Warior Guide

As a disclaimer, Ulala is still changing over time and much of the information presented in this guide may become obsolete. Additionally due to a lack of raw data from the game developers or a wiki for the game, the information presented here may be considered theory. However, being aware of these facts, I have not only pulled from my own knowledge gained from playing the game since NA release but also from many other top ranked players to provide the most thorough and accurate information as possible.


Attributes/Tempers
HP - Increases total hit points to your HP Pool.
ATK - Increases attack damage.
ARMOR - Increases defense and reduces the character’s damage taken.
HIT - Increases hit rate or accuracy.**
EVASION - Increases evasion. (No damage is taken when attack is evaded.)**
CRIT - Increases crit rate of attacks and skills.**
TENACITY - Reduces chances of being hit by critical attacks and reduces its damage.**
BLOCK - Increases block rate. (Damage is reduced if attack is blocked.)**
IMPALE - Lowers chance of attack/skills being blocked and increases Crit Damage.**

** = Stat efficiency is affected by the level gap of your character and the boss’ level.

Attributes:
Strength (STR) - Increases Attack, Hit and Impale.
Stamina (STA) - Increases HP, Block and Evasion.
Technique (TECH) - Increases Armor, Crit and Tenacity

 Recommended Builds:

Meta:
0 STR | 2 STA | 3 TECH
Focuses entirely on tanking as many hits as possible trusting that the other party members can fulfill and manage their own roles efficiently. Great for pushing and most of the game assuming the rest of the team has a decent idea of what they are doing.


*Alternative build*
2 STR| 3 STA | 0 TECH OR 3 STR| 0 STA| 2 TECH
A slightly different set up still focusing mainly on tanking; however, with some added attack. Not recommended unless you are much stronger than the rest of the team or want to get a little extra attack to push past a particular boss and are not at risk of dying.

Class Bonus Talent:
Grants the player additional attributes bonuses to the Warrior’s Pet. The effect of this increases by each transcend.

**Additional Pet Stat Buff (At Max Transcend)**
+5% to Symbiosis
+15% to Guardian
Tempers:

Recommended Builds:
HP/ARMOR/TENACITY/BLOCK - Full tank build and recommended meta build. Increases survivability to maximum extent possible.

[A bit of extra data]
As your block, tenacity, crit, evasion or anything with a % chance increases, you will get diminishing returns for each temper invested. Additionally, the utility of tenacity will decrease the closer you are to the boss level due to a smaller level gap reducing the boss’ chance to crit. This is why many tanks that have reached continent 5 (where the level gap to boss starts to close for most) switch to a more offensive temper choice in the place of tenacity or block.

Clatter Cards

A lot of what we know of today about clatter cards has changed due to the fact that many updates have gone through the game making a majority of the stats/bonuses offered by clatter cards to be considered… weak or lackluster thus the importance of chasing after modifiers/effects that will buff our overall output. The builds below will present the standard to more updated builds including the logic behind each build. It is important to remember that clatter card effects that include percentage effects only effect and increase that stats obtained from clatter cards and does not affect our base stats.

Build 1: Meta-build



Results:
ATK +2,700 | HP 90,000 | ARMOR +3,300 | CRIT +1350 |
TENACITY +2,700 | BLOCK +450
DESERT: When HP is lower than 25%, DMG taken reduces 50% for 4 seconds (triggers once per battle).
RAIN FOREST: While entering the battlefield, the Rain Forest card HP +24%. When HP falls below 25%, heal 80% of the pet Symbosis within 3 seconds. (It can be triggered once per battle).
HARD SHELL: Activate the Hard Shell effect every 4 attacks and obtain 1 layer of shield of 50% of the Pet's Protection. Up to 3 layers can be stacked.
AGILE: Activate the Agile effect every 4 attacks and restore the HP for Symbiosis +8% within 3 seconds.
FLUFF: Increase each battle's initial energy +1


This is the standard clatter build for Warrior. Maximum HP increase with decent armor and tenacity. Additionally, Rain Forest, Hard Shell, Desert, and agile increase longevity. Fluff is a necessity allowing for CCing of the first skill of a boss or ensuring Let’s charge gets used before the DPS classes skills if using it at the beginning of the skill set.


