User:Jdavis/Swords

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This page, commonly called Bopp's Sword Guide, tells you just about everything you need to know about playing with swords in the Clockworks. The advice applies to pure sworders and to people who use swords on the side, whether they're free-to-play or pay-to-play. You should also check out the semi-official Swordmaster Guide, although that guide erroneously (in my opinion) focuses on sword feel rather than damage type and size.

Basic Concepts

The primary consideration in choosing a sword (or handgun) is its damage type: normal, piercing, elemental, or shadow. Each monster family is resistant to one damage type, vulnerable to one damage type, and neutral to the other two. Hitting a monster with its vulnerable damage type gives you a small bonus, while hitting a monster with its resistant damage type incurs a large penalty. (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

All monsters are neutral to normal damage. If you intend to use only one sword, then you might want a normal sword; see the Mixing Weapon Types section below. If you plan on using two or three swords at once, then work on one piercing sword, one elemental sword, and one shadow sword. You can always avoid monsters' resistances and usually exploit their vulnerabilities.

After damage type, the next most important consideration is probably size. Fast, dodging enemies are much easier to hit with wide, long swings than with narrow, short swings. Width and length also help you hit multiple enemies at once, which greatly increases your damage output. In this guide, each sword swing is rated as either short, medium, or long, and as either narrow, wide, or 360-degree. The scale is different for regular attacks and charge attacks; a short charge attack may be longer than a long regular attack.

Speed and knockback are also important considerations. Like width and length, speed makes fast enemies easier to hit. Speed also improves your defense, by helping you interrupt monsters, shield, and dodge. Knockback greatly aids defense, especially in crowded rooms. However, in a party you must take care not to knock monsters into your teammates (especially with charge attacks). Due to speed and knockback, different swords can actually feel different to the player. There is no reason to restrict yourself to one feel. In battle, I have no problem switching feels every few seconds.

Damage type, width, length, and speed all contribute to the monster-killing efficiency of a sword in different ways. For example, the guild Lancer Knightz has measured the damage per second (DPS) arising from comboing swords. However, other measures of damage output may be more useful in some situations. Furthermore, these damage numbers ignore status effects — fire, freeze, shock, curse, poison, stun, and sleep — which can dramatically enhance one's fighting (except for fire on oilers and shock on quicksilvers).

Mixing Weapon Types

As with swords, damage type is the primary consideration in choosing a handgun, or a mix of swords and guns. You want to carry two or three non-normal damage types and deploy them against the correct monsters to optimize your damage.

Among players who use one sword and one handgun, there are two schools of thought. A player who prioritizes flexibility might choose a normal gun and sword, so that he can use both on all targets. A player who prioritizes damage output might choose an elemental gun and a piercing sword or shadow sword. Why? Swords and bombs can have difficulty approaching turrets, especially in crowded rooms. So a sidearm gun should be especially good against turrets, and all turrets are either vulnerable (gun puppies, howlitzers) or neutral (polyps) to elemental damage. When choosing between a piercing sword and a shadow sword, consider piercing first, because fiends are really nasty and piercing swords are surprisingly good against gremlins.

Any bomb can complement a set of swords, but crowd-control bombs such as Voltaic Tempest, Shivermist Buster, Graviton Vortex, and Electron Vortex are especially popular. Once the monsters are trapped, you can hit them with a sword charge attack. Note well, however, that some swords do not charge fast enough for you to charge into your own vortex.

