Difference between revisions of "Bombing Guide"

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===Blast Network===
 
===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 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.
====General tactics====
+
====The Basics====
 
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 i does in the clockworks. Just remember a few key points and your on your way to getting top position.
 
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 i does in the clockworks. Just remember a few key points and your on your way to getting top position.
 
*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.
 
*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.

Revision as of 07:23, 11 August 2011

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Bombing Guide icon.png
Bombing Guide
Bombing Guide logo.png
Bombing Guide tagline.png

Introduction

A bomber is a key player to any party. A pure bomber's main responsibilities can involve crowd control, spreading status effects, or dealing damage over an area to either kill or soften up enemies for teammates. Though this may seem to be a tedious line of work at first, it is an integral position for any organized party, and to some there is no greater satisfaction than to see a bombing run go perfectly. There are four points to being a bomber:

  • Avoid running around randomly while dropping bombs erratically
  • Be aware of the party and their enemies
  • Memorize spawn locations triggered by party buttons
  • Know how to deal with monsters that attack at range

Bombs

The main equipment needed for a bomber is, of course, a bomb.

Nitronome

Bomb Category: Damage, Crowd Control

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 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."

The Nitronome deals normal damage making it useful against all monsters.

Hazard Icon.png Potential Hazards

  • Blast explosion is bright and is accompanied by screen shake which can obscure vision for you and teammates
  • Poorly placed bombs can push enemies into teammates
  • Over-kiting enemies past bombs can cause knockback to push enemies into you

Big Angry Bomb

Bomb Category: Damage

The next best blast bomb after the Nitronome is the Big Angry Bomb, but it is considered a terrible option and isn't recommended. This bomb offers a large knockback, somewhere between that the Calibur and Divine Avenger's charge. Having the most damage of any bomb makes it rather tempting, however, it is quite unusable as it has a long fuse, small radius and slow movement when charging (leaving the bomber open to mob attacks). There aren't really any situations this bomb could be used over Nitronome, unless perhaps to nuke a swarm of mobs away from the player when in dire trouble.

In a party, this bomb annoys any player that you are with. No one wants to be strolling along only to find a jelly fly across and hit them mid attack. It's almost worse than a Calibur user who only uses the charge attack.

Overall it isn't an option unless you are a collector, or just want to try it for yourself. Just don't make a forum post complaining about it, because, well, we know.

Hazard Icon.png Potential Hazards

  • Huge knockback and a long fuse can make pushing enemies unpredictable

Irontech Destroyer

Bomb Category: Damage

The worst of the blast bomb upgrades. Basically not an option at all. A long fuse, small radius, average damage (between Nitro and BAB) and average knockback. Anyone upgrading from the 4* version will be disappointed to find the 5* version is just a 'redder' color than its predecessor. Just don't get it, BAB was bad, this is much worse.


Heavy Deconstructor

Bomb Category: Damage, Crowd Control

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

Bomb Category: Damage

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. It has the same movement speed while charging and radius of the Nitronome but has a slightly longer fuse[1] and has no knockback. The Dark Briar Barrage is 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. Because it deals pierce 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 and a longer fuse, it offers less protection and must be used differently than a typical blast bomb. Bombers can take advantage of the DBB's longer fuse and 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 overlap the bomb radius over an enemy's position like a Venn diagram[2] 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

  • Lack of knockback will require you to avoid many attacks as if there were no bomb

Ionized Salt Bomb

Bomb Category: Damage

Anyone telling you how great this bomb is, is sadly mistaken. Not only does this bomb have the slowest CTR of any bomb but it is also the only bomb that is so slow. Sure the damage is effective, and might work well in Tier 1/2 against beasts but beyond that it is a waste of CE especially when Radiant Sun Shards offers so much more. One point is that the bomb's shock chance makes up for the charge time, but that is the only redeeming characteristic. The bomb has normal + piercing damage with a bonus Jelly damage thus deals decent damage to all mobs apart from construct.

The low DPS due to the charge time is why the minority of bombers use it. Radiant Sun Shards is usually favored over Ionized since it covers a comparable range of effectiveness towards mob types and has a faster charge time.

The bomb should do well against beasts but the Dark Briar Barrage is much better due to a higher DPS and a solid AoE. Also the DBB has a generally satisfying charge time, which doesn't throw a bomber off after using other bombs.

