Difference between revisions of "User:Jdavis/TempSwords"
From SpiralKnights
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This page, commonly called Bopp's Sword Guide, tells you just about everything you need to know about swords, whether you are a pure sworder or someone who uses swords on the side. The advice here applies equally well to free-to-play and pay-to-play players. However, it is focused on player-vs-enemy play, rather than player-vs-player play. For more general equipment advice, or to learn about me and why I write this stuff, read my [[User:Jdavis|my user page]]. | This page, commonly called Bopp's Sword Guide, tells you just about everything you need to know about swords, whether you are a pure sworder or someone who uses swords on the side. The advice here applies equally well to free-to-play and pay-to-play players. However, it is focused on player-vs-enemy play, rather than player-vs-player play. For more general equipment advice, or to learn about me and why I write this stuff, read my [[User:Jdavis|my user page]]. | ||
− | You should also check out the semi-official [[Swordmaster Guide]]. In my opinion, that guide erroneously focuses on sword feel rather than damage type. Also, because it is written by many people, the writing is not very polished. However, it is improving continually, and it offers player-vs-player advice and fighting tips, which this guide does not. | + | You should also check out the semi-official [[Swordmaster Guide]]. In my opinion, that guide erroneously focuses on sword feel rather than damage type and size. Also, because it is written by many people, the writing is not very polished. However, it is improving continually, and it offers player-vs-player advice and fighting tips, which this guide does not. |
− | == | + | ==Basic Concepts== |
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+ | The primary consideration in choosing a sword (or handgun) is its [[damage]] type. There are four damage types: normal, piercing, elemental, and shadow. Each monster family is resistant to one damage type, vulnerable to one damage type, and neutral to the other two. As a rule of thumb, hitting a monster with its vulnerable damage type gives you about 25% extra damage, while hitting a monster with is resistant damage type penalizes you about 75% of your damage. (At depth 28, the vulnerability bonus on 5-star swords is about 75 points of damage, while the resistance penalty is almost 84%. For more detail, see [[User:Exasperation|here]].) | ||
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− | Notice that all monsters are neutral to normal damage. | + | Notice that all monsters are neutral to normal damage. Normal weapons are general-purpose; they never incur the huge resistance penalty, but they never achieve the vulnerability bonus either. '''If you use only one sword against all targets, then it should probably be normal'''. As soon as you're using more than one sword, there is no reason to use a normal sword at all. By carrying two non-normal damage types, you can deal huge damage to 4/6 of monsters, and moderate damage to the other 2/6. (Or carry all three non-normal damage types, to deal huge damage to 6/6 of monsters.) In short, '''if you're into swords, then you want one piercing sword, one elemental sword, and one shadow sword'''. |
− | + | After damage type, '''the next most important consideration is probably size'''. Fast, dodging enemies much easier to hit with wide, long swings than with narrow, short swings. Width and length also improve your chances of hitting multiple enemies at once, which greatly increases your damage output. In this guide, each sword swing is rated as either short (S) or long (L), and as either narrow (N), wide (W), or 360-degree (T). The scale is different for regular attacks and charge attacks; a short charge attack is typically longer than a long regular attack. | |
− | + | Another important consideration is sword speed. Like width and length, speed makes fast enemies easier to hit. Speed also lets you shield or dodge soon after attacking. Roughly speaking, the slow swords have two-stroke combos, the medium-speed swords have three-stroke combos, and the fastest swords have five-stroke combos; for more detail, study the strokes per minute (SPM) of the various swords below. Different swords can actually ''feel'' different to the player — a charming feature of ''Spiral Knights''. '''There is no reason to restrict yourself to one feel'''. I have no trouble switching among different sword feels in battle. | |
− | + | Damage type, width and length, and speed all contribute to the damage output of the sword in different ways. There are many ways to quantify damage output. The guild [[Lancer Knightz (Guild)/Data|Lancer Knightz]] has measured the comboing speed of most swords, and thus has rated swords according to their theoretical maximum damage per second (DPS) against a single enemy. However, in some situations, other measures of damage output may be more useful. Furthermore, these damage numbers ignore [[status effect]]s — fire, freeze, shock, curse, poison, stun, and sleep — which can dramatically enhance one's fighting. (There are a couple of tactical exceptions to watch out for, such as fire on [[oiler]]s and shock on [[quicksilver]]s.) | |
