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===Basic Combat Strategy===
Welcome intrepid soul! This article is intended as a place to collect useful ways of efficiently completing combat adventures. The changes that accompanied [[NS13]] have eroded the dominance of strategies that use permanent combat skills like Lunging Thrust-Smack for Moxie and Mysticality classes.
The damage enemies deal to you increases with the difference between their attack and your [[Moxie]] (your [[Muscle]] stat is used instead if it’s and have a shield equiqued while having the TT skill [[Hero of the Half-Shell]]). You will always dodge if the difference is 10 or more in your favour, and the monsters will always hit if have an advantage of 9 or more. They have a 6% to crit you, which is basic attack that is guaranteed to hit, and a 6% chance to fumble, which is a guaranteed to miss.


This page is specifically '''not''' intended for such strategies, but rather for collecting ways that individual classes are "meant" to fight, using their own class skills and strengths, and the (relatively) accessible items they find around them. MacGyver fighting. Ideally, these strategies should be attainable by a brand new character, or in a [[Bad Moon]] ascension. That said, any ''useful'' combat strategy is welcome, but this article is not aimed at the person with two dozen ascensions under their belt, because such a person most likely does not need advice. The audience of this page is the new player, or the person playing a specific class for the first time. Now then...
Your attack damage increases with the difference between the monster’s defence and your muscle (for barehanded/melee attacks) or your Moxie (for ranged attacks). If the difference is 5 or more in your favour you will always hit, and if it’s 6 or more in the monster’s favour you will always miss. You have a 9% chance (can be increased) to crit the monster, which guaranteed to hit and does double damage. You also have a 1/22 chance of fumbling (can be decreased) which deals no damage to the monster and deal damage to you ranging between 1 and 10% of your combined power of you weapons.


==Basic Combat Styles==
You can also damage enemies with spells, which are guaranteed to hit. Their damage increases with your [[Mysticality]] and +bonus [[Spell damage]] up to their damage cap (some high-level spells have none), and damage can be increased beyond this only by +%bonus spell damage. Spells have a 9% to crit (can be increased), which doubles the base damage, the additional damage from mysticality, and the damage cap, but does not double bonus spell damage.


===The Path of Boris -- Muscle===
In general, [[Muscle]] classes use melee attacks, moxie character use ranged attacks and mysticality characters use spells.
[[Muscle]] has four features: it determines accuracy of melee attacks, it boosts attack damage, it increases maximum HP, and it determines which melee weapons and shields you can equip. Boris teaches us that HP allows you to ''survive'' the attacks of your opponent, but defeating them quickly allows you to ''control'' that damage. True disciples of Boris should maximize their damage with powerful [[Melee weapons|Melee Weapons]], and enchantments giving [[Muscle Modifiers|additional Muscle]] and [[Bonus Weapon Damage]]. Use your HP like a gas tank, and try to make it last several fights. Rely on your [[Shields (by DR)|shield]], [[Hats|hat]], and [[pants]] to further limit damage, and refill when necessary with the incredible healing powers of [[Medicinal Herb's medicinal herbs]] available from [[The Smacketeria]]. [[Ben-Gal™ Balm]] is available from [[The Market]] and is always good for a quick, cheap boost to your Muscle.
The highest perfection of The Path of Boris is to hit so hard that you defeat the enemy in a single blow, giving them only one opportunity to attack you. You can eliminate even this chance by boosting your [[Combat Initiative]], which raises the chances of you hitting your enemy first.  In the words of Boris, "One hundred victories in one hundred battles is not the highest victory. Killing your opponent before he gets to attack you by maxing out your Melee Damage and Initiative is the highest victory."


'''Prioritize:'''
Your chance to get the jump on the monster increases with your unbuffed mainstat and your +[[Combat Initiative]], and decreases with monster attack, monster initiative and +[[Monster Level]].
#Enough Muscle to hit your target reliably. 
#Then high-power weapons and anything with bonus melee damage.
#Finally, defensive power or combat initiative, whichever lets you take less damage.
#Consider using a one-handed weapon with a shield for [[Damage Reduction]].


===The Way of Sneaky Pete -- Moxie===
==Offensive Strategies==
[[Moxie]] boosts both your chance to dodge attacks, and your defense against them if you are hit. It also determines accuracy with ranged weapons. Sneaky Pete values Moxie above all else because it allows both accuracy and evasiveness. Who needs balance when you can get offense and defense in one stat? 
The aim is to get the jump on monsters and to kill them in one hit before they can damage you.
*[[Seal Clubbers]] with Smacks, [[Turtle Tamers]] with -butt skills and mysticality classes with spells have access to guaranteed hits.
*Bonus [[Spell Damage | spell]] or [[Weapon Damage | weapon damage]] helps to ensure a kill
*[[Combat Initiative]] is important, as characters with low moxie will take a lot of damage from monster hits
*Make sure you do not increase [[ML]] to the point where you start taking damage, as losing a fight more than negates any of the stat bonuses ML provides
*Using [[MP]] to use a higher level skill (e.g. [[Lunging Thrust-Smack]]) is usually worth it, as healing damage taken often costs more [[HP]]


