User:Jdavis/Armor

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This armor guide is a work in progress. Many features need to be added, refined, removed, etc.

This guide helps you plan armor loadouts for play in the Clockworks. The advice here applies equally well to free-to-play and pay-to-play players.

What Does Armor Do?

Armor does four things: It gives you health, protects you from damage, resists status effects, and grants you abilities. The contributions from your helmet and suit add to produce your total health, damage protection, status resistance, and abilities. Note well that your shield does not contribute in the same way. A shield's defenses protect only the shield itself. (For more detail, see the Shieldbearer Guide.)

Health

Armor gives you health, which greatly improves your survivability. A suit or helmet gains one extra health when it reaches heat level 5. Except for Ancient Plate Mail/Helm, all 5-star armor grants the same amount of health. Therefore health is rarely a consideration in choosing armor.

Damage

There are four kinds of damage: normal, piercing, elemental, and shadow. Each kind of monster attack contains a specific mixture of these types. Roughly speaking, beasts and slimes inflict piercing, gremlins and constructs inflict elemental, and fiends and undead inflict shadow. However, in shallow levels monsters inflict mostly normal damage, and even in Tier 3 there is a fair amount of normal. For example, in Firestorm Citadel normal damage is inflicted by Lord Vanaduke, slag guards, and trojans.

Almost all armor protects against normal damage and one other damage type. The exceptions are Ancient Plate Mail/Helm, Dragon Scale Mail/Helm, Radiant Silvermail, and Divine Veil/Mantle. When an attack hits you, your armor's protections are subtracted from the attack's gross damage to yield the net damage that you incur. (For more detail, see Defense.)

The overall importance of damage protection is not as big as you might think. Highly protective armor might let you survive one or two more hits than weakly protective armor. Also, heat and unique variants improve your armor's damage protection only slightly. Hence they are nearly useless for damage.

Status

Shock, freeze, and fire can absolutely wreck you, regardless of your damage protection. Stun, poison, and curse are less threatening. Sleep is not inflicted by any monster currently in the game.

thresholds

Abilities

Armor can grant four kinds of abilities: movement speed increase, attack speed increase, charge time reduction, and damage bonus.

four kinds of damage bonus granted by armor: one weapon type against one monster family, one monster family, one weapon type, or blanket

Armor by Class

Because offensive bonuses are a crucial consideration in choosing armor, I group armors into four categories: Swords, Handguns, Bombs, and Other. Two armor sets — Black Kat and Chaos — are listed in every category, because they should be considered by every player all the time.

Overall, there are 72 5-star armors. In almost all cases the suit and helmet are obtained identically and enjoy identical statistics. The seven exceptions, marked with * below, are: Radiant Silvermail has no matching helmet, Perfect Mask of Seerus has no matching suit, Divine Veil has a fiend bonus while Divine Mantle does not, and the four Kat armor lines have unusual and asymmetric alchemy paths.

Swords

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Vog Cub norm+elem sword ASI+2 fi+4
Skolver norm+pier sword dam+2 fr+4
Snarbolax norm+shad sword dam+2 fr+3 po+3
Kat Claw* norm+shad sword ASI+1, sword dam+1 fr+4 sh-2 cu-1
Heavenly Iron norm+shad sword dam+1, fiend dam+1 sh-4 cu+4
Chaos norm+elem all dam+2, all CTR+2 fi-2 fr-2 sh-2 po-2 cu-2
Black Kat* norm+shad MSI+1, all dam+3 fi-2 fr+4 sh-2 po-2 cu-4

For sworders these are the main options other than Black Kat and Chaos.

  • Vog Cub: This is the most defensive Wolver armor. Its elemental and fire defense are frequently relevant, especially in Firestorm Citadel. Its attack speed increase improves your chances of interrupting monsters before they interrupt you. Attack speed increase also helps you shield quickly after attacking.
  • Skolver: This armor is a slightly less defensive and slightly more offensive than Vog Cub. Freeze is just as useful as fire, except that Firestorm Citadel is fiery. Piercing is less useful than elemental. Damage bonus does not aid defense. However, the damage bonus is more valuable than attack speed increase, because blanket damage bonus cannot be achieved through unique variants.
  • Snarbolax: This armor is like Skolver with the piercing defense traded out for more useful shadow defense. Overall it is the best of the three Wolver armors. But you can craft it only in the Shadow Lairs, so it is not easily accessible.