Hazard Icon.png Potential Hazards

  • Long charge time can leave you vulnerable to attack
  • Same shock hazards as Voltaic Tempest
  • Long range of shards can aggro distant enemies
  • Shards from a single bomb can activate multiple switches at once

Radiant Sun Shards.

Bomb Category: Damage

One of the best uses for Suns Shards is to take down Trojans with ease.
There are some bombs that are fun to use, and aren't useful.... Radiant Sun Shards is both fun to use and very useful, with a side of added difficulty.

The bomb covers all mob fields, apart from jellies (however Rads can still be used on JK quite effectively... it is just frustrating to use this bomb on jellies), and makes colorful rainbows spew from Trojans and those Thomas-the-Tank-Engine-like slag guards. Even in its 4* form it remains a completely viable bomb for Tier 3, and will make short work of Firestorm Citadel.

Switching from a radius bomb to a shard bomb is quite a change to get used to. There are many new tactics which are very different for kiting and spamming. The trick to Sun Shards is to try to make as many of the shards hit your target as possible. In FSC each shard does around 222 damage (depending on a player's bonuses) and can do a very large sum of damage to slags and Trojans. Shard bombing will be discussed thoroughly in the Tactics section later in this article.

Sun Shards is definitely a choice for a pure bomber heading to end game. When taking on Vanaduke one can use the Radiant Sun Shards instead of an Argent Peacemaker or a sword.

Sun Shards' claim to fame was in the last preview where it was the first 5* item available through the Bazaar for a hefty 103k fee. It was favored over other bombs such as Nitronome and the rest were typically unused. Now the bomb's line now stops at 4*, but its usefulness remains.

Hazard Icon.png Potential Hazards

  • Long range of shards can aggro distant enemies
  • Shards from a single bomb can activate multiple switches at once

Graviton Vortex

Bomb Category: Crowd Control

Five Slags trapped inside the vortex from a Graviton bomb.

This is a situational bomb, most useful for gathering up many mobs then combining with another weapons's attack. The Graviton Vortex is a bomb every bomber will own, just because the idea of a black hole is so cool. The Graviton Vortex doesn't reach its full potential until combined with a secondary weapon that deals a large amount of damage to a concentrated area. Because of this, the Vortex is suited for party play or bombers that have non-bomb secondary weapons.

The Vortex is great at drawing mobs into one area. If a large amount of monsters are pulled into the hole then the knockback from the explosion will not occur. This bomb combos exceptionally well with sword charges, particularly the Brandish line. It can also be combined with the Shivermist Buster since Freeze will cancel the bomb's knockback; which traps enemies to a specific area.

Graviton is still something of an acquired taste. The bombing patterns used are quite different from that of blast bombs epicenter routine and Vaporizer's kiting pattern. The main pattern is just to walk around in a large figure 8 if one is pure bombing, but there are other ways to comfortably deploy the bomb. There is an indepth discussion of Graviton (particularly the Vortex) located at http://forums.spiralknights.com/en/node/13755 in the arsenal sub-forums.

  • The Graviton Vortex is best used against melee enemies that are not too fast. Ranged enemies are likely to snipe you off as you go in to plant the bomb and fast melee enemies will reach you before you finish charging.
  • The most effective way to use the Vortex is to run around enemies in a circle until they are in a packed formation. At this point, you should place the bomb such that it will catch the most enemies as they try to attack you.

For demonstrations of using the Graviton Vortex in various situations against various enemies check out this Youtube video: http://www.youtube.com/watch?v=MKjKrWnpbKY

Hazard Icon.png Potential Hazards

  • Standing on top of the bomb when the fuse goes off can often trap you in the center 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
  • Kats are unaffected by the Graviton's suction

Electron Vortex

Bomb Category: Status, Crowd Control

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 graviton-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.

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.

The Electron Vortex is a new and improved Graviton Vortex but the mechanics are similar enough that frugal bombers that already own a Graviton Vortex should not feel the need to "upgrade".

Hazard Icon.png Potential Hazards

  • 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
  • Enemies can still attack while inside the vortex
  • 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

Shivermist Buster

Bomb Category: Status, Crowd Control

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. This bomb is arguably the best support weapon. 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.

