Difference between revisions of "User:Jdavis/TempSwords"

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(Piercing Swords: new table)
(So Which Swords?: sword tables to summarize facts quickly)
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==So Which Swords?==
 
==So Which Swords?==
  
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.
+
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 entries in the table are:
 +
* For each stroke of the combo: width (narrow, wide, or 360-degree), length (short or long), damage, status.
 +
* SPM: strokes per minute, when executing full combos at [[Abilities|ASI:Medium]], based on the [[Lancer Knightz (Guild)|Lancer Knightz data]].
 +
* Charge attack properties: width, length, damage, status.
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* CPM: charges per minute at [[Abilities|CTR:Medium]] and ASI:Medium.
 +
* Obtain: how to obtain this item.
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* DPS: damage per second, when executing full combos at ASI:Medium, ignoring damage from status.
 +
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===
 
For each stroke of the combo, this table shows the width (narrow, wide, or 360-degree), length (short or long), damage, and status. The table then shows swings per minute (SPM) and damage per second (DPS) when doing full combos at [[Abilities|ASI:Medium]]. The table then shows the characteristics of the charge attack, the charges per minute (CPM), and how to obtain the item.
 
  
 
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{{User:Jdavis/header|Third}}
 
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{{User:Jdavis/header|SPM}}
 
{{User:Jdavis/header|SPM}}
{{User:Jdavis/header|DPS}}
 
 
{{User:Jdavis/header|Charge}}
 
{{User:Jdavis/header|Charge}}
 
{{User:Jdavis/header|CPM}}
 
{{User:Jdavis/header|CPM}}
 
{{User:Jdavis/header|Obtain}}
 
{{User:Jdavis/header|Obtain}}
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{{User:Jdavis/header|DPS}}
  
 
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{{User:Jdavis/cell|NL 340}}
 
{{User:Jdavis/cell|NL 340}}
 
{{User:Jdavis/cell|108}}
 
{{User:Jdavis/cell|108}}
{{User:Jdavis/cell|546}}
 
 
{{User:Jdavis/cell|NL }}
 
{{User:Jdavis/cell|NL }}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|[[Hall of Heroes]]}}
 
{{User:Jdavis/cell|[[Hall of Heroes]]}}
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{{User:Jdavis/cell|546}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
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{{User:Jdavis/cell|NL 289 stun}}
 
{{User:Jdavis/cell|NL 289 stun}}
 
{{User:Jdavis/cell|108?}}
 
{{User:Jdavis/cell|108?}}
{{User:Jdavis/cell|461?}}
 
 
{{User:Jdavis/cell|NL stun}}
 
{{User:Jdavis/cell|NL stun}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|[[Hall of Heroes]]}}
 
{{User:Jdavis/cell|[[Hall of Heroes]]}}
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{{User:Jdavis/cell|461?}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
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{{User:Jdavis/cell|NL 289?}}
 
{{User:Jdavis/cell|NL 289?}}
 
{{User:Jdavis/cell|108?}}
 
{{User:Jdavis/cell|108?}}
{{User:Jdavis/cell|461?}}
 
 
{{User:Jdavis/cell|NL fire}}
 
{{User:Jdavis/cell|NL fire}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|[[Hall of Heroes]]}}
 
{{User:Jdavis/cell|[[Hall of Heroes]]}}
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{{User:Jdavis/cell|461?}}
  
 
{{User:Jdavis/row}}
 
{{User:Jdavis/row}}
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{{User:Jdavis/cell|NL 340}}
 
{{User:Jdavis/cell|NL 340}}
 
{{User:Jdavis/cell|108}}
 
{{User:Jdavis/cell|108}}
{{User:Jdavis/cell|546}}
 
 
{{User:Jdavis/cell|WS}}
 
{{User:Jdavis/cell|WS}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|}}
 
{{User:Jdavis/cell|[[Frumious Fang]]s}}
 
{{User:Jdavis/cell|[[Frumious Fang]]s}}
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{{User:Jdavis/cell|546}}
  
 
{{User:Jdavis/end}}
 
{{User:Jdavis/end}}
  
Facts: [[Final Flourish]] and [[Barbarous Thorn Blade]] are identical in their regular attacks. BTB's charge attack spews a shower of thorns, that damage several monsters moderately. 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. The other two piercing swords, [[Furious Flamberge]] and [[Fearless Rigadoon]], are similar to Final Flourish, but sacrifice some damage for the ability to inflict status effects.
+
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 similar to Final Flourish, but sacrifice some damage for the ability to inflict status effects.
  