− | + | Knockback is useful for defense, especially in crowded rooms. However, in a party you must take care not to knock monsters into your teammates. This is especially true for [[Leviathan Blade]]'s and [[Divine Avenger]]'s charge attacks, and for [[Warmaster Rocket Hammer]]. | |
− | + | ==Summary of Swords== | |
− | + | Here is a summary of all of the 5-star swords, including | |
− | + | * damage type, | |
− | + | * strokes per combo (SPC), | |
− | + | * average size (wide vs. narrow vs. 360-degree, long vs. short) and status effect of regular attacks, | |
− | + | * size and status effect of charge attack, | |
− | * | + | * my opinion as to the primary strength or purpose of the sword, that might lead you to choose it over other swords. |
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− | == | + | ==Piercing, Elemental, Shadow== |
− | Remember that, if you're into swords, then '''you want to own a piercing sword, an elemental sword, and a shadow sword'''. The direct comparisons in this section should help you make up your mind about the specific swords of each type. In each case, I try to present the objective facts, followed by semi-objective analysis of the implications, followed by my subjective opinion. The | + | Remember that, if you're into swords, then '''you want to own a piercing sword, an elemental sword, and a shadow sword'''. The direct comparisons in this section should help you make up your mind about the specific swords of each type. In each case, I try to present the objective facts, followed by semi-objective analysis of the implications, followed by my subjective opinion. The abbreviations are explained above: W for wide, N for narrow, T for 360-degree, S for short, L for long, SPM for strokes per minute, CPM for charges per minute, and DPS for damage per second. The damage numbers come from the wiki, at depth 28, at heat level 10, against vulnerable enemies. That is, they are the biggest possible, without having any damage bonus from armor, trinkets, or unique variants. They ignore damage from status. |
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− | The damage numbers come from the wiki, at depth 28, at heat level 10, against vulnerable enemies. That is, they are the biggest possible, without having any damage bonus from armor, trinkets, or unique variants. | + | |
===Piercing Swords=== | ===Piercing Swords=== | ||
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− | Facts: Combuster, Glacius, and Voltedge | + | Facts: In regular attacks, Combuster, Glacius, and Voltedge enjoy superior speed and single-target DPS. DA and WRH enjoy superior width, length, and knockback. The second stroke of WRH causes you to lunge forward a great distance. FoV's raw speed, size, and damage are mediocre, but it can inflict fire on every stroke. In charge attacks, Combuster, Glacius and Voltedge emit a line of explosions, that cause fire, freeze, or shock; these swords are identical except in their charge attack statuses. You move at reduced speed while charging DA; the attack is a big swing that spews three projectiles. The WRH charge is two huge downward swings with large area and knockback. Fang of Vog's 360-degree charge attack does huge damage to monsters, sets them on fire, and often sets the user on fire. |
− | Implications: Against tightly clustered enemies, DA's and WRH's longer reach and wider swing mean that they can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's and WRH's high knockback aids defense in tight, crowded fights. Among the three Brandishes, Glacius' freeze is useful for crowd control, and it does some damage upon thawing, but it can hinder kiting and knockback. Voltedge's shock disrupts monsters somewhat, and it does some damage, especially since shock does area-damage to close monsters. Combuster's fire is useful for extra damage, but offers no crowd control. Freeze and shock can prevent a monster from riding the entire Brandish charge attack for full damage; fire does not have this defect. Although the monsters in Firestorm Citadel are largely immune to fire, Combuster | + | Implications: Against tightly clustered enemies, DA's and WRH's longer reach and wider swing mean that they can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's and WRH's high knockback aids defense in tight, crowded fights. The WRH charge leaves you exposed. Among the three Brandishes, Glacius' freeze is useful for crowd control, and it does some damage upon thawing, but it can hinder kiting and knockback. Voltedge's shock disrupts monsters somewhat, and it does some damage, especially since shock does area-damage to close monsters. Combuster's fire is useful for extra damage, but offers no crowd control. Freeze and shock can prevent a monster from riding the entire Brandish charge attack for full damage; fire does not have this defect. Although the monsters in Firestorm Citadel are largely immune to fire, FoV and the Combuster charge still do damage — just not status. |
− | Opinion: | + | Opinion: FoV's charge attack is extremely powerful, and hence useful against tough enemies (Royal Jelly, slag guards). Otherwise, FoV is inferior to Combuster/Glacius/Voltedge. Choosing among those three swords amounts to choosing a status; there is no right answer, but I prefer Combuster. Against crowds of slow monsters, the big swords DA and WRH have an advantage over Combuster/Glacius/Voltedge. DA is safer and easier than WRH, but it is possible that WRH could deliver superior offense in the hands of an expert (which I am not, yet). |