Always use a ranged weapon. In your equipment look for [[Moxie Modifiers|Moxie boosts]] and [[Bonus Weapon Damage|Bonus damage]] more than weapon power. You can completely neglect defense power and HP to satisfy these needs. If you need more Moxie, the [[The Market|Market Demon]] in the Market Square sells {{plural|hair spray}}, which will give you a 15% boost.  This strategy may be refered to as [[plinking]].
==Defensive Strategies==
*Moxie characters will dodge attacks reliably and muscle classes with Hero of the Half-shell with a shield will only take 1 damage from blocking attacks with their shield. Mysticality classes must get the jump on and then continually [[Stun | stun]]/stagger monsters in order not to take possibly fatal damage
*[[Healing]] items/skills or HP regeneration is necessary as you are guaranteed to take damage while chipping away at your opponent. +[[HP Modifiers| Max HP|]] is helpful to ensure you do not die during tough fights
*[[Deleveling]] monsters both decreases the damage you take and increases the damage you deal. Weapons with delevel-on hit effects (such as the [[giant safety pin]], [[shooting morning star]] , [[curdflinger]], and [[Duskwalker fangs]]) are especially helpful as cheap sources of deleveling.  
*If a fight is going badly, you can use items that heal ([[Doc Galaktik's Homeopathic Elixir |homeopathy]], {{plural|red pixel potion}}, [[scented massage oil]]) or delevel ([[Junk-Bond]], {{plural|Crayon shavings}})
*[[Passive Damage | Passive damage]] from items or equipment is more helpful, as it can deal damage over multiple turns.
*You automatically lose a fight if it goes on for more than 30 turns, which can easily happen if you are only dealing glancing blows to the monster due to insufficient muscle or moxie.
In general, defensive strategies are used by moxie classes, because moxie reduces incoming damage, and turtle tamers, thanks to their tough shields, while offensive strategies are used by almost everyone else. However, certain monsters force a particular strategy: [[Gremlins]] force a defensive strategy and monsters with a high chance to block skills ([[Bonerdagon]], Naughty Sorceress) or deal damage depending on your max hp ([[Wall of meat]]) are best deal with using offensive strategies.


The ultimate goal of Sneaky Pete is perfect evasion. Using the tables in [[Safe Adventuring]], boost your Moxie until you are "safe." You will still be hit by the occasional ''critical hit'', but remain stalwart. Damage may not be high, but by dodging almost all attacks you can methodically wear your opponent down while they can do little to retaliate. Even bosses will fall to this method if your heart remains truly Moxious. Heed the advice of Sneaky Pete, "If you know your enemies' safe evasion limit and know your own Moxie, you will win a hundred times in a hundred battles."
==Stat buffing==
Classes tend to have good buffing skills available at higher levels, and buffing items available at their guild. Setting your [[Monster Aggravation Devices | Monster Aggravation Device]] to certain levels can drop helpful items, and your classes’ epic weapon usually has enough +mainstat to handle monsters if you are not running +ML. Before facing a boss, you can usually buff yourself with enough non-quest item drops from the monsters you’ve faced to win. If you really need huge +stat, [[Semi-Rare Adventures | semi rares]] at the [[The Mysterious Island of Mystery]] can help, taking a lot of {{plural|One pill}} followed by [[Soft green echo eyedrop antidote]] is a cheap way of doing it.


'''Prioritize:'''
===Sources of Stats Buffs===
#Moxie! Boost Moxie to get past the limit for [[Safe Adventuring]].
#No seriously, Moxie. At the expense of anything else. ''Seriously''.
#A ranged weapon, and any bonus melee or elemental damage you can scrounge up.
#Elemental items or skills like [[Chronic Indigestion]] may be needed to deal with [[Physical Resistance|physically immune]] monsters.


===Skill Based -- The Arcane and Mysterious Esotericism of Jarlsberg===
====Advanced Saucecrafting====
Jarlsberg has shown us that [[Mysticality]] plays no direct role in combat. Rather, it determines MP which in turn fuels skills. Skill-based combat is the combat style preferred by Mysticality classes, as well as those who have completed a number of [[Ascension]]s. It generally consists of using skills that will always hit the Monster, such as [[Shieldbutt]] or any of the Mysticality [[spells]]. The advantage of this is that the character's stats in relation to the Monster's are largely irrelevant, allowing the player to adventure at any area he or she has access to. However, skills are expensive to acquire, and they require the expenditure of MP, which can be expensive to refill. In addition, two [[Bonerdagon|major]] [[Naughty Sorceress|bosses]] can block combat skills, leaving these characters at a disadvantage.
Players with [[Advanced Saucecrafting]] can cook sauce potions using {{plural|scrumptious reagent}}. The skill itself allows you to summon reagents 3 times per day, and more can be farmed by fighting [[Knob Goblin Very Mad Scientist]]s in the [[Cobb's Knob Laboratories]]. Note that cooking potions takes an adventure unless you have a [[chef in the box]], [[Inigo's Incantation of Inspiration | Inigo’s]], or some other source of [[Free Crafting Priority | free crafting]].
#Lemon: [[Philter of phorce]] (muscle +100%)
#Grapefruit: [[Ointment of the occult]] (mysticality +100%)
#Olive: [[Serum of sarcasm]] (moxie + 100%)
#Tomato: [[Tomato juice of powerful power]] (all stats +50%)
Equalizers are potions that make your base offstats equal to your mainstat for the time that they are active. They are quite helpful defensively, but are usually more difficult to craft than other sauce potions.
#Lime: [[Oil of stability]] (equalizes all stats to muscle)
#Cherry: [[Oil of expertise]] (equalizes all stats to mysticality)
#Jumbo olive: [[Oil of slipperiness]] (equalizes all stats to moxie)


Skills not only deal direct damage, they can also be put to more subtle use. Skills like [[Entangling Noodles]] can prevent the enemy from attacking, while skills like [[Jalapeño Saucesphere (skill)|Jalapeño Saucesphere]] heal damage even as you attack. The Way of Jarlsberg is to use these skills strategically to get an edge on your attacker.
====Buffs from Stores====
*General store:
*#[[Glittery mascara]]: Mysticality +15%
*#[[Hair spray]]: Moxie +15%
*#[[Ben-gal Balm]]: Muscle +15%
*Brotherhood of the Smackdown
*#[[Blood of the Wereseal]]: +10-67% muscle depending on the stage of the moon
*Black market:
*#[[Black Body™ spray]]: +10% Moxie, +10% chance of Critical Hit, +3 MP to use spells/skills
*#[[Black facepaint]]: +10% Muscle, Melee Damage +15, Combat Initiative -40%
*#[[Black sheepskin diploma]]: +10% Mysticality, Spell Damage +15, Damage Reduction -10
*[[Barrrtleby's Barrrgain Books]]: Give a +10% bonus to a particular stat, only one of the three available per ascension.
*Moon sign:
*#Gnomish signs allow you to [[Jug of Gnomochloric acid | dissolve gems]] allows you to get a 50% boost to a stat
*[[Twinkly wad]]s from [[Pulverize | smashing]] 25 pieces of high-level equipment, a 10% boost to all stats at the cost of 1 spleen
====Buffs from skills:====
*Accordion buffs. Once learned as an accordion thief, they can be used by other classes using non-stolen accordions: the [[Toy accordion | toy]], the [[Antique accordion | antique]] and the 2017 year reward [[Aerogel accordion]].***Benetton's Medley of Diversity
**[[Benetton's Medley of Diversity]] gives +15 [[Prismatic Damage | prismatic damage]]
*[[The Machine | Dreadsylvanian]] buffs
*[[Snarl of the Timberwolf | Facial expressions]]
*Elemental zone buffs: Each of these skills give +10 elemental damage for 10 adventures for 15MP. This is helpful against elemental monsters and the [[Tavern Cellar]] noncombats if you are in a non-[[Standard]] run
**{{element|Sleaze}}: [[Grease Up]]
**{{element|Stench}}: [[Rotten Memories]]
**{{element|Hot}}: [[Pyromania]]
**{{element|Spooky}}: [[Intimidating Mien]]
**{{element|Cold}}: [[Beardfreeze]]