Implications: 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. All of these swords are much easier to use with auto-targeting on, than with it off.
+
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.
 
Opinion: Final Flourish and BTB are equally good. Furious Flamberge and FR seem less good.
  
 
===Elemental Swords===
 
===Elemental Swords===
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{{User:Jdavis/start}}
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{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|First}}
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{{User:Jdavis/header|Second}}
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{{User:Jdavis/header|SPM}}
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{{User:Jdavis/header|Charge}}
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{{User:Jdavis/header|CPM}}
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{{User:Jdavis/header|Obtain}}
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{{User:Jdavis/header|DPS}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Combuster]]}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 382}}
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{{User:Jdavis/cell|102}}
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{{User:Jdavis/cell|NL fire}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Hall of Heroes]]}}
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{{User:Jdavis/cell|547}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Glacius]]}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 382}}
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{{User:Jdavis/cell|102}}
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{{User:Jdavis/cell|NL freeze}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Hall of Heroes]]}}
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{{User:Jdavis/cell|547}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Voltedge]]}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 382}}
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{{User:Jdavis/cell|102}}
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{{User:Jdavis/cell|NL shock}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Krogmo Coin]]s}}
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{{User:Jdavis/cell|547}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Divine Avenger]]}}
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{{User:Jdavis/cell|WL 328}}
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{{User:Jdavis/cell|WL 445}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|64}}
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{{User:Jdavis/cell|WL}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Jelly Gem]]s}}
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{{User:Jdavis/cell|412}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Fang of Vog]]}}
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{{User:Jdavis/cell|NS 266 fire}}
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{{User:Jdavis/cell|NS 266 fire}}
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{{User:Jdavis/cell|NS 345 fire}}
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{{User:Jdavis/cell|84}}
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{{User:Jdavis/cell|TS fire}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Almirian Seal]]s}}
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{{User:Jdavis/cell|409}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Warmaster Rocket Hammer]]}}
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{{User:Jdavis/cell|WL 340}}
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{{User:Jdavis/cell|?L 240}}
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{{User:Jdavis/cell|WL 403}}
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{{User:Jdavis/cell|78}}
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{{User:Jdavis/cell|WL }}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Operation Crimson Hammer]]}}
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{{User:Jdavis/cell|426}}
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{{User:Jdavis/end}}
  
 
Facts: The three elemental Brandishes ([[Combuster]], [[Glacius]], [[Voltedge]]) use a fast, three-stroke combo, while [[Divine Avenger]] uses a slow, two-stroke combo. The Brandishes do more damage per combo, and can execute more combos per minute, for a higher raw DPS. DA enjoys longer reach, a wider swing, and more knockback. The Brandishes can inflict status (freeze, fire, shock) on charge attacks. DA's charge attack does more knockback and probably more damage, even after the Brandish charge was improved in early January 2012. While DA is charging or charged, the user moves at reduced speed; the Brandishes' charges let the user move at full speed. (The fifth elemental sword, [[Fang of Vog]], uses a slow, three-stroke combo, which does low raw DPS but often sets enemies on fire. The charge attack is similar to Leviathan Blade's, except that it sets both enemies and the user on fire. I do not yet know the sixth elemental sword, [[Warmaster Rocket Hammer]], well enough to comment on it.)
 