Summary of Swords

Even if you're currently at 2 stars, you should always plan in terms of 5-star items. Then you have less danger of getting stuck in an alchemy path that you don't want (e.g., Winmillion). Here is a summary of all of the 5-star swords, including

  • Damage: damage type.
  • SPC: strokes per combo.
  • Combo: average width (wide W vs. narrow N vs. 360-degree T), average length (long L vs. medium M vs. short S), and status effect.
  • Charge: width, length, and status.
  • Style: the play style of the sword (not necessarily its alchemy path).
  • Obtain: boss, mission, PvP, etc. required to obtain this weapon or its precursors.
  • Opinion: my view of the primary strength or purpose of the sword, that might lead you to choose it over other swords.
Name Damage SPC Combo Charge Family Obtain Opinion about Strength or Purpose
Leviathan Blade normal 3 NS TS Calibur strong charge, but see Fang of Vog
Cold Iron Vanquisher normal 3 NS TS Calibur strong charge, but see Fang of Vog
Dread Venom Striker normal 5 NS poison NS poison Cutter
Wild Hunting Blade normal 5 NS NS Cutter
Sudaruska normal 2 WL NL stun Troika knockback sidearm for gunners, bombers
Triglav normal 2 WL freeze NL freeze Troika Krogmo Coins knockback sidearm for gunners, bombers
Barbarous Thorn Blade piercing 3 NM WS Flourish Frumious Fangs beasts, fiends
Final Flourish piercing 3 NM NM Flourish beasts, fiends
Fearless Rigadoon piercing 3 NM stun NM stun Flourish beasts, fiends
Furious Flamberge piercing 3 NM NM fire Flourish beasts, fiends
Warmaster Rocket Hammer elemental 3 WL WL Operation Crimson Hammer undead, constructs (resisting knockback)
Divine Avenger elem+norm 2 WL WL Sealed Sword Jelly Gems undead, constructs (multiple or charge)
Fang of Vog elem+norm 3 NS fire TS fire Calibur Almirian Seals awesome charge
Combuster elem+norm 3 NS NL fire Brandish undead, constructs (single or charge)
Glacius elem+norm 3 NS NL freeze Brandish undead, constructs (single or charge)
Voltedge elem+norm 3 NS NL shock Brandish Krogmo Coins undead, constructs (single or charge)
Acheron shad+norm 3 NS NL Brandish slimes, gremlins (single or charge)
Gran Faust shad+norm 2 WL curse NL curse Sealed Sword Jelly Gems slimes, gremlins (multiple or defensive)

Piercing, Elemental, Shadow

Remember that, if you're into swords, then you want to own a piercing sword, an elemental sword, and a shadow sword. This section offers direct comparisons within each damage type. I try to present the objective facts (partially based on the Lancer Knightz data), followed by semi-objective analysis of their implications, followed by my subjective opinion. The columns are:

  • First, Second, Third, Fourth, Fifth: Width, length, damage, and status for each stroke of the combo (damage+0, heat level 10, depth 28, vulnerable enemies).
  • SPM: Strokes per minute when comboing as fast as possible (ASI+6).
  • DPS: Damage per second from comboing as fast as possible (ASI+6, damage+0, heat level 10, depth 28, vulnerable enemies).
  • Charge: Width, length, and status for the charge attack.
  • CPM: Charges per minute (CTR+6, ASI+6).
  • Move: movement speed while charging — fast (normal running speed), medium (about 10% slower), or slow (about 20% slower).

Piercing Swords

Name First Second Third SPM DPS Charge CPM Move
Barbarous Thorn Blade WM 285 NM 285 NM 340 120 607 WS 21 medium
Final Flourish WM 285 NM 285 NM 340 120 607 NM 18 medium
Fearless Rigadoon WM 240 stun NM 240 stun NM 289 stun 120 513 NM stun 18 medium
Furious Flamberge WM 240 NM 240 NM 289 120 513 NM fire 18 medium

Facts: Final Flourish and BTB are identical in their regular attacks. BTB's charge attack spews a short, wide shower of thorns; it can disrupt and moderately damage a crowd of monsters. In contrast, Final Flourish's charge attack is essentially a more powerful version of its regular combo; it lunges into one monster (or a tight crowd), damaging it heavily. Fearless Rigadoon and Furious Flamberge are identical to Final Flourish, but sacrifice some damage for the ability to inflict status effects. BTB charges faster than the others.