****Notes: I now believe Tyrant Dragon to be a better card than Mammoth as mammoth only gives you a moderate amount of HP and Crit while Tyrant adds the Mountain effect which increases your damage by 5% thereby increasing hp gains from lifesteal crystals.

Build 2: Economy Build



Results:
ATK +2,700 | HP 85,500 | ARMOR +3,300
TENACITY +2,700 | BLOCK +1350

DESERT: When HP is lower than 25%, DMG taken reduces 50% for 4 seconds (triggers once per battle).
RAIN FOREST: While entering the battlefield, the Rain Forest card HP +24%. When HP falls below 25%, heal 80% of the pet Symbosis within 3 seconds. (It can be triggered once per battle).
HARD SHELL: Activate the Hard Shell effect every 4 attacks and obtain 1 layer of shield of 50% of the Pet's Protection. Up to 3 layers can be stacked.
AGILE: Activate the Agile effect every 4 attacks and restore the HP for Symbiosis +8% within 3 seconds.
FLUFF: Increase each battle's initial energy +1

This is the build that the 2 in top 25 have instead. It is effectively the same build with slightly less of a bonus, but easier to achieve. It gives the same card bonds as the meta build and trades some HP and all of the CRIT bonus for some block.

 

Skills and Skill Rotations
Skill Tier Ranking - The skill tier ranking below is my personal view that some players may not agree with but has been consistent for myself and other top ranking tanks. The ranking will be based on usage and importance.
*This will not include evolved skills which will be covered later.

S+ Tier: Call to Arms
There are few, if any, situations where you should not be using Call to Arms. It should be obtained immediately and max’d out to its highest quality as early as possible.

S Tier: Fearless Shield


A TIER: Stockpile, Hoo Kham Kham, Hoo Hah Hah, Powerful Knock Up, Lion’s Roar
These skills are used often and can be reliably placed into most rotations. Either good for keeping you alive, stunning a boss, or keeping teammates alive.

B TIER: Overwhelming Assault, Safeguard, Unbreakable Will, Resolution
The skills in B tier are extremely useful in certain situations but are not usually your go-to choice.

C TIER: Swipe, Last Stand, Bramble Shield, Unwavering Will
Skills in C tier are here because they do something another skill does but not as well.

D TIER: Final Blow, Come Here, Giant’s Return
D tier skills are either rarely used or not at all.

E TIER: Protection Stance, Shield of Protection

 

Notes on Skill Level Up
As you increase the levels of your skills, they will get stronger. Skills are formatted for doing damage(or healing) x % (+x amount). At each level upgrade, the +x amount will increase. Every 5th level gained, the +x% will increase as well which is a significantly larger increase.

 Notes on Skill Breakthrough

Once all skill slots are increased to level 20, you will unlock skill breakthrough. At this point, you will begin to level up each individual skill to a maximum of +50.

 Full Skill Breakdown

(Descriptions in quotation are directly from manual in game; i.e. level 1)
(Things in italics are my opinion)

S+ Tier:
Call to Arms: “Increase your party and increase ATK by 15%(+20) for 6 seconds”

C2A is THE most important skill for a tank. It is your opportunity to affect damage. Typically used at the beginning of the rotation (slot 1) to snapshot (more on that later) the DPS skills. At higher levels, it is used towards the end of the rotation (slot 3 or 4) to buff the damage from transform skills.

S Tier:
Fearless Shield: “Gain a shield of 21%(+17) Armor for 12 seconds during which convert 40% of the first skill DMG received into a shield for 12 seconds.”

Fearless Shield is an extremely good skill that can be easily exploited to make a Warrior nearly invincible. If it is timed for a massive attack from a boss, you gain a massive amount of shields.

A Tier:


Stockpile: “Gain a shield of 23%(+23) Armor for 12 seconds, during which recover 1 1point of energy if 20% of HP is lost”

Stockpile gives you a solid sized shield on top of being a 2 energy skill that can reliable provide 1 extra energy towards your next skill.