'''Prioritize:'''
==Abusing the Elements==
#Seriously, you'll just have to look below in the specific class information. There are no short cuts here.
Elemental monsters take double damage from two other elements and only 1 at a time from their own. {{element|Stench|Damage}} damage is helpful for demons and ghosts, {{element|Cold|Damage}} damage for hippies and frat boys. Having +20 of any element except sleaze helps in the [[Tavern Cellar]] noncombats. As ghosts are completely immune to physical damage, you need to hurt them with elements beside spooky. The skill [[Bend Hell]] will help meet the +100 elemental damage threshold to get second place at [[Test Your Might And Also Test Other Things | the registration desk]].
#Any method of reducing [[Skill MP Cost Modifiers|skill MP cost]], or [[MP Restorers#MP Regenerated by Items/Skills/Equipment/Effects|MP regeneration]]. Failing that, a way of making enough Meat to pay for [[MP Restorers]].


===Sustainability===
==Reusable combat items==
The beginning and ending of all styles of combat is sustainability. That is, gaining enough Meat per adventure to (at least) cover any healing or MP recovery items you might need. While it may be worthwhile to operate at a loss temporarily in order to get certain items or complete a quest, ordinary leveling should be done where you can adventure comfortably. It is far less efficient to adventure at the hardest area you have access to, than to fight in a slightly easier area that allows you to ''control'' the damage you take. If you use all your Meat up on healing, you can't afford new class skills and equipment. Even worse, turns spent sleeping at your [[Campsite]] or [[Beaten Up]] are turns wasted. This is true even if you fall behind on your quests. If you can't beat the [[The Knob Goblin King|Goblin King]] right now, just move on. You can always come back in 20 adventures. Or 40.
The [[beehive]] staggers in its first use, so it is a free 24-30 physical damage in any fight. If you have ambidextrous funkslinging, the [[electric boning knife]] is helpful for its 8-10 passive damage. The only other reusable combat items that doesn’t come from a class dungeon and isn’t an IOTM are the [[tin snips]] (can be used multiple times per fight) and the [[Gnomitronic Hyperspatial Demodulizer]] (can only be used once per fight, gives stat boost if you kill a monster with it).


There are a number of [[MP Restorers]] that you can equip, or take with you in the right choice of a familiar.  Consider spending your adventures in a schizophrenic fashion -- adventure in areas where you can survive and are places you need to be for quests and item drops, for as long as you comfortably can, then switch.  Take a MP restoring familiar (see [[Familiars by type]] such as the easy to get [[Howling Balloon Monkey]], and put on restoring equipment such as [[chef's hat]] and [[pat-a-cake pendant]], then spend some adventures in safe areas to restore your MP battery.  Do note that under your Equipment tab, you can save outfits, so you could create an outfit with your best gear, and an outfit with your MP restoring gear, and toggle back and forth as you need.
==Special Combat Styles==


==Class-Specific==
===Unarmed===
With no skills or equipment, fighting barehanded is a pure disadvantage; not only do barehanded attacks deal one-fourth the damage an attack with a melee weapon would do, you lose out on any enchantments on equipment in that slot. Barehanded combat is generally only done out of necessity, like in [[Way of the Surprising Fist]] or the [[PVP]] minigame With Your Bare Hands, or to take advantage of skills/enchantments that only apply to barehanded characters. Chief among these is [[Kung-Fu Hustler]] and the halos from [[Summon Clip Art]]. As unarmed attacks count as melee attacks, and ‘being unarmed’ prevents having a shield, muscle classes will have a hard time absorbing damage and moxie classes will have a hard time landing a hit. It is therefore recommended that muscle classes buff their Combat initiative to use an offensive and strategy, while moxie classes use a defensive strategy, deleving the enemies before killing them with critical hits. See [[Kung Fu]] for more details.


===[[Seal Clubber]]===
===Crit Synergy===
[[Lunging Thrust-Smack]] + [[Eye of the Stoat]] provides a bonus to hit, which is increased for a Seal Clubber. In addition, the Lunging Thrust-Smack provides triple damage from the main weapon. Skills such as [[Claws of the Walrus]], [[Claws of the Otter]], [[Snarl of the Timberwolf (skill)|Snarl of the Timberwolf]], and [[Rage of the Reindeer (skill)|Rage of the Reindeer]] provide a melee damage bonus, which can make attacks quite lethal (Rage also boosts Muscle). [[Double-Fisted Skull Smashing]] allows two one-handed weapons to be used, which can also increase the damage. [[Pulverize]] also provides a source of Muscle and damage-boosting enchantments from [[Pulverize#Wads|wads]]. Altogether, the Seal Clubber provides an opportunity to max out the damage done with each melee attack.
Crits deal double the damage of regular attacks (triple with [[Audacity of the Otter]]), but getting them from regular attacks is relying on landing that 6% in the first few turns of combat. The SC-exclusive [[Furious Wallop]] is a guaranteed crit, and other classes can up their critical hit chance with [[Black Body™ spray]] and other items (see: [[Critical Hit Chance]]). Many pieces of equipment (such as the [[vampire cape]]) offer bonuses to critical hits: see [[Critical hit]].


