* Mighty Boom II
 +
'''MSI Bombing'''
 +
* Swift Steps II
 +
|3=top}}
 +
{{SKNewRow}}
 +
{{SKCell|'''Maskeraith'''
 +
[[File:Battle Sprite-Maskeraith T3 preview.png]]|3=top}}
 +
{{SKCell|
 +
The most popular sprite, and for good reason. All of Maskeraith's abilities are highly lethal when used correctly.
 +
 +
Caustic Quills is not only useful for spreading poison, but provides formidable damage on their own. A bomber should spread the quills across multiple enemies and hit them all rapidly to pop the quils. Shard bombs, DR and damaging hazes are all optimal for this role. Quills do not break freeze.
 +
 +
Shadow Cloak turns you invisible. Whatever you do after you turn invisible is up to your imagination. Don't worry, the skill will do actual things when you get the ultimate.
 +
 +
Hexing Haze is a damage haze that moves with you. Do we even need to say anything else? It's more useful the more enemies you're fighting, just like bombs. There's a mechanic in place where hexing more enemies gives you more haze time, but you can almost max it by just hexing the same enemy 3 times in a row, so it basically doesn't exist.
 +
 +
|3=top}}
 +
{{SKCell|
 +
* '''Vengeful Quills'''
 +
Virulent Quills gives you stronger poison and provides a slight chance of the quills dropping a very short, very small haze, but the truth is nobody cares. A poisoned enemy will be unable to heal no matter how weak the poison is. Vengeful Quills will double your damage as well as the spreading of poison.
 +
* '''Deadly Cloak'''
 +
Vengeful Cloak drops a very small bomb that inflicts no damage, but a weak stun. Deadly provides an enormous damage boost. You might think at first that the damage bonus can't be used by bombs, but all you have to do is drop the bomb before cloaking. Uncloak before detonation to increase damage boost further.
 +
* '''Chaotic Haze'''
 +
Haunted Haze is bugged and inflicts single-digit damage. This is not likely to get fixed anytime soon. Meanwhile, Chaotic Haze has a slight chance to curse an enemy and that's something.
 +
|3=top}}
 +
{{SKCell|
 +
'''Regular Bombing'''
 +
* Mighty Boom II
 +
'''MSI Bombing'''
 +
* Swift Steps II
 +
|3=top}}
 
}}
 
}}
  
Line 370: Line 505:
 
The Elite Boom Module gives bombers a medium bonus to bomb damage.  This trinket is best suited for bombers wearing full or partial (with medium bomb damage UVs) mad bomber armor wishing to maximize their damage potential.  Coupling this trinket with both full mad bomber or a Volcanic Demo Helm + Mad Bomber Suit mix allows users to achieve maximum charge time reduction and maximum damage with bombs against all targets without the need of any unique variants.
 
The Elite Boom Module gives bombers a medium bonus to bomb damage.  This trinket is best suited for bombers wearing full or partial (with medium bomb damage UVs) mad bomber armor wishing to maximize their damage potential.  Coupling this trinket with both full mad bomber or a Volcanic Demo Helm + Mad Bomber Suit mix allows users to achieve maximum charge time reduction and maximum damage with bombs against all targets without the need of any unique variants.
  
== Load-outs ==
+
{{item|Penta-Heart Pendant}}  ('''+6 Health''')
===Rookie Bomber===
+
Starting off as a bomber is difficult; as most bombs are pretty stupid until they get to the higher levels. However, the beginner stages of being a bomber mostly revolve around what type of bomber you want to be; whether you want to be the all-out bomber with epic everything, or the support artist who make party runs all happy-like. This set is for finding and establishing your ground as a bomber.<br><br>
+
'''The Bombs'''
+
*Blast Bomb
+
*Freezing/Fiery Vaporizer <nowiki>[are you the offensive status bomber or support?]</nowiki>
+
*Crystal Bomb
+
*Electron/Graviton Charge
+
  
'''Armor'''
+
In the instance that you're primarily using your bombs to support a team, via status or crowd control, or you've simply managed to attain Max CTR and Max Damage without the need of your trinket slots, Penta-Hearts are a useful supplementary trinket that will increase you health, enabling you to better tank hits.
*Spiral Demo Suit/Helm
+
*Owlite Shield
+
  
===Two Weapon Bomber===
+
== Tactics ==
If you're just starting out or are fully fledged but free to play, there are some hard decisions to make for being a bomber. Only having two weapon slots means you will be changing a lot inline with each stratum. These are just some options; but play to your style if need be.
+
  
*Option 1: Blast/Shards
+
=== General Tactics ===
*Option 2: Blast/Vapor
+
*Option 3: Vapor/Vortex
+
*Option 4: Shards/Vapor
+
  
Where Blast includes And of the standard blast Bombs not including BAB or Irontech (including Snarbolax Bomb series), Vapor is whatever you like using (refer to bomb section above for comparisons), Vortex is Electron or Graviton lines and Shards is 3* Salt Bomb (not Ionized) and the Sun Shard lines.
+
There are several important things to consider while playing the role of the bomber.  Firstly, and perhaps most importantly, is to '''avoid the common mistake of simply running about randomly while dropping bombs erratically.'''  This will cause the positioning of monsters to become very difficult to predict, and the explosions may randomly push monsters into places where they may be able to attack a vulnerable ally.  Instead, focus on what would be the most efficient strategy to ensure that monsters are persistently lured into your bombs (and preferably blown away from your allies).  An easy tactic is to place a bomb, begin charging a second bomb, run into the crowd of enemies in front of you to lure them into the blast radius of your bomb, and then after the explosion, place the second bomb in the same place as the first, repeating for as long as necessary.
  
===Offensive===
+
Second, a bomber must '''be aware of their party as well as their enemies.''' Remember that the [[Blast Bomb]]s are great for soloing, but in a party, your group will begin to tire of not being able to see enemies due to the large blue cloud produced after the detonation, which is very dangerous. (This is known as the blue screen of death.) Though you may well be safe standing at the epicenter of your bomb, your fellow knights will likely be blinded, unable to see the foes that are around them. The only real way to effectively blast bomb in a party is to follow members closely if they have a gun, or to simply herd enemies into a corner for your swordsmen. To a lesser extent, ''be aware of the interactions of your bombs with certain monsters.'' Using the [[Ash of Agni]] on [[Oiler]]s is a poor idea due to their healing when set ablaze, as well as using the [[Ionized Salt Bomb]] on [[Quicksilver]]s as they become extremely fast when affected with [[shock]].
By this stage you understand where you stand as a bomber; you're the guy who want's to blow [obscenities] up - and clog them Wolvers throats with Spikes.....
+
There are some great options out there, and never assume these are rules, only guidelines designed from tested sets.
+
'''The Bombs'''
+
*Option 1:Nitro,DCB,AoA and Vortex
+
*Option 2:Nitro, DBB, DCB and AoA
+
*Option 3:DBB, VT/AoA, DCB and Vortex
+
'''The Other Stuff'''
+
*All Options: 1x Elite Boom Mod, Mad Bomber with Status resistances (mainly fire+Shock)
+
  
These Options work very well, with AoA delivering the initial and constant damage (use for kiting) Deadly Crystal Bomb getting rid of Constructs and Gun-puppies, Vortex can be combo'd well with Deadly Crystal Bomb and DBB when you need to be Party friendly for those not used to knock-back. They can be mixed and matched to your liking, but these 3 work the best for pure bombers.
+
Third, '''memorize the spawn patterns that appear after a party button has been pressed.''' A bomber can capitalize on this knowledge by placing a Vaporizer or Vortex bomb on one of those locations before the monsters spawn.
===Soloing===
+
Playing solo is best using an offensive loadout; seeing as you will be the only one delivering damage. It is also necessary to have something to fall back on when on low health such as a polaris or heavy sword; because although pure bombing is quite easy after a few tries; it isn't a nice feeling getting stuck with low health in a gun puppy room.
+
'''Bombs'''
+
*Nitronome for knockback
+
*Deadly Crystal Bomb/DBB for DPS
+
*AoA (perhaps switch out for a polaris [AP for greavers if DBB isn't equipped] or your preferred sword)
+
*Shivermist (so when low on health you have time to recover and quickly strategize your next moves - combo it with closely placed Deadly Crystal Bomb)
+
  
'''Other Stuff'''
+
Lastly, a bomber must '''know how to deal with monsters that attack at range.''' though a knight with a [[sword]] or [[handgun]] will be able to combat them as normal usually, sometimes "pure" bombers will not have either of those things (instead having an equipment set of four bombs), or the duties of a bomber may take precedence over defeating those monsters personally.
*Vdemo helm (+Elite Boom mod)
+
*Mad suit
+
  
===Defensive===
+
=== Specific Enemy Strategies===
Playing Defensive is pretty much the safest way to bomb. This requires a bit more dungeon knowledge; as it is basically a hold the fort style of play. E.G. in a clockworks tunnel area, you can hold off individual rooms when annoying mobs such as retrodes or devilites are chasing you. Basically lead the mobs to a choke point (corridor) and spam knock-back and freeze while hiding behind walls. this is '''not''' the most fun way to play but it is the safest: as it is more of a one enemy at a time pattern.
+
'''The Bombs'''
+
*Shivermist Buster
+
*Dark Briar Barrage
+
*Nitronome
+
*Voltaic Tempest
+
  
'''Other Stuff'''
+
{{showhide|[[File:Gate_Icon-Beast.png|20px]] Beasts|content =
*Volcanic Demo Set
+
'''Wolvers'''
*4star Bomb Focus Module
+
  
===Elite Bomber===
+
Wolvers are extremely easy for even a bad bomber do deal with, they're 'soft-bodied' enemies which means they're easily knocked down by bombs in smaller parties, and being weak to piercing alongside this fact means the Dark Briar Barrage completely tears through them like a hot knife through butter. Even if you lack DBB, any other blast bomb-line weapon can achieve the same sort of effect (albeit, at a cost of killing them slower) and even putting aside blast bombs you can slaughter them with shard bombs or Dark Retribution. The only thing you really may wish to avoid when fighting Wolvers is the use of status bombs, although it is still extremely easy to gradual wear them down like with nigh on any other enemy, the status triggers will cause them to rapidly teleport around the area, which makes killing this way far slower than necessary. One thing to keep in mind about Wolvers is that when they teleport, they will always appear behind the person that has their attention, thus backing up near a wall can easily allow you to exploit this fact by trapping them in a corner with a blast bomb.
So you're this....'''this Incredible Bomber'''; and you are probably working towards every bomb - even the gag bombs like Irontech. You might be a bit confused as to what to do next, and there is one thing that a few bombers miss (or have not understood): the most super-special set you can get. At this stage you know which bombs you're comfortable with ~ however, this isn't so much about the bombs, but everything else that makes bombing worth it.
+
  
'''That Epic Setup (stuff you need in your arsenal)'''
+
* [http://www.youtube.com/watch?v=lAAWFKWgC2U Wolvers vs Dark Briar Barrage] {{EeksEquipSmall|Dark Briar Barrage}}
*UV Vhigh CTR Bombs (Whatever your favourties are)
+
* [http://www.youtube.com/watch?v=vp--Hb9kfxk Wolvers vs Nitronome] {{EeksEquipSmall|Nitronome}}
**Stagger Storm, Ash of Agni, Shivermist Buster, Venom Veiler and Voltaic Tempest
+
}}
**At least one Vortex
+
**Nitronome, Dark Briar Barrage
+
**Deadly Crystal Bomb
+
  
*Mercurial Demo Helm with Fire or Shadow resistance [Even both!]
+
{{showhide|[[File:Gate_Icon-Slime.png|20px]] Slimes|content =
*Mercurial Demo Suit with Freeze or Pierce resistance [Even both!]
+
Despite the diversity of Slimes you will encounter, dealing with them all is straight forward enough. Blast Bombs can keep them at bay with knockback, the Shocking Salt Bomb and Dark Retribution easily overwhelm them and with the exception of Oilers and Toxoils they're all quite easy to defeat using Ash of Agni and simply kiting them. Although on that note as highlighted in the Vaporizer bomb section above, certain status slimes have unique interactions with different status effects and you should keep this in mind when confronting them.
*2x Elite Boom Mod Trinkets
+
*2x Elite Bomb Mod Trinkets
+
  
By now you may have an idea what this is about. With all these items you pretty much have everything you need to be the ultimate pure bomber. Why? Well for starters you have a medium movement speed bonus; allowing you to run while charging a bomb, or walk when charging Irontech. Yes! Irontech and BAB can actually be viable with <ins>one</ins> factor of their uselessness knocked out. You also have max damage and CTR in PvE, and can be the fastest bomber as a striker in Lock-Down and still have max CTR! You can basically enter any dungeon in Spiral Knights with a smile on your face instead of the ''"cheers to burning to death with Mad Bomber"'', and come out of party play with people wanting to know what bombs are the best. Congratulations in owning the best pure bombing arsenal in the game.... Now go out there and work on your tactics ;)
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'''Jelly Cubes, Blast Cubes & Ice Cubes'''
 +
* [http://youtu.be/iTUtqoxUdOM D21 Jelly Farm vs Heavy Dark Matter Bomb (4*) & Shocking Salt Bomb (5*)] {{EeksEquipSmall|Heavy Dark Matter Bomb}}{{EeksEquipSmall|Shocking Salt Bomb}}
  
'''What you get from this setup'''
+
'''Lichens'''
*'''Maximum''' damage for bombs (medium with striker in PvP)
+
* [http://www.youtube.com/watch?v=NcRZZu1TUpA A Pinch of Salt Prestige] {{EeksEquipSmall|Nitronome}}
*'''Maximum''' CTR for bombs
+
* [http://www.youtube.com/watch?v=_gUaCKO91pc How to kill Oilers & a Colony via status] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Shivermist Buster}}{{EeksEquipSmall|Venom Veiler}}
*'''Medium''' Movement Bonus to move faster while charging
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* [http://www.youtube.com/watch?v=7wiC8FPJsyE Quicksilvers go boom] {{EeksEquipSmall|Deadly Dark Matter Bomb}}{{EeksEquipSmall|Deadly Splinter Bomb}}{{EeksEquipSmall|Deadly Crystal Bomb}}
*'''Highest Possible'''Spamming increase
+
}}
*'''Maximum''' dislike from Gunners and Swordsman
+
*'''Ultra''' Conversion rate of other players to bombers.
+
  
== Tactics ==
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{{showhide|[[File:Gate_Icon-Gremlin.png|20px]] Gremlins|content =
 +
There are a large variety of enemies within the Gremlin family, however they're almost all the same when it comes to how you deal with them. They're soft-bodied enemies which means you can easily make short work of them using a blast bomb, repeatedly knocking them over and quickly chaining them to death. They're all also quite easy to lead into shard bombs, or drag through status (Although due to their shields, certain gremlins can be a bit finicky). However the whole family can start to get more dangerous in larger parties at lower depths, they eventually pass a threshold where you can no longer knock them down with DBB, forcing you to be far more aware of your surroundings if bombing aggressively, or just switching over to a blast bomb and using the knockback to shield yourself instead.
  