Hoo Kham Kham “Taunt all the enemies to attack you and gain a shield of 13%(+11) Armor for 12 seconds”

Kham is useful for bosses that attack random members of the party (examples are
Sygnanthus and bosses with the lightning storm skill). Utilize it to draw all of the attacks
to you keeping the rest of the team alive.

Hoo Hah Hah: Reduce DMG taken by teammates by 16% over 12 seconds. Up to 8%(+7) of your Armor can be reduced”

Hoo Hoo Hoo is used for bosses that attack the whole team. Using this reduces the
damage that your teammates will receive, often preventing them from being killed in one
or two shots thus allowing the healer to keep them healthy.


Powerful Knock Up: “Inflict 60%(+80) ATK DMG and knock the target into the air”

Knock Up is my preferred CC ability. It does a little bit of damage and stuns the boss. It
will stop a boss skill if it hits while the boss is casting and because it stuns instead of
interrupts, it will slow the boss’ skill rotation if it hits at any other time.

Lion’s Roar: “Inflict 34%(+46) ATK DMG on an enemy unit and interrupt its skill casting. Successful interruption increases block rate by 8% for 12 seconds”

Lion’s Roar is your other primary option for stopping boss skills. If you can time it and be
sure that it will hit during skill casting, it is superior to knock up because it is a 2 energy skill; however, this is often not possible.

B Tier:

Overwhelming Assault: “Enter the Overwhelming Assault state to increase ATK by 30%, at the cost of 30% Armor. Inflict 64%(+86) ATK DMG on the enemy with the lowest HP, and lower its healing by 16%. In the Overwhelming Assault state, DMG increases by 50%”

Not very popular among most tanks. Personally, I utilize it very often. If both my teammates and I can survive with Overwhelming Assault equipped, I will always use
it. It allows for the tank to significantly increase their damage output, as well as, greatly
reducing boss healing if they have it. (Particularly recommended for Turtle and
Sygnanthus)

Resolution: “Gain a shield of 29%(+25) Armor for 12 seconds”

There is nothing special about Resolution, but it is a simple and effective shield.

Safeguard: “Gain a shield of 17%(+14) Armor and take 40% DMG received by the teammate with the lowest HP for 12 seconds.”

Safeguard is a solid skill choice because it provides a decent shield, protects you teammates, and most importantly only costs 2 energy allowing you to speed up you skill rotations.

Unbreakable Will: “Gain a shield of 21%(+17) Armor for 12 seconds. The lower the HP the higher the shield points.”

Unbreakable will is a solid option for a 3 energy shield skill. Useful if you are in a situation where you HP gets particularly low before the healer can restore you.

C Tier:

 Bramble Shield: “Gain a Shield of 18%(+15) Armor for 12 seconds and when the shield breaks, inflict 72%(+96) ATK DMG on the enemy in front of it.”

Bramble shield can be swapped in to increase damage marginally extremely early game; however, if you don’t need shields but need to increase team damage you are better off cycling Call to Arms faster in most situations.

Last Stand: “Gain a shield of 41%(+35) Armor for 12 seconds, during which DMG received is reduced by 10%.”

Last stand is the flat out largest shield skill that you have and gives you 10% Damage Reduction on top. It sounds great and can be a great skill to use; however, it has a major drawback in that it needs 4 energy to cast. This game often favors faster skill rotations making this skill shine less than it could otherwise.

Unwavering Will: “Remove 1 debuff from yourself and gain a shield of 22%(+18) Armor for 12 seconds”

This skill can be used to remove bleed effects or other debuffs. Personally, I rarely use it because typically the healer has better utility to remove debuffs, or the dandelion toy can be used instead.

Protection Stance: Enter the Protection Stance to increase your Block by X%(+x) for 14 seconds, during which Armour increases by 1% upon each successful block for up to 10% of armour.

D Tier:

Come Here: “Inflict 38%(+51) ATK DMG to the enemy. If in the Overwhelming Assault state, the attack will aim at the enemy unit with the lowest HP, and the target will be pulled over and stunned for 0.6 seconds”

Has marginal utility as a stun; however, not recommended for frequent use.