Seal Clubbers are an offense-oriented physical damage classAs such, they are expected to dish out damage while taking some, but a ferocious thrust-smack to start off combat may end the fight before your opponent gets a chance to swingConsider equipment and skills that boost your [[Combat Initiative]]; as a Seal Clubber, you are capable of meatsmithing a [[Super Magic Power Sword X]], which is a great way to both get initiative and dish out damage.  Once you have the drop on your foes, hit them hard.  Increasing your [[Critical Hit Chance]] is a great way to end combat in one roundAlso smithable by you is [[Spirit Precipice]], which hits very hard.  Since your hit chance is based on your Muscle stat, be on the look out for equipment that boosts that stat, so that you don't end up missing attacks.
===Starfishing===
Another commonly used combat strategy is to use a [[Star Starfish|starfish]] type familiar for an adventure or two, in order to replenish MPThis combat style is usually done only intermittently, as there are better familiars to use in most areas, such as stat-giving familiars or item-drop boosting familiarsCombat is elongated (using a [[seal tooth]], or [[spices]], or some other infinite-use item that does 0-1 damage), and then the starfish kills the monster, and gives you MP in the processCertain elemental starfish types are useful for this purpose.


Invariably, you will take damage.  Seal Clubbers are... well, let's face it, dumb, and their MP pool will be too low to sustain the cost of using your thrust-smacks and self-healing skills such as [[Tongue of the Otter]] and [[Tongue of the Walrus]]Be sure to read the section above on sustainability, as a Seal Clubber without enough oomph to lift his club is a sad thing.  Also be aware that once you gain access to [[The Smacketeria]], you can purchase [[Medicinal Herb's medicinal herbs]] to fully top off your HP.
If the player does little or no damage to the monster themselves and lets the starfish-type familiar kill the monster, then the player can receive about as many MP from one combat as the monster had HP (limited by the player's MP pool size)Later in the game and at higher +ML, this can equate to hundreds if not thousands of meat saved, which can be an excellent trade-off at the expense of using a different familiar for a turn.


*'''As a seal pup clubber:''' Be careful not to get too big for your mighty britches.  Seal Clubbers do not earn meat very effectively, and with all the healing you'll be paying for, it's tough to avoid becoming one of those meatless bums you beat up in [[The Sleazy Back Alley]].  Try to acquire items that help you get tougher so that when monsters start fighting back, you'll have some reasonable defense against themGood choices to look for as you smack through the early levels: [[asshat]], [[clownskin belt]], [[white whip]] and of course your epic weapon, [[Hammer of Smiting]].  Strongly consider hanging onto your first can of [[Spooky-Gro fertilizer]] so that you can make a [[Ghuol Whelp]] familiar, if you don't already have one.
Versus Hot or Stench-aligned monsters, a [[Midget Clownfish]] shines, as it does double damage to those monsters.  A [[Rock Lobster]] is extremely effective versus Spooky or Cold-aligned monstersA [[Snow Angel]] is strong versus Sleaze or Stench-aligned monsters.  Useful skills for this style of combat include [[Amphibian Sympathy]], [[Leash of Linguini]], and [[Empathy of the Newt]] for increased starfish damage, which equates to increased MP for you.  Other skills of note are those which help with Damage Absorption, such as [[Tao of the Terrapin]], [[Astral Shell]], and [[Ghostly Shell]].  Another potentially useful skill here is [[Jingle Bells]], which increases the starfish's actions by 10%, causing it to give MP on about 43% of combat rounds, rather than 33%.


*'''They're defending themselves somehow!:''' Right around level 7 or so, the monsters you'll be fighting will be able to hit you, and for significant amounts of damage, too. While you can take this for a little bit, the cost of restoring your HP and MP are bleeding your meat supply to the bone.  Try to bounce back and forth between hard areas you need to adventure in, such as the cyrpts or Deep Fat Friar's Gate, and easier areas that have useful items or meat to pick upThis strategy can also let you handle short bursts in stat-rich areas, such as the [[Haunted Gallery]] or [[Barrrney's Barrr]].
A [[Slimeling]] is another starfish-like familiar, though it has a different rate of MP-recharging actions (50%), which is unaffected by [[Jingle Jangle Jingle]]. This is, however, an extremely popular choice among ascenders, as it is a Fairy-type familiar that is also a Starfish when it has been fed equipment, making it a very effective Combat familiar, as well as an item-drop familiar, which is very desirableOther starfish hybrids that require feeding are the [[Gluttonous Green Ghost]], which eats and steals food and gives stats like a [[Blood-faced volleyball]], and the [[Spirit Hobo]], which drinks booze and also gives stats like a volleyball.


*'''Girl, you're be a wereseal, soon:''' Once you pick up equipment with enough crit, combat initiative, and Muscle, you should be laying waste to combats with one or two good smacks, and you'll need to rely much less on hitting weaker areas with regen familiars/equipment.  It's a good idea, once you have enough Muscle to equip all your gear, to begin focusing on building your Moxie to reduce damage you take further.  By the time you get to the battlefield, you should be alright to crush hippies and frat orcs while taking a few scrapes and scratches between skull thumpings.
If you have adventures to spare or just really need the MP, I recommend adventuring in the Haunted Bathroom. [[Bottle of Monsieur Bubble|Bottles of Monsieur Bubble]] help with the MP problem, {{plural|gob of wet hair}} are useful with funksliging, and the non-combat allows you to flyer the [[Guy Made Of Bees]].


===[[Turtle Tamer]]===
==Special Monsters==
==== [[Headbutt|Head]]+[[Kneebutt|Knee]]+[[Shieldbutt|Shield]] Combo ====
 
The Turtle Tamer's "-butt" skills provide an excellent way to both connect with the Monster and deal it significant damage. The Headbutt adds power based on your hat, with bonus power added if it's a [[helmet turtle]]-based hat. Kneebutt does something similar, except for pants. Additionally, it provides a bonus to hit (believed to be about 20 Muscle), and has about a 45% chance of stunning your opponent. Shieldbutt does something similar with your shield. It ''always'' hits, and additionally delevels your opponent. It should be noted that [[Tao of the Terrapin]] doubles the power of hats and pants, which is taken into account when using the appropriate "-butt" skill.


