Archives For Battledome Guides

Lesson 2: The After The First Turn Freeze

Assuming both battledomers have reached the stage of battledoming I like to call MAFTF (mutually assured first turn freeze; i.e. both players are going to freeze reliably on the first turn) the next step in the progression is the after the first turn freeze, which involves trading shots between opponents until one achieves a second freeze through the use of the faerie granted ability Fiery Gaze. This strategy is used as frequently in the high end game as it is in the low end game, if energy permits as battles draw to closes.
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Lesson 1: The First Turn Freeze

The first turn freeze is a strategy employed by Battledomers early on in their careers, and takes them well into the high end game. At the lowest levels, this is attempted with unreliable freezing, but inexpensive, abilities and weapons such as: fiery gaze, snowglobe staff, and the frost cannons, to name a few options.

The purpose of the first turn freeze is to render an opponent helpless for the second round of combat, allowing the attacking player to get their damage through completely unblocked. Typically this attack will consist of the highest damage weapons in that person’s arsenal with fierce or berserk attack. Honey potions are probably the favorite item to use unblocked, but are expensive. Other weapons in this family include Jhudora’s Potion, Battle Potate, Cake Bomb, Ummagine Battle Muffin, and Ummagine Bomb; there is a long list of once-per-battle high damage weapons. Also in this situation, attackers will typically use very high damage multiple use weapons that are easily blocked, such as the Attack Pea.
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Lesson 5: Drain Life

Drain Life is currently the most used and abused ability in the game. It would not surprise me if any moment now the Neostaff decided to make this a once per battle ability in the manner of Sink and Burrow. Drain Life essentially takes 11 percent of an opponent’s hit points and transfers them to the caster. It cannot be blocked. It cannot be stopped. Used on weak, it could be done 10 times before the caster ran out of energy. Against higher hit point opponents this can be devastating.

Consider a pet using Drain Life and an Everlasting Crystal Apple (an item that heals for 30 points and can be used round after round and won’t break) against a pet with 300 or so hit points. This means that for the first few rounds that pet is adding an average of 60 points to their health. Their opponent must not only inflict greater damage than that in order to have any impact, but if they fail to produce as much damage as the attacker is generating with their second weapon, they are being out damaged and they will lose. – Jadeasahi

If you are reading this guide, you obviously want to beat Punchbag Bob and get that spiffy trophy on your lookup! Well here is a guide to the sort of weapons that you should purchase and how much NP you will probably need.

First of all, make sure you have at least ,6000 neopoints. Go to the shop wizard and type in ‘Scarab Ring’. Then buy the cheapest. Then go back and buy another one. The most you should have spent is 6,000np.

Another way of beating him is to purchase two ‘Lightning Scrolls’. For one of these, the most you should be paying is 5,000 neopoints so that is 10,000 neopoints in all.
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This is a battledome guide for absolute newbies. In this guide I have included advice on training methods, abilities and equipment in the battledome.

Training

This is an obviously important aspect of being a good battledomer.

There are 5 statistics that you can improve for your pet. These are strength, defence, agility, endurance and level.

First of all, one thing that should be made clear: Agility does NOTHING whatsoever in the battledome. Increasing your pet’s agility is a waste of time and neopoints. Some people like to train it anyway to have nice rounded stats but I personally don’t bother.

Strength is a measure of how much damage your pet does in the battledome.
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