Final Blow: “Inflict 120%(+160) ATK DMG on the enemy. If in the Overwhelming Assault state, DMG increases by 20%. If the target is killed within 3 seconds, gain a shield of 18%(+15) Armor for 12 seconds”

Final Blow is the tank’s way of dealing damage. If you are using this skill, you are
most likely too high leveled for the stage you are on or very late game.

Giant’s Return: “Immune to control effects for 18 seconds and gain a shield of 22%(+18) Armor for 12 seconds”

Not a very useful skill in my opinion. If you really need to be immune to control effects, just use the wind dragon toy.

Swipe: “Inflict 60%(+80) ATK DMG on enemy units ahead of you and gain a shield of 9%(+7) Armor for each target hit”

Swipe can be useful against bosses with multiple adds; however it has an extremely slow animation time making it much longer than standard 3 energy skills.

E Tier:

Shield of Protection

Protection Stance relies on your ability to block to increase armor making it inconsistent in most situations. Shield of Protection relies on you using Protection Stance to be useful also making it a bad option by proxy. However, against a boss wiht a large number of adds it can be more useful to try to mitigate damage via blocking than a shield that will drop quickly (Example is Lightning T-Rex in Evergreen Rainforest)
Evolution/Upgraded Skills and Effects - Unlocked on continent 2 and only obtainable via skill draw. These skills offer additional effects if their upgrade scroll is obtained. Some effects greatly improve damage output while others fit very niche situations or have lackluster effects. You can only obtain these by drawing the legendary (gold) version of this skill when drawing skills and cannot be purchased via Black Market.

Call to Arms II: Adds damage reduction for 6 seconds and gives you a small shield. You will always be using Call to Arms anyways, so adding to your tankiness improves the utility of this skill pretty significantly making this an important skill evolution.

Safeguard II: Adds decreasing the damage taken by 30%.
This is a significant improvement, but this only applies to the damage that your teammates would have taken.

Hoo Hoo Hoo II: Heals you for the amount of damage you prevent you teammates from taking. Again, this is just some bonus tanky goodness. Not vital to have, but it is good.

Hoo Kham Kham II: Adds an increase to max Armor per enemy taunted. Again, it is better but doesn’t change its role as a skill.

Powerful Knockup II: Evolution adds a bit of extra damage. Not much of a change but still better. Use just like an unevolved uppercut.

Unbreakable Will II: Gain a larger shield if HP is less than 30%. Which is a significant increase in the utility of the skill.


Skill Rotations

There really aren’t any common skill rotations for tanks against bosses. Of the roles, tanks and healers need to change their skills significantly more often because their jobs are dependent on the skills of each boss. Sometimes your job as the tank is just to stay alive, and other times it is to help the healer keep the DPS classes alive either by interrupting boss skills or stopping them from taking damage using Hoo or Kham. Your skill order can make all of the difference in winning or losing a fight.

That being said, there are two basic guidelines for skill order:
Call to Arms should go before your DPS snapshot attacks prior to unlocking hero transformation

After unlocking hero transformation, Call to Arms should be just before transformation occurs on all or most teammates

AFK Build
For AFK skills, use Call to Arms first and then swipe. I rarely see the second skill even happen, so I don’t think it makes much of a difference after that.

PVP Build
For PVP, I recommend the strategy of taking out the opponent’s backline. At high levels, most PVP battles are determined in the first 5-10 seconds. I recommend thinking about it as if you were facing a boss that is going to attack your whole team each skill and you are pre - hero transformation.
An example setup would be:
Hoo Hah Hah
Call To Arms
Safeguard
Stockpile
Toys
Toys are basically add-on’s to skills for additional effects. The effects are activated upon usage of the skill it is attached to and ends before the next skill activation. The detail underlined is very important to remember and understand. Understand and learn the function. Pay attention to detail as the further you progress into the game, the more important min-maxing is going to be. As you unlock toys, it is recommended to complete the toy ASAP. Worry first about completing the toy then focus on getting legendary pieces.