These three skills can also be combined into a "Combo." If playing as a Turtle Tamer, if you have more than one of the "-butt" skills, you can use two (or even three) of them at the same time by adding up their total MP costs and adding one. The highest of the combat modifiers amongst them is the one that is used (so any combo with Shieldbutt will always hit, and a Head/Knee combo will have the +20 Muscle to hit). This can provide a devastating attack wherein the Turtle Tamer attacks (always hitting), Headbutts for additional damage, Kneebutts for even more additional damage and the chance of stunning, and finally Shieldbutts for even ''more'' additional damage and some deleveling. Though this is fairly MP-intensive (13 MP per attack), it will make short work of even the highest-level Monsters, and with a little luck, stun them with the Kneebutt repeatedly, preventing them from retaliating. 
===Scaling Monsters===
   
Scaling monsters scale to your stats, having defence based on your mainstat and attack based on your moxie. The only scaling monsters you typically encounter on ascension are in [[The Thinknerd Warehouse]], and only then if you do not have [[Torso Awaregness]]. However, scaling monsters show up regularly in a [[Crimbo]] events and zones unlocked by IOTMs.
==== Turtling ==== 
*Buffing your stats increases the stats you gain from them, but does not actually help to fight them.
   
*As their defence scales to your mainstat, so characters not using spells may have trouble landing hitting the monsters. Using auto-hit skills or deleveling might help.
True to their name, the Turtle Tamer also excels at defense. They have three different skills ([[Tao of the Terrapin]], [[Ghostly Shell (skill)|Ghostly Shell]], and [[Astral Shell (skill)|Astral Shell]]) that increase their [[Damage Absorption]]. Astral Shell also increases [[Elemental Resistance]]. [[Skin of the Leatherback]] increases [[Damage Reduction]]. And [[Hero of the Half-Shell]] changes it so that Muscle is used instead of Moxie to determine how much damage is received from attacks (though it does not change the monster's chance of hitting you). [[Armorcraftiness]] allows earlier access to high-power hats, pants, and shields, that also can boost Muscle, HP, MP regeneration, or combat initiative. A combination of these skills can allow a Turtle Tamer to adventure even at high-level zones without (much) fear of dying, since the damage dealt to him/her will be so little.
*While buffing muscle or moxie does not increase the damage you deal, buffing [[Bonus Weapon Damage | weapon]]/[[Bonus Spell Damage | spell]] damage does.


==== Combat Familiars ====  
===Monsters that block spells===
   
*Monsters that block spells do not block skills unlocked from items, so chefstaff jiggling or firing [[sewage-clogged pistol]]s/[[Coal shovel | shoveling]] hot coals. You can also buff muscle and use skills such as [[LTS]] or [[Spectral Snapper | spectral snap]] them, or just hit them with regular attacks.
The Turtle Tamer has two skills that increase the weight of their familiars: [[Empathy of the Newt]] and [[Amphibian Sympathy]]. These two skills make using a familiar for combat more of an option. A familiar with the properties of a [[Star Starfish]] is a good choice, as it restores MP to fuel "-butt" combos. A familiar with the properties of a [[Ghuol Whelp]] restores both HP and MP, which can be useful for a Turtling strategy (though Ghuols don't attack). An [[Ninja Pirate Zombie Robot|NPZR]] restores HP and MP and also attacks, stuns, and delevels. Any of the elemental Baby Gravy Fairies ([[Flaming Gravy Fairy]], [[Frozen Gravy Fairy]], [[Stinky Gravy Fairy]], [[Spooky Gravy Fairy]], [[Sleazy Gravy Fairy]]) can be used to attack and increase item drops. They also can be chosen to deal double damage against elementally weak enemies you are fighting.  


===[[Pastamancer]]===
===Monsters immune to physical damage===
*Doing elemental damage is an easy way to deal with this. These can come from effects, combat items or equipment.
*Most monsters completely immune to physical damage are ghosts. Ghosts are spooky-aligned, meaning they take double damage from stench and hot, although only 1 damage from spooky. As ghosts tend to have less hp to compensate for physical immunity, only a few sources of elemental damage is enough to kill them. Putting on equipment with +elemental damage and then throwing {{plural|bottle of alcohol}} and [[molten scrap metal]] is usually enough to handle protector spirits, for example.
*[[Spectral axe]], [[claybender glasses]] and the [[glass pie plate]] do extra damage against ghosts
*Ghosts can be instakilled by {{plural|scroll of ancient forbidden unspeakable evil}}.
*The skill [[pinch Ghost]] will do 40-60 damage to ghosts and can be learned from ghost pinching quarterly, which is available fairly cheaply in the mall, although it cannot be used in Standard
*Consider leaving some room in your liver if you are about to fight physically-resistant monsters. [[Green Manalishi]]s and [[A Speakeasy | Sockdollagers]] are great sources elemental damage.
*Moxie characters can use {{plural|Space Tourist Phaser}} although it is best to up defence beforehand it case you get unlucky and deal only one damage to an elementally-aligned monster