===Shadow Swords=== | ===Shadow Swords=== | ||
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==Other Swords== | ==Other Swords== | ||
− | This section is | + | This section is similar in style to the preceding section, but it deals with normal-damage comparisons and cross-damage-type comparisons. |
===Leviathan Blade vs. Cold Iron Vanquisher=== | ===Leviathan Blade vs. Cold Iron Vanquisher=== | ||
− | Facts: [[Cold Iron Vanquisher]] does less base-line damage than [[Leviathan Blade]], but | + | Facts: [[Cold Iron Vanquisher]] does less base-line damage than [[Leviathan Blade]], but comes with a High damage bonus against undead. Levi's charge attack knocks back more than CIV's does. |
− | Implications: Levi does | + | Implications: Against non-undead targets, Levi simply does more damage per hit. Against undead targets, which sword does more damage depends on the amount of damage bonus being applied from other sources (armor, shield, trinkets, UVs). At None, Low, Medium, and High damage bonus, CIV out-damages Levi against undead. At greater levels of damage bonus, Levi starts catching up to CIV against undead, because damage bonus cannot go over Maximum!. At Ultra or Maximum! damage bonus from other sources, Levi out-damages CIV even against undead. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, and therefore may do more total damage. |
Opinion: Levi is better in most situations. | Opinion: Levi is better in most situations. | ||
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===Dread Venom Striker vs. Wild Hunting Blade=== | ===Dread Venom Striker vs. Wild Hunting Blade=== | ||
− | Facts: [[Dread Venom Striker]] | + | Facts: [[Dread Venom Striker]] and [[Wild Hunting Blade]] do equal base-line damage. WHB comes with a High damage bonus against beasts, while DVS can poison its targets. Any piercing sword does far more damage against beasts than WHB does, and with wider, longer swings. |
− | Implications: | + | Implications: At None, Low, Medium, and High damage bonus coming from other sources (armor, shield, trinkets, UVs), WHB out-damages DVS against beasts. At greater levels of damage bonus, DVS starts catching up to WHB against beasts, because damage bonus cannot go over Maximum!. At Maximum! damage bonus from other sources, DVS matches WHB against beasts. DVS's poison is useful against most monsters — especially ones that heal, such as the Royal Jelly. |
Opinion: DVS is better. | Opinion: DVS is better. | ||
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Opinion: If you are primarily a gunner or bomber who wants to own a single sword for all emergencies, then get a Leviathan Blade. If you are primarily a sworder, then do not get any Calibur-line sword, but strongly consider Brandishes (to complement the damage types of your other swords). If you use a mixture of swords and guns, then strongly consider Brandishes (to complement the damage types of your other swords and guns). | Opinion: If you are primarily a gunner or bomber who wants to own a single sword for all emergencies, then get a Leviathan Blade. If you are primarily a sworder, then do not get any Calibur-line sword, but strongly consider Brandishes (to complement the damage types of your other swords). If you use a mixture of swords and guns, then strongly consider Brandishes (to complement the damage types of your other swords and guns). | ||
+ | |||
+ | ==Sidearms== | ||
+ | |||
+ | As with swords, '''damage type is the primary consideration in choosing a handgun, or a mix of swords and guns'''. If you use two or more handguns, then they should probably be of distinct non-normal damage types. Among players who use only one handgun, there are two schools of thought. A player who prioritizes flexibility might choose a normal gun, so that he can use his gun on all targets. A player who prioritizes damage output might choose an elemental gun. Why? Swords can have difficulty approaching turrets, especially in crowded rooms. So a sidearm gun should be especially good against turrets, and all turrets are either vulnerable ([[Gun Puppy|gun puppies]], [[howlitzer]]s) or neutral ([[polyp]]s) to elemental damage. Here are some popular single-sword-and-single-gun loadouts, in rough order of my recommendation: | ||
+ | * piercing sword, elemental gun | ||
+ | * shadow sword, elemental gun | ||
+ | * normal sword, elemental gun | ||
+ | * non-normal sword, normal gun | ||
+ | * normal sword, normal gun | ||
+ | |||
+ | Any bomb can complement a set of swords. Crowd-control bombs, such as [[Voltaic Tempest]] and [[Shivermist Buster]], are especially popular. So are [[Graviton Vortex]] and [[Electron Vortex]]. Once the monsters are under control, you can safely charge your sword and deliver huge damage. Note well, however, that some swords do not charge fast enough for a single person to make a vortex and release a sword charge before the vortex collapses. | ||
==Armor and Trinkets== | ==Armor and Trinkets== |
Latest revision as of 22:56, 13 May 2012
This will become a major update to my sword guide. It is a work in progress.
