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Judgement for this Mode:
K.Os (Victory decided by team number of K.Os if time runs out)
Overall Rating (Victory decided by Overall score (i.e. number of bases, KOs, supply base) of team if time runs out)
List of Recommended Weapons:
Twin Sabers
Battle Axe
Hand Axe
Iron Blade
Noble Sword
Twin Blades
Trident
Iron Spear
Battle Rod
Wolf Sword
Iron Claw
Wood Nunchaku
Cudgel
Chakrams
Iron Halberd
Twin Maces
Crescent Blade
Battle Shield
Non-Recommended Weapons:
Iron Rod
Twin Rods
Twin Picks
Builds:
Twin Sabers
Build (include temper, emblems, and mods, etc.): 44200, C1 Moon, Damage and Attack Mods.
Flask: Lost or Decrease
Maps: All current maps (may due to change)
Reason: The standard for capture rushing. Damage and Attack are on slot 2 and 3 respectively to flask quickly. It has 140 speed which can get to bases quick and you can also utilize C3 to attack captains or knock down tower bases. However, Defense is on slot 5 and liable to die more easily from base defenders.
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Build: 44300, 1 mod on damage, Rest is Temper mods
Flask: Lost/Decrease
Maps: Any
Reason: More def than 44200 to prevent dying quickly
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Battle Axe
Build (include temper, emblems, and mods, etc.): 43320, C1 Moon, Atk and Dam mods. Fire/Ice.
Flask (Lost or Decrease?): Lost and Decrease.
Maps: Plains, Stronghold, etc...
Reason: A balanced build for B.Axe. C1 Moon can quickly rack up KOs and a few JCs can knock down towers. Can effectively fight against Defenders. Damage and Attack is on slot 1 and 2 respectively. Defense is on 3. However it's a bit slow at 115 speed.
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Build : 4+4300 Moon/Eclipse
Flask: Any
Maps: Any
Reason: Slot 6 for max speed. In the case that you die, it's easy to flask back up.
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Hand Axe
Build: 53200 / Lightning / C1 Thrust / C6 Any, 2 Mods in Attack
Flask: Lost / Decrease
Map: Gate
Reason(s):
Flask 5 attack and start stalking the one with rushing capture weapon immidiately. Whether the rushes is successful or not early, flasks the necessary damage if the base you are taking/defending is damage base. Two random slots are there so you can get atkx2 or speed max easier to cripple your opponent.
The two defense temper has been taken into account where you only need another 5 flasks to reach maximum attack and start defending bases again, should you die. Furthermore, since it is Gate map, all the bases near each other too for easier travelling, even for 100 speed HAxe.
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Iron Blade
Build: 42321, 24 Temps, P/M, 1 atk mod and 1 life mod
Flask: Any
Maps: Any map But Mountain Range
Reason: Very easy weapon to learn to use. Well rounded.
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Build (include temper, emblems, and mods, etc.): 43320 Moon/Fan W. Ice(Two increase mods on attack, one increase temper)
Flask: Works for both
Maps: Any used in CP/SD
Reason:I used T.blades for the longest time, and I felt I lacked the ability to do anything in a pvp situation, so I looked around for a new weapon for Campaign and Showdowns, I tried the cudgel with wind, but didn't like it, but I found the I.Blade, and tried one out, and really enjoyed it due to the high motion value, which lead to me not needing a damage-heavy build. So I built one with 4 attack and two mods, and imbued with ice. I no longer need to use +damage items in battles, I can now use Blizzards instead and pack a real punch vs players.
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Noble Sword
Build (include temper, emblems, and mods, etc.): 44200. Crescent/(Fan/Eclipse), Mods in Attack, Damage, and Base Speed.
Flask: Lost/Decrease
Maps: Any Map, best used on Gate and Forest
Reason: Flasks are on 2 and 3 for Attack and Damage, respectively. It's on the slow side at 117 (with the speed mod), but can take care of tower/juggernaut bases relatively easily, along with having a great musou for getting attack-based bases out of the way. It's also strong in general so it can get rid of attacking enemies relatively easily. An all around good weapon, but a tad on the slow side.
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Twin Blades
Build (include temper, emblems, and mods, etc.): 53300, Thrust/Eclipse, 3 mods in max temper, 1 in attack. Ice element
Flask: Decrease/Lost
Maps: Any
Reason: It's a fast weapon with a large troop killing attack (either the C2 or Thrust). The high damage value on 5 may be a turn-off, but taking into account that it drops flasks like flies, flasking damage shouldn't take that long. Use C3 for every base except Troop, using Thrust for those instead. Imbue as much Ice as possible; the more you can hit on a person, the better it is.
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Build: 33332, Thrust C1, Blizzard being a good option, Mod in Atk.
Flask: Any
Maps: Any
Reason: Not explained.