Facts: The three elemental Brandishes ([[Combuster]], [[Glacius]], [[Voltedge]]) use a fast, three-stroke combo, while [[Divine Avenger]] uses a slow, two-stroke combo. The Brandishes do more damage per combo, and can execute more combos per minute, for a higher raw DPS. DA enjoys longer reach, a wider swing, and more knockback. The Brandishes can inflict status (freeze, fire, shock) on charge attacks. DA's charge attack does more knockback and probably more damage, even after the Brandish charge was improved in early January 2012. While DA is charging or charged, the user moves at reduced speed; the Brandishes' charges let the user move at full speed. (The fifth elemental sword, [[Fang of Vog]], uses a slow, three-stroke combo, which does low raw DPS but often sets enemies on fire. The charge attack is similar to Leviathan Blade's, except that it sets both enemies and the user on fire. I do not yet know the sixth elemental sword, [[Warmaster Rocket Hammer]], well enough to comment on it.)
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===Shadow Swords===
 
===Shadow Swords===
  
Facts: [[Acheron]] uses a fast, three-stroke combo, while [[Gran Faust]] uses a slow, two-stroke combo. Acheron does more damage per combo, and can execute more combos per minute, for a higher raw DPS. GF enjoys longer reach, a wider swing, and more knockback. GF can curse monsters, both on its regular attack and on its charge attack. GF's charge can also curse the user. Since the January 2012 Brandish update, the two swords' charge attacks now seem to do comparable damage and knockback. While GF is charging or charged, the user moves at reduced speed; Acheron's charge lets the user move at full speed. GF takes a very long time to charge.
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{{User:Jdavis/header|Name}}
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{{User:Jdavis/header|First}}
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{{User:Jdavis/header|Second}}
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{{User:Jdavis/header|Third}}
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{{User:Jdavis/header|SPM}}
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{{User:Jdavis/header|Charge}}
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{{User:Jdavis/header|CPM}}
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{{User:Jdavis/header|Obtain}}
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{{User:Jdavis/header|DPS}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Acheron]]}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 292}}
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{{User:Jdavis/cell|NS 382}}
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{{User:Jdavis/cell|102}}
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{{User:Jdavis/cell|NL }}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Hall of Heroes]]}}
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{{User:Jdavis/cell|547}}
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{{User:Jdavis/row}}
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{{User:Jdavis/cell|[[Gran Faust]]}}
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{{User:Jdavis/cell|WL 328 curse}}
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{{User:Jdavis/cell|WL 445 curse}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|62}}
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{{User:Jdavis/cell|NL curse}}
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{{User:Jdavis/cell|}}
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{{User:Jdavis/cell|[[Jelly Gem]]s}}
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{{User:Jdavis/cell|399}}
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{{User:Jdavis/end}}
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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: An Acheron combo offers more opportunities to dodge and shield than does a GF combo. Hitting fast enemies is usually easier with Acheron than with GF. Against a single enemy, Acheron does higher DPS than GF does. Against tightly clustered enemies, GF's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care, so this is not really a route to high DPS. GF's higher knockback aids defense in tight, crowded fights. GF's monster curse is useful against large enemies (Royal Jelly, lichen colonies), but small enemies do not usually live long enough for it to be useful. GF's user curse is dangerous; anti-curse armor and trinkets are desirable.
+
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.
 
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.

Revision as of 16:06, 6 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. 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.

Damage Type

Damage type is the single most important consideration in choosing a sword (or handgun). There are four types of damage: normal, piercing, elemental, and shadow. Each monster family is vulnerable to, neutral to, and resistant to certain damage types. 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
Gate Icon-Slime.png Slimes shadow elemental, normal piercing
Gate Icon-Gremlin.png Gremlins shadow piercing, normal elemental
Gate Icon-Beast.png Beasts piercing shadow, normal elemental
Gate Icon-Fiend.png Fiends piercing elemental, normal shadow
Gate Icon-Undead.png Undead elemental piercing, normal shadow
Gate Icon-Construct.png Constructs elemental shadow, normal piercing

Notice that all monsters are neutral to normal damage. This means that normal damage is general-purpose; it never incurs the 75% resistance penalty, but it never achieves the 25% vulnerability bonus either. A normal sword is a good choice for a bomber or gunner who wants to own just one sword, as an auxiliary weapon.