=== General Tactics ===
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'''Thwackers, Demos, Scorchers & Knockers'''
  
There are several important things to consider while playing the role of the bomber.  Firstly, and perhaps most importantly, is to '''avoid the common mistake of simply running about randomly while dropping bombs erratically.'''  This will cause the positioning of monsters to become very difficult to predict, and the explosions may randomly push monsters into places where they may be able to attack a vulnerable ally.  Instead, focus on what would be the most efficient strategy to ensure that monsters are persistently lured into your bombs (and preferably blown away from your allies).  An easy tactic is to place a bomb, begin charging a second bomb, run into the crowd of enemies in front of you to lure them into the blast radius of your bomb, and then after the explosion, place the second bomb in the same place as the first, repeating for as long as necessary.
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A fairly large variety of foes are listed above, but for the most part you'll find the differences mean little when you're dropping howling spiked bombs of doom upon them. Thwackers are shielded from the back and can for this reason sometimes be a bit of a pain to inflict status on, but given how they will avidly chase you until their health is low, leading them into a bomb and chaining them to death couldn't be easier. Demos are you explosive rivals in the Gremlin world, they quickly spread bombs of their own and go out of their way to block your movements but your bombs have a far larger radius than theirs, making them relatively harmless unless in tight spaces, or there's a lot of them. Scorchers can set you on fire from a fair distance and are immune to fire themselves, but otherwise are extremely easy to kite and provide little threat if not accompanied by oilers. There really is nothing to say for Knockers, they're weak and basically harmless if you have even the slightest amount of spatial awareness.  
  
Second, a bomber must '''be aware of their party as well as their enemies.''' Remember that the [[Blast Bomb]]s are great for soloing, but in a party, your group will begin to tire of not being able to see enemies due to the large blue cloud produced after the detonation, which is very dangerous. (This is known as the blue screen of death.) Though you may well be safe standing at the epicenter of your bomb, your fellow knights will likely be blinded, unable to see the foes that are around them. The only real way to effectively blast bomb in a party is to follow members closely if they have a gun, or to simply herd enemies into a corner for your swordsmen. To a lesser extent, ''be aware of the interactions of your bombs with certain monsters.''  Using the [[Ash of Agni]] on [[Oiler]]s is a poor idea due to their healing when set ablaze, as well as using the [[Ionized Salt Bomb]] on [[Quicksilver]]s as they become extremely fast when affected with [[shock]].
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* [http://www.youtube.com/watch?v=qAp9qwYu1iU DBB vs Gremlins] {{EeksEquipSmall|Dark Briar Barrage}}
 +
* [http://www.youtube.com/watch?v=xYtPfZNvJKo SSB vs Gremlins] {{EeksEquipSmall|Shocking Salt Bomb}}
  
Third, '''memorize the spawn patterns that appear after a party button has been pressed.''' Though the spawns are somewhat random, they are collected from a pool of possible locations, and a bomber can capitalize on this by placing a [[Haze Bomb]]-series bomb on one of those locations before the monsters spawn, which will apply the respective status effect on the monsters that appear there.  Even if no monsters spawn in that location, other monsters may be lured into the resulting cloud of mist, ensuring that the bomb is not wasted.
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'''Menders'''
  
Lastly, a bomber must '''know how to deal with monsters that attack at range.''' though a knight with a [[sword]] or [[handgun]] will be able to combat them as normal usually, sometimes "pure" bombers will not have either of those things (instead having an equipment set of four bombs), or the duties of a bomber may take precedence over defeating those monsters personally. A bomber is not entirely helpless, however; bombs such as the [[Crystal Bomb]]s fire projectiles instead of a standard explosion, and can be used to "snipe" ranged attackers such as [[Gun Puppy|Gun Puppies]] and [[Devilite]]s.  A well-placed [[Shivermist Buster]] may also freeze several foes in place, making Devilites easy targets and making it impossible for gun puppies to rotate, effectively limiting them to attacking only knights that cross directly in front of them.
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Of the most irritating enemies in the game, menders are pretty high up on a lot of players' lists. They aren't actually anything to worry about by themselves but they have the ability to very quickly heal up whole rooms of enemies and even revive other gremlins, which makes taking them out a priority. This is only exemplified in arenas, where things are hectic enough without their contributions. However although for most players menders are a curse, for bombers they are a blessing. Venom Veiler can easily spread poison to entire groups of foes, turning your medical adversaries into devastating allies as their healing rings became destructive death zones, which makes VV a staple in any non-poison level where you expect to be seeing menders around.
 +
}}
  
=== Shard Bombs ===
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{{showhide|[[File:Gate_Icon-Construct.png|20px]] Constructs|content =
Due to only the recent release of these bombs working tactics are still being worked out.
+
The Construct family contains a wide variety of enemies with very different attack patterns, but the majority of them are quite slow and rely either on ranged attacks, or on close-range melee with long wind-up animations, making them easily avoided. For the most part Constructs are extremely easy to dispatch, larger groups are easily drawn into vortexes, against the slower kinds you can easily annihilate them with Dark Retribution and, well it'd be easier to list the things you can't kill them with honestly. As long as you aren't relying on Piercing weapons, they're little threat. That being said a few kinds do stand out for causing bombers a bit of trouble, and hopefully this guide will assist you in learning to take them out.
  
 +
'''Gun Puppies'''
  
===The Old Shards===
+
Gun Puppies can, depending on circumstance, be a complete non-factor, a mild annoyance, or a downright nightmare. In most levels, even when other enemies are around, it's not too difficult to simply kite around their bullets and wear them down with basically any damaging bomb. But in areas where they surround you, such as in [[Arena|Arenas]] and certain [[Danger Room|Danger Rooms]] you can very quickly get overwhelmed. The key to defeating them is movement, think of them as a bullet hell; you victory depends entirely on how effectively you can dodge their attacks. For this reason it's extremely important to avoid drawing the aggro of too many at once, if all twelve in an arena want you dead you'll no doubt find it nigh on impossible to escape, not without flawless use of your dash and shield at least. Your bomb choice is of surprisingly little consequence for the most part, as long as it can interrupt them everything else will depend on your kiting ability. That being said as you can probably imagine, Dark Retribution easily destroys a stationary target like a Gun Puppy, and another effective strategy is chaining a blast bomb if you can get multiple turrets within the radius as long as you're in a smaller party since the blast will interrupt them.
*Spamming is useful in general, however in beast, fiend and gremlin environments, the field becomes hazardous for team members due to the large amount of dodging mobs(the shards act as projectiles similar to which guns use, causing dodging; so these bombs are really just guns that shoot in a number of directions at once).  
+
*In FSC, slags can be short work. Stand in one place until a slag starts the leap attack animation; place a Radiant Sun Shards where you're standing and walk backwards (don't shield or it will knock them away). This method hits the slag with every projectile, and with the right bonuses '1Hitting' is plausible but not definite.
+
*Trojans are now made easy. Shiver - circle: Trojan is frozen; Place RSS behind them = Big Damage and only a few hits to take them out.
+
*Shards disrupt Gun Puppies and the range will allow you to take them out from a distance.
+
*Shards are one of the only bombs that can be used to effectively handle Greavers, thanks to both their short charge and fuse.
+
*Shards can be quite devastating in Lockdown, especially when used in conjunction with a Shivermist.
+
  
===Carrying Your Team ===
+
That being said all of the above applies double, or maybe even triple for [[Rocket Puppy|Rocket Puppies]]. Their high speed attack that homes in can be annoying enough alone, the moment you have more than one aiming at you things can get hectic fast. Thankfully it's quite rare for you to encounter more than two, in fact you never will outside of an [[Arena]]. It is important to remember though that unlike regular puppies, rocket projectiles can actually be attacked and destroyed, making it actually possible to shield yourself from their attacks entirely with certain bombs, and appropriate timing.
  
In order to carry a team, there are many factors that will help. four availiable weapon slots is always a good option, unless you feel comfortable with the crowd control bombs (nitro).
+
* [http://www.youtube.com/watch?v=_gCLKgQXGSU Bullet Hell Danger Room] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Nitronome}}
Damage per second is really whats need to carry a party by yourself (by saying carry, Its implied that you aren't helping your team members in anyway as its assumed they're dead). One should be equipped with a crowd control bomb (vortex/Nitronome) a high damage bomb (radiant sun shards) a field stabilizing bomb(Shivermist). Ash of agni is always helpful against crowds of mobs (last room arena) ~ but isn't needed unless it's preferred over Vortex. There are many combinations which allow a player to carry a team - and they really depend on a players style. However the best possible set up will be Nitronome, Shivermist, Radiant Sun Shards and a bomb the player feels comfortable using (or just a sword/gun).
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* [http://www.youtube.com/watch?v=HGTB70NO4TA Destroying rockets] {{EeksEquipSmall|Deadly Crystal Bomb}}
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* [http://www.youtube.com/watch?feature=player_detailpage&v=HkComzGH8Sk#t=515 Deadly Crystal Bomb vs Construct Arena] {{EeksEquipSmall|Deadly Crystal Bomb}}
  
===Other===
+
'''Lumbers'''
There are 4 guns that have explosive abilities; Supernova, Polaris, Biohazard and the Neutralizer. These 4 guns prove viable options in both crowd control + DPS. The two catalysers(Bio+Neut) allow the player to charge an enemy up with several amounts of charges before being able to detonate the high explosive contained in each particle. You may be thinking how these guns don't relate to bombs - but they do, and one can never have enough explosions. The Polaris and Supernova are another option; with Polaris now being compared to guns such as the Argent Peacemaker and Storm Driver. These guns's shots get stronger as they go, and provide a blast with a knock-back when the bullet reaches its maximum range. This ability is especially useful in crowd control and getting rid of gun puppies, as the blast tends to cancel their attacks. Having a Pulsar gun at a narrow stretch with mecha zombies is quite useful, as much as even the larger bombs, since it can reach far enough past the Retrodes range attack. In all, don't out-weigh a gun when choosing an alternate weapon to bombing - and if you like explosions, why not stick to guns that provide you with that satisfaction?
+
  
== Player versus Player ==
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Now although they're seemingly just slow, meandering trees at a first glance, you should never let your guard down around lumbers. They may be slow, but they hit extremely hard and status variants have an incredible talent for breaking through anything but the best of shields. This is only made worse if they're either shock of freeze themed, in which case they can actually end up comboing you to death if you're out of remedy pills. There are a variety of options available for bombers to deal with lumbers, using small damage radius bombs like haze-style bombs will mean approaching lumbers from their weak side and placing a bomb right next to them. When doing this, care should be taken NOT to shield after you drop the bomb so that Lumbers aren't pushed away. You can also very easily obliterate them with Dark Retribution because of how extremely slow they are. When playing solo it's easy enough to dispatch them using bombs with knockback as well, however in any party you must be extremely cautious not to knock an attacking lumber into an ally, which could easily get them killed.
===Blast Network===
+
The Blast Network is a [[PVP]] game mode quite similar to the classic Bomberman game series. It neglects the knight's equipment, the main and only weapon is an upgradable bomb.
+
  
'''The Basics'''
+
* [http://www.youtube.com/watch?v=-vtIY7uRx1M Lumber vs Ash of Agni] {{EeksEquipSmall|Ash of Agni}}
 +
* [http://www.youtube.com/watch?v=gz5rQT5HB_g Lumber vs Nitronome] {{EeksEquipSmall|Nitronome}}
 +
* [http://www.youtube.com/watch?v=5qeoiNSkveY Deadly Crystal Bomb vs Lumbers, Retrodes, Scuttelbots] {{EeksEquipSmall|Deadly Crystal Bomb}}
  
To win in a round of blast network, it is ideal to play defensively and let other players come to you; rushing at players, and spamming bombs doesn't always work as it does in the clockworks. Just remember a few key points and you're on your way to getting top position.
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'''Mechaknights'''
*stay away from corners and dead-ends; other players will be able to block you off with ease. It will be better to sit down the bottom at an intersection and carefully dodge bombs  to stay alive.
+
*Collect power-ups; otherwise say goodbye to first place
+
*Play defensively, especially if you have bad latency; Other people will usually be ahead of you when you think they aren't...this makes it easy for you to place a bomb, and your opponent place a bomb straight after (trapping and killing you)
+
  
'''Team'''
+
Mechaknights are one of the few constructs that tend to give players trouble. They're quicker than the rest of their family, the hit hard and they also have deceptively large hitboxes, being easily capable of hitting you at angles and ranges they actually shouldn't be able to, requiring you to give yourself more space when fighting them than you do most foes. If this wasn't enough they're never seen alone, almost always spawning in groups in various [[Arena]] waves or in certain boss stratums. The real trick to dispatching them lies in the fact they're extremely easy to lead around due to the way the follow you, making it a breeze to wear them down by simply kiting with Ash of Agni. Failing that though you can still defeat them by leading them into almost any effective damage bomb, or by relying on the knockback of a Nitronome to keep you safe from their blades.
  
Team play can be very frustrating if your team doesn't follow the basic concepts of winning. The best way to help out your team is to stand and dodge in an optimal position (an intersection), and only occasionally place bombs if you are certain you'll cause your opposition some grief. However, there are people out there who are quite aggressive, and for you guys; the best help you provide will be the kill count. Try to power-up as much as possible, and place bombs in places that are easy for you to get out of while a surprise for your enemy. A long corridor that stretches to the top of the map should be ideal, and placing bombs down by the bottom will usually catch your enemy by surprise. Don't worry if you kill a teammate by doing this - it's their fault they weren't aware. If you have good latency, try your skills at trapping and spamming bombs while chasing players: it's a lot of fun and makes for an enjoyable game. One last tactic is to place 3 bombs down a column behind a breakable block. This way one bomb will break the block, and you have 1 bomb to catch unaware opponents, followed by the last bomb which will surprise the enemy, who expects less of a tactical placement.
+
* [http://www.youtube.com/watch?v=PUdvE79nYaU Mechaknights vs Nitronome] {{EeksEquipSmall|Nitronome}}
 +
* [http://www.youtube.com/watch?feature=player_detailpage&v=HkComzGH8Sk#t=589 Deadly Crystal Bomb vs Construct Arena] {{EeksEquipSmall|Deadly Crystal Bomb}}
 +
}}
  
'''Free-For-All'''
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{{showhide|[[File:Gate_Icon-Undead.png|20px]] Undead|content =
 +
The Undead family is an undoubtedly interesting one. Whilst Zombies are more or less among the easiest enemies to deal with as a bomber, Kats can cause quite a lot of distress for an inexperienced player. On top of this they are also one of the most common families of enemies, as the majority of notable end-game stratums contain them, whether you be running shadow lairs or traversing danger missions, you'll no doubt find some.
  