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Trident
Build (include temper, emblems, and mods, etc.): 44200, Moon/Eclipse, 1 mod in Attack/Damage, 1 in base speed, Fire element.
Flask: Lost/Decrease
Maps: Any
Reason: It's base speed is 120-122, it has Moon which is similar to the Cblades Crescent for killing troops. It has a good C3 for towers and captains bases. It's 2 defense at 40-44 (Depending on simple/detailed mods and rank) is a lot for it, making you able to defend yourself against base defenders/attackers.
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Iron Spear
Build (include temper, emblems, and mods, etc.): 43320, Pierce/Fan, 1 mod in attack, 1 in damage, 1 in max temper, Fire element
Flask: Lost/Decrease
Maps: Any
Reason: Has a good running speed at 120, can kill troops really well with Pierce or Fan, has a stagger C3 for captain/officer base, has C3 for towers/juggs, and has its advanced for longer-lasting matches, to take tower/jugg bases quicker.
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Build: 44200, Crescent/Pierce, All mods go to Speed 0.o (120 --> 130), Element of Choice - Wind
Flask: Lost or Decrease
Maps: Any
Reason: Damage is in Slot 1, Attack is in slot 3; making this a great weapon to rush with (Also is pretty quick to reflask in Flask Lost). C1 Crescent is superior for KO's (2 atk slots need to be flasked) even to Pierce C1 due to it's range and also not having Rotation Lock. C1 Crescent is also effective (when used right) in defending jugs/towers and also keeping players off of you. Jumpcharge is excellent as an escape maneuver, or to use as counter spam against annoying weapons like Halberd, I.Blade, etc. C4, I've 1-shot killed many players with this in Capture fights. C6 Pierce... hey some think its too easy to jump over, but that I.Spear user just has bad timing with it. It's directional, elemental and does have good KO's range. Advanced Skill Obliterate is extremely helpful (2-hit Jugs, 2-3-hit Towers without damage card). This build leaves Slot 2 and Slot 6 open for Atk/Def/Speed buffs. Despite what some say about modding speed, 130 running speed is needed to maintain pace with any faster rush weapons (like T.Sabers) on the battlefield.
*This wep is also extremely handy for Promotion Quests. I've used this (and lent it to others) for making Chariot/Grand/etc. quests easier.
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Battle Rod
Build (include temper, emblems, and mods, etc.): 43320, with either BBed Atk and 2 detail modded Damage mods or Atk and Damage mods. Emblems Pierce/Fan. Fire element.
Flask: Lost/Decrease
Maps: Any
Reason: The B.Rod's vital stats are in 1 and 3 (Damage and Atk respectively). The weapon is very easy to flask having the C1 Pierce. The B.Rod is a faster Hand Axe Crescent with better options. Running at 120 speed, and an amazing troop killing emblem and confront options, gives it an edge over weapons like the T.sabers, because all they can do is true musou and run.
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Wolf Sword
Build: 44210, Thrust/X or Moon/X
Mode Capture
Flask: Lost/Decrease
Maps: Any
Reason: an alternative to the T.sabers and any other capture suitable weapon. Damage and Attack are on the low end of the upgrade chain. Damage for this weapon is on the low side (which is suggested you at least modify Damage increase once). This weapon really shines on large maps where there is much ground to cover between bases. Further, it really shines in long, drawn out capture matches. If you are able to get the Advance, you can spam Strong Fort which will help your bases stay up a bit longer (which can be very helpful). Thrust can be used to down small groups of enemies, but the width of the attack is nit wide (so you would have to lure troop so they form a line-ish pattern).
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Iron Claw
Build: 43310 (or 43311). Crescent/Eclipse
Flask: Remain or Decrease
Maps: Larger Maps
Reason: This weapon shines on larger maps and it is not suitable for rush (due to dmg being on slot 5). It's damage and defense stats are quite good for this mode (a single mod to increase for damage would further seal the deal). Not to mention its speed is the same as T.sabers. Best used with ice or wind as you can freeze lock opponents with c3 and potentially kill them. Crescent is good for catching people if you know how to properly lead in this game. It is okay for KO'ing but not as great as some of the other weapons and emblems. Eclipse is okay as well (due to it's AOE). Once you are able to max your defense at 3 stars you will be much harder to kill. So you can use your build as base defense, or as quickly capping. Again, this weapon shines on bigger maps and not suitable for rushing because of the damage increase being too high on the chain. Once you get started, however, you will be a capping machine (with better defense than T.sabers).
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Wood Nunchaku
Build (include temper, emblems, and mods, etc.): 53200, Moon/Eclipse, 1 mod in attack, 1 mod in damage, 1 in base speed/base health. OR 44200, 2 mods in attack, same emblems. Possibly wind, but usually no elements.