If you carry two or more swords at a time, then there is no particular reason to own a normal sword at all. Instead, you want to own a piercing sword, an elemental sword, and a shadow sword. Before entering a stratum or level, examine the gate map, to determine which two of these seem most useful. Use them on the correct monsters, to inflict huge damage on 4/6 of monsters and moderate damage on the other 2/6 of monsters. For example, if you are carrying piercing and elemental, then use piercing on beasts, fiends, and gremlins, and elemental on undead, constructs, and slimes. (Or carry all three types, to do huge damage to 6/6 of monsters.)

This same damaged-based advice applies to guns, and to mixtures of swords and guns. For example, a popular mixed setup is a piercing sword, an elemental gun, and a shadow sword. The reason is that guns are useful against turrets, and all turrets are vulnerable (gun puppies, howlitzers) or neutral (polyps) to elemental. The user carries all three of these, or just two at a time.

This damage-based advice doesn't quite apply to bombs, which are more idiosyncratic. But let's return to swords.

Sword Basics

After damage type, the next most important consideration in choosing a sword is probably size:

  • Some swords are short, so that you must be right next to an enemy to hit it. Other swords are long, so that you can hit more distant enemies, even as they run away from you. Similarly, some swords' charge attacks are much longer than others'. In this guide, I rate each sword swing as either short (S) or long (L). The scale is different for regular attacks and charge attacks; a short charge attack is typically longer than a long regular attack.
  • Some swords have narrow swings, so that you must be aimed directly at an enemy to hit it. Other swords have broad swings, that that you can easily hit multiple enemies and dodging enemies. In fact, some swords have 360-degree swings, that hit all monsters near you. In this guide, I rate each sword swing as either narrow (N), wide (W), or 360-degree (T).

After damage type and size, here are some other qualities to consider:

  • Speed: Some swords swing much faster than others. Like length and width, speed makes fast-moving enemies easier to hit. Speed also lets you shield or dodge soon after you attack. 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. Different swords can actually feel different to the player — a charming feature of Spiral Knights. Every player who is into swords should try a variety of feels. There is no particular reason to restrict yourself to one feel. I have no trouble switching among different sword feels in battle.
  • Damage per second (DPS): The guild Lancer Knightz is collecting data on the speed of various swords' combos, and hence how much DPS they can do by comboing. The damage numbers work out so that the highest single-target DPS comes from medium-speed swords. However, these swords are often short or narrow, so that their multi-target DPS may not be as good as that of larger swords. Furthermore, it must be emphasized that DPS-through-combos is just one measure of damage. In some situations, other measures, such as damage-on-first-swing, may be more useful.
  • 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.
  • All seven status effects — fire, freeze, shock, curse, poison, stun, and sleep — are useful to inflict on monsters, so consider weapons that inflict them. (There are a couple of tactical exceptions to watch out for, such as fire on oilers and shock on quicksilvers.)

Here is a summary of all of the 5-star swords: damage type, size, strokes per combo, status effect, and miscellaneous notes.

Name Damage Combo Status Notes
Leviathan Blade normal 3
Cold Iron Vanquisher normal 3 Bonus Undead High.
Dread Venom Striker normal 5 poison
Wild Hunting Blade normal 5 Bonus Beast High.
Sudaruska normal 2 stun
Triglav normal 2 freeze Obtained through Krogmo Coins.
Final Flourish piercing 3
Fearless Rigadoon piercing 3 stun
Furious Flamberge piercing 3 fire
Barbarous Thorn Blade piercing 3 Obtained through Frumious Fangs.
Combuster elem+norm 3 fire Status effect on charge attack only.
Glacius elem+norm 3 freeze Status effect on charge attack only.
Voltedge elem+norm 3 shock Status effect on charge attack only. Obtained through Krogmo Coins.
Divine Avenger elem+norm 2 Charge slows user. Obtained through Jelly Gems.
Fang of Vog elem+norm 3 fire Charge sets user on fire. Obtained through Almirian Seals.
Warmaster Rocket Hammer elemental 3 Obtained through Operation Crimson Hammer.
Acheron shad+norm 3
Gran Faust shad+norm 2 curse Long charge time. Charge slows user, can curse user. Obtained through Jelly Gems.