In FFA the most important thing is to stay alive while building up the maximum number of power up. Afterwards you can kill other players from the other side of the map in relative safety. Place bombs at intersections which cover the most surface area. 
+
'''Zombies'''
  
=== Lockdown ===
+
Slow and simple are the two words that best describe zombies. They'd more or less be entirely non-threatening altogether if it weren't for the fact they almost always appear in large groups, which can cause players a bit of trouble if they aren't careful. Although despite this it will only take you a little bit of practice before you can murder these guys by the dozen with basically any bomb in your arsenal, in fact their slow and predictable attack patterns make them one of the best enemy types to learn bombing against.
 +
* [http://www.youtube.com/watch?v=jiIcr69jwNg Dark Briar Barrage vs Graveyard] {{EeksEquipSmall|Dark Briar Barrage}}
 +
* [http://www.youtube.com/watch?v=IUoS-4XLaTw Undead spin cycle] {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Graviton Vortex}}
 +
* [http://youtu.be/wKS6BUSX3iE D27 Firestorm Citadel: 4 Button Room] {{EeksEquipSmall|Nitronome}}
 +
* [http://www.youtube.com/watch?v=xkXwmI0sYuI Deadly Crystal Bomb vs Zombies in Firestorm Citadel (duo)] {{EeksEquipSmall|Deadly Crystal Bomb}}
 +
* [http://www.youtube.com/watch?v=Zhxth8SQJJg Dark Briar Barrage vs Zombies in Firestorm Citadel (solo)] {{EeksEquipSmall|Dark Briar Barrage}}
  
''See'':[[Lockdown Guide]]
+
'''Kats'''
  
== Videos ==
+
Be wary young bomber, for these mewling ghosties may well prove to be your end. Kats are one of the most difficult enemies for newer players to handle, although they only have two very simple attacks, learning how to properly evade multiple of them at the same time can be an exercise in frustration. Despite this it is possible to deal with them very easily, the shock status partially immobilizes kats as well as interrupting many of their attacks allowing bombers to finish them off with relative ease, thus making Voltatic Tempest a go-to choice for dealing with non-shock variants. However if you don't fear their mobility, it is possible to lead them, and dispatch them with damaging bomb, just like most other similarly mobile enemies.
This section is dedicated to video's demonstrating bombs and their uses versus a number of different enemies and is organized by contributor.
+
* [http://www.youtube.com/watch?v=jaISjEOhAaY Kat Ghosts vs Voltaic Tempest] {{EeksEquipSmall|Voltaic Tempest}}
 +
* [http://www.youtube.com/watch?v=oG6DPtFM1iY Bombing in Candlestick Keep] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Deadly Crystal Bomb}}
 +
}}
  
===Eek's Videos===
+
{{showhide|[[File:Gate_Icon-Fiend.png|20px]] Fiends|content =
  
 
'''Devilites'''
 
'''Devilites'''
  
In tier 3, Devilites tend to be a bombers worst nightmare. Especially in the deeper depths, bombers end up lying on the ground, thinking a way out from the hordes of fiends. It is actually quite possible to solo through these stages (devilish drudgery) with limited damage taken. Here are two good examples.  
+
In tier 3, Devilites tend to be a bomber's worst nightmare. Especially in the deeper depths, bombers end up lying on the ground, thinking a way out from the hordes of fiends. It is actually quite possible to solo through these stages (devilish drudgery) with limited damage taken. Here are two good examples.  
  
 
* [http://www.youtube.com/watch?v=UbyfEC_o0Ss Devilite, Kat, Trojan Clears]  {{EeksEquipSmall|Dark Briar Barrage}} {{EeksEquipSmall|Voltaic Tempest}}
 
* [http://www.youtube.com/watch?v=UbyfEC_o0Ss Devilite, Kat, Trojan Clears]  {{EeksEquipSmall|Dark Briar Barrage}} {{EeksEquipSmall|Voltaic Tempest}}
* [http://www.youtube.com/watch?v=mg-LJ32rg0w Different Devilite/Kat Ghost Clears] {{EeksEquipSmall|Dark Briar Barrage}} {{EeksEquipSmall|Shivermist Buster}}
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* [http://www.youtube.com/watch?v=vrX3yB7i3z8 The Silent Legion] {{EeksEquipSmall|Deadly Splinter Bomb}}{{EeksEquipSmall|Deadly Crystal Bomb}}  
* [http://youtu.be/hZUSyMNpKvg Devilites & Kats: DBB vs SSS] {{EeksEquipSmall|Scintillating Sun Shards}}{{EeksEquipSmall|Dark Briar Barrage}}
+
  
 
'''Greavers'''
 
'''Greavers'''
  
Bombers often find themselves at odds against greavers.  Just a single greaver can sometimes spell doom and has massive wipe potential.  The main issue is that greavers are fast, enter bomber personal space quickly withing giving bombers enough time to charge and drop a bomb.  Unlike using swords, it's just not possible to cancel a greaver's attack without  pre-dropping bombs.  The best strategy for greavers is to always be prepared; drop bombs BEFORE greavers spawn so that you can cancel the first attack and get the upper hand. The best choices for greaver defense is probably the Nitronome.
+
Bombers often find themselves at odds against greavers.  Just a single greaver can sometimes spell doom and has massive wipe potential.  The main issue is that greavers are fast, enter bomber personal space quickly withing giving bombers enough time to charge and drop a bomb.  Unlike using swords, it's just not possible to cancel a greaver's attack without  pre-dropping bombs.  The best strategy for greavers is to always be prepared; have a bomb charged before greavers spawn, and then drop them a bit after they do. If a bomb goes off during the "idle time" right after their spawn, greavers will attack prematurely, and you'll be left without a deployed bomb to stop them.
  
 +
Greavers are vulnerable to Dark Briar Barrage, but it may be desirable to pack Nitronome to prevent you from being locked in place until the greavers have been dispatched.
 +
 +
* [http://www.youtube.com/watch?v=0szAQHonYIw Dark Briar Barrage vs Greavers] {{EeksEquipSmall|Dark Briar Barrage}}
 
* [http://www.youtube.com/watch?v=Zs1du2EQjXM Scintillating Sun Shards vs Greavers] {{EeksEquipSmall|Scintillating Sun Shards}}
 
* [http://www.youtube.com/watch?v=Zs1du2EQjXM Scintillating Sun Shards vs Greavers] {{EeksEquipSmall|Scintillating Sun Shards}}
* [http://www.youtube.com/watch?v=6_vdhV20PCk Scintillating Sun Shards & Nitronome vs 6 Greaver Spawn] {{EeksEquipSmall|Scintillating Sun Shards}}{{EeksEquipSmall|Nitronome}}
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* [http://www.youtube.com/watch?v=wrqfHuWRjmQ Tier 3 Fiend Arena Final Wave] {{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Nitronome}}
  
 
'''Trojans'''
 
'''Trojans'''
  
Trojans are one of the easiest fiends to deal with mostly because they can be predictably baited into doing certain attacks. The most efficient and safest trojan killers are definitely the DBB and nitronome using a back and forth bombing pattern where you drop a bomb in front of the trojan then spin him around and drop one on the other side while the first bomb explodes into his back.
+
Trojans are one of the easiest fiends to deal with mostly because they can be predictably baited into doing certain attacks. The most efficient and safest trojan killers are definitely the DBB and nitronome using a back and forth bombing pattern where you drop a bomb in front of the trojan then spin them around and drop one on the other side while the first bomb explodes into their back.
  
 
* [http://www.youtube.com/watch?v=9JxAiwj6rhU Scintillating Sun Shards vs Trojans at FSC] {{EeksEquipSmall|Scintillating Sun Shards}}
 
* [http://www.youtube.com/watch?v=9JxAiwj6rhU Scintillating Sun Shards vs Trojans at FSC] {{EeksEquipSmall|Scintillating Sun Shards}}
* [http://www.youtube.com/watch?v=G5n3cegxnys Eeks vs Trojans]  {{EeksEquipSmall|Blitz Needle}} {{EeksEquipSmall|Leviathan Blade}} {{EeksEquipSmall|Fang of Vog}}  {{EeksEquipSmall|Barbarous Thorn Blade}} {{EeksEquipSmall|Final Flourish}}  {{EeksEquipSmall|Nitronome}} {{EeksEquipSmall|Radiant Sun Shards}} {{EeksEquipSmall|Dark Briar Barrage}}
+
}}
  
'''Gremlins'''
+
=== Boss Stratums ===
  
Two of the best options for dealing damage to gremlins are the nitronome and dark briar barrage.  The nitronome can get risky since misplacement can push gremlins from their shield-side (not canceling their attack) into you or bombers but it does knockback and knockdown if placed correctly allowing you to have some breathing room.  The dark briar barrage on the other hand only knocks back allowing you to trap gremlins that have been successfully hit in a knockback cycle similar to what the nitronome can do when pushing gremlins against a wall.  The downside of the DBB is that the long fuse can leave you vulnerable and make it difficult to time a bomb that will knock all the gremlins down, leaving you open to attack from one or more if you miss with one of your bombs.  Since these are AOE bombs, menders can't be specifically targeted.  This can be mitigated by isolating menders by kiting other gremlins away or just trying to place bombs to hit them when possible.
 
  
* [http://www.youtube.com/watch?v=qAp9qwYu1iU Gremlins vs Dark Briar Barrage] {{EeksEquipSmall|Dark Briar Barrage}}
+
{{showhide|[[File:Gate-Gloaming_Wildwoods.png|20px]] Gloaming Wildwoods|content =
* [http://www.youtube.com/watch?v=xYtPfZNvJKo Gremlins vs Shocking Salt Bomb] {{EeksEquipSmall|Shocking Salt Bomb}}
+
  
'''Constructs'''
+
The Gloaming Wildwoods is the first boss stratum a player will encounter as they progress through the game, at Mission Rank 3-2 'Shadow of the Beast'. Surprisingly wildwoods may be considered one of the hardest places in the game for a player to bomb with level-appropriate gear due to the limited selection of gear you have available to you at this point, and the difficult involved in bombing the boss of the depth, [[Snarbolax]]. Luckily you receive both a [[Firecracker]] and [[Cold Snap]] with CTR Medium UVs simply by progressing through missions prior to this point, and it is entirely possible for you to bomb through the wildwoods itself without the need of a sidearm, as illustrated below. However we still highly recommend you bring a sword or gun if you intend to solo the level, since the boss is not bomb-friendly at all.
  
There is are a variety of options available for bombers to deal with lumbers. Using small damage radius bombs like haze-style bombs will mean approaching lumbers from their weak side and placing a bomb right next to them. When doing this, care should be taken NOT to shield after you drop the bomb so that Lumbers aren't pushed away.  The RSS can be used at long-range but it is best used like a haze-style bomb so multiple hits can land.
+
* [http://www.youtube.com/watch?v=b_0SbsmPi2o Gloaming Wildwoods with level-appropriate gear] {{EeksEquipSmall|Big Beast Basher}}{{EeksEquipSmall|Firecracker}}
  
* [http://www.youtube.com/watch?v=-vtIY7uRx1M Lumber vs Ash of Agni] {{EeksEquipSmall|Ash of Agni}}
+
'''Snarbolax'''
* [http://www.youtube.com/watch?v=RLMAlLa3_Wo Lumber vs Ash of Agni pt2] {{EeksEquipSmall|Ash of Agni}}
+
* [http://www.youtube.com/watch?v=gz5rQT5HB_g Lumber vs Nitronome] {{EeksEquipSmall|Nitronome}}
+
* [http://www.youtube.com/watch?v=iiY2p4A-5-k Lumber vs Radiant Sun Shards] {{EeksEquipSmall|Radiant Sun Shards}} ''Pre-Patch''
+
  
Mechaknights can get out of hand in some arena stages, and players tend to over kite them - in turn getting hit by a flying charge attack. This example shows a player dealing with the type using only a nitronome.
+
The Snarbolax boss fight itself is the major reason these depths are so unfriendly to bombing, you can only make the Snarbolax vulnerable to damage for short periods of time by hitting a bell in the centre of the arena whenever the boss draws close, which naturally isn't a system that lends itself well to bombs due to them requiring time to both charge and detonate. Below are some videos of the boss being bombed, although they all feature vastly overpowered gear for this point in the game.
* [http://www.youtube.com/watch?v=PUdvE79nYaU Mechaknights vs Nitronome] {{EeksEquipSmall|Nitronome}}
+
* [http://www.youtube.com/watch?v=5qeoiNSkveY Deadly Crystal Bomb vs Lumbers, Retrodes, Scuttelbots] {{EeksEquipSmall|Deadly Crystal Bomb}}
+
  
'''Slimes'''
+
* [http://www.youtube.com/watch?v=vV1f2ecAZog Tragedy in the Wildwoods] {{EeksEquipSmall|Graviton Vortex}}{{EeksEquipSmall|Electron Vortex}}
* [http://www.youtube.com/watch?v=IZl7kx73oi8 D14 RJP Slimes vs Dark Retribution, Big Angry Bomb, Nitronome, Shocking Salt Bomb] {{EeksEquipSmall|Dark Retribution}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Big Angry Bomb}}{{EeksEquipSmall|Shocking Salt Bomb}}
+
* [http://www.youtube.com/watch?v=RAzvnAL0vVg Snarby is bulletproof] {{EeksEquipSmall|Graviton Vortex}}{{EeksEquipSmall|Deadly Splinter Bomb}}
* [http://youtu.be/iTUtqoxUdOM D21 Jelly Farm vs Heavy Dark Matter Bomb (4*) & Shocking Salt Bomb (5*)] {{EeksEquipSmall|Heavy Dark Matter Bomb}}{{EeksEquipSmall|Shocking Salt Bomb}}
+
}}
* [http://www.youtube.com/watch?v=NcRZZu1TUpA D25 A Pinch of Salt - single bomb clear]  {{EeksEquipSmall|Nitronome}}
+
'''Wolvers'''
+
  
Fire and shock can make wolvers warp around feverishly and freeze prevents them from moving but doesn't stop them from warping around. In Tier 3 the best options to deal with wolvers are the nitronome and dark briar barrage.  The wolvers in tier 3 will warp around a lot and end up in the blast radius of both bombs quite often allowing a bomber to stay in place. Both bombs will knock down regular wolvers but the nitronome provides a little space to operate since it will also knock them back making regular wolver attacks miss. A bit more care should be taken with the dark briar barrage; bombers should pay attention to the direction of attack from both wolvers and alpha wolvers and move laterally or to the side of the wolver to avoid getting hit. The piercing damage makes up for the small amount of extra legwork required with the DBB allowing it to two-shot regular wolvers before basil without any damage bonuses and two-shot up to D27 with full mad bomber.
+
{{showhide|[[File:Gate-Royal_Jelly_Palace.png|20px]] Royal Jelly Palace|content =
 +
The Royal Jelly Palace may well be the single most bomb friendly of all the boss stratums in Spiral Knights. Filled with a plethora or slow enemies that spawn together in tight groups, it's as viable to spam Vaporizer bombs as it is to use Vortexes here, you can even get by using Shard Bombs with great proficiency. Everything about RJP almost seems put together with bombers in mind, every single room is just waiting to be leveled with explosives.  
  