Implications: The first stroke, being fast, wide, and fairly long, is extremely useful; against fiends, it is often wise to use just the first stroke. The third stroke benefits greatly from auto-targeting, due to its distinctive lunging motion. 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 DPS Charge CPM Move
W. Rocket Hammer WL 340 NS 240 WL 403 90 492-733 WL 13 slow
Divine Avenger WL 328 WL 445 74 477 WL 18.5 slow
Fang of Vog NS 266 fire NS 266 fire NS 345 fire 96 468 TS fire 17 fast
Combuster NS 292 NS 292 NS 382 117 628 NL fire 21 fast
Glacius NS 292 NS 292 NS 382 117 628 NL freeze 21 fast
Voltedge NS 292 NS 292 NS 382 117? 628? NL shock 21? fast?

Facts: In regular attacks, Combuster, Glacius, and Voltedge enjoy high speed and single-target DPS. DA and WRH enjoy superior width, length, and knockback. WRH's second stroke lunges dramatically, hitting knockback-resistant enemies as many as three times. FoV's raw speed, size, and damage are mediocre, but it can inflict fire on every stroke. In charge attacks, Combuster, Glacius and Voltedge emit a line of explosions, that cause fire, freeze, or shock; these swords are identical except in their charge attack statuses. You move at reduced speed while charging DA or WRH. The DA charge is a big swing that spews three projectiles. The WRH charge is two huge downward swings with large area and knockback. Fang of Vog's 360-degree charge attack does huge damage to monsters, sets them on fire, and often sets the user on fire.

Implications: Against tightly clustered enemies, DA's and WRH's longer reach and wider swing mean that they can hit multiple enemies at once, potentially doing high total damage. However, completing a combo against multiple enemies without getting hit requires care. DA's and WRH's high knockback aids defense in tight, crowded fights. WRH's lunging combo is dangerous around traps, but can facilitate simultaneous attacking and dodging. Shield-cancelling WRH after the second stroke results in massive DPS against knockback-resistant enemies. The WRH charge leaves you exposed. Among the three Brandishes, Glacius' freeze is useful for crowd control, and it does some damage upon thawing, but it hinders kiting, shield-bumping, and knockback. Voltedge's shock disrupts monsters somewhat, and it does some damage, especially since shock does area-damage to close monsters. Combuster's fire is useful for extra damage, but offers no crowd control. Freeze and shock can prevent a monster from riding the entire Brandish charge attack for full damage; fire does not have this defect. Although the monsters in Firestorm Citadel are largely immune to fire, FoV and the Combuster charge still do damage — just not status.

Opinion: Combuster is better than Voltedge, which is better than Glacius, which is still good. FoV is a utility weapon, for charging only. DA excels against crowds, especially in tight rooms. WRH excels against knockback-resistant enemies such as gun puppies and lumbers.

Shadow Swords

Name First Second Third SPM DPS Charge CPM Move
Acheron NS 292 NS 292 NS 382 117 628 NL 21 fast
Gran Faust WL 328 WL 445 curse 72 464 NL curse 14 slow

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. For example. I use it in Compound 42 and the Unknown Passage, to keep crowds at bay. In all other situations, Acheron is better.

Normal

Are you sure that you want a normal sword? Maybe you'd be happier with two non-normal swords, or with a piercing sword and an elemental gun? No? Okay, here are some comparisons among normal swords.

Name First Second Third Fourth Fifth SPM DPS Charge CPM Move
Dread Venom Striker NS 170 pois NS 170 pois NS 170 pois NS 170 pois NS 216 pois 145 433 NS pois 18 fast
Wild Hunting Blade NS 170 NS 170 NS 170 NS 170 NS 216 135 403 NS 15.5 fast
Leviathan Blade NS 203 NS 203 NS 258 117 432 TS 21 fast
Cold Iron Vanquisher NS 186 NS 186 NS 238 120 407 TS 20.5 fast
Sudaruska WL 288 WL 321 64 325 WL stun 15 slow
Triglav WL 288 WL 321 freeze 64? 325? WL freeze 15? slow?