 

CORE TOYS

*Best* (Top Priority Toys)
Triceratops - Decrease target’s armor and tenacity by 15% for 10 seconds.
Use this the same way that you use Let’s Charge. It will significantly increase your team’s damage output. It is also okay to swap out if you are not surviving with it equipped. *Triggers on first basic attack after skill.*

Irish Elk - Reduce DMG received by 32% until next skill.
Elk is a staple and gives you the ability to take hits you wouldn’t be able to otherwise. Best used prior to high energy skills for longest lasting effect.

White Camel - 60% of DMG received is deducted by bleeding over 6 seconds. This decreases by 1 second for each damage received down to 3 seconds.
Use this to take large amounts of damage over time instead instantly. Additionally, it is best used in conjunction with the healer using a skill that will remove the bleed effect, therefore completely negating that damage.

Snow Marmot - Gain 2 energy points upon casting skill.
Use this to increase the speed that you cycle through skills. It is also useful for timing CC skills.

Narwhal - Convert 36% of damage received into HP until the next skill.
A very good toy. It is similar to Elk in how it is used; however, typically Elk provides better results.

Walrus - Healing and shield increase by 50% until the next skill.
Effectively increases the shield from whatever skill it is attached to. Best when timed with a strong healing skill from a druid or shaman.

 

Dimetrodon - Decrease target’s ATK and CRIT by 10% for 10 seconds.
This toy is basically like a bonus Hoo Hoo Hoo. Use it to help keep your teammates alive from AOE bosses. You have better options to keep yourself alive. *Triggers on first basic attack after skill.*

Marmot - Gain 1 energy point upon casting skill.
Marmot is the same as now marmot but not as good. It still sees use though for timing of skills on certain occasions. I recommend completing and using this until Snow Marmot is unlocked, but I would not recommend spending the rainbow stones to get it to legendary.

SITUATIONAL TOYS
Wind Dragon - Gain control immunity until next skill casts and gain a shield of 10% max HP for each CC blocked.
Useful for preventing you from being stunned. It won’t be used often, but it can help in certain fights. It is much better than using Giants Return.

Dandelion - After casting a skill, remove all debuffs/negative spells.
Really useful for fights where the AOE purge of your healer does not rotate fast enough. Useful in fights against bosses like Saber Tiger King in Evergreen Rainforest and Fire Ankylosaur in Firefly Summit (C5).

Bone Ankylosaur - After casting the skill this toy is attached to, immune to 1 fatal attack. Can be triggered twice per fight.
This toy really shines against heavy single target bosses when paired with Fearless Shield, and even if you need to have a few extra seconds extending the rage time, can be used when the boss goes past 60 seconds, allowing another few precious seconds of dps.

NON-ESSENTIAL TOYS
T. Rex - Increases current skill level by 2. (Only applies to pre-breakthrough)
Black Rock T. Rex - Increases current skill level by 2. (Applies to breakthrough skills)

 

The T-Rex toys have marginal utility if you do not meet the skill level requirement to CC a specific boss as they can be used to artificially increase skill level allowing a CC to succeed.
Additionally, Black Rock T-Rex can be used to take a skill to the next tier of buffs (meaning if you have breakthrough +8 you can use it to make the skill operate as if it was BT +10 when a significant increase occurs)

Pets
Since the pet update has been out, the effectiveness of pets has drastically changed. As a tank, Evolved Tiger Kid is significantly stronger than anything else with 9 Light element it has an extremely high elemental effectiveness against all bosses in addition to skills that are extremely complimentary to a tank.

Tiger kid is so good, that if you have it unevolved, I would recommend dumping pretty much all starfish/pearls into lucky ruins until you can evolve it. It will take some time, but it is worth it.


Pets are companions that add an elemental value to your character while also buffing you during combat. They have their own active skills and passive abilities that you can modify in the Pet Interface. Utilizing pets to their full potential is vitally important to succeeding in Ulala.


----Quick notes on elemental effectiveness----
Light beats Lightning, Fire, Earth, and Frost
Dark beats Lightning, Fire, Earth, and Frost
Fire beats Lightning
Lightning beats Earth
Earth beats Frost
Frost beats Fire
Ideal Pets
S Tier
Evolved Tiger Kid - Undoubtedly the best pet for Warriors.
Evolved Wolf - Second best option for Warriors.
These two pets are by far the best options that you have given their 9 light or 9 dark element.