This page, commonly called Bopp's Sword Guide, tells you just about everything you need to know about swords, whether you are a pure sworder or someone who uses swords on the side. The advice here applies equally well to free-to-play and pay-to-play players. However, it is focused on player-vs-enemy play, rather than player-vs-player play. For more general equipment advice, or to learn about me and why I write this stuff, read my my user page.
You should also check out the semi-official Swordmaster Guide. In my opinion, that guide erroneously focuses on sword feel rather than damage type and size. Also, because it is written by many people, the writing is not very polished. However, it is improving continually, and it offers player-vs-player advice and fighting tips, which this guide does not.
Contents
Basic Concepts
The primary consideration in choosing a sword (or handgun) is its damage type. There are four damage types: normal, piercing, elemental, and shadow. Each monster family is resistant to one damage type, vulnerable to one damage type, and neutral to the other two. As a rule of thumb, hitting a monster with its vulnerable damage type gives you about 25% extra damage, while hitting a monster with is resistant damage type penalizes you about 75% of your damage. (At depth 28, the vulnerability bonus on 5-star swords is about 75 points of damage, while the resistance penalty is almost 84%. For more detail, see here.)
Monster Family | Vulnerable To | Neutral To | Resistant To |
Slimes | shadow | elemental, normal | piercing |
Gremlins | shadow | piercing, normal | elemental |
Beasts | piercing | shadow, normal | elemental |
Fiends | piercing | elemental, normal | shadow |
Undead | elemental | piercing, normal | shadow |
Constructs | elemental | shadow, normal | piercing |
Notice that all monsters are neutral to normal damage. Normal weapons are general-purpose; they never incur the huge resistance penalty, but they never achieve the vulnerability bonus either. If you use only one sword against all targets, then it should probably be normal. As soon as you're using more than one sword, there is no reason to use a normal sword at all. By carrying two non-normal damage types, you can deal huge damage to 4/6 of monsters, and moderate damage to the other 2/6. (Or carry all three non-normal damage types, to deal huge damage to 6/6 of monsters.) In short, if you're into swords, then you want one piercing sword, one elemental sword, and one shadow sword.
After damage type, the next most important consideration is probably size. Fast, dodging enemies much easier to hit with wide, long swings than with narrow, short swings. Width and length also improve your chances of hitting multiple enemies at once, which greatly increases your damage output. In this guide, each sword swing is rated as either short (S) or long (L), and as either narrow (N), wide (W), or 360-degree (T). The scale is different for regular attacks and charge attacks; a short charge attack is typically longer than a long regular attack.
Another important consideration is sword speed. Like width and length, speed makes fast enemies easier to hit. Speed also lets you shield or dodge soon after attacking. Roughly speaking, the slow swords have two-stroke combos, the medium-speed swords have three-stroke combos, and the fastest swords have five-stroke combos; for more detail, study the strokes per minute (SPM) of the various swords below. Different swords can actually feel different to the player — a charming feature of Spiral Knights. There is no reason to restrict yourself to one feel. I have no trouble switching among different sword feels in battle.