The Kat Claw helmet is also fine, but do not get the Kat Claw suit, which requires vast resources for such unexceptional armor.

Handguns

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Deadshot norm+shad gun ASI+1, undead dam+2 cu+4
Justifier norm+pier gun ASI+2 st+4
Nameless norm+elem gun ASI+2 fr+4
Seerus* norm+elem gun CTR+2, gun ASI+1 fi+4 fr-2 sh+4 po-2
Shadowsun norm+shad gun dam+2 po+4
Kat Eye* norm+shad gun ASI+1, gun dam+1 fr+4 sh-2 cu-1
FaFiGrSn Pathfinder norm+pier gun ASI+1, gun CTR+1, gun dam+1 fi? fr? sh? po?
FaFiGrSn Guerrilla norm+pier gun ASI+1, gun CTR+1, gun bst dam+2 fi? fr? sh? po?
FaFiGrSn Hazard norm+pier gun ASI+1, gun CTR+1, gun slm dam+2 fi? fr? sh? po?
FaFiGrSn Sentinel norm+elem gun ASI+1, gun CTR+1, gun dam+1 fi? fr? sh? po?
FaFiGrSn Keeper norm+elem gun ASI+1, gun CTR+1, gun cnst dam+2 fi? fr? sh? po?
FaFiGrSn Wraith norm+elem gun ASI+1, gun CTR+1, gun grm dam+2 fi? fr? sh? po?
FaFiGrSn Shade norm+shad gun ASI+1, gun CTR+1, gun dam+1 fi? fr? sh? po?
FaFiGrSn Ghost norm+shad gun ASI+1, gun CTR+1, gun und dam+2 fi? fr? sh? po?
FaFiGrSn Hex norm+shad gun ASI+1, gun CTR+1, gun fnd dam+2 fi? fr? sh? po?
Chaos norm+elem all dam+2, all CTR+2 fi-2 fr-2 sh-2 po-2 cu-2
Black Kat* norm+shad MSI+1, all dam+3 fi-2 fr+4 sh-2 po-2 cu-4

In the table above, armors marked ? come in four flavors: Falcon (sh+4, fr-3), Firefly (fi+4, sh-3), Grizzly (fr+4, po-3), and Snakebite (po+4, fi-3). Also, these armors' official names begin with "Sacred", which simply means "5-star".

For gunners, these are the main options other than Black Kat and Chaos. They all have comparable offense but wildly different defense.

  • Perfect Mask of Seerus: This is highly valuable gunner armor, with excellent defense and offense. Only the helmet is available, so plan accordingly. You can obtain Seerus only through Operation Crimson Hammer, but it's worth the cost, especially because it comes with a powerful sword, a powerful bomb, and recreational value.
  • Shadowsun: All of the Gunslinger variants are fine, but Shadowsun's damage bonus is disproportionately valuable, because it cannot be achieved through unique variants. Its defense is generally worse than Seerus'.
  • Pathfinder, Shade, and Sentinel: These are the most valuable of the Padded variants, because they offer blanket damage bonuses that cannot be achieved through unique variants. Due to status resistances and penalties, their defense is both better and worse than Shadowsun's. If you can afford more than one of these armors, then you can customize your status defense to the threats at hand.

The Kat Eye helmet is also fine, but do not get the Kat Eye suit, which requires vast resources for such unexceptional armor.

Bombs

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Bombastic Demo norm+elem bomb dam+2 fr+4
Mad Bomber norm+elem bomb dam+2, bomb CTR+2 fi-2 fr-2 sh-2 po-2
Mercurial Demo norm+elem bomb dam+1, MSI+1 sh+4
Volcanic Demo norm+elem bomb CTR+2 fi+4
Kat Hiss* norm+shad bomb CTR+1, bomb dam+1 fr+4 sh-2 cu-1
Chaos norm+elem all dam+2, all CTR+2 fi-2 fr-2 sh-2 po-2 cu-2
Black Kat* norm+shad MSI+1, all dam+3 fi-2 fr+4 sh-2 po-2 cu-4

These are the most important armors for bombers, other than Black Kat and Chaos. A key concept is that damage bonus helps only damage-oriented bombs, while CTR helps all kinds of bombs and the defense of the bomber (by helping her return to shielding and full movement speed after attacking).