Leviathan Blade vs. Cold Iron Vanquisher

Facts: Cold Iron Vanquisher does less base-line damage than Leviathan Blade, but comes with a High damage bonus against undead. Levi's charge attack knocks back more than CIV's does.

Implications: Against non-undead targets, Levi simply does more damage per hit. Against undead targets, which sword does more damage depends on the amount of damage bonus being applied from other sources (armor, shield, trinkets, UVs). At None, Low, Medium, and High damage bonus, CIV out-damages Levi against undead. At greater levels of damage bonus, Levi starts catching up to CIV against undead, because damage bonus cannot go over Maximum!. At Ultra or Maximum! damage bonus from other sources, Levi out-damages CIV even against undead. The high knockback of Levi's charge attack is good for defense, but it can disrupt teammates when used badly. Against light enemies, CIV's charge is more likely to hit three times, and therefore may do more total damage.

Opinion: Levi is better in most situations.

Dread Venom Striker vs. Wild Hunting Blade

Facts: Dread Venom Striker and Wild Hunting Blade do equal base-line damage. WHB comes with a High damage bonus against beasts, while DVS can poison its targets. DVS is slightly faster than WHB. Both swords have long charge attacks that leave the user exposed, but WHB's charge attack interrupts monsters much more than does DVS'. Any piercing sword does far more damage against beasts than WHB does, and with wider, longer swings.

Implications: Due to its speed and poison, DVS out-damages WHB against everything but beasts. WHB out-damages DVS against beasts when not much damage bonus is applied. At Maximum! damage bonus, DVS out-damages WHB even against beasts. DVS's poison is useful against most monsters — especially ones that heal, such as the Royal Jelly. WHB's charge attack is somewhat safer than DVS'.

Opinion: DVS is better. Indeed, WHB has been made largely obsolete by the piercing swords and the weakening of the wolver AI. WHB deserves some kind of update.

Sudaruska vs. Triglav

Facts: Sudaruska inflicts stun on the charge only, while Triglav inflicts freeze on the charge and on the second stroke of the combo. Both swords enjoy great length, width, and knockback in regular attacks (identical to Divine Avenger and Gran Faust). Both swords deliver a big charge attack that leaves the user exposed but knocks monsters away.

Implications: If Triglav successfully freezes its target, then the freeze prevents the target from being knocked back. Freeze and stun are both powerful statuses, with drawbacks in certain situations. Freeze hinders knockback, shield-bumping, kiting, etc. Stun can also hinder kiting.

Opinion: I have never used Triglav, but the possibility of not knocking enemies away on the charge attack seems quite dangerous, so I vote for Sudaruska.

Other Comparisons

Remember that you should always plan in terms of 5-star items, not 2- or 3-star items. And damage type is the major consideration in choosing a sword. So the comparisons in this section make no sense in my world view. However, so many people ask about them that I have to say something.

Troika vs. Sealed Sword

Facts: Troika and Sealed Sword are 2- and 3-star swords, not 5-star swords. The 5-star versions of these swords do various kinds of damage (normal, elemental, shadow). In regular attacks, Divine Avenger and Gran Faust are significantly faster than Sudaruska and Triglav, but all four of these swords have the same width, length, and knockback. The Troika-style charge attack slams down on the monsters from above, while the Sealed-style charge attack launches one or three projectiles that plow through the monsters.

Implications: People ask about these swords because they are all heavy (wide, long, slow, two-stroke combo, high knockback). But, because they inflict different damage types, they are not really comparable.

Opinion: If you are a gunner or bomber who wants a single sword for all emergencies, then consider Sudaruska, Triglav, and Leviathan Blade. If you are a sworder, then do not get any Troika-line sword, but strongly consider Divine Avenger or Gran Faust, to complement the damage types of your other swords. If you use a mixture of swords and guns, then strongly consider DA or GF (to complement the damage types of your other swords and guns).

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 faster than DA.