Damage type, width and length, and speed all contribute to the damage output of the sword in different ways. There are many ways to quantify damage output. The guild Lancer Knightz has measured the comboing speed of most swords, and thus has rated swords according to their theoretical maximum damage per second (DPS) against a single enemy. However, in some situations, other measures of damage output may be more useful. Furthermore, these damage numbers ignore status effects — fire, freeze, shock, curse, poison, stun, and sleep — which can dramatically enhance one's fighting. (There are a couple of tactical exceptions to watch out for, such as fire on oilers and shock on quicksilvers.)
Knockback is useful for defense, especially in crowded rooms. However, in a party you must take care not to knock monsters into your teammates. This is especially true for Leviathan Blade's and Divine Avenger's charge attacks, and for Warmaster Rocket Hammer.
Summary of Swords
Here is a summary of all of the 5-star swords, including
- damage type,
- strokes per combo (SPC),
- average size (wide vs. narrow vs. 360-degree, long vs. short) and status effect of regular attacks,
- size and status effect of charge attack,
- my opinion as to the primary strength or purpose of the sword, that might lead you to choose it over other swords.
Name | Damage | SPC | Combo | Charge | Opinion about Strength or Purpose |
Leviathan Blade | normal | 3 | NS | TS | great charge attack |
Cold Iron Vanquisher | normal | 3 | NS | TS | great charge attack |
Dread Venom Striker | normal | 5 | NS poison | NS poison | |
Wild Hunting Blade | normal | 5 | NS | NS | |
Sudaruska | normal | 2 | WL | NL stun | |
Triglav | normal | 2 | WL freeze | NL freeze | |
Final Flourish | piercing | 3 | NL | NL | beasts and fiends |
Fearless Rigadoon | piercing | 3 | NL stun | NL stun | beasts and fiends |
Furious Flamberge | piercing | 3 | NL | NL fire | beasts and fiends |
Barbarous Thorn Blade | piercing | 3 | NL | WS | beasts and fiends |
Combuster | elem+norm | 3 | NS | NL fire | undead and constructs (single or charge) |
Glacius | elem+norm | 3 | NS | NL freeze | undead and constructs (single or charge) |
Voltedge | elem+norm | 3 | NS | NL shock | undead and constructs (single or charge) |
Fang of Vog | elem+norm | 3 | NS fire | TS fire | awesome charge attack |
Divine Avenger | elem+norm | 2 | WL | WL | undead and constructs (multiple or charge) |
Warmaster Rocket Hammer | elemental | 3 | WL | NL | undead and constructs (multiple) |
Acheron | shad+norm | 3 | NS | NL | slimes and gremlins (single or charge) |
Gran Faust | shad+norm | 2 | WL curse | NL curse | slimes and gremlins (multiple) |
Piercing, Elemental, Shadow
Remember that, if you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. The direct comparisons in this section should help you make up your mind about the specific swords of each type. In each case, I try to present the objective facts, followed by semi-objective analysis of the implications, followed by my subjective opinion. The abbreviations are explained above: W for wide, N for narrow, T for 360-degree, S for short, L for long, SPM for strokes per minute, CPM for charges per minute, and DPS for damage per second. The damage numbers come from the wiki, at depth 28, at heat level 10, against vulnerable enemies. That is, they are the biggest possible, without having any damage bonus from armor, trinkets, or unique variants. They ignore damage from status.
Piercing Swords
Name | First | Second | Third | SPM | Charge | CPM | Obtain | DPS |
Final Flourish | WL 285 | NL 285 | NL 340 | 108 | NL | 546 | ||
Fearless Rigadoon | WL 240 stun | NL 240 stun | NL 289 stun | 108? | NL stun | 461? | ||
Furious Flamberge | WL 240? | NL 240? | NL 289? | 108? | NL fire | 461? | ||
Barbarous Thorn Blade | WL 285 | NL 285 | NL 340 | 108 | WS | Frumious Fangs | 546 |
Facts: Final Flourish and BTB are identical in their regular attacks. BTB's charge attack spews a short, wide shower of thorns; it can disrupt and moderately damage a crowd of monsters. In contrast, Final Flourish's charge attack is essentially a more powerful version of its regular combo; it lunges into one monster (or a tight crowd), damaging it heavily. Fearless Rigadoon and Furious Flamberge are identical to Final Flourish, but sacrifice some damage for the ability to inflict status effects.