Pastamancers are the more defensive spell caster class than the Sauceror is; as such they are not capable of the sheer damage output as their fellow chef-magi, but they are sturdier.  They have access to [[Spirit of Ravioli]] for a passive 25% bonus to [[HP]], [[Lasagna Bandages]] which can heal in and out of combat, and [[Cannelloni Cocoon]] which heals all HP outside of combat.  They also excel at getting [[combat initiative]] with [[Springy Fusilli]] and using that advantage to disable monsters with the powerful [[Entangling Noodles]]. From that point on, it's a matter of tearing down your foes with the array of attack spells available to these casters.   
===Monsters with small damage caps/immune to everything===
*Multiple sources of damage are needed to kill these monsters, making prismatic and passive damage ideal
*Familiars that multihit, such as a [[Warbear Drone]], a [[Flaming Face]] or a [[sludgepuppy]], are helpful
*Items or effects that reduce ML, such as [[exotic jungle fruit]] and [[pine cone necklace]]s, reduce the monster’s max hp by the same amount, making it easier to defeat them within the 30-round limit
*[[Paint bomb]]s and [[d8]]’s help against single enemies with this trait. If you’re facing a bunch in a row, {{plural|Crazy hobo notebook}}, {{plural|Bag of gross foreign snacks}} and {{plural|murderbot live wire}} will do nicely
*Damage caps usually don’t apply to [[shrinking powder]], which halves the monster’s HP. Note that some boss monsters are immune to it.
See [[Frosty]] for more details


Pastamancers are less versatile in their ability to get by being a pure spell slinger than Saucerors, so you may be forced to adapt a hybrid approach to combat tactics.  Notably, they are not particularly [[MP]] efficient, so without gear or familiars that helps replenish MP, you may be forced to ration out spells. Very often, entangling noodles, plus a single cast of an efficient damage spell can be followed up by a cheap barrage of [[Ravioli Shurikens]] or melee attacks. Items like [[War tongs]] or [[5-ball]] confer damage to both spells and melee attacks, which may be a smart way to allow for the effective use of both as needed; look for initiative boosting equipment such as [[Chopsticks]] as another strategy to get the drop on foes. While they cannot do it for every fight of the day, Pastamancers benefit greatly from [[Summonable Pastamancer Combat Entities]], which requires them to get initiative to summon.
===Big monsters===
Monsters in some aftercore areas, such as the [[basement]] or [[Uncle Gator's Country Fun-Time Liquid Waste Sluice]], may be significantly larger than you can buff your stats to.
*It is easier to try to one-hit-kill them than to survive multiple bit hits. As their defense is so high, using auto-hit skills or spells is essential.
*Many spells have damage caps, which might be pitiful compared to the monster’s hp. Use uncapped spells such as [[Weapon of the Pastalord]], [[Saucegeyser]], [[Bawdy Refrain]], [[Spectral Snapper]] etc.
*Alternatively, you can use combat items whose damage scales to your stats, such as {{plural|Shard of double-ice}}, {{plural|love song}} or {{plural|Divine favors}}. Consider equipping a [[mercenary pistol]]/[[Mercenary rifle | rifle]] and using ammo clips, or a [[coal shovel]] and shovelling hot coals.
*Slime stacks deal 10-20% of the monster’s hitpoints, and are easy to get if you own a [[Slimeling]]
See [[Basement Diving]]


As their MP surpasses their HP, meleeing won't long be an option for Pastamancers, as their puny caster muscles won't make it any easier to hit tougher foes. Fortunately, you'll have access to [[Chefstaves]] and can really power up your noodle based arsenal.
===Leviathans===
*A stun item (e.g. [[soggy used band-aid]]), followed by items with exponential damage ([[pufferfish spine]], [[candycaine powder]]), and then staggering items ({{plural|gob of wet hair}}) is an expensive but simple way to do this
*As percentage-based delevelers use the monster’s original stats instead of its deleveled stats, it is possible to send the monster defence far into the negatives, essentially giving yourself a huge +weapon damage bonus, enough to whittle down its huge HP pool in 30 turns.
*[[Teddy bear]]s and {{plural|Origami Towel Crane}} (?) will always absorb attacks at the expense of weight if [[Maximizing Your Familiar Weight | buffed]] beyond 26 pounds. As taking damage causes them to lose experience, they might only absorb a the first few hits per combat.
*[[Shard of double-ice]], [[Ingot turtle]] and [[Grody jug]] all change the elemental alignment of the monsters they’re used against, which can double the damage of subsequent elemental spells
*{{plural|Slime stack}} are, again, great
See [[Tower killing]]


*'''In the Beginning:''' In the beginning was the word, and the word... wait, nevermind. In the beginning, a Pastamancer will not be very strong. You may be reduced to melee combat as your most effective way of defeating enemies. [[Entangling Noodles]] can be of some use defensively, and you'll most likely be using it a lot later on. Buy it if you have 800 Meat. Cast it any time you get the drop on an enemy you can't kill in one hit, and it will prevent them from attacking you for at least two turns. If/when you decide you want to try spells, the [[shiny butcherknife]] can be gained fairly easily, and is one of the best early [[Bonus Spell Damage|spell boosters]]. You'll also want a spellbook, but it's a choice between the [[kickback cookbook]] and [[Codex of Capsaicin Conjuration]]. The cookbook will be generally more powerful. The Codex will be somewhat weaker, and positively useless during Level 6, but it can dominate Levels 7 & 8. The cookbook is probably your best bet early on. If you get the chance to pick up a free spellbook in [[The Haunted Library]], the [[Cookbook of the Damned]] is probably the best option.
===Monsters that damage based on Max HP===
*'''Springy Fusilli + Entangling Noodles:''' This combo is the Pastamancer's prime method of defense. You may as well learn to love it.  Buy [[Springy Fusilli]] when you can, and keep it up full-time, and use [[Entangling Noodles]] on the first turn of every combat. With this combo you can reliably avoid the first two attacks of your opponent. Gear your spells to kill in this timeframe and save a fortune on healing. It is especially useful from the [[The Castle in the Clouds in the Sky|Giants' Castle]] onward. In particular, casting Entangling Noodles and then [[Cannelloni Cannon]] twice costs less than one casting of [[Stuffed Mortar Shell]], while usually doing more damage. This will squeeze more life out of your lower-end spells, saving you Meat and MP.
*First, heal to full before facing these guys so you don’t lose immediately. [[Cannelloni Cocoon]] is the easiest way to do this for high level characters
*'''An Elementalist is You!''' Unlike the Sauceror, the Pastamancer's spells automatically avoid using the element an elemental monster resists. Your spell will be of one of the five remaining types (physical is considered a type for Pasta spells). This gives you a 3:5 chance of hitting for normal damage, and a 2:5 chance of hitting hitting for double damage. It's your choice as to whether this is enough, or if you want to go for the [[Elemental Spell Damage|elemental spellbooks]]. [[Hot|Hot damage]] is the most generally useful as there are lots of [[Spooky]] monsters in the game, and only [[Copse of the Deep Fat Friars|one place]] has any real number of monsters who would resist. You'll probably want a [[Gazpacho's Glacial Grimoire]] later on for the [[Mysterious Island Quest|Level 12 Quest]] and possibly for [[The Hole in the Sky]].
*If the damage is elemental, up [[Elemental Resistance | elemental resistance]]. If the damage is physical, increase [[Damage Absorption | damage absorption]] and [[Damage Reduction | damage reduction]]
*If the fight is going on for more than a few turns, you will probably need a source of healing. Consider using a [[Mosquito | mosquito-type familiar]] equipped with a [[vicious spiked collar]] or a regular damaging familiar equipped with shell bell.
*Items which heal for a fixed amount, such as {{plural|red pixel potion}} or {{plural|New Age healing crystal}}, might be ineffective if you have a high mx hp. Consider lowering it with a [[whalebone corset]], a [[Mer-kin gutgirdle]], or if the monster is scaling, getting [[poisoned]] and beat up.