  • Mercurial Demo: In the long term, this is the best Demo variant. Its movement speed increase is highly valued (because bombers dodge so much) and hard to obtain otherwise. Its blanket damage bonus cannot be achieved through unique variants. But Mercurial Demo can be crafted only in the Shadow Lairs, so it is hard to obtain. Also, Mercurial Demo is the best only if you have lots of CTR from other sources.
  • Bombastic Demo: After Mercurial, this is the best Demo variant in the long term, because its blanket damage bonus cannot be achieved through unique variants. However, the same comments about CTR apply here.
  • Volcanic Demo: This is the best Demo variant in the short term, because CTR is so helpful to every kind of bomb. If you're just trying out bombing for fun, then Volcanic Demo is a great way to make a lot of explosions.

The Kat Hiss helmet is also fine, but do not get the Kat Hiss suit, which requires vast resources for such unexceptional armor. For more detail check out the excellent Bombing Guide.

Other

Name Damage Bonuses Fi Fr Sh Po St Cu Sl
Almirian Crusader norm+shad fi-2 cu+2
Azure Guardian norm+pier
Dread Skelly norm+shad fr+4 po+4
Grey Feather norm+elem fi+4 sh+4
Ice Queen norm+pier fr+4 st+4
Royal Jelly norm+pier st+4 sl+4
Arcane Salamander norm+elem slime dam+1, beast dam+1 fi+4
Deadly Virulisk norm+pier slime dam+2 po+4
Dragon Scale pier+elem beast dam+2 fi+4 po+4
Radiant Silvermail* pier+shad undead dam+2 po+4 cu+4
Divine* elem+shad fiend dam+2 (Veil only) fi+4 sh+4 cu+4
Valkyrie norm+shad fiend dam+2 fi-4 po+4 cu+4
Volcanic Salamander norm+elem slime dam+2 fi+4
Volcanic Plate norm+elem all ASI-1 fi+4 st+4 sl-4
Ironmight Plate norm+pier all ASI-1 st+4 sl-4
Ancient Plate normal health+3, MSI-1, all ASI-1 st+4 sl-4
Mercurial norm+pier MSI+1 sh+4
Fallen norm+shad all ASI+1, fiend dam-2 fi+4 po+4 cu-4
Chaos norm+elem all dam+2, all CTR+2 fi-2 fr-2 sh-2 po-2 cu-2
Black Kat* norm+shad MSI+1, all dam+3 fi-2 fr+4 sh-2 po-2 cu-4

even the most defensive armor let through tons of damage

So How Should I Plan My Armor?

Clockworks play is mostly about offense, for two reasons. First, even highly defensive armors block a surprisingly small amount of damage for you. There is no "tanky" armor. Second, once you learn the monsters' artificial intelligence, you can dodge most of their attacks. So you focus on killing them quickly instead.

Black Kat and Chaos armor offer the most powerful offense, especially if you use more than one weapon type (but even if you use just one). Your long-term goal should be to wear them, perhaps with status unique variants.

If not that, then class armor. If you're hybrid, then mix and match as you see fit. Break ties in favor of which weapon you use the most, or the shock, fire, and freeze resistance.

If not that, then some of the better defensive armors, such as Divine, Grey Feather, Dread Skelly.

General Goals

Hybrid?

Just mix and match from the sword, handgun, and bomb classes above. Or just use Black Kat and Chaos.

One Set for All Purposes?

new players, frugal players just wanting to get 5-star clearance quickly

Black Kat and Chaos.

Can you resist shock, fire, and freeze all at once? Shock and fire come together on several armor pieces: Seerus, Divine, and Grey Feather. You could combine one of these with some freeze armor such as Skolver. That's not a bad idea for a first set. Eventually you could acquire additional armors to make specialized shock, fire, and freeze sets. Specialization is desirable, because it lets you achieve immunity against certain levels of status.