Implications: People ask about these two swords because they are heavy (wide, long, slow, two-stroke combo, high knockback) and come from Jelly Gems. But, because they inflict different damage types, they are not really comparable.

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: People ask about these swords because they are similar in their 2-star regular attacks (narrow, short, medium-speed, three strokes, small knockback). But, because they inflict different damage types, they are not really comparable.

Opinion: If you are a gunner or bomber who wants a single sword for all emergencies, then consider Leviathan Blade, Sudaruska, and Triglav. If you are a sworder, then do not get any Calibur-line sword, but strongly consider Combuster/Glacius/Voltedge/Acheron, to complement the damage types of your other swords. Also strongly consider the Brandishes if you use a mixture of swords and guns.

Armor, Shields, and Trinkets

In Tier 3, even the strongest armor lets through lots of damage. To stay alive, one must avoid getting hit. Thus, most advanced players favor armor, shields, and trinkets that give offensive bonuses, even at the cost of some defense. Damage bonus against all enemies (six monster families, Vanaduke, and PvP) is especially valuable, in that it cannot be replicated by UVs. On the other hand, the practical value of damage bonus is sensitive to your tactical situation; it may increase your kills per second dramatically or not at all.

Here are the armors and shields that give sword bonuses. Other popular shields for sworders are Grey Owlite Shield, Crest of Almire, and Volcanic Plate Shield.

Name Norm Pier Elem Shad Bonuses Fi Fr Sh Po St Cu Sl
Skolver Coat/Cap norm pier sword dam+2 fr+4
Vog Cub Coat/Cap norm elem sword ASI+2 fi+4
Snarbolax Coat/Cap norm shad sword dam+2 fr+3 po+3
Heavenly Iron Armor/Helm norm shad sword dam+1, fiend dam+1 sh-4 cu+4
Armor/Crown of the Fallen norm shad ASI+1, fiend dam-2 fi+4 po+4 cu-4
Chaos Cloak/Chaos Cowl norm elem dam+2, CTR+2 fi-2 fr-2 sh-2 po-2 cu-2
Kat Claw Cowl norm shad sword dam+1, sword ASI+1 fr+4 sh-2 cu-1
Black Kat Cowl norm shad dam+3, MSI+1 fi-2 fr+4 sh-2 po-2 cu-4
Barbarous Thorn Shield norm pier sword dam+2
Swiftstrike Buckler norm ASI+3

Snarbolax, Heavenly Iron, Kat Claw, and Black Kat armors are hard to get. For your first 5-star armor, focus on Skolver, Vog Cub, and perhaps Chaos. Skolver is ideal for the Royal Jelly Palace. Vog Cub and Snarbolax are both good for Firestorm Citadel, but I prefer Vog Cub, because the shadow is easier to avoid than the fire. Insofar as there is a general trend, Vog Cub offers better defense than Skolver. Elemental and fire are more prevalent than piercing and freeze, especially due to the popularity of Firestorm Citadel. Also, Vog Cub's ASI aids defense. Meanwhile, Skolver offers better offense, because blanket damage bonus cannot be replicated by UVs.

New players and frugal players should consider building a general-purpose armor set before building more specialized sets. Perhaps obtain Ash Tail Coat/Cap, and upgrade one piece to Vog Cub, and then upgrade the other to Skolver. Consider also 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. By coordinating trinkets with armor and heat level 10, you can always achieve damage+4, ASI+4, and CTR+2 on all swords. Shields and UVs let you exceed these baseline bonuses.

Final Thoughts

A knight's goal is to kill monsters, but a player's goal is to have fun. Some people wear crummy armor, because they enjoy the challenge. In my opinion, some of the weaker swords (e.g. Sudaruska, Dread Venom Striker) are really fun. So try a variety of swords and use what you like. This guide exists, just to help you understand the tradeoffs you're making.

Thanks to Lancer Knightz for data, Trying for vandalism repair, and the rest of the Arsenal Forum regulars for enlightening discussion. Happy travels.

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