Implications: The first stroke, being wide, long, and fast, is extremely useful; against fiends, it is often wise to use just the first stroke. The second and third strokes benefit greatly from auto-targeting, due to their distinctive lunging motions. These swords kill piercing-vulnerable monsters so quickly that there is usually not much point in also inducing a status; you would rather just have as much damage as possible. The Final Flourish charge does more damage than the BTB charge against a single enemy or a tight crowd. Against a large crowd, the BTB charge is a bit safer, because it disrupts the attacks of several monsters, while the Final Flourish charge can leave the user exposed.
Opinion: Final Flourish and BTB are equally good. Furious Flamberge and FR seem less good.
Elemental Swords
Name | First | Second | Third | SPM | Charge | CPM | Obtain | DPS |
Combuster | NS 292 | NS 292 | NS 382 | 102 | NL fire | 547 | ||
Glacius | NS 292 | NS 292 | NS 382 | 102 | NL freeze | 547 | ||
Voltedge | NS 292 | NS 292 | NS 382 | 102 | NL shock | Krogmo Coins | 547 | |
Fang of Vog | NS 266 fire | NS 266 fire | NS 345 fire | 84 | TS fire | Almirian Seals | 409 | |
Divine Avenger | WL 328 | WL 445 | 64 | WL | Jelly Gems | 412 | ||
W. Rocket Hammer | WL 340 | ?L 240 | WL 403 | 78 | WL | Op. Crimson Hammer | 426 |
Facts: In regular attacks, Combuster, Glacius, and Voltedge enjoy superior speed and single-target DPS. DA and WRH enjoy superior width, length, and knockback. The second stroke of WRH causes you to lunge forward a great distance. FoV's raw speed, size, and damage are mediocre, but it can inflict fire on every stroke. In charge attacks, Combuster, Glacius and Voltedge emit a line of explosions, that cause fire, freeze, or shock; these swords are identical except in their charge attack statuses. You move at reduced speed while charging DA; the attack is a big swing that spews three projectiles. The WRH charge is two huge downward swings with large area and knockback. Fang of Vog's 360-degree charge attack does huge damage to monsters, sets them on fire, and often sets the user on fire.
Implications: Against tightly clustered enemies, DA's and WRH's longer reach and wider swing mean that they can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's and WRH's high knockback aids defense in tight, crowded fights. The WRH charge leaves you exposed. Among the three Brandishes, Glacius' freeze is useful for crowd control, and it does some damage upon thawing, but it can hinder kiting and knockback. Voltedge's shock disrupts monsters somewhat, and it does some damage, especially since shock does area-damage to close monsters. Combuster's fire is useful for extra damage, but offers no crowd control. Freeze and shock can prevent a monster from riding the entire Brandish charge attack for full damage; fire does not have this defect. Although the monsters in Firestorm Citadel are largely immune to fire, FoV and the Combuster charge still do damage — just not status.
Opinion: FoV's charge attack is extremely powerful, and hence useful against tough enemies (Royal Jelly, slag guards). Otherwise, FoV is inferior to Combuster/Glacius/Voltedge. Choosing among those three swords amounts to choosing a status; there is no right answer, but I prefer Combuster. Against crowds of slow monsters, the big swords DA and WRH have an advantage over Combuster/Glacius/Voltedge. DA is safer and easier than WRH, but it is possible that WRH could deliver superior offense in the hands of an expert (which I am not, yet).
Shadow Swords
Name | First | Second | Third | SPM | Charge | CPM | Obtain | DPS |
Acheron | NS 292 | NS 292 | NS 382 | 102 | NL | 547 | ||
Gran Faust | WL 328 curse | WL 445 curse | 62 | NL curse | Jelly Gems | 399 |
Facts: Acheron enjoys superior speed and single-enemy DPS. GF enjoys superior width, length, and knockback, and it can curse monsters. GF takes a conspicuously long time to charge, you move at reduced speed while charging, and the charge attack can curse you.
Implications: Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is somewhere between irritating and dangerous.
Opinion: GF is better for a defensive mode — doing single swings to keep a crowd at bay in a tight room, for example. I use it in the Unknown Passage and sometimes against the Royal Jelly, to avoid his contact damage. In all other situations, Acheron is better.