Can you protect against all four damage types at once? Yes, using either Radiant Silvermail, Divine Veil/Mantle, or Dragon Scale Helm/Mail. But this is not a great idea, because damage protection is not the main concern in choosing armor. A slightly better idea is to protect against normal, elemental, and shadow, because piercing monsters are generally the least threatening.

Most Powerful Set?

Black Kat lets you achieve maximum abilities. But hard to obtain. But consider the 3-star helmet especially.

Chaos is nearly as powerful and much easier to obtain.

Specific Situations

Bosses

The Gloaming Wildwoods are three levels of beasts, with some constructs. There is no status, other than lumber stun. Hazards include spikes, exploding blocks, and briars. You want normal and piercing armor. There may not actually be much piercing damage in there, as it's only Stratum 2.

The Royal Jelly Palace is three levels of slimes, some constructs, and some silkwings. There is no status, other than lumber stun. The only hazards are spikes and exploding blocks. You want normal and piercing armor. Elemental and stun armor are slightly useful.

Ironclaw Munitions Factory is three levels of constructs and gremlins, with a shock theme. Hazards are plentiful, including missiles, shock grates, exploding rockets, exploding blocks, and lasers. You want normal, elemental, and shock armor.

Firestorm Citadel is five levels of zombies and trojans, with some constructs and silkwings, and very few beasts and slimes. The theme is fire, but keep in mind that trojans can stun and shock. Hazards include wheel throwers, spikes, fire grates, shadow fire, exploding blocks, and revolving balls. You want normal, elemental, shadow, and fire armor. Of these, shadow is arguably the least important, because zombies are easy to dodge.

Shadow Lairs

The Shadow Gloaming Wildwoods are similar to the regular Gloaming Wildwoods, but with many additional undead. The gun puppies have been replaced with howlitzers. There is a strong poison theme. You want normal, piercing, shadow, and poison armor.

The Shadow Royal Jelly Palace is much like the ordinary Royal jelly Palace, but with a freeze theme. Also, the gun puppies have been replaced with polyps. You want normal, piercing, and freeze armor.

The Shadow Ironclaw Munitions Factory is much like the usual Ironclaw Munitions Factory, but with a fire theme in addition to the regular shock theme. You want normal, elemental, shock, and fire armor.

The Shadow Firestorm Citadel resembles the Firestorm Citadel, but with a curse theme in addition to the usual fire theme. Also, the gun puppies have been replaced with howlitzers. You want normal, elemental, shadow, fire, and curse armor.

The Unknown Passage is an extra level that comes after every Shadow Lair boss. It is the same for all Shadow Lairs; it has nothing to do with any of their themes. Normal damage is most prevalent, but piercing, elemental, and shadow damage are all present. Status is not a major consideration, but poison and stun can occur.

Missions

Operation Crimson Hammer is about five levels, filled with gremlins and constructs. Hazards include briars, exploding rockets, missiles, and shadow fire. You want normal and elemental armor. Do you also want fire? I don't remember.

Legion of Almire is two undead-stuffed levels, like an amped-up graveyard where the phantoms have been replaced by worse monsters. There is no status, except for lumber stun. Hazards include exploding blocks, briars, and spikes. You want normal and shadow armor.

Compound 42 is two levels filled with slimes, gremlins, poison, and fire. Hazards include poison grates, fire grates, flamethrowers, and shadow fire. You want normal, piercing, elemental, fire, and poison armor.

Heart of Ice consists of two freeze-themed levels filled with fiends and beasts, and scattered howlitzers. Hazards include freeze grates, spikes, exploding blocks, and revolving balls. You want normal, piercing, shadow, and freeze armor. Of these, piercing is probably least important, because beasts are easy to dodge these days.

Ghost in the Machine consists of two shock-filled levels filled with constructs and undead. Hazards include shock grates, revolving shock balls, and lots of drones. You want normal, elemental, shadow, and shock armor. Of these, shadow is arguably least important.

Final Thoughts

Weapons are fun. Armor is boring. If you're frustrated with your survivability, then think about armor. But otherwise think about weapons.

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