* [http://www.youtube.com/watch?v=lAAWFKWgC2U Wolvers vs Dark Briar Barrage] {{EeksEquipSmall|Dark Briar Barrage}}
+
Perhaps more importantly since RJP is a tier 2 boss stratum, it's really the first boss stratum you can viably bomb during your progression throughout the game, it's at this point that bombs are finally coming into their own as legitimate weaponary rather than amusing distractions and the Royal Jelly itself can actually be bombed unlike the Snarbolax.
* [http://www.youtube.com/watch?v=vp--Hb9kfxk Wolvers vs Nitronome] {{EeksEquipSmall|Nitronome}}
+
* [http://youtu.be/zz-8JFrGcfg Wolvers vs Nitronome vs DBB vs SSS] {{EeksEquipSmall|Scintillating Sun Shards}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Dark Briar Barrage}}
+
  
'''Undead'''
+
* [http://www.youtube.com/watch?v=wZKyEJXkymY Royal Jelly Palace in Tier 2 gear] {{EeksEquipSmall|Super Blast Bomb}}{{EeksEquipSmall|Super Dark Matter Bomb}}
 +
* [http://youtu.be/MGeWFUbZjJ8 Royal Jelly palace in Tier 2 gear, Elite mode] {{EeksEquipSmall|Rock Salt Bomb}}{{EeksEquipSmall|Fiery Vaporizer}}
  
* [http://www.youtube.com/watch?v=jiIcr69jwNg Dark Briar Barrage vs Graveyard] {{EeksEquipSmall|Dark Briar Barrage}}
 
* [http://www.youtube.com/watch?v=IUoS-4XLaTw Graviton Vortex and Voltaic Tempest vs Graveyard] {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Graviton Vortex}}
 
* [http://youtu.be/wKS6BUSX3iE D27 Firestorm Citadel: 4 Button Room] {{EeksEquipSmall|Nitronome}}
 
* [http://www.youtube.com/watch?v=xkXwmI0sYuI Deadly Crystal Bomb vs Zombies in Firestorm Citadel (duo)] {{EeksEquipSmall|Deadly Crystal Bomb}}
 
* [http://www.youtube.com/watch?v=sklQAphlmEg Deadly Crystal Bomb vs Zombies in Firestorm Citadel Part 2 (solo)] {{EeksEquipSmall|Deadly Crystal Bomb}}
 
* [http://www.youtube.com/watch?v=Zhxth8SQJJg Dark Briar Barrage vs Zombies in Firestorm Citadel (solo)] {{EeksEquipSmall|Dark Briar Barrage}}
 
  
Bombers can deal with kats by spreading shock status which is super effective against undead.  The shock status partially immobilizes kats as well as interrupting many of their attacks allowing bombers to finish them off with either sword or damage bombs like the nitronome, dark briar barrage, or sun shards.
+
'''Royal Jelly'''
* [http://www.youtube.com/watch?v=jaISjEOhAaY Kat Ghosts vs Voltaic Tempest] {{EeksEquipSmall|Voltaic Tempest}}
+
  
'''Bosses'''
+
Why the Slimes have a monarchy is beyond me, but this ruler of the gelatinous kingdom will probably end up being a favourite of any aspiring bomber. The Royal Jelly is by far the single easiest boss to use bombs against, in fact it is undoubtedly the one boss you can easily complete with basically any line of bombs with the right balance of skill and persistence, which is a lot more than can be said of any of the others. A simple test of your bombing skill; can you decimate this big blob of pain before it can restore its health devouring its own children? Well, have at it.
  
Snarbolax isn't exactly the hardest boss to take down, but there is always something you don't know. Like, did you know you can relocate ol' snarby at anytime even in his defense stage with a graviton bomb?
+
* [http://www.youtube.com/watch?v=SfrSiGIP1d4 Jelly King - Shocking Salt Bomb] {{EeksEquipSmall|Shocking Salt Bomb}}
 +
* [http://www.youtube.com/watch?v=Z40lAadKUp4 Jelly King - 25 Second Clear (Duo)] {{EeksEquipSmall|Dark Retribution}} {{EeksEquipSmall|Master Blast Bomb}}
 +
}}
  
* [http://www.youtube.com/watch?v=WAImxJrDPGQ Vortex vs Snarbolax]{{EeksEquipSmall|Graviton Vortex}}
+
{{showhide|[[File:Gate-Ironclaw_Munitions_Factory.png|20px]] Ironclaw Munitions Factory|content =
With this newly found technique, Eeks and Fallout head in to see how fast they can kill Snarby in.... Sadly it doesn't help a lot. And Fallout dies.
+
When the Gremlins realized the battle against the Spiral Knights was a losing one, they devised a new tactic. Rather than engage us in honourable warfare on fair battlefields, they would instead build a facility designed to generate as much lag as they possibly could, and then to boot they filled it with environmental hazards instead of actual enemies. Even so we persevered, and every bomber is going to want to know to conquer this dastardly zone.
* [http://www.youtube.com/watch?v=vV1f2ecAZog Fallout Vs. Snarbolax]{{EeksEquipSmall|Graviton Vortex}}{{EeksEquipSmall|Electron Vortex}}
+
  
'''Royal Jelly'''
+
Simply put IMF requires an understanding of how switches work. It may seem simple, but you'll need to have both timing and spatial awareness to win out in the arenas that have them, let alone the boss battle built around the mechanic. This simple advice aside, just take it slow and steady, IMF isn't a gauntlet like RJP but instead an obstacle course, and as long you pay attention and tread carefully you need little specific advice.
  
* [http://www.youtube.com/watch?v=SfrSiGIP1d4 Jelly King - Shocking Salt Bomb] {{EeksEquipSmall|Shocking Salt Bomb}}
+
* [http://www.youtube.com/watch?v=npUI6sBZRzw Ironclaw with Tier 2 gear] {{EeksEquipSmall|Deconstructor}}{{EeksEquipSmall|Rock Salt Bomb}}
* [http://www.youtube.com/watch?v=Z40lAadKUp4 Jelly King - 25 Second Clear (Duo)] {{EeksEquipSmall|Dark Retribution}} {{EeksEquipSmall|Master Blast Bomb}}
+
* [http://www.youtube.com/watch?v=k9fhkRGEbhk Ironclaw with Tier 3 gear] {{EeksEquipSmall|Dark Retribution}}{{EeksEquipSmall|Nitronome}}
* [http://www.youtube.com/watch?v=WU1oV1c3-jw D14-D16 Royal Jelly Palace & Boss Clear with 3 Bombs (side-by-side-by-side)] {{EeksEquipSmall|Shocking Salt Bomb}}{{EeksEquipSmall|Dark Retribution}}{{EeksEquipSmall|Nitronome}}
+
  
'''Firestorm Citadel'''
+
'''The Roarmulus Twins'''
  
Firstorm citadel  is a bomber's paradise and can make even mediocre bombs look good.  The most important thing to learn is where and when enemies will spawn and take advantage of that with CC bombs (i.e. vortexing spawns, freezing groups, pushing into walls/corners, etc)
+
Like the level that proceeds them, the twins are more a puzzle and waiting game than a boss - you must manipulate switches to get them to hit on another, temporarily leaving them vulnerable to your bombs. Because of the limited window in which you have to change the switches and then hurt them, bombs are noticeably disadvantaged in this fight. Furthermore the Roarmulus Twins are complete immune to Shard Bombs, meaning shard bombers will need to take up a new weapon to get past this boss, or have their mission progress walled indefinitely. Both the videos linked above include fights against the twins.
 +
}}
 +
 
 +
{{showhide|[[File:Gate-Firestorm_Citadel.png|20px]] Firestorm Citadel|content =
 +
Firstorm citadel  is a bomber's paradise and can make even mediocre bombs look good.  The most important thing to learn is where and when enemies will spawn and take advantage of that with crowd control bombs (i.e. vortexing spawns, shocking groups, boxing enemies into walls/corners, etc)
  
* [http://www.youtube.com/watch?v=cNFmj557BH0 FSC - Radiant Sun Shards] {{EeksEquipSmall|Radiant Sun Shards}} 'Pre-Patch''
 
* [http://www.youtube.com/watch?v=T6SUJmRgFuk Lord Vanaduke (support bombing)] {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Shivermist Buster}} {{EeksEquipSmall|Nitronome}}
 
 
* [http://www.youtube.com/watch?v=ZpbGuZa7InU D25/26 Firestorm Citadel (FSC)]  {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Graviton Vortex}} {{EeksEquipSmall|Nitronome}}
 
* [http://www.youtube.com/watch?v=ZpbGuZa7InU D25/26 Firestorm Citadel (FSC)]  {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Graviton Vortex}} {{EeksEquipSmall|Nitronome}}
* [http://www.youtube.com/watch?v=QPhSJD2BGdE Firestorm Citadel with Voltaic Tempest]  {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Nitronome}}
 
* [http://www.youtube.com/watch?v=-NEgxjykZbM FSC - End of D26 (2 man)] {{EeksEquipSmall|Nitronome}}
 
 
* [http://www.youtube.com/watch?v=EIw4K718Qo4 FSC - End of D26 (3 man)] {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Shivermist Buster}}
 
* [http://www.youtube.com/watch?v=EIw4K718Qo4 FSC - End of D26 (3 man)] {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Shivermist Buster}}
* [http://youtu.be/bdO70MDtDMk FSC - End of D27 Bomb Only solo] {{EeksEquipSmall|Nitronome}} {{EeksEquipSmall|Dark Briar Barrage}} {{EeksEquipSmall|Electron Vortex}}
+
* [http://youtu.be/bdO70MDtDMk FSC - End of D27 Bomb Only solo] {{EeksEquipSmall|Electron Vortex}}{{EeksEquipSmall|Nitronome}} {{EeksEquipSmall|Dark Briar Barrage}} {{EeksEquipSmall|Electron Vortex}}
 +
* [http://www.youtube.com/watch?v=oy90AOflINs FSC Arenas] {{EeksEquipSmall|Deadly Shard Bomb}}{{EeksEquipSmall|Deadly Splinter Bomb}}{{EeksEquipSmall|Venom Veiler}}
  
'''Legion of Almire'''
+
'''Lord Vanaduke'''
  
LoA is very similar to FSC in terms of what loadouts you'll want to bring. One thing to note is that all enemies in this mission are affected by vortexes (including large alimirian knights) so it can be a very powerful CC tool if used correctly. Shivermist and Stagger are great CC bombs for this stage as shivermist can lock down shielded enemies for teammates. Stunned almirian knights (the smaller ones) are unable to attack while stunned so stagger storm is a decent choice for parties.
+
The big bad boss of the Firestorm Citadel himself, Lord Vanaduke exists in stark contrast to the levels that proceed him as quite a challenge for solo bombers. Not in the sense that he's notably difficult, but rather he demands a level of patience since he resists the Dark Retribution and Ash of Agni, requiring you to rely solely on the damage of slower bombs. Worse still his mask is resistant to all damage types apart from Normal, meaning you really need a Nitronome or Deadly Shard Bombi n your loadout to do meaningful damage to it. For these reasons if you're playing with a party you will likely find yourself better off in a support role, dealing with the extra enemies that pop up, restricting Vanaduke's movement with status bombs, and take role of water-thrower during his mask phases.
 +
* [http://www.youtube.com/watch?v=T6SUJmRgFuk Lord Vanaduke (support bombing)] {{EeksEquipSmall|Voltaic Tempest}} {{EeksEquipSmall|Shivermist Buster}} {{EeksEquipSmall|Nitronome}}
 +
* [http://www.youtube.com/watch?v=BL0d0-SA-Ow Vanaduke Solo with Shards] {{EeksEquipSmall|Deadly Shard Bomb}}{{EeksEquipSmall|Deadly Splinter Bomb}}
 +
}}
  
* [http://www.youtube.com/watch?v=lmhtgGKVMKg LoA: 4 Gate Room - Solo, Bombs Only] {{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Deadly Crystal Bomb}}{{EeksEquipSmall|Electron Vortex}}
+
{{showhide|[[File:Gate-Operation_Crimson_Hammer.png|20px]] Operation Crimson Hammer|content =
  
'''Compound 42'''
+
* [http://www.youtube.com/playlist?list=PLvALE1NF0Plto7kBlyYlb7SpF1Wd5--Ve Shards vs Operation Crimson Hammer] {{EeksEquipSmall|Deadly Dark Matter Bomb}}{{EeksEquipSmall|Deadly Crystal Bomb}}
 +
}}
  
Dark retribution really shines as a polyp sniper in C42.  Unfortunately the SSB is not very good at clearing polyps and isn't as good as DR for kiting faster enemies like oilers. 
+
=== Danger Missions ===
  
* [http://www.youtube.com/watch?v=5wkK8K0L5Lk Compound 42 D24 Party Room Clears - SSB vs DR (solo)] {{EeksEquipSmall|Shocking Salt Bomb}}{{EeksEquipSmall|Dark Retribution}}
+
{{showhide|[[File:Gate-Legion_of_Almire.png|20px]] Legion of Almire|content =
 +
LoA is very similar to FSC in terms of what loadouts you'll want to bring. One thing to note is that all enemies in this mission are affected by vortexes so it can be a very powerful CC tool if used correctly.  Shivermist and Stagger are great CC bombs for this stage as Shivermist can lock down shielded enemies for teammates.  Stunned Almirian Knights are unable to attack while stunned so stagger storm is a decent choice for parties.
 +
 
 +
* [http://www.youtube.com/watch?v=lmhtgGKVMKg LoA: 4 Gate Room - Solo, Bombs Only] {{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Deadly Crystal Bomb}}{{EeksEquipSmall|Electron Vortex}}
 +
}}
 +
{{showhide|[[File:Gate-Compound_42.png|20px]] Compound 42|content =
 +
Compound 42 is one of the most gear-dependent levels in the entire game when concerning its overall difficulty. If you have enough resistance to Fire and Poison it's a complete cakewalk, whilst lacking them makes the level an exercise in frustration as you carefully navigate a minefield of dangerous dual-status oil and fight to get bombs off against constant frame-rate drops. Shivermist Buster is an incredibly useful bomb here, it keeps Toxoils from lighting on fire and spreading carnage and just generally makes things much easier to manager. Dark Retribution is unarguably your best offensive tool as it shreds the abudant and extremely dangerous Polyps whilst also dispatching literally everything else with relative ease.
 +
 
 +
*[http://www.youtube.com/watch?v=YG4lkfhzy6c Shard Squad Angry Retribution] {{EeksEquipSmall|Big Angry Bomb}}{{EeksEquipSmall|Dark Retribution}}
 +
* [http://www.youtube.com/watch?v=5wkK8K0L5Lk Party Room Clears - SSB vs DR (solo)] {{EeksEquipSmall|Shocking Salt Bomb}}{{EeksEquipSmall|Dark Retribution}}
 
* [http://youtu.be/oqhvg-OvAuk Compound 42 D25 Final Boss Room - solo] {{EeksEquipSmall|Dark Retribution}}
 
* [http://youtu.be/oqhvg-OvAuk Compound 42 D25 Final Boss Room - solo] {{EeksEquipSmall|Dark Retribution}}
 +
}}
  
=== Culture's Videos ===
+
{{showhide|[[File:Gate-Heart_of_Ice.png|20px]] Heart of Ice|content =
* [http://www.youtube.com/watch?v=R3iSsOnRhMk Radiant Sun Shards to safely take out Gun Puppies] {{EeksEquipSmall|Radiant Sun Shards}}  
+
A lot of people don't like Fiends and for good reason, they're extremely difficult to avoid taking damage from with even the slightest bit of latency or framerate drops and tend to feel more like they exist to punish players for things out of their control rather than actual mistakes. So when you take a level and fill it with them all the while making sure all the Fiends in question can inflict the Freeze status, you're bound to rustle a lot of feathers and this is why most people tend to think of Heart of Ice as one of the harder stratums in the game. It's certainly not unmanageable however, expansive crowd control means bomber can actually deal with the hordes of fiendish foes with relative ease, provided you can kite their icy projectiles. Dark Briar Barrage and Nitronome can dish out the damage whilst still keeping you safe, meanwhile Voltaic Tempest and Stagger Storm can help keep your adversaries under a certain degree of control.
 +
}}
  
=== Fallout's Videos ===
+
{{showhide|[[File:Gate-Ghosts_in_the_Machine.png|20px]] Ghosts in the Machine|content =
 +
Very few places in all of Spiral Knights feature an overlap of both Undead and Construct enemies, so most players will find Ghost in the Machine to be an experience quite unlike any other. Luckily nearly all the enemies you'll encounter whilst exploring it's perilous depths can be managed with liberal Stagger Storm spam and careful abuse of blast bombs, most enemies you'll see throughout are actually quite slow, it's the abundance of them that's difficult to manage but bombers excel at this. A word from the wise however, if you viably run Mercurial Demo while you're down here I highly recommend it, Ghost in the Machine is one of the few stratums in the game where sacrificing more beneficial bonuses in favour of status protection is arguably a worthwhile trade-off.
  