A+ Tier
Evolved ProtoDragon - Has good defensive utility and 6 light element making it the best option after Wolf or Cat.

A Tier
Evolved Tyrant Dragon
Evolved Thunder King Dragon
Evolved Queen Dragon
Having 6 of light/dark elements these pets become the next best option.

Pet Overview
By now you should understand that as a Warrior, your most important stat is your HP. Because of this, a very basic guideline is to choose the pet with the highest symbiosis that counters the boss’ element then focusing mostly on defensive skills. If you don’t have a good symbiosis pet yet for the element, an attack pet or guardian pet with decent symbiosis is your next best option.


Pet Skills
Recommended Skills for Pets
Active: Devotion and Healing Mists or Ward if high enough level.
Passive: Photosynthesis, Resurgence (This buffs your self healing skills), Succor, Steady Heart, and Firm Heart. (I use sharptooth in the last slot usually, but hold firm is an option for marginally more survivability)

Ideal Pets by Element (Prior to getting A tier or higher pets or prior to evolution)

FIRE: Blaze(HH90) or Tyrant Dragon UP (With High Symbiosis)
LIGHTNING: Lightning (HH) or Thunder King Dragon (With High Symbiosis
EARTH: Rainbow Sprout (HH330) or Proto-Dragon (With High Symbiosis)
ICE: Syngnathus (Lapras) or Queen Dragon (With High Symbiosis)

Note: The only reason non symbiosis pets can become the ideal is if they have high symbiosis and the fact that they have 10 in the given element.


Hero Transformation

Transformation is unlocked when all hero bonds have been completed. Transformation transforms your character into a transcendent being, releasing a powerful skill called ‘Starshatter’ upon transformation while also immediately gaining 3 energy. To transform, you earn 9 aggression points per normal attack. Once your aggression gauge reaches 100, transformation is then triggered. It is important to understand that even if you have full energy and are about to use a skill, if your aggression gauge hits 100 as you are about to use a skill, transformation will take priority and will occur first prior to using that skill wasting the free 3 energy.

Terminologies:
Transformation - Act of Transforming upon hitting 100 aggression points.
Bulwark - Skill used immediately upon transforming.
Gifting Points/Aggression Points - Points gained per normal attack before transforming used to transform.
Rage Points - Points obtained after transforming gained by normal attacking and is used for ‘Secret’ attack. Resets back to zero once Secret has been used.
Secret - Skill used upon gaining 100 rage points. Can be used multiple times in a fight as long as 100 rage points is gained.
Charge Points - Gain charge points if using Support crystal. Support crystal used upon gaining 100 Charge points.

Extra notes / theories on crystals. It is possible that a high level atk speed crystal can be better than charging due to getting more skills off, as well as, giving rage points fast due to attacking faster; however, it can have negative effects on timing of transform. Additionally, element crystal may be extremely good now due to how powerful the evolved Tiger Kid pet is. (Element crystal effectiveness is currently untested as far as I am aware)

Talent Tree:
I have been asked several times for a guide for the talent tree. It is my opinion that for the talent tree:
The order doesn't really matter
What everyone needs at that point is different
By the time you have bond complete, you should understand well enough what you need.

If you really want advice, this is the order of priority that I would choose:
Crystal slots>HP>Xform buffs & in the end unlock all of it.
Recommended Hero Crystals:

Skill Crystals

Gifting Crystal - Increases gained Aggression points per skill use. This will increase speed at which you transform and use Secret. Very important to increase; however, you do not want to have the timing far off from the rest of the team.

Combo Crystal - Increases Breaking Dawn damage depending on quality. The higher the quality of breaking dawn (based on talent tree) adds significant additional damage and an extra 1 second of knock away effect.

Charging Crystal - Gain rage points every 10 seconds after transform (amount varies based on crystal quality). This will speed up your use of Secret potentially allowing for more than one use per fight.

Secret Crystal - Skill used upon gaining 100 rage points. This skill does a large amount of damage depending on quality and will heal you a moderate amount as well.