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 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.

Mobs can still attack while frozen so flank them from the side or from behind to stay safe when attacking.

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.

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.

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

Ash of Agni

Bomb Category: Status

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. However, the raw damage of a Nitronome bomb is usually more effective as it also provides some crowd control via knockback.

As with other haze-style bombs it has a small elemental damage blast in the middle when initially exploding. Damage UVs will increase the blast damage, but for these bombs it is negligible since the focus is on their status effects. As far as UVs go, CTR is desired as it allows bombs to be deployed quickly.

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. 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.

All in all, this bomb is one of the better ones and can be recommended.

Hazard Icon.png Potential Hazards

Venom Veiler

Bomb Category: Status

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 and the poison doesn't completely stop healing in monsters. The time spent charging the bomb and placing it could be better spent using any other bomb.

The one redeeming value of the bomb is that it does not disrupt other haze bombs. So given a small area, one could alternate between Ash of Agni and Venom Veiler to do passive damage and provide a debuff, but the effects of the Venom Veiler would hardly be noticeable. Venom Veiler will slightly increase the ticks from Voltaic Tempest since it does actual damage, but the improvement is only about 7% over the low damage shock provides.

The bomb should help in the last room of Arenas when the two healers spawn, but generally it is better to out DPS the healers with Ash of Agni or Nitronome rather than just remove most of their healing ability.

Stagger Storm

Bomb Category: Status, Crowd Control

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.

The bomb is not very useful for solo play except in situations where bombers might want to deploy stun to a group of enemies in an attempt to run away from an area.

Hazard Icon.png Potential Hazards

  • Enemies with lunging/tackling attacks are still able to perform attacks, however, animations for those attacks will not be shown
  • Stun wearing off in the middle of an attack animation will sometimes cause the attack to abruptly occur without completion of the animation
  • Spike attacks and thrown projectiles are unaffected by stun and will continue through the air at regular speeds.

Voltaic Tempest

Bomb Category: Status

Voltaic Tempest mist spreading shock status to nearby Slags.

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.

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.

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. Unfortunately it is of little use; the shock occasionally interrupts zombies' lunges but does not affect their breath attack. The damage isn't significant enough to make noticeable difference. The shock does interrupt Vanaduke's charge, but Shivermist happens to do the same.

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

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.


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
Ionized Salt Bomb 4200 3850 3570 3250 2950 2595 2300
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%
Ionized Salt Bomb 0% 8.33% 15.00% 22.62% 29.76% 38.21% 45.24%

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

Bombs that share Blast Bomb charge times: Dark Briar Barrage, Sun Shards, Radiant Sun Shards, Irontech Destroyer, Heavy Deconstructor, Rock Salt Bomb

Armor

Bomber Sets
Set Description Set Bonus Recommended UVs
Full Volcanic Demo

Volcanic BG.png

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 an ultra charge time reduction.

The set is well suited for bombers wishing to specialize in crowd control and status spreading, where a maximum charge time reduction isn't paramount. An Ultra CTR 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. With the right UVs, bombers can max out CTR

Set Pieces: Volcanic Demo Suit, Volcanic Demo Helm

  • Bomb Charge Time Reduction: High

Armor

  • Medium Fire Resist

Bomb

  • Low CTR
  • Very High Damage Bonus
Full Mad Bomber

Mad Bomber BG.png

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 well suited for bombers looking to deal damage. By maximizing CTR, bombers can increase DPS compared to Volcanic Demo sets as well as gaining a significant damage bonus. While maximum charge time reduction will allow bombers to spread status more efficiently, 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

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

Armor

  • Medium+ Poison, Fire, Shock Resist

Bomb

  • Medium Damage Bonus
Mad/Volcanic

Mad Volcanic BG.png

The Jack of All Trades

The Mad/Volcanic bomber set is the most popular among full-time bombers. Combining the medium charge time reduction from the Volcanic Demo Helm with the medium CTR and medium damage from the Mad Bomber Suit allows bombers to maximize charge time reduction with all level 10 bombs while minimizing some of the debuffs from Mad Bomber. The Mad/Volcanic combination leaves bombers with a small fire resistance.

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.

Note: It is not recommended to mix Mad Bomber Helm with Volcanic Demo Suit since you will only have a High CTR bonus. The goal of this combination is to maximize charge time with the least amount of penalty while leaving bomb UVs available for damage bonuses.