*[http://www.youtube.com/watch?v=P-kDlwJAPgo Nitronome]
+
'''The Big Iron'''
*[http://www.youtube.com/watch?v=aY_ad8FOzBI Dark Briar Barrage]
+
Strangely enough Ghost in the Machine has a clear-cut boss fight, which involves you going up against an enlarged Battlepod that has tentacles and shoots lasers. Luckily it doesn't regenerate health but it does have various quirks relating to the way certain bombs interact with it so don't be surprised if you find yourself having difficult getting your hits off.  
*[http://www.youtube.com/watch?v=FvWAD2B5F8E Graviton Vortex]
+
}}
*[http://www.youtube.com/watch?v=-wnK7hoYeCk Irontech Destroyer]
+
*[http://www.youtube.com/watch?v=J0aeb3bHpBk Shivermist Buster]
+
*[http://www.youtube.com/watch?v=YE7c0PuUkBs Ash of Agni]
+
*[http://www.youtube.com/watch?v=3TwY0wr-6o8 Stagger Storm]
+
*[http://www.youtube.com/watch?v=f0d_5ZiPpY8 Voltaic Tempest]
+
*[http://www.youtube.com/watch?v=cVmeEdqiVmM Radiant Sun Shards]
+
*[http://www.youtube.com/watch?v=v1aX4CSn0RA Electron Vortex]
+
*[http://www.youtube.com/watch?v=IPdM-mufAss Big Angry Bomb]
+
*[http://www.youtube.com/watch?v=i8EpEFhOM8Y Venom Veiler]
+
*[http://www.youtube.com/watch?v=FcmbcO4cp2Y Heavy Deconstructor]
+
*[http://www.youtube.com/watch?v=vkn9bQIIs7Y Proto bomb]
+
*[http://www.youtube.com/watch?v=kb3k-SyfEZo Cold Snap]
+
*[http://www.youtube.com/watch?v=4WkrJcUa1tI Fire Cracker]
+
*[http://www.youtube.com/watch?v=t8sxeoX6T8s Static Flash]
+
*[http://www.youtube.com/watch?v=C6ryX74BRxU Ionized Salt Bomb]
+
  
*[http://www.youtube.com/watch?v=ibLgpmbC0Us Big Angry Bomb in Tier 2]{{EeksEquipSmall|Big Angry Bomb}}
+
=== Shadow Lairs ===
*[http://www.youtube.com/watch?v=f5jPDdqJcYo Big Angry Bomb in Tier 3]{{EeksEquipSmall|Big Angry Bomb}}
+
*[http://www.youtube.com/watch?v=xveQZZCNlGk Bomb walking speeds]{{EeksEquipSmall|Big Angry Bomb}} {{EeksEquipSmall|Nitronome}}
+
  
===Echoez' Videos===
+
{{showhide|[[File:Gate_Icon-Swarm.png|20px]] Gloaming Rabidwoods|content =
 +
Content goes here
 +
}}
  
'''Aurora Isles'''
+
{{showhide|[[File:Gate_Icon-Swarm.png|20px]] Ice Queen Palace|content =
*[http://www.youtube.com/watch?v=1fcldXPKrns Jelly Farm] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Voltaic Tempest}}
+
*[http://www.youtube.com/watch?v=6bZiVkmx80w Jelly Farm II] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Voltaic Tempest}}
+
*[http://www.youtube.com/watch?v=PsrgYbQH1Qs Low Gardens] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Radiant Sun Shards}}
+
*[http://www.youtube.com/watch?v=BDH7r-YDbLo Stone Grove] {{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Radiant Sun Shards}}
+
'''Concrete Jungle'''
+
*[http://www.youtube.com/watch?v=kVKB58panmA Blighted Boulevard II] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Radiant Sun Shards}}
+
*[http://www.youtube.com/watch?v=5Oy0n3E21Bc Totem Trouble II] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Radiant Sun Shards}}
+
*[http://www.youtube.com/watch?v=eLm3cECGKo4 Briar Bone Barrage] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Nitronome}}{{EeksEquipSmall|Radiant Sun Shards}}
+
'''The Silent Legion'''
+
*[http://www.youtube.com/watch?v=XP7BobMLeAQ Cryptic Statuary] {{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Radiant Sun Shards}}
+
'''Danger Missions'''
+
*[http://www.youtube.com/watch?v=GBNXfW5riCc Heart of Ice] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Dark Briar Barrage}}{{EeksEquipSmall|Scintillating Sun Shards}}{{EeksEquipSmall|Stagger Storm}}{{EeksEquipSmall|Venom Veiler}}{{EeksEquipSmall|Voltaic Tempest}}
+
'''Boss Battles'''
+
*[http://www.youtube.com/watch?v=uuZrK3Hkjnc Royal Jelly] {{EeksEquipSmall|Radiant Sun Shards}}{{EeksEquipSmall|Voltaic Tempest}}
+
*[http://www.youtube.com/watch?v=yIXI6oAVPOs Royal Jelly] {{EeksEquipSmall|Dark Retribution}}
+
  
== F.A.Q. ==
+
Ice Queen Palace is by far the most bomb-friendly of the Shadow Lairs, due to the large clusters of slower moving enemies that really favor the crowd control of bombs over both swords and guns, and the fact the majority of the enemies in the palace are Ice Cubes, whom are easily made toothless thanks to Ash of Agni. A large variety, if not almost every non-Piercing bomb are viable here, making it an excellent place for higher level bombers to practice their skills before moving on to the harder lairs.
There are a few questions that have been answered repeatedly, yet players still get confused. So here are some answers to the questions that haven't specifically been talked about in this guide.
+
  
{{showhide|'''Question''': Why are there charge times on bomb? |content=It would work much better if there were none, and the only reason to charge a bomb would be to give it more power/radius!
+
*[http://www.youtube.com/watch?v=iR7v1v_MQb0 Shard Squad] {{EeksEquipSmall|Ash of Agni}}{{EeksEquipSmall|Dark Retribution}}{{EeksEquipSmall|Graviton Vortex}}{{EeksEquipSmall|Scintillating Sun Shards}}{{EeksEquipSmall|Shocking Salt Bomb}}{{EeksEquipSmall|Venom Veiler}}
'''Answer''': In early previews, this is exactly how bombs worked: A player could repeatedly place (spam) bombs everywhere, and because charging up bombs only provided a small damage bonus (less than placing three uncharged bombs in a few seconds), the charge was rarely used. Bombing in the previews was abused, with shard bombs granting the best deployment to damage rate. Thus, Three Rings downgraded bombs before the last preview. However, this resulted in bombs being underused, and only being made effective by a select group. Bombing hasn't changed much since the last preview. The main reason for a wider use of bombs today is because players like discovering these less used weapons for themselves, or it has been highlighted to them by other players the usefulness of bombs.}}
+
}}
  
{{showhide|'''Question''': How should my strategy be considering gear upgrades?|content='''Answer''': '''Generally, upgrading a weapon will have a greater effect to your gameplay than upgrading your armor.''' This does of course not mean that your armor is not important. First of all, '''start with two star gear'''. One-starred gear is not necessary at all. Since this game is all about upgrading your gear, you can save quite some Crowns by upgrading your weapons by recipes you bought from Basil and not the AH. Still, it can be frustrating if you look for a specific recipe. Try to find a good balance for that. Being a pure bomber can be a bit lacklustre at first. Many bombs have a too small bomb radius to be safe to use until upgraded to higher star versions. Also, you often won't be of much help to your party or you will take much time for some simple tasks such as destroying blocks, crystals or finishing leftover monsters. '''It might be more fun to have a sword for such tasks.''' A [[Calibur]] for instance is a good allrounder, other swords can be fine, too.
+
{{showhide|[[File:Gate_Icon-Swarm.png|20px]] Redclaw Munitions Factory|content =
 +
Content goes here
 +
}}
  
The upgrade lines from status bombs become better every upgrade. Since their bomb radius is low at first, e. g. '''a blast bomb may be more helpful for starters'''. You can then later add another bomb to your arsenal. Try to find out how much you need your shield. Since as a bomber you should be charging up bombs all the time, you can't shield much. '''If you have a bad latency or can't predict monster attacks as well yet, upgrading and using your shield can help quite much though.''' Based on that weigh up the priority of upgrading your shield.
+
{{showhide|[[File:Gate_Icon-Swarm.png|20px]] Darkfire Citadel|content =
Since you will be wearing the '''Spiral Suit''' set, getting both parts will be a high priority since it provides a medium reduction to your bomb charge time. However, the upgrades worth mentioning are five star only, the other ones just come natural. Because of that, their priority is rather low. As a bomber, you shouldn't get hit much anyway.}}
+
Content goes here
 +
}}
  
{{showhide|'''Question''': I'm trying to sell a very high damage UV haze bomb. Why does no-one want it?|content='''Answer''': To put it simply: Status bomb damage bonuses only apply to the initial explosion of the bomb, which is actually quite small (less than half of the radius). So as most Vaporizer users buy the bombs for the status effects, the buyers are more likely to seek UVs increasing Charge Time Reduction rather than damage (unless of course the buyer is going for a Mad Bomber set, but those players would only need a damage+ med UV). In the end, a player lucky enough to receive a very high damage UV through crafting, is better off keeping the UV to their own (slight) advantage.}}
+
{{showhide|[[File:Gate_Icon-Swarm2.png|20px]] Unknown Passage|content =
 +
Content goes here
 +
}}
  
 +
== F.A.Q. ==
 +
There are a few questions that have been answered repeatedly, yet players still get confused. So here are some answers to the questions that haven't specifically been talked about in this guide.
 +
 +
{{showhide|'''Question''': Why are there charge times on bomb? |content=It would work much better if there were none, and the only reason to charge a bomb would be to give it more power/radius!
 +
'''Answer''': In early previews, this is exactly how bombs worked: A player could repeatedly place (spam) bombs everywhere, and because charging up bombs only provided a small damage bonus (less than placing three uncharged bombs in a few seconds), the charge was rarely used. Bombing in the previews was abused, with shard bombs granting the best deployment to damage rate. Thus, Three Rings downgraded bombs before the last preview. However, this resulted in bombs being underused, and only being made effective by a select group. Bombing hasn't changed much since the last preview. The main reason for a wider use of bombs today is because players like discovering these less used weapons for themselves, or it has been highlighted to them by other players the usefulness of bombs.}}
 +
{{showhide|'''Question''': Does ASI reduce fuse time for bombs? |content= '''Answer''':No. ASI only speeds up the animation where your knight plants their bomb, with high ASI reducing its duration from about 0.20 seconds to about 0.17 seconds.}}
 
{{showhide|'''Question''': I still have more unanswered questions. where can i go for help? |content= '''Answer''':If you ever feel you need more help on the subject the Elite Bombers will do their best to answer your questions at http://forums.spiralknights.com/en/node/4347 . Don't be afraid to post.}}
 
{{showhide|'''Question''': I still have more unanswered questions. where can i go for help? |content= '''Answer''':If you ever feel you need more help on the subject the Elite Bombers will do their best to answer your questions at http://forums.spiralknights.com/en/node/4347 . Don't be afraid to post.}}
  
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This is a list of the alchemy paths of all the bombs currently in game.  Click the bomb you want to view the materials needed to craft it.
 
This is a list of the alchemy paths of all the bombs currently in game.  Click the bomb you want to view the materials needed to craft it.
  
{{showhide|[[file:Icon-hazebomb.png|20px]] The Haze Bomb
+
{{showhide|[[file:Icon-hazebomb.png|20px]] The Vaporizer Bombs
 
|content=
 
|content=
{{SKWindowsmall
 
| width = 50%
 
| title = The Haze Bomb
 
| body = {{alchemy paths header}}
 
  
{{Alchemy path
+
{{:Fiery Vaporizer/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=Fiery Vaporizer
+
|stage3=Fiery Vaporizer Mk II
+
|stage4=Fiery Atomizer
+
|stage5=Ash of Agni
+
}}
+
{{Alchemy path
+
|stage0=
+
|stage1=
+
|stage2=Freezing Vaporizer
+
|stage3=Freezing Vaporizer Mk II
+
|stage4=Freezing Atomizer
+
|stage5=Shivermist Buster
+
}}
+
{{Alchemy path
+
|stage0=
+
|stage1=
+
|stage2=Toxic Vaporizer
+
|stage3=Toxic Vaporizer Mk II
+
|stage4=Toxic Atomizer
+
|stage5=Venom Veiler
+
}}
+
{{Alchemy path
+
|stage0=
+
|stage1=
+
|stage2=Haze Bomb
+
|stage3=Haze Bomb Mk II
+
|stage4=Haze Burst
+
|stage5=Stagger Storm
+
}}
+
{{Alchemy path
+
|stage0=
+
|stage1=
+
|stage2=Static Capacitor
+
|stage3=Lightning Capacitor
+
|stage4=Plasma Capacitor
+
|stage5=Voltaic Tempest
+
}}
+
}}
+
}}
+
  
{{showhide|[[file:icon-bomb.png|20px]] The Blast Bomb
+
{{:Freezing Vaporizer/alchemy path}}
|content=
+
{{SKWindowsmall
+
| width = 50%
+
| title = The Blast Bomb
+
| body = {{alchemy paths header}}
+
  
{{Alchemy path
+
{{:Toxic Vaporizer/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=Blast Bomb
+
|stage3=Super Blast Bomb
+
|stage4=Master Blast Bomb
+
|stage5=Nitronome
+
}}
+
  
{{Alchemy path
+
{{:Haze Bomb/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=Blast Bomb
+
|stage3=Super Blast Bomb
+
|stage4=Master Blast Bomb
+
|stage5=Big Angry Bomb
+
}}
+
  
{{Alchemy path
+
{{:Static Capacitor/alchemy path}}
|stage0=
+
 
|stage1=
+
{{:Slumber Smogger/alchemy path}}
|stage2=Blast Bomb
+
|stage3=Super Blast Bomb
+
|stage4=Irontech Bomb
+
|stage5=Irontech Destroyer
+
}}
+
  
{{Alchemy path
 
|stage0=
 
|stage1=
 
|stage2=Blast Bomb
 
|stage3=Deconstructor
 
|stage4=Heavy Deconstructor
 
|stage5=
 
}}
 
}}
 
 
}}
 
}}
  
{{showhide|[[file:icon-bomb.png|20px]] The Shard Bomb
+
{{showhide|[[file:icon-bomb.png|20px]] The Blast Bomb
 
|content=
 
|content=
{{SKWindowsmall
 
| width = 50%
 
| title = The Shard Bomb
 
| body = {{alchemy paths header}}
 
  
{{Alchemy path
+
{{:Blast Bomb/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=Crystal Bomb
+
|stage3=Super Crystal Bomb
+
|stage4=Heavy Crystal Bomb
+
|stage5=Deadly Crystal Bomb
+
}}
+
  
{{Alchemy path
 
|stage0=
 
|stage1=
 
|stage2=Shard Bomb
 
|stage3=Super Shard Bomb
 
|stage4=Heavy Shard Bomb
 
|stage5=Deadly Shard Bomb
 
 
}}
 
}}
  
{{Alchemy path
+
{{showhide|[[file:icon-bomb.png|20px]] The Shard Bombs
|stage0=
+
|content=
|stage1=
+
|stage2=Dark Matter Bomb
+
|stage3=Super Dark Matter Bomb
+
|stage4=Heavy Dark Matter Bomb
+
|stage5=Deadly Dark Matter Bomb
+
}}
+
  