===[[Sauceror]]===
==Helpful items==
Saucerors are glass cannons. They are not durable at all compared to Pastamancers, lacking both the [[HP]] or the healing abilities of their fellow casters, but they thrive at opportunities to create damage synergy. With enough [[bonus spell damage]], spells such as [[Stream Of Sauce]] and [[Saucestorm]] will give you nifty bonuses for the current fight, upping your melee damage or spell damage, or even returning mana to you. Also at their disposal are [[Saucesphere]] buffs, which can provide [[Elemental Resistance]], mild [[Passive Damage]] vs. attackers, and importantly, a way to restore HP or [[MP]] just by casting damaging spells in combat, something you would have been doing anyway. Bonus!
*[[Dinsey's radar dish]] is the only piece of equipment that does increasing passive damage. The [[Dinsey's pizza cutter | pizza cutter]] allows to to halve a monster’s HP and [[Dinsey's glove | the glove]] adds 30 damage to AT skills.
*[[Bezoar ring]] protects the owner from getting poisoned in combat
*[[Hand that Rocks the Ladle]] and [[Shakespeare's Sister's Accordion]] are great at dealing with early enemies and can be made by buying {{plural|Lump of Brituminous coal}} from the mall. The other pieces of Smithsness equipment are also great and have great synergy with each other.
*[[Glass pie plate]] allows you to easily deal Aboo-Peak, both by damaging the enemies and halving the damage taken from [[A-Boo clue]]s. The [[Gravy boat]] has a similar function in the Crypt, and the [[Mini-marshmallow dispenser]] is just helpful all-round.
*[[Staff of the Soupbone]] is the best chefstaff all players can make in hardcore.
*[[Staff of Frozen Lard]] is the best non-IOTM cheffstaff, though the components require faxing monsters from a limited-time event.
*[[Staff of Kitchen Royalty]] is the best chefstaff period. It requires quite buying quite a few FantasyRealm guest passes though.
*Dark rings: The [[Dark baconstone ring | three]] [[Dark hamethyst ring | dark]] [[Dark porquoise ring | rings]] can be made with black gold, in Hardcore with access to [[Little Canadia]], and have great enchantments. The +15 to a stat is best you can get from an accessory in a non-IOTM ascension, and the other enchantments help with crit synergy and deleving. Note that having all three is necessary to use the [[Sunday Black Sunday]] adventure, which is helpful in Twin Peak.
*[[Battered hubcap]] requires helping Yossarian as a hippy and fighting on the battlefield as a Frat. It’s worth doing this once to be able to use this shield in Softcore and aftercore, as its +100 Max HP bonus and +2 elemental resistance make it one of the best shields in the game.
*[[Mercenary pistol]]/[[Mercenary rifle | rifle]]: As well as being great ranged weapons for their low moxie requirement, they also allow the use of special clips in combat. Funkslinging special slips is the easiest way to handle the bosses in the Sea and pretty much everywhere else. Muscle characters may want to use the [[coal shovel]] with its hot coals instead.
*[[Heart of the volcano | Your guild quest]] and [[Mysterious silver lapel pin | the Pretty Good Escape]] both give items with nice HP regeneration to pull in Softcore. Those Basement Diving might pick up an [[Ancient hot dog wrapper]], which is a good off-hand HP/MP-regeneration item for Mysticality classes. If you’re able to go dungeon diving, the [[Slime-covered lantern]] is another source of MP regen in the same slot.
*The [[Cannonball charrrm]] bracelet offers 100-119 passive hot damage once per combat at the expense of 10-18 HP, which is helpful in taking down bosses.
*[[Ultracolor shirt]] provides +X prismatic damage, with X being the number of active effects. As timers count (even though the effect is not shown in the item description), this always gives at least +10 prismatic damage. Using a lot a lot of potions at once will help defeat ghosts, compete with other adventurers and destroy crates in the Tavern Cellar.
*[[Brimstone Bunker]] is a great +50% muscle for muscle classes, with the -20% moxie being irrelevant if you have Hero of the Half-shell. It requires you to do a Bad Moon Ascension though.
*[[Xiblaxian stealth cowl | The]] [[Xiblaxian stealth vest | Xiblaxian]] [[Xiblaxian stealth trousers | equipment]] gives +20% to a particular stat, and comes with a nice -combat frequency modifier. The easiest way to get it is to buy [[Xiblaxian cache locator simcode]], [[Xiblaxian holo-schematic: xeno-goggles]] and 4 {{plural|Xiblaxian polymer}}. Then buy the holo-schematics for the equipment you want, and equip the goggles to get the materials.
*[[World's Best Adventurer sash]]: Gets better the more you ascend, up to +100 to all stats at your 100th ascension.
*[[Meteorb]]: Does additional hot damage equal to the highest elemental damage done by a spell. Great for Mysticality classes
*[[Double-ice cap]]: The extra mp regeneration and cold damage is nice, but stunning the enemy the first time it hits you makes this a really helpful item for defensive strategies.
*[[Ticksilver ring]]: For offensive strategies, you want to get the jump, and if you fail, minimise the damage of the first hit.  This item reduces the damage of the first hit by 50, which is quite sizable. If you have an off-hand slot available, the portable damage gives another 100 damage reduction. Higher level characters will be able to equip [[Drunkula's ring of haze]] or [[Mesmereyes™ contact lenses]], which negates the first hit entirely.  