-----------------------

Piercing Crystal - Ignore the enemies level by a certain amount. This reduces the level gap between yourself and the boss affecting the chance for things such as: Your crit, the boss’ crit, block, evasion, interrupt chance, hit, and impale. Additionally, it also increases all damage output. This crystal is very good when you are under the level of the boss but is significantly less useful as you get closer to boss level.

ATK SPD Crystal - Increases attack speed by a small margin. At a high enough quality this crystal is very good on Warrior given our very slow attack speed. It will actually give you about the same attack speed as a Hunter once maxed.

Life Steal Crystal - Basic attack gives lifesteal, recovering an amount of damage dealt. Gives you consistent healing per attack that will add up to a large amount throughout the fight. (At max quality, it heals you for 226.7% of damage dealt)


*****NOTE******
I consider the first 4 crystals to be mandatory on essentially every class. The last 3 are typically the best options to fill the other 2 slots.

 

 

Optional Skill Crystals
Elemental Crystal - Increases Elemental Attribute Effect by a percentage. Minor increase in elemental effectiveness. Not worth a slot typically.


Shield Crystal - Gain a shield based on percentage of max HP at the start of the battle and lasts 10 seconds if not burned through. This crystal typically isn’t very useful unless you are dying right away against a certain boss as Warrior’s HP tends to drop and rise frequently throughout a fight. However, it can give a sizable immediate boost at the beginning of training grounds, but with my normal setup, this lead is always overtaken by the end by a small margin.

Survival Crystal - When HP is below 30%, immediately gain a shield equal to a percentage of your max HP and lasts 5 seconds. Can only be triggered once. Similar to shield crystal in function though more effective in boss battles in my opinion without the added utility in training grounds.

Pursuing Crystal - Gives additional damage for each time a skill is used. Gives a small attack boost per skill used.

Knockaway Crystal - Gives additional damage during knockaway effect(only triggered by Powerful Knockup, Uppercut[Gladiator skill], and max combo from a tank. This is not worth it in my experience until you reach max level combo where combo provides a knockaway effect.

Purge Crystal - Every x number of attacks clear 1 random debuff. This is not a bad crystal to use potentially freeing the healer or yourself from using a debuff removal skill or Wind Dragon toy; however, I would not spend crystals leveling it as it’s utility is very situational.

Support Crystal - Casting a skill or basic attack gives charge points (not the same as rage points). After reaching 100pts teammate with lowest HP gets a shield of x HP that lasts 10 seconds. A very popular Warrior crystal. I personally do not recommend it over the other options because the shield is relatively small and will not make a significant impact. I typically choose to support my team by increasing my damage output.

Splash Crystal - Every 4th basic attack does splash damage. I have honestly never used the splash crystal. I could see it being useful against certain bosses that link their HP to mobs (summoned monsters).

Resist Crystal - When receiving damage <4% of max HP, damage is reduced by 10% (At max) Resist is a good crystal to equip if you are having trouble staying alive, but it doesn’t usually make enough of a difference to merit a slot.

 

 

Attribute Crystals
HP Crystal III
HP Crystal II
HP/Armor Crystal III
HP/Armor Crystal II
Block/Armor II
Block/Armor II
Block III
Crit/Atk Crystal III
Crit Crystal III

Most of your attribute crystals should focus on improving your core 3 attributes (HP, Armor, and Block). The last 2 slots are chosen to increase your chance to crit. If you are having trouble staying alive, it is optional to change one of the offensive crystals to Block II.

 

 

 

 

 

 

 

Hero Training Ground
Hero training ground is the place to get a lot of gems and shells for upgrading, and if you are in the top 100 compare yourself to the rest of the Warriors on your server.

You earn points primarily from healing skills and defensive abilities, but you can also get a sizable amount of points from dealing damage.

Use the strongest pet that you have regardless of element.

Note: I do not believe that Dimetrodon or Narwhal add anything to your score on Dummy based on their abilities. These toys can be swapped for whatever gives you the best stats.


Additionally, the biggest increase for warriors seems to be from healing. Because of this, lifesteal crystal makes a major difference for dummy performance.

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