{{Alchemy path
+
{{:Crystal Bomb/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=Dark Matter Bomb
+
|stage3=Rock Salt Bomb
+
|stage4=Ionized Salt Bomb
+
|stage5=Shocking Salt Bomb
+
}}
+
  
{{Alchemy path
+
{{:Shard Bomb/alchemy path}}
|stage0=
+
 
|stage1=
+
{{:Dark Matter Bomb/alchemy path}}
|stage2=Splinter Bomb
+
 
|stage3=Super Splinter Bomb
+
{{:Splinter Bomb/alchemy path}}
|stage4=Heavy Splinter Bomb
+
|stage5=Deadly Splinter Bomb
+
}}
+
  
{{Alchemy path
 
|stage0=
 
|stage1=
 
|stage2=Splinter Bomb
 
|stage3=Sun Shards
 
|stage4=Radiant Sun Shards
 
|stage5=Scintillating Sun Shards
 
}}
 
}}
 
 
}}
 
}}
  
 
{{showhide|[[file:icon-bomb.png|20px]] The Spine Cone
 
{{showhide|[[file:icon-bomb.png|20px]] The Spine Cone
 
|content=
 
|content=
{{SKWindowsmall
 
| width = 50%
 
| title = The Spine Cone
 
| body = {{alchemy paths header}}
 
  
{{Alchemy path
+
{{:Spine Cone/alchemy path}}
|stage0=
+
 
|stage1=
+
|stage2=Spine Cone
+
|stage3=Twisted Spine Cone
+
|stage4=Spike Shower
+
|stage5=Dark Briar Barrage
+
}}
+
}}
+
 
}}
 
}}
  
 
{{showhide|[[file:icon-bomb.png|20px]] The Vortex Bombs |content=
 
{{showhide|[[file:icon-bomb.png|20px]] The Vortex Bombs |content=
{{SKWindowsmall
 
| width = 50%
 
| title = The Vortex Bombs
 
| body = {{alchemy paths header}}
 
  
{{Alchemy path
+
{{:Graviton Charge/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=
+
|stage3=Graviton Charge
+
|stage4=Graviton Bomb
+
|stage5=Graviton Vortex
+
}}
+
  
{{Alchemy path
+
{{:Electron Charge/alchemy path}}
|stage0=
+
|stage1=
+
|stage2=
+
|stage3=Electron Charge
+
|stage4=Electron Bomb
+
|stage5=Electron Vortex
+
}}
+
}}
+
 
}}
 
}}
  
 
{{showhide|[[file:icon-bomb.png|20px]] Other Bombs (no alchemy paths)
 
{{showhide|[[file:icon-bomb.png|20px]] Other Bombs (no alchemy paths)
 
|content=
 
|content=
{{SKWindowsmall
 
| width = 50%
 
| title = Other Bombs
 
| body = {{alchemy paths header}}
 
  
{{Alchemy path
+
{{:Proto Bomb/alchemy path}}
|stage0=
+
 
|stage1=Cold Snap
+
{{:Cold Snap/alchemy path}}
|stage2=
+
 
|stage3=
+
{{:Firecracker/alchemy path}}
|stage4=
+
 
|stage5=
+
{{:Static Flash/alchemy path}}
}}
+
 
{{Alchemy path
+
{{:Dark Reprisal/alchemy path}}
|stage0=
+
 
|stage1=Firecracker
+
{{:Dark Reprisal Mk II/alchemy path}}
|stage2=
+
 
|stage3=
+
{{:Dark Retribution/alchemy path}}
|stage4=
+
 
|stage5=
+
{{:Celestial Vortex/alchemy path}}
}}
+
{{Alchemy path
+
|stage0=
+
|stage1=Static Flash
+
|stage2=
+
|stage3=
+
|stage4=
+
|stage5=
+
}}
+
{{Alchemy path
+
|stage0=
+
|stage1=
+
|stage2=Dark Reprisal
+
|stage3=Dark Reprisal Mk II
+
|stage4=
+
|stage5=Dark Retribution
+
  
}}
 
}}
 
 
}}
 
}}
  
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'''Bombs that share Blast Bomb charge times''': [[Dark Briar Barrage]], [[Irontech Destroyer]], [[Heavy Deconstructor]], Shard Bombs
 
'''Bombs that share Blast Bomb charge times''': [[Dark Briar Barrage]], [[Irontech Destroyer]], [[Heavy Deconstructor]], Shard Bombs
 +
 +
=== Historical Videos ===
 +
 +
The following videos contain footage of a variety of bombs from older versions of the game, as a record of how things used to be
 +
 +
*[http://www.youtube.com/watch?v=cNFmj557BH0 Firestorm Citadel with Radiant Sun Shards] {{EeksEquipSmall|Radiant Sun Shards}}
 +
*[http://www.youtube.com/watch?v=U3fOvskjR7I Royal Jelly with Radiant Sun Shards] {{EeksEquipSmall|Radiant Sun Shards}}
 +
*[http://www.youtube.com/watch?v=R3iSsOnRhMk Radiant Sun Shards to safely take out Gun Puppies] {{EeksEquipSmall|Radiant Sun Shards}}
 +
*[http://www.youtube.com/watch?v=iiY2p4A-5-k Radiant Sun Shards vs Lumbers] {{EeksEquipSmall|Radiant Sun Shards}}
  
 
==Helpful links==
 
==Helpful links==
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*[http://forums.spiralknights.com/en/node/21762 Bomb Suggestion Thread]
 
*[http://forums.spiralknights.com/en/node/21762 Bomb Suggestion Thread]
  
{{guides}}
+
{{guides}}  
 +
 
 +
[[Category:Guides (Player Made)]]

Latest revision as of 18:22, 31 July 2018

Icon-opinion.png The topic of this article or section is subject to personal opinion, and does not represent any one absolute truth.
If you disagree, discuss your concerns on the the talk page before editing.
Bombing Guide
Bombing Guide logo.png

Introduction

A bomber is a person specializing in a play-style involving the primary use of a bomb. A bomber's responsibilities vary between crowd control, spreading status effects, or dealing damage over a large area. This may seem to be a tedious line of work to some, but bombs are very powerful tools and can significantly ease the difficultly of content for a party. There are two key points to being a successful bomber:

  • Knowing which bombs are best for each situation, either to maximize damage or survivability.
  • Placing bombs strategically, as to have to the greatest positive effect.

Bombs

Blast Bombs

A go-to mainstay of almost any bomber's arsenal, the Blast Bombs are a line of explosive weaponry that deal pure Normal damage and have a large amount of knockback on them, making these bombs exceptionally useful for tactics like "shielding" and "boxing". The Blast Bombs are some of the most generally all-around useful bombs available, they're extremely effective in any stratum in the game and they're also easy to attain as players provided with a free Blast Bomb along with all the recipes to upgrade it through to the Nitronome just by progressing through the Ranked Missions. Despite their all purpose utility bombers do have to be careful when using this group of bombs, due to their knockback and very bright visual effect upon detonating, they can be extremely disruptive in uncoordinated parties. For this reason bombers planning to use Blast Bomb-line weapons should always be sure to inform their party beforehand and try to plan out strategies before major battles.

Nitronome

The nitronome dealing damage to a large area and pushing slags away from its blast.

The Nitronome is arguably the best damage bomb available to bombers. It is a large-radius bomb that deals damage to everything inside of its blast radius as well as pushing everything outward from the center of the bomb. Of the Blast Bomb alchemy line bombs, it has the shortest fuse, fastest walk speed, and a short charge time. Want to deal damage to a large area? The Nitronome is the obvious choice.

The Nitronome has less knockback and less damage than the alternate blast bomb alchemy lines but it makes up for it with the fastest bomb-charging walk speed and a faster fuse than the other two. These attributes combine to create a weapon that leaves the bomber feeling nimble and agile, allowing them to avoid attacks while charging bombs and using the Nitronome's moderate amount of knockback as a "shield."


Hazard Icon.png Potential Hazards:

  • The explosion (and accompanying screen shake) obscures the view of surroundings for you and your teammates
  • Poorly placed bombs can push enemies into teammates
  • Over-kiting enemies past bombs will push enemies towards you



Big Angry Bomb

The next best blast bomb after the Nitronome is the Big Angry Bomb, and is a unique option for those who want everything wiped from the screen. Offering an incredible amount of knockback and the highest damage per explosion of any bomb in the game, the BAB is a tool for players whom want to feel powerful, to control an area and sure as hell make sure nothing can get to you. A common misconception many people have is that the Nitronome is always the superior weapon, in actuality the mechanics of the two are different enough that they actually fill different niches; whilst chaining the BAB is significantly slower and less aggressive than Nitro-chaining, the greater knockback and stun effect it offers make it a much more effective "shielding weapon" when against certain kinds of enemies, making it a great choice in the Unknown Passage. Additionally the BAB is also a viable alternative in Lockdown despite what you might assume; many Strikers will find themselves taken off-guard by the slower-fuse and the potential stun on its explosion can leave anyone you hit easy pickings for your own Strikers.

Hazard Icon.png Potential Hazards:

  • Huge knockback alongside the long fuse means you need to be more pro-active in leading enemies into correct positioning than with the Nitronome
  • Slow walking speed when charging leaves you vulnerable

Irontech Destroyer

The Irontech Destroyer deals a bit more damage than Nitronome and does more knockback while having a fair chance of minor stun. The fuse time is as long as that of Big Angry Bomb and the walk speed reduction is also the same, making the bomb riskier to use than Nitronome. As the charge time is somewhere between that of Nitronome and BAB, DPS is not necessarily higher. Instead, Irontech sits somewhere right between its cousins: Hitting stronger than Nitro but being more spammable than BAB.

Some bombers find that the knockback and rapid exploding of Irontech negates the threat posed by the slowed walk speed and fuse time once you can get a chain going.

For the bomber on the cheap, the 4* Irontech Bomb is still stronger than Nitronome per blast (and, frankly, 5* Destroyer is barely any stronger) while still having the full radius of 5* bombs. As a bonus, the fuse time is faster than Destroyer's, too.

Hazard Icon.png Potential Hazards:

  • Slow walk speed will make dodging harder
  • Long fuse time makes it trickier to get the second bomb going than with Nitronome

Heavy Deconstructor

One of the least known bombs is the Heavy Deconstructor. This bomb gives the appearance of a gremlin-demo style 'ticker' bomb, as well as showing what appears to be the Darkfang symbol in the blast effect. The Heavy Decon is one of the least used because, in all honesty, Master Blast Bomb is better. The two are the same in fuse, radius and charge time... so what's the problem? The construct damage bonus isn't really that noticeable and the Master Blast bomb's extra damage overall is a nicer option. The worst aspect is that the Heavy Deconstructor stops at 4* so the Nitronome greatly outclasses it. In end game bomber mode, its probably just a better option to look for a UV Construct bonus than going to the effort of making a Heavy Decon.

During the preview, the Heavy Decon was even more disappointing with an incredibly small radius (that of today's regular Blast/Super Blast Bomb). However, back then it seemed to have an actual use due to the reduced radius after getting a UV on bombs. (Obviously this feature has been removed.) This made the Heavy Decon an actual option inside the bombing community, eliminating gun puppies in a matter of 3 hits in a party of 4. Now though, there is no real use in favoring a Heavy Deconstructor over the Master Blast and for now it is only a novelty; perhaps it will be balanced in the future.

Dark Briar Barrage

A Dark Briar Barrage explosion knocks down a soft-bodied Darkfang Thwacker.

The Dark Briar Barrage (DBB) is a piercing damage bomb with characteristics similar to the Nitronome. Despite this the Dark Briar Barrage is not technically a "Blast Bomb" as it is neither part of the same alchemy tree, nor does it have the characteristic knockback of the other Blast Bombs, instead being capable of knocking down soft-bodied enemies such as gremlins and wolvers.

The absence of knockback makes the DBB a great choice for bombers less adept at nitronome placement. The non-disruptive nature of the bomb means that teammates will not have to make adjustments to their gameplay and also means that several DBBs can be comboed together effectively without interfering with each other. The DBB is an excellent choice against fiends, beasts, undead, and gremlins. However because it deals piercing damage, it is ineffective against slimes and construct.

When attacking enemies neutral to piercing (undead and gremlins) the DBB has the same damage output as a Nitronome.

Because the DBB has no knockback, it offers less protection and must be used differently than a typical blast bomb. Bombers can take advantage of the DBB's non-disruptive behavior by running away from enemies while placing down DBBs and essentially kiting them into the blast zone. Another strategy is to take advantage of the lack of knockback by overlapping multiple bombs' blast areas on an enemy's position (like a Venn diagram[1]) while dodging attacks normally. This will allow bombers to easily hit a target multiple times without having to predict where enemies will be pushed.

Hazard Icon.png Potential Hazards:

  • The lack of knockback needs you to be far more careful than with other Blast Bombs
  • The knockdown effect will cease to work on various enemies in larger parties
  • The DBB line recipes can only be acquired via Basil

'Vaporizer' Bombs

Bombers use vaporizer bombs to defend a point in Lockdown.

Amongst all weapons in the game that are capable of inflicting status conditions upon the inhabitants of the Clockworks, one group reigns supreme and they are the "Vaporizer Bomb" line. Vaporizer Bombs are characterized by a small initial explosion that inflict an okay amount of elemental damage, but then spread a large cloud of "haze" that deals a particular status effect on everything within it that's vulnerable, making these weapons exceptionally effective at applying status effects to large groups of enemies. Naturally this also makes them effective tools in Lockdown where they can act as an exceptional tool for area denial. The weakness to these bombs however is that it's impossible to target single foes, which means there are certain unique considerations one must make depending on the status in question, as will be outlined below.

Ash of Agni

The final upgrade of the Fiery Vaporizer line, the Ash of Agni, creates a fiery mist that sets any enemies on fire that were foolish enough to not run away. Although Vaporizers are traditionally considered 'support' bombs, the AoA is capable of clearing rooms of enemies by itself. This is typically done by kiting the area while repeatedly laying down more bombs to keep enemies on fire, this strategy can out DPS the healing of Gremlin Menders, trivializing arenas or danger rooms, especially if used in conjunction with a Venom Veiler.

This bomb also works well in combination with Blast Bombs, since they can repeatedly knock enemies away from you while they're on fire.

Since Fire only causes damage it should not disrupt other party members, making the AoA an incredibly reliable bomb that can be used in nearly every situation.

Hazard Icon.png Potential Hazards:

Shivermist Buster

A Shivermist Buster makes Lord Vanaduke battle a breeze.

Looking for crowd control? The Shivermist Buster, will freeze mobs in place, preventing them from turning around or moving. But be careful! A frozen enemy is still able to attack despite being rooted in place.

The upside to freezing a crowd of enemies is they're easy pickings to take out one at a time, and you give teammates time to set up powerful charge attacks with weapons like a Combuster. The downside is that on its own Shivermist won't really deal any damage, a frozen foe only takes damage upon thawing - which they don't do unless left alone, making it a tiring process to kill things with this freeze alone.

However, there is a even more significant risk to keep in mind. If a knight is completely surrounded by enemies,then freezing them in place results in an effective death trap; the trapped knight is unable to escape their predicament by shield bumping or dashing and will likely be killed as a result. For this reason the Torpor Tantrum is a safer crowd control bomb. Despite all this, Shivermist has always held a relevant place in many player's inventories due to how much easier it can make the Firestorm Citadel for newer players, especially Lord Vanaduke himself.