Other Swords
This section is similar in style to the preceding section, but it deals with normal-damage comparisons and cross-damage-type comparisons.
Leviathan Blade vs. Cold Iron Vanquisher
Facts: Cold Iron Vanquisher does less base-line damage than Leviathan Blade, but comes with a High damage bonus against undead. Levi's charge attack knocks back more than CIV's does.
Implications: Against non-undead targets, Levi simply does more damage per hit. Against undead targets, which sword does more damage depends on the amount of damage bonus being applied from other sources (armor, shield, trinkets, UVs). At None, Low, Medium, and High damage bonus, CIV out-damages Levi against undead. At greater levels of damage bonus, Levi starts catching up to CIV against undead, because damage bonus cannot go over Maximum!. At Ultra or Maximum! damage bonus from other sources, Levi out-damages CIV even against undead. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, and therefore may do more total damage.
Opinion: Levi is better in most situations.
Dread Venom Striker vs. Wild Hunting Blade
Facts: Dread Venom Striker and Wild Hunting Blade do equal base-line damage. WHB comes with a High damage bonus against beasts, while DVS can poison its targets. Any piercing sword does far more damage against beasts than WHB does, and with wider, longer swings.
Implications: At None, Low, Medium, and High damage bonus coming from other sources (armor, shield, trinkets, UVs), WHB out-damages DVS against beasts. At greater levels of damage bonus, DVS starts catching up to WHB against beasts, because damage bonus cannot go over Maximum!. At Maximum! damage bonus from other sources, DVS matches WHB against beasts. DVS's poison is useful against most monsters — especially ones that heal, such as the Royal Jelly.
Opinion: DVS is better.
Sudaruska vs. Triglav
Facts: Sudaruska inflicts stun, while Triglav inflicts freeze.
Implications: If the Triglav successfully freezes its target, then the freeze prevents the target from being knocked back.
Opinion: I have no personal experience with either of these swords. The prevailing opinion on the forums seems to be that knockback is a main attraction of these swords, so Sudaruska is better.
Divine Avenger vs. Gran Faust
Facts: Divine Avenger does elemental damage, while Gran Faust does shadow damage. Therefore DA does more damage against undead and constructs (and fiends), while GF does more damage against slimes and gremlins (and beasts). DA's charge attack does more total damage. GF's charge attack can inflict curse on monsters, but it can also curse the user. Contrary to the statistics bars displayed on these items, GF is not significantly faster than DA.
Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar and they are both obtainable from Jelly Gems.
Opinion: If you have already decided that you are going to craft either DA or GF, then choose the one that complements your other weapons' damage types. In the case of a tie, choose DA, because DA is about as good as any elemental sword, whereas GF is not quite as good as Acheron.
Calibur vs. Brandish
Facts: Calibur and Brandish are 2-star swords, not 5-star swords. The 5-star versions of these swords do various kinds of damage (normal, elemental, shadow). The Calibur-style charge attack can hit several monsters up to three times, with large knockback. The Brandish-style charge attack hits one monster (or a tight crowd) once, with up to five additional damage bursts, depending on the star-level of the Brandish.
Implications: Damage type is a major consideration in choosing a sword, so these swords are not really comparable. People ask about these two swords only because they are similar in their 2-star versions.
Opinion: If you are primarily a gunner or bomber who wants to own a single sword for all emergencies, then get a Leviathan Blade. If you are primarily a sworder, then do not get any Calibur-line sword, but strongly consider Brandishes (to complement the damage types of your other swords). If you use a mixture of swords and guns, then strongly consider Brandishes (to complement the damage types of your other swords and guns).
Sidearms
As with swords, damage type is the primary consideration in choosing a handgun, or a mix of swords and guns. If you use two or more handguns, then they should probably be of distinct non-normal damage types. Among players who use only one handgun, there are two schools of thought. A player who prioritizes flexibility might choose a normal gun, so that he can use his gun on all targets. A player who prioritizes damage output might choose an elemental gun. Why? Swords can have difficulty approaching turrets, especially in crowded rooms. So a sidearm gun should be especially good against turrets, and all turrets are either vulnerable (gun puppies, howlitzers) or neutral (polyps) to elemental damage. Here are some popular single-sword-and-single-gun loadouts, in rough order of my recommendation:
- piercing sword, elemental gun
- shadow sword, elemental gun
- normal sword, elemental gun
- non-normal sword, normal gun
- normal sword, normal gun
Any bomb can complement a set of swords. Crowd-control bombs, such as Voltaic Tempest and Shivermist Buster, are especially popular. So are Graviton Vortex and Electron Vortex. Once the monsters are under control, you can safely charge your sword and deliver huge damage. Note well, however, that some swords do not charge fast enough for a single person to make a vortex and release a sword charge before the vortex collapses.