Set Pieces: Volcanic Demo Helm, Mad Bomber Suit

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

Armor

  • Medium+ Poison, Fire, Shock Resist

Bomb

  • Very High Damage Bonus
Hybrid Bomber

The Closet Bomber

The hybrid bomber is looking for a cost efficient way to achieve maximum charge time reduction with bombs. This set-up is mainly for people who want to spread status as a compliment to their regular sword or gunplay. Hybrid bombers should target medium charge time reduction bonuses to have the shortest deployment time possible for haze-style bombs.

Mad bomber isn't recommended for hybrid bombers since their primary damage dealer will not be bombs.

Set Pieces: Volcanic Demo Helm

  • Charge Time Reduction: Medium


Bomb

  • Medium CTR


Full Bombastic Demo

The Regretful Bomber

Bombastic Demo set is not a viable option for bombers. The set lures bombers in with damage bonuses but without charge time reduction bonuses, it actually leads to the lowest DPS of any of the bomber sets (even the single piece hybrid bomber has more DPS!) The lack of CTR also means that this is the worst possible choice for bombers looking to spread status or crowd control.

The set has more normal defense than Mad Bomber but lacks any status resistances. It a poor candidate for using a set or combining with Volcanic or Mad Bomber. Choosing this set is not recommended.

Set Pieces: Bombastic Demo Suit, Bombastic Demo Helm

  • Bomb Damage Bonus: Medium

Bomb

  • Very High CTR

Trinkets

Trinkets can be used to maximize the potential that bombs have. They provide a more accessible means to reaching maximum CTR or damage without having to target specific unique variants.

Bomb Focus Module

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 one piece of Mad Bomber can reach maximum CTR with the five-star focus module.

Elite Boom 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 full mad bomber allows users to achieve maximum charge time reduction and maximum damage with bombs against all targets without the need of any unique variants.

Tactics

General Tactics

There are several important things to consider while playing the role of the bomber. First, 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. 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. 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.

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 Bombs fire projectiles instead of a standard explosion, and can be used to "snipe" ranged attackers such as Gun Puppies and Devilites. 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.

Shards

A player hits a slag with every shard dealing between 1000-2000 damage.
Shard bombs are quite the alternative to the spam and kite methods of Haze and Blast lines. Here's a few tactics to get started.
  • 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, so these bombs are really just guns that shoot a number of directions in one time).
  • In FCS 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 Rad 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.

Support Tactics

Kamikaze

Situations can unfold where you'll have to take one for the team. A prime example is against Spiny Toxilargos, where poison really demoralizes the team. Simply place freezies next to him risking running through the poison field as the status affect of the bomb is all that matters.

Corner Shielding

One of my favourites is to grab a big radius blast bomb, sit in a corner while the rest of your team guns. it keeps melee mobs distant and your teamates will thank you when a zombie starts noming on their face.

Carry Your Team Tactics

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). 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).

Other Stuff

With a recent update, there are now 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 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 crown 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 even the larger bombs to reach far enough past the Retrodes range attack. In all, don't out way a gun when choosing an alternate weapon to bombing - and if you like explosion, why not stick to guns that provide you with that satisfaction?

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

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 i does in the clockworks. Just remember a few key points and your on your way to getting top position.

  • 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

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 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 expect less of a tactical placement.

Free-for-all

Kill the AFKers.

Diagrams/Videos

Eek's Vault

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.

Gremlins

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.

Gun Puppies

Kats

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.

Lumbers

There was some dispute over taking down lumbers. Was just to whip out a sword? or were there effective bombs for taking the walking trees down? using 3 bombs, a player was able to remove a large amount of lumbers from cradle... effectively and without a sword.

Mecha Knights

Mechas 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.

Wolvers

Shard bombs cause wolvers to instinctively dodge the projectiles, fire can make them 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 prepare to move away from the attack 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.

Boss

For a while, it was thought to be useless taking a bomb into JK, but obviously this is no longer the case:

Firestorm Citadel is the equivalent of a bomber paradise... We make those swashbucklers feel useless like a boss. Vannaduke runs home at the sight of them demo experts.

Graveyards

Problem?

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.


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
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