Hazard Icon.png Potential Hazards:

  • Enemies can still attack from the front; approach enemies from behind to melee
  • Can refreeze melted Ice Cubes
  • Can create an impenetrable wall of enemies which Knights cannot shield bump through

Venom Veiler

Perhaps the most interesting of all status effects, poison acts as a debuff to your enemies; reducing their attack power considerably, as well as a minor debuff to their defenses. The Venom Veiler is perhaps the epitome of a true support bomb, providing little to no direct damage whilst instead increasing the survivability and damage of your teammates. At least that's the way it looks on paper, however simply using veiler on it's own to provide support will often fail to result in a comparable damage output than if you had just been using a damaging weapon yourself, even with three teammates! As a result of this the most effective way to use veiler is to set the bomb and then switch to an offensive weapon to take advantage of the poison yourself, the poison lasts long enough that you can deal more than enough damage between bomb placements without needing to keep the mist up all of the time.

Now although this may sound kind of mediocre thus far, there is one situation in which poison becomes exceptionally powerful; when there are healers are in the room. The reason for this is that poisoned mobs actually take damage when they're healed, rather than regain health. So in Tier 3 for example, if a room of poisoned foes walk onto the circle of healing cast by gremlin menders, they're going to take quite a lot of damage - so the room can be completed in less time than with a lot of other bombs. As mentioned earlier, this makes n fact the Ash of Agni & Venom Veiler a potent combination that can easily carry you through the final waves of even the most challenging Arenas, at least those that aren't fire or poison themed themselves.

With all this in mind, Venom Veiler can actually be a great bomb in the right situations, especially in shadow lairs, which have a lot of healers about.

Voltaic Tempest

Voltaic Tempest mist spreading shock status to nearby Slags.

The Voltaic Tempest is an AoE shock bomb which delivers damage while interrupting the movements and attacks of your enemies. Now although this may be somewhat helpful against a single enemy, it's true potential shines against groups of tightly clustered foes, any enemy that spasms from Shock will also damage nearby monsters, and trigger more spasms of any other shocked enemies. This makes Voltaic Tempest extremely powerful when used in conjunction with a vortex line-bomb, or just generally against areas with large groups of foes such as Compounds. Ash of Agni and Voltaic Tempest are a popular combination for damaging enemies that aren't immune or resistant to Fire or Shock. Keep in mind that Shock deals elemental damage, and thus is not nearly as effective against Gremlins or Beasts.

What really distinguishes tempest from most other bombs however is its incredible utility in LockDown. In Tier 2, spamming Lightning Capacitors (the 3* version in this line of alchemy) is an effective way to defend capture points. This is because the majority of players tend to wear the Wolver or Cobalt line of armor (both of which provides no elemental or shock protection). The mist keeps Recons off of the capture point as well exposing those caught in the initial blast (and keeping them from re-shielding/disappearing). Strikers, on the other hand, might be able to fly over the capture point without getting shocked, though many times fly right into the mist and are unable to fly off as easily. However Guardians can shield themselves from your status, and the repeated 'hits' of the bomb will basically make Guardians invincible while in the mist, although this will usually only result in a stalemate since they're unable to drop their shield to engage you for long.

Although be weary, in Tier 3 LockDown, more players will have shock protection, or elemental resistance, mostly due to UVs, but the Voltaic Tempest is still a very viable defensive tool as most players will still not be protected against its effects, especially due to the popularity of the Chaos set & Black Kat Cowls.

Hazard Icon.png Potential Hazards:

  • Can supercharge quicksilvers
  • Enemies can break ghost blocks, activate switches, and blow up explosive crates with shock spasms
  • Enemies have reduced knock back while shocked
  • The Voltaic Tempest line recipes can only be acquired via Basil

Stagger Storm

The Stagger Storm is a status bomb that stuns enemies that enter its mist. While stunning enemies, slowing down their attacks and movement, can be a useful crowd control tool, the stun duration does not last long after the mist dissipates. Bombers wishing to use Stagger Storm should attempt to keep the status rings deployed at all times to avoid having enemies go in and out of stun since adjusting to constant speed changes can be difficult for teammates.

Despite the risks presented by using Stagger Storm alone, it works extremely well in conjunction with certain other status bombs, namely Voltaic Tempest where a dual stun/shock stack will completely prevent most enemies from being able to maneuver or attack.

Hazard Icon.png Potential Hazards:

  • Spike attacks and thrown projectiles are unaffected by stun and will continue through the air at regular speeds
  • Quicksilvers, Oilers and Toxoils are immune to minor Stun
  • The Stagger Storm line recipes can only be acquired via Sullivan

Torpor Tantrum

The Torpor Tantrum, despite being yet another status bomb, is the one of the most unique weapons in the game as it is the only weapon capable of inflicting the Sleep status. Sleep is the only status able to completely subdue enemies, preventing them from moving or harming you in any way. This makes the Torpor Tantrum an amazing crowd control bomb, able to shut down large groups of enemies completely. Be aware, however, that enemies who are released from the Sleep status will be immune to it for a short time. This makes it impossible to maintain 100% status uptime unlike the other mist bombs. A Shivermist Buster used in combination with the Torpor Tantrum can help keep enemies locked down during their alert periods.

Despite the unrivaled crowd control abilities the bomb provides, it is almost entirely useless against the (very common) Construct family of monsters, all of which are immune to Sleep. If attempting to crowd control large groups be sure you or an ally has a weapon to subdue the Constructs you may encounter.

Hazard Icon.png Potential Hazards:

  • Enemies when enter an alert state when Sleep wears off, preventing them from being inflicted with Sleep again for a short time
  • All Constructs are immune to Sleep
  • Lord Vanaduke is also immune to Sleep
  • This line of bomb requires quite a lot of Zee Cores to craft, and their availability is dependent on access to the Starlight Cradle series of levels, or purchasing them off of the Auction House.

Shard Bombs

A group of bombers chaining together multiple shard bombs.


The Shard Bomb-line consists of six lines of cluster-like bombs which create an initial explosion on detonation that then fire a series of non-damaging shards in multiple directions. These shards will then stick into the ground and explode shortly thereafter causing a series a of explosions that form a kind of ‘ring’ around the initial placement point of the bomb. The initial shard does less damage than the ring of shards. These bombs are quite difficult to use effectively, due to their unusual mechanics and somewhat unpredictable nature, however they can deal high damage with correct placement.

If you want this bomb to hit more than a blast bomb then you need to get enemies to get hit by multiple shards. For example, if you get a slime between two shards then you hit the slime twice (three times if it gets hit by the primary explosion), but if you place a blast bomb you have a maximum chance of hitting the slime once. Unfortunately, there is a hit limit in place where no one shard bomb can inflict damage to the same enemy with more than 3 shards at once. If you don't use the bomb right then you're better off with a different kind of dps bomb.

Hazard Icon.png Potential Hazards:

  • Shard Bombs knock back enemies multiple times, making it hard to predict the end positions
  • Placing near a wall will result in some shards disappearing
  • The Roarmulus Twins are currently completely immune to these weapons

Vortex Bombs

Five Slags trapped inside the vortex from a Graviton bomb.

Starting their alchemy lines at three stars, the Vortex bombs are a handful of exceptionally powerful bombs that are in nearly every bomber's arsenal and for very good reason. Upon their initial explosion the vortexes with pull all the nearby enemies toward them, and then after a few seconds explode again, dealing damage to the trapped enemies and flinging them away. However if a large amount of monsters are pulled into the hole, or the enemies are shocked, frozen or put to sleep, then the knockback from the explosion will not occur.

Because of this these bombs function both as exceptional crowd control and an excellent combo tool to set-up powerful charge attacks, like those of the Brandish and Magnus lines of weapons. This makes them essential weapons in a party as your teammates can take full advantage of the vortexes you set-up, and even for a solo bomber you'll find yourself able to exploit these bunched up enemies with weapons like the Dark Briar Barrage, Dark Retribution, or Shard Bombs. They also make an excellent combo with any Shock inducing weapon, like the Voltaic Tempest.

The four vortex bombs are mostly identical, the Electron, Celestial, and Obsidian do the same amount of damage but deal Elemental, Elemental, and Shadow damage along with Shock, Fire, and Poison status respectively, meanwhile the Graviton has a higher damage output than the others but no chance of status infliction. Because of their ability to spread status, the Electron, Celestial, and Obsidian are all considered to be superior to the Graviton; the meager amount of additional damage the Graviton inflicts simply isn't worth the trade off. Additionally the Electron Vortex will be less likely to fling enemies at the conclusion of the vortex due to the Shock, and by being able to pull enemies into close proximity of each other this also maximizes the potential damage output of shock. Additionally, if you manage to shock a group of enemies, they can be daisy-chained into another Electron with ease.

That being said, although the Graviton Vortex may seem like the worst of the vortex bombs, there is still a very real reason to make one; the difficulty involved in acquiring any of the others. The Obsidian Crusher can only be obtained during the Shroud of the Apocrea event that only occurs once or twice a year, meanwhile the Electron Vortex requires you get at least 300 Krogmo Coins by playing Lockdown - something near impossible to do before getting to tier 3 nowadays due to the game's small community. Of course neither of these compare to the difficulty of obtaining a Celestial Vortex, which is exclusively a rare drop from Equinox Prize Boxes, making them prohibitively expensive to obtain for most players.

Because of this, the Graviton is the recommend choice to newer players as they progress through the game, with the Electron being recommended to end-game players who can farm Lockdown for the coins required.

Hazard Icon.png Potential Hazards:

  • Standing on top of the bomb when the fuse goes off can often trap you in the centre of vortexed enemies
  • Enemies can still attack while inside the vortex
  • Enemies that are alive when the vortex expires are flung randomly away from the bomb
  • While charging you move at a significantly slower speed, leaving you open to fast moving enemies and projectiles
  • Kats are unaffected by the suction during their dash
  • The Graviton line recipes can only be acquired via Basil
  • The Electron line recipes can only be acquired via Sullivan
  • The Obsidian Crusher can only be crafted during the Shroud of the Apocrea event
  • The Celestial Vortex can only be obtained as a rare drop from Equinox Prize Boxes

Dark Retribution

Dark Retribution vs some Ice Jellies.

The Dark Retribution (DR) is a shadow damage bomb with a unique damage pattern. After a small initial explosion, four orbs will begin rotating inside the blast area (2 clockwise, 2 counter-clockwise). These orbs will deal damage everytime they hit an enemy, making the DR a powerful multi-hit bomb.

The Dark Retribution has the highest damage-per-second of any bomb in the game when used against immobile, or large enemies where multiple orbs will hit the target(s) repeatedly in quick succession. Against enemies such as the Royal Jelly or a Battlepod a few well placed bombs will lead to an extremely quick kill. The DR is undoubtedly one of the best bombs to use against slimes and constructs due to the abundance of monsters in their families that have movement patterns that make them very vulnerable to DR.

Hazard Icon.png Potential Hazards:

Armor

Bomber Sets
Set Description Set Bonus Recommended UVs
Chaos

C.png

Chaos has negative resistances to poison, shock, freeze, fire and curse, equivalent to a medium unique variant as well as less normal and elemental defense than standard armour sets. The sacrifices you make to wear a full chaos set are rewarded handsomely, however, as both pieces will combine for very high charge time reduction as well as very high damage bonuses, both of which universally apply to all weapon types. This means that, not only does the Chaos set easily enable you to max out your bombing potential, but it also allows you to proficiently wield side-arms as well.

The Chaos set is well suited for bombers looking to deal damage. This set isn't recommended for players looking to solely specialize in status bombs as they will be incurring a significant penalty to defense while not fully taking advantage of the damage bonus.

If you plan on wearing Chaos, you should get very well acquainted with remedy pills.

Set Pieces: Chaos Cloak, Chaos Cowl

  • Charge Time Reduction: Very High
  • Damage Bonus: Very High

Armor

  • Medium+ Status Resist

Bomb

  • Medium+ Damage bonus
Volcanic Demo

Vd.png

Of the armors available to bombers, the Volcanic Demo set is the safest choice. It has high normal defense as well as a natural fire resistance. With level 10 bombs, the set will allow bombers to obtain max charge time reduction.

The set is well suited for bombers not comfortable with the glass cannon defences of the Chaos or Mad Bomber sets, and is also plenty adequate for players wishing to specialize in crowd control and status spreading, where a damage bonus isn't paramount.

With the inclusion of trinkets and a Sprite perk, the Volcanic Demo set can gain Max CTR and Max Damage like the Bombastic Demo Set, essentially making them interchangeable for fire and freeze stratums respectively.

Set Pieces: Volcanic Demo Suit, Volcanic Demo Helm

  • Bomb Charge Time Reduction: Very High

Armor

  • Medium Fire Resist (Immunity to Moderate Fire)
  • Maximum Poison Resist (Compound 42)
  • Maximum Curse Resist (Darkfire Citadel)

Bomb

  • Very High Damage Bonus
Bombastic Demo

Bd.png

The inverse of the Volcanic Demo set, the Bombastic provides bombers with a damage bonus instead of charge time reduction, and freeze resistance instead of fire. This armour choice is more for bombers whom prefer offensive-styled bombs over status bombs such as the blast or shard lines, however because charge time reduction ultimately provides higher dps, even for offensive bombers this set isn't preferred over Volcanic Demo, or Chaos within the Clockworks. However in Lockdown this set is an extremely viable choice for Recon bombers whom wish to use damage-dealing bombs.

With the inclusion of trinkets and a Sprite perk, the Bombastic Demo set can gain Max CTR and Max Damage like the Volcanic Demo Set, essentially making them interchangeable for freeze and fire stratums respectively.

Set Pieces: Bombastic Demo Suit, Bombastic Demo Helm

  • Bomb Damage Bonus: Very High

Armor

  • Medium Freeze Resist (Immunity to Moderate Freeze)
  • Maximum Piercing Defence (Ice Queen Palace, Lockdown)
  • Maximum Shock Resist (Lockdown)
  • Maximum Stun Resist (Lockdown)

Bomb

  • Very High CTR
Mad Bomber

Mb.png

The Mad Bomber set is for all intents and purposes, entirely inferior to the Chaos set. They both provide the same bonuses, however Mad is restricted to bombs only, where as Chaos is just as effective for bombing whilst also allowing you the freedom to easily use swords and handguns. The only advantage Mad has, is the lack of curse weakness, that is more or a less a completely non-factor considering its rarity in the clockworks. For these reasons its recommended new bombers turn the Demo set they progress through the game with into Volcanic, Bombastic or Starlit gear instead, and then make a Chaos set at a later date.

Set Pieces: Mad Bomber Suit, Mad Bomber Mask

  • Bomb Charge Time Reduction: Very High
  • Bomb Damage Bonus: Very High

Armor

  • Medium+ Status Resist

Bomb

  • Medium Damage Bonus
Mercurial Demo

Md.png

Mercurial Demo is unique amongst the bombing armour sets since not only does it provide a medium damage bonus to bombs, but it also has a medium movement speed increase, a perk shared only with the Mercurial and Black Kat sets. Players likely won't notice the benefits of Medium movement speed at first, however the bonus is exponential with stacking meaning if you get MSI Very High with the Swift Steps II Sprite perk, you quickly discover how significant of a difference bombing with an MSI increase actually is. The Mercurial Demo also makes a good choice of gear for a Recon bomber in Lockdown, because of the innate Shock resistance and movement speed perk.

In the Clockworks the Mercurial Demo requires trinkets or UVs to achieve Maximum CTR.