Armor and Trinkets
There are four armor sets that give sword bonuses: Skolver, Vog Cub, Snarbolax, and Heavenly Iron. Note well that the Snarbolax and Heavenly Iron armors can be crafted only in the Shadow Lairs; they are not good choices for your first 5-star armor. The Fallen and Chaos sets also benefit swords. Barbarous Thorn Shield is the only shield that gives a sword bonus. Swiftstrike Buckler is tempting, although its protection is terrible. Other popular shields for sworders are Grey Owlite Shield, Volcanic Plate Shield, and Crest of Almire.
Name | Norm | Pier | Elem | Shad | Bonuses | Fi | Fr | Sh | Po | St | Cu | Sl |
Heavenly Iron Armor/Helm | norm | shad | sworddamage+1, fiend+1 | sh-4 | cu+4 | |||||||
Skolver Coat/Cap | norm | pier | sworddamage+2 | fr+4 | ||||||||
Snarbolax Coat/Cap | norm | shad | sworddamage+2 | fr+3 | po+3 | |||||||
Vog Cub Coat/Cap | norm | elem | swordspeed+2 | fi+4 | ||||||||
Armor/Crown of the Fallen | norm | shad | speed+1, fiend-2 | fi+4 | po+4 | cu-4 | ||||||
Chaos Cloak/Chaos Cowl | norm | elem | damage+1, charge+1 | fi-2 | fr-2 | sh-2 | po-2 | cu-2 | ||||
Barbarous Thorn Shield | norm | pier | sworddamage+2 | |||||||||
Swiftstrike Buckler | norm | speed+3 |
Each of the sworder armors excels in certain situations. For the Royal Jelly Palace, where most of the damage is normal and piercing, the best choice is the Skolver armor. For the Firestorm Citadel, where most of the damage is normal and shadow, but there is also lots of fire, both Vog Cub armor and Snarbolax armor seem good. I have had far greater success with Vog Cub armor, because the shadow damage is easier to dodge than the fire. Insofar as there is a general trend, it's this:
- Vog Cub offers better defense than Skolver. Elemental and fire are more prevalent than piercing and freeze, especially due to Firestorm Citadel. Also, Vog Cub's attack speed increase helps you disrupt enemies, further improving your defense.
- Skolver offers better offense than Vog Cub. While Vog Cub's speed increase amounts to one unique variant on each of your swords, Skolver's damage bonus amounts to somewhere between two and six unique variants on each of your swords. Also, the percentage increase in damage bonus is greater than the percentage increase in speed increase, so damage bonus improves your damage per second more.
I recommend to any new player that he or she build a general-purpose armor set before building more specialized sets. Sworders should consider getting Ash Tail Coat/Cap, and then upgrading one piece to Vog Cub, and then upgrading the other to Skolver. Sworders should also consider the combination of Divine Veil with Skolver Coat; this is probably the best general-purpose armor set in the game.
There are trinkets to enhance your sword attack speed, damage, and charge time. Coordinate these with the unique variants on your swords, the sword bonuses on your armor, and the Medium charge time reduction that comes automatically at heat level 10. In particular, you can always achieve the following bonuses on all swords.
- Very High speed increase: Vog Cub Cap or Elite Quick Strike trinket, Vog Cub Coat or Elite Quick Strike trinket
- Very High damage bonus: Skolver/Snarbolax Cap or Elite Slash trinket, Skolver/Snarbolax Coat or Elite Slash trinket
- Medium charge time reduction: heat level 10
Remember, these are just baselines. Barbarous Thorn Shield, Swiftstrike Buckler, and any unique variants on your swords let your swords achieve even higher bonuses. My personal strategy is to seek charge time reduction unique variants on my swords, and to let my armor and trinkets handle the speed increase and damage bonus.