So Which Swords?

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 entries in the table are:

  • For each stroke of the combo: width (narrow, wide, or 360-degree), length (short or long), damage, status.
  • SPM: strokes per minute, when executing full combos at ASI:Medium, based on the Lancer Knightz data.
  • Charge attack properties: width, length, damage, status.
  • CPM: charges per minute at CTR:Medium and ASI:Medium.
  • Obtain: how to obtain this item.
  • DPS: damage per second, when executing full combos at ASI:Medium, ignoring damage from status.

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

Name First Second Third SPM Charge CPM Obtain DPS
Final Flourish WL 285 NL 285 NL 340 108 NL Hall of Heroes 546
Fearless Rigadoon WL 240 stun NL 240 stun NL 289 stun 108? NL stun Hall of Heroes 461?
Furious Flamberge WL 240? NL 240? NL 289? 108? NL fire Hall of Heroes 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 similar 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 Hall of Heroes 547
Glacius NS 292 NS 292 NS 382 102 NL freeze Hall of Heroes 547
Voltedge NS 292 NS 292 NS 382 102 NL shock Krogmo Coins 547
Divine Avenger WL 328 WL 445 64 WL Jelly Gems 412
Fang of Vog NS 266 fire NS 266 fire NS 345 fire 84 TS fire Almirian Seals 409
Warmaster Rocket Hammer WL 340  ?L 240 WL 403 78 WL Operation Crimson Hammer 426

Facts: The three elemental Brandishes (Combuster, Glacius, Voltedge) use a fast, three-stroke combo, while Divine Avenger uses a slow, two-stroke combo. The Brandishes do more damage per combo, and can execute more combos per minute, for a higher raw DPS. DA enjoys longer reach, a wider swing, and more knockback. The Brandishes can inflict status (freeze, fire, shock) on charge attacks. DA's charge attack does more knockback and probably more damage, even after the Brandish charge was improved in early January 2012. While DA is charging or charged, the user moves at reduced speed; the Brandishes' charges let the user move at full speed. (The fifth elemental sword, Fang of Vog, uses a slow, three-stroke combo, which does low raw DPS but often sets enemies on fire. The charge attack is similar to Leviathan Blade's, except that it sets both enemies and the user on fire. I do not yet know the sixth elemental sword, Warmaster Rocket Hammer, well enough to comment on it.)

Implications: A Brandish combo offers more opportunities to dodge and shield than does a DA combo. Hitting fast enemies is usually easier with a Brandish than with DA. Against a single enemy, a Brandish does higher damage per second than DA does. Against tightly clustered enemies, DA's longer reach and wider swing mean that it can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's higher knockback aids defense in tight, crowded fights. (FoV's main attraction is its colossal charge attack, which requires fire protection on the user. I don't know Warmaster Rocket Hammer well.)

Among the 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's charge attack still does damage — just not status.

Opinion: DA is better against crowds, especially if the monsters are slow, while the three Brandishes are better against individual targets. Each Brandish's status effect has advantages and disadvantages. There is no universal clear winner. (FoV is worse than those four swords, unless you have large charge time reduction and large fire protection. In any event, FoV is not a practical choice for a first elemental sword. I don't know Warmaster Rocket Hammer well.)

Shadow Swords

Name First Second Third SPM Charge CPM Obtain DPS
Acheron NS 292 NS 292 NS 382 102 NL Hall of Heroes 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 identical 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 does more damage against undead due to its damage bonus. Levi's charge attack knocks back more than CIV's does.

Implications: Levi does higher damage per second in most regular attacks. CIV's advantage against undead vanishes if lots of damage bonus is applied through armor, trinkets, and UVs. 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 do heavy damage.

Opinion: Levi is better in most situations.

Dread Venom Striker vs. Wild Hunting Blade

Facts: Dread Venom Striker can inflict poison. Wild Hunting Blade does more damage against beasts.

Implications: WHB's advantage against beasts vanishes if lots of damage bonus is applied through armor, trinkets, and UVs. Furthermore, any piercing sword does far more damage against beasts than WHB does. 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).

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.

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