Set Pieces: Mercurial Demo Helm, Mercurial Demo Suit

  • Bomb Damage Bonus: Medium
  • Increased Movement Speed: Medium

Armor

  • Medium Shock Resist (Immunity to Moderate Shock)
  • Maximum Fire Resist (Firestorm Citadel, Redclaw Munitions Factory)
  • Maximum Freeze Resist (Lockdown)
  • Maximum Stun Resist (Lockdown)

Bomb

  • Very High CTR
Starlit Demo

Sd.png

Starlit Demo is the only set of bomber gear that defends against Piercing damage. It offers the same CTR bonus as Volcanic Demo, a medium damage bonus vs Slimes, and provides a sleep resistance and stun weakness. If you're looking for piercing resistant bomber gear, or need immunity to sleep bombs in Lockdown, the Starlit set should suit your needs. Just be advised that Piercing is generally considered the least useful of the defenses, although there are notable exceptions to this such as the Shadow Lair: Royal Jelly Palace, and any confrontation with a piercing sword user in Lockdown.

One notable detail about this set is when used with a lv10 Shocking Salt Bomb the player has both Maximum CTR and Maximum DMG against Slimes, meaning when entering Slime levels they can invest their trinkets and sprite perk into other bonuses instead.

Set Pieces: Starlit Demo Helm, Starlit Demo Suit

  • Bomb Charge Time Reduction: Very High

Armor

  • Maximum Freeze Resist (Lockdown, Ice Queen Palace)
  • Maximum Shock Resist (Lockdown)

Bomb

  • Very High Damage Bonus
Black Kat

Bk.png

The Black Kat set is a unique set of gear that is as powerful as it is rare, offering both a universal max damage bonus, and medium movement speed increase. If you're lucky enough to be in possession of this set, it is an excellent replacement for Mercurial Demo, since you would still get MSI medium, but you also get a maximum damage bonus instead of only reaching medium. Despite having negative status resistances, the Black Kat is unarguably one of the best all-round sets in the entire game for any player, and an excellent choice for bombers looking to use MSI builds.

Without CTR UVs on your bombs the Black Kat set will require Charge Time bonuses from trinkets.


Set Pieces: Black Kat Cowl, Black Kat Raiment

  • Damage Bonus: High
  • Increased Movement Speed: Low

Armor

  • Medium+ Status Resists

Bomb

  • Very High CTR
Kat Hiss

Kh.png

The Kat Hiss set fulfils a niche purpose in 'rounding off' uneven bonuses. A practical example of this can be thought of with the Lockdown Guardian class. It comes with low CTR for bombs, which can be rounded off to medium using a piece of Kat Hiss gear. The class is then a mere Bomb Focus trinket away from maxing out on charge time, letting its wielder use their other trinket slot and helm/armour for other purposes, like maxing off bomb damage or increasing their health. This gear also has viability for bombers only wanting lower levels of CTR, in order to help achieve specific timing when bombing against certain enemies. That being said, the Kat Hiss Raiment is far too difficult to obtain for the bonuses it provides, and if you're able to make it you would be better investing your Wicked Whiskers into making the Black Kat set.

Set Pieces: Kat Hiss Cowl, Kat Hiss Raiment

  • Bomb Damage Bonus: Low
  • Bomb Charge Time Reduction: Low

Armor

  • Medium+ Shock Resist

Bomb

  • Low or High CTR
  • Low or High Damage

Battle Sprites

Battle Sprites
Sprite Description Recommended Ultimates Recommended Perks
Drakon

Battle Sprite-Drakon T3 preview.png

A lot of people view Drakon as the weakest Battle Sprite. This isn't technically true. It certainly packs a lot more firepower than Seraphinx, which has none outside of its laser, and although Maskeraith's skills can result in more damage in the end, Drakon is unique in how independent its attacks are.

Firebolt can be compared to Iron Slug. While you may initially think that sounds like a bad thing, remember that this is an Iron Slug that can be fired at 100% mobility, can switch between elemental and shadow damage, and can set enemies on fire. It's also the only sprite ability that can be used to reach far-away switches.

Unlike the barrier pickups, Flame Barrier has no limit to the amount of times they can damage enemies and as such the total damage will rack up fast. In addition to this, when fully upgraded, Flame Barrier will increase your armour's defence by 70% for the full 10-second duration of the skill. The package is of special interest to bombers, as the spinning orbs will allow them to take out priority targets in a flash while they're charging up bombs to deal with the general crowd. You can also use it while standing inside of a vortex to tank hits while killing the vortexed mobs. Works particularly well when you enemies are poisoned and you're wearing appropriate armour.

Firestorm kind of sucks to be honest. If you already have a fiery vaporizer, there is no reason to use it. It's okay if you use bait a number of mobs through it on chokepoints or in vortexes. Beware that mecha knight shields, mini jellies and walls will cancel out the rings before they spawn.


Unlike Seraphinx and Maskeraith, there is not a clear choice for which ultimate to pick with Drakon's abilities. Instead, I will explain the benefits of both.

  • Firebolt

Meteoric Firebolt triples your blast radius. It gives leeway for hitting switches and can damage more enemies.

Concussive Firebolt imbues a good chance of strong stun. It's useful for approaching ranged mobs.

  • Flame Barrier

Backfire Barrier gives you a large speed boost for a short time. You can charge a bomb during this boost.

Scorching Barrier greatly increases the barrier's damage output, letting you kill things faster.

  • Firestorm

Eplosive Firestorm adds raw damage to the skill, making it usable. Overall damage more or less doubles.

Frenzied Firestorm provides minor offensive buffs to the whole party. Pick if you weren't going to use Firestorm for its damage anyway.


Regular Bombing

  • Mighty Boom II

MSI Bombing

  • Swift Steps II

Tanking

  • Healthy Boost VI
Seraphnyx

Battle Sprite-Seraphynx T3 preview.png

The Seraphynx is a cat-like battle sprite that has abilities built around providing support to the party rather than being a direct offensive tool itself. Or at least it's "supposed" to, but as any bomber whom chooses the path of the kitten quickly learns, Seraphnyx actually works best when played aggressively. First of all to understand Seraphnyx you must understand its three skills, Ray of Light is the offensive skill that deals repeated hits through a small laser to any enemy in its path, Heart Attack 'marks' nearby enemies so they'll drop health when killed and Angelic Aura surrounds the user in a protective bubble that shields you from damage while it lasts. At first glance Seraphnyx absolutely seems to be living up to it's support title, however you'll find that Ray of Light is actually a deceptively powerful tool; it easily racks up damage on stationary or slow moving targets, and works extremely well in conjunction with Vortex-line bombs, enabling you to bolster your damage output easily.

Comparatively Heart Attack is naturally the weakest of these three abilities, outside of Shadow Lairs and Danger Missions it's mostly a skill that will only benefit inexperienced players, acting as a buffer for anyone not quite up to par with their dodging skills. Angelic Aura is situational, but unlike Heart Attack it's actually quite useful for the most part; the ability to protect yourself from damage while charging bombs can be an incredible ability in certain situations (Fiend arenas are a great example) and although it's situational, you should never forget you have the ability.

As for your harness choice, an Elite Crystal Harness is the best option for Seraphnyx. Ray of Light is an extremely effective weapon against enemies that are either slow or stationary, and it especially works well at dispatching turret-like foes such as Gun Puppies that Bombers typically struggle with, and aptly handles the Construct family as a whole as well as working well against most Undead creatures.


  • Disintegration Ray

There isn't much explanation to be had for this choice; a generic defense drop on any enemy struck by Ray of Light is a tremendous ability that makes Seraphnyx incredibly at dealing damage itself, and amplifying the damage output of you and your teammates. Comparatively Dazzling Light Ray provides a tiny damage bonus against two families of enemy, and is actually out damaged by Disintegration Ray even against those two families!

  • Iron Heart Attack

Again, a simple decision. Heart Attack is your weakest ability anyway, but in situations where you legitimately need to get health, defense orbs can be a huge benefit, especially since they can easily stack up to provide whole minutes worth of protection. The alternative, Violent Heart Attack, is supposed to make your Heart Attack into a legitimate weapon and perhaps would be a worthwhile option, except it's currently bugged and provided little to no real damage output and fails to even break environmental objects.

  • Seraphic Aura

Of all Seraphnyx' Ultimates, your choice of aura should be the most difficult decision to make; in fact at first glance you may even lean toward Valkyrian Aura since it sounds incredibly useful. Unfortunately Valkyrian Aura has a misleading description; it will only increase your Charge Time to Maximum and no higher, regardless of prior bonuses. This may make it an excellent ability for players not running any CTR bonuses at all, however a bomber lives and dies by their charge speed and no end-game bomber will ever be running a set that lacks maximum CTR, making Valkyrian Aura completely worthless for bombers.


Regular Bombing

  • Mighty Boom II

MSI Bombing

  • Swift Steps II
Maskeraith

Battle Sprite-Maskeraith T3 preview.png

The most popular sprite, and for good reason. All of Maskeraith's abilities are highly lethal when used correctly.

Caustic Quills is not only useful for spreading poison, but provides formidable damage on their own. A bomber should spread the quills across multiple enemies and hit them all rapidly to pop the quils. Shard bombs, DR and damaging hazes are all optimal for this role. Quills do not break freeze.

Shadow Cloak turns you invisible. Whatever you do after you turn invisible is up to your imagination. Don't worry, the skill will do actual things when you get the ultimate.

Hexing Haze is a damage haze that moves with you. Do we even need to say anything else? It's more useful the more enemies you're fighting, just like bombs. There's a mechanic in place where hexing more enemies gives you more haze time, but you can almost max it by just hexing the same enemy 3 times in a row, so it basically doesn't exist.


  • Vengeful Quills

Virulent Quills gives you stronger poison and provides a slight chance of the quills dropping a very short, very small haze, but the truth is nobody cares. A poisoned enemy will be unable to heal no matter how weak the poison is. Vengeful Quills will double your damage as well as the spreading of poison.

  • Deadly Cloak

Vengeful Cloak drops a very small bomb that inflicts no damage, but a weak stun. Deadly provides an enormous damage boost. You might think at first that the damage bonus can't be used by bombs, but all you have to do is drop the bomb before cloaking. Uncloak before detonation to increase damage boost further.

  • Chaotic Haze

Haunted Haze is bugged and inflicts single-digit damage. This is not likely to get fixed anytime soon. Meanwhile, Chaotic Haze has a slight chance to curse an enemy and that's something.


Regular Bombing

  • Mighty Boom II

MSI Bombing

  • Swift Steps II

Trinkets

Trinkets can be used to increase the innate abilities of your bombs without, or in addition to, bomber specific armor. They provide a more accessible means to reaching maximum CTR or damage without having to target specific unique variants.

The Bomb Focus Module is a trinket more suited for status and hybrid bombers. The four-star variant will allow users of full Volcanic Demo Armor to reach maximum charge time reduction on all heat level 10 bombs. Hybrid bombers wearing either a Volcanic Demo Helm or one piece of Mad Bomber can reach maximum CTR with the five-star focus module.

The Elite Boom Module gives bombers a medium bonus to bomb damage. This trinket is best suited for bombers wearing full or partial (with medium bomb damage UVs) mad bomber armor wishing to maximize their damage potential. Coupling this trinket with both full mad bomber or a Volcanic Demo Helm + Mad Bomber Suit mix allows users to achieve maximum charge time reduction and maximum damage with bombs against all targets without the need of any unique variants.

In the instance that you're primarily using your bombs to support a team, via status or crowd control, or you've simply managed to attain Max CTR and Max Damage without the need of your trinket slots, Penta-Hearts are a useful supplementary trinket that will increase you health, enabling you to better tank hits.

Tactics

General Tactics

There are several important things to consider while playing the role of the bomber. Firstly, and perhaps most importantly, is to avoid the common mistake of simply running about randomly while dropping bombs erratically. This will cause the positioning of monsters to become very difficult to predict, and the explosions may randomly push monsters into places where they may be able to attack a vulnerable ally. Instead, focus on what would be the most efficient strategy to ensure that monsters are persistently lured into your bombs (and preferably blown away from your allies). An easy tactic is to place a bomb, begin charging a second bomb, run into the crowd of enemies in front of you to lure them into the blast radius of your bomb, and then after the explosion, place the second bomb in the same place as the first, repeating for as long as necessary.

Second, a bomber must be aware of their party as well as their enemies. Remember that the Blast Bombs are great for soloing, but in a party, your group will begin to tire of not being able to see enemies due to the large blue cloud produced after the detonation, which is very dangerous. (This is known as the blue screen of death.) Though you may well be safe standing at the epicenter of your bomb, your fellow knights will likely be blinded, unable to see the foes that are around them. The only real way to effectively blast bomb in a party is to follow members closely if they have a gun, or to simply herd enemies into a corner for your swordsmen. To a lesser extent, be aware of the interactions of your bombs with certain monsters. Using the Ash of Agni on Oilers is a poor idea due to their healing when set ablaze, as well as using the Ionized Salt Bomb on Quicksilvers as they become extremely fast when affected with shock.

Third, memorize the spawn patterns that appear after a party button has been pressed. A bomber can capitalize on this knowledge by placing a Vaporizer or Vortex bomb on one of those locations before the monsters spawn.

Lastly, a bomber must know how to deal with monsters that attack at range. though a knight with a sword or handgun will be able to combat them as normal usually, sometimes "pure" bombers will not have either of those things (instead having an equipment set of four bombs), or the duties of a bomber may take precedence over defeating those monsters personally.

Specific Enemy Strategies

Boss Stratums

Danger Missions

Shadow Lairs

F.A.Q.

There are a few questions that have been answered repeatedly, yet players still get confused. So here are some answers to the questions that haven't specifically been talked about in this guide.

Appendix

Bomb Alchemy Paths

This is a list of the alchemy paths of all the bombs currently in game. Click the bomb you want to view the materials needed to craft it.

Bomb Charge Time

Bomb charge time is the minimum time required to hold down the action key to successfully prepare a bomb. The minimum charge time occurs prior to the charge-complete animation (glowing). All bombs gain a natural CTR bonus while leveling up via heat. At level 5, bombs will gain a low charge time reduction and at level 10 they will have a medium charge time reduction bonus.

-Bomb Charge Time in Milliseconds

-Bomb Charge Time - % reduced from base charge time from CTR bonus


None Low Medium High V. High Ultra Max
Haze Bomb 3180 2960 2700 2447 2230 1975 1755
Blast Bomb 2200 2040 1866 1701 1545 1400 1225


None Low Medium High V. High Ultra Max
Haze Bomb 0% 6.92% 15.09% 23.05% 29.87% 37.89% 44.81%
Blast Bomb 0% 7.27% 15.18% 22.68% 29.77% 36.36% 44.32%

Bombs that share Haze Bomb charge times: Graviton Bomb, Electron Vortex, Voltaic Tempest, Big Angry Bomb

Bombs that share Blast Bomb charge times: Dark Briar Barrage, Irontech Destroyer, Heavy Deconstructor, Shard Bombs

Historical Videos

The following videos contain footage of a variety of bombs from older versions of the game, as a record of how things used to be

Helpful links


Tutorials & Guides
Starting Out | New Player Briefing | User interface | Useful Links
Icon-bomb.png Bombing Guide | Icon-handgun.png Gunslinger Guide | Icon-sword.png Swordmaster Guide
Icon-shield.png Shieldbearer Guide
Defense increased.png Hybrid Guide
Personal tools