Flask: Lost/Remain/Decrease
Maps: Any
Reason: This is a great weapon to have as a capture weapon. Bring ginseng as your battle item, using the C5 to kill troops helps flask faster. Up attack first, then damage, then 1 more combo, and then you're off to assault any base that's thrown at you. It's 125 speed makes it a pretty good capture weapon.
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Cudgel
Build: 43320 Thrust/Fan, 2 mods on Attack
Flask: Any
Maps: Any
Reason: Use with orbs N4 => C2 to kill enemy players and harass them with JA / C1 thrust when defending, KO with N4 /C6 fan/x2 range
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Chakrams
Build (include temper, emblems, and mods, etc.): 33330 / 33322 / 43311 - One mod in attack and damage and other mod to change the Basic Value of Damage (Highly recommended to make it Detailed because if you make it Simple will be 2 points less for defense) So damage instead of 37 is going to be 43
Best Emblems for Chakrams: c1 Crescent and c6 Eclipse, Element of Choice - Ice/Fire (But I recommend Ice because Fire is very easy to sabotage with Rain Amulet)
Flask (Lost or Decrease?): Decrease.
Maps: Any
Reason: damage, defense and life are very easy to flask, Attack is slot 5 so it may take more, that's why I recommended 3 attack instead of 4, also if you get a chakram with + in attack and you make the attk and damage (Detailed) mode it is going to be +47 (r5 Chakrams) so it's almost the same as the Hand Axe r5 +49
Jump Charge is very similar to the T. sabers, the c1 Crescent gives you super armor and can be very good for defend.
Is a fast weapon (135 Speed) and make sure to flask your combos and do c3 for damage bases. Eclipse can be very good to put the enemy away from you.
The advanced is Protect so it is going to work as an elixir so is going to heal slowly your teammates (Except you)
Warning: This weapon may not be good for making kos if that's the retreat.
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Iron Halberd
Build: 43320 / 42330 / 33330 - Mods should all go for attack in these builds, Fire/Ice
Flask: Lost and Decrease
Maps: I wouldn't say it is a good idea to bring Halberd to River Port or Island, it is a bit tad slow, so any map that is not too big is fine.
Reason: The halberd is extremely annoying to fight, especially when it has a fire orb on, taking a base with a halberd inside will be difficult because the range of the C3 (which by the way beats a bunch of other weapon's range) can catch you off guard and the user can kill you with C3+Fire Musou anytime, Damage and Attack come in slots 2 and 3 respectively, so if you want to rush, it won't take you very long to, the Defense and Life tempers are in slots 6 and 5, and they're pretty decent to keep you safe from other weapons attacks, the Advanced can be useful too in PvP situations, make sure you wear speed gear or you will be too slow to compete with other people, also, Crescent and the C3 are nice for getting K.Os, my favorite C6 is Fan because it always catches careless people off guard and it is an useful emblem for defending bases.
Twin Maces
Build: 44310, mod once in damage, T/E
Flask: No matter
Maps: No matter
Reason: Generally not recommended for CP.
Lacking of C1 emblem for fast troops killing.
But its speed, extra hit on C3, and SA on C3 have given it a somewhat upper hand in damage base.
I didn't recalculate it but 4 damage plus mod should be able to take down a tower in 7 hits, which is D + C3.
Use Thrust sparingly for meddling and protecting your base.
Eclipse is somewhat good in killing troops so rely on that.
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Build: 34320, 1 Mod Attack, 1 Mod Damage 1 Mod Max temper. Thrust/ Eclipse
Flask: Any but a storage flask+speed scroll recipe helps.
Map: All
Reason: 135 speed, C3 is a real kicker against tsabers, takes down towers in 1 C3 and it has advance rally making troops KO's difficult for the enemy. Furthermore, it has a fast combo and does well against the enemy in CF. C3 is excellent for troop KO's; however, not as good as a C. blade. Thrust is good for hampering the enemies ability to take a base with a long range.
It is a versatile wep with this build giving the player the ability to cap, troop kill, and CF which is needed in CP. This build is mainly for capture.
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Crescent Blade
Build: 33303|43302|44300 Crescent/x, all on Speed or Attack, Fire/Inferno, Large flask, or Time Scroll.
Flask: Any
Maps: Any
Reason: Fast to flask (Attack and Damage on slot 2 and 3). Especially good for KO Judgement and Overall Rating battles.
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Battle Shield
Build: 42330, Thrust/Any, 1 Attack Upgrade Mod, 1 Damage Upgrade Mod, 1 Max Temper Mod, Ice or Wind
Flask: Remain or Decrease
Maps: Any
Reason: Though there's no Emblem suitable for troop killing C3 even with Wind should suffice, upgrade fast to capture a base quick and defend any nearby bases since this weapons run speed is quite low.