That all said, before a Sauceror can achieve said synergy, they have to, y'know, survive.  All the usual tips of boosting [[moxie]], [[Damage Absorption]] and [[combat initiative]] apply here, of course, but the frailty of this class puts a premium on boosting HP or [[muscle]] for making it through combats where you lose initiative.  As a [[mysticality]] class, accessories are going to be easy to meet the stat requirements for; consider [[porquoise ring]] (or better, [[pulled porquoise ring]]) if you have access to either, or more simply, [[big red clown nose]] can be farmed with ease and worn multiple times.  Since you can heal yourself using [[Saucy Salve]] in combat only, you can buy off losing initiative with a heal, assuming you don't get [[beaten up]] after that initial hit.  Your mileage may vary, and certainly lack of [[HP]] isn't a constant concern for Saucerors, but it is significant when you're first starting out.
*'''Early On:''' Before you get many skills, the Sauceror is basically a weak Muscle class. Even if you have some of the weaker spells, without [[Bonus Spell Damage]] you may find that melee attacks actually do more damage. [[Saucy Salve]] can help out a lot here. It heals 10-15 HP in combat, and the first time it's used, your opponent doesn't get a chance to act that turn. It's a great way to increase your longevity, and get some use out of your MP early on when you're forced to trade blows. Try to keep your HP topped off. You'll more than make back the 800 Meat cost in not buying as many healing items. Repeated use in a single combat is not advised as subsequent attempts have less of a chance of blocking your opponent's turn. You'll still be weak during this part. Be patient and methodical, little duckling, and eventually you will blossom into a beautiful swan. Or whatever. If you really want to make a stab at using spells, the [[shiny butcherknife]] can be of help.
*'''Melee Saucecrafting:''' [[Advanced Saucecrafting]] is unquestionably the best skill the Sauceror has at its disposal. Get it as quickly as possible once you reach Level 5. Make some [[tomato juice of powerful power]] and [[philter of phorce]] and you can fight as well as or better than Muscle classes. For a reliable source of ingredients, unlock [[The Hippy Store]]. Just use your [[17-alarm Saucepan]] if you made it, and maybe the [[Crown of the Goblin King]] and you can melee almost anything.  You might also consider, if you have access to the parts, a [[Clockwork staff]] for spell damage, better odds with melee, and a good source of MP.  This method can handle everything up to the [[The Bonerdagon]] -- possibly beyond, but eventually your low base Muscle will make it difficult to keep up-to-date on weapons. You can also boost Moxie and go with a ranged weapon if that's your thing. Once you can make potions, you should almost always have at least one up.
*'''Rudimentary Sauce-Slinging:''' The damage of sauce spells tend to be unimpressive until you acquire some items with [[Bonus Spell Damage]].  If, however, you can get hold of the [[17-alarm Saucepan]] and a [[Codex of Capsaicin Conjuration]], the combo will let you get down to the business of antagonist annihilation. Hot spells won't do you much good during the Level 6 [[Deep Fat Friars' Gate Quest]], so you'll have to find another way. But they'll positively devastate the Spooky monsters of the Level 7 [[Undefile the Cyrpt Quest]]. [[Stream of Sauce]] will let you two-hit most everything there, and [[Saucestorm]] will clean house. Or at least clean Cyrpt. Hot spells can dominate again at the [[Lair of the Ninja Snowmen]] and [[the Icy Peak]] in Level 8, and against various Spooky monsters found thereafter. There is little compelling reason to change your spells over to [[Cold]] until Level 12, unless you feel you are doing too much damage. Boosting your Moxie with [[serum of sarcasm]] and [[tomato juice of powerful power]] can provide particularly good defenses, allowing you to two-hit or three-hit monsters with impunity. Your weaker spells can last you a long time this way, and they're more MP-efficient than the higher-level spells. Saucestorm can probably last you until Level 10.
*'''Jalapeño Saucesphere:''' [[Jalapeño Saucesphere (skill)|Jalapeño Saucesphere]] returns the MP you spend back as HP. Once you get to Level 10, and begin using spells like Wave of Sauce regularly, you should keep this up constantly. It's cheap to cast, and it can counteract, or even completely negate, any damage the enemy can do to you, eliminating almost all need of conventional healing. This can be particularly helpful in places like the [[The Castle in the Clouds in the Sky|Giants' Castle]] where no monsters have elemental weaknesses and you just have to slog your way through. 
*'''Wave of Sauce + Wave of Sauce/Saucegeyser:''' When you exceed +25 [[Bonus Spell Damage]] while casting [[Wave of Sauce]], you will gain the effect [[Burning Soul]] or [[Soul Freeze]] depending on whether the spell was hot or cold. This effect returns 1/3 of the damaged done by the next spell of that element as MP (capped at 40). Follow this up by another Wave of Sauce or a [[Saucegeyser]] to gain back as much MP as possible. Using a [[Codex of Capsaicin Conjuration|spell]][[Gazpacho's Glacial Grimoire|book]] to always cast the same elemental type, and [[Jalapeño Saucesphere (skill)|Jalapeño Saucesphere]] to regain HP, you can cast this combination nearly free of cost, while effectively taking little or no damage. If you also use [[Jabañero Saucesphere (skill)|Jabañero Saucesphere]] and a [[Rodoric, the Staffcrafter|chefstaff]] such as the  [[Staff of the Greasefire]], it is possible to make back more MP you spend per adventure. This strategy can be so effective that you may intentionally '''not''' use the element an opponent is weak to, in order to not kill it in the first turn.
**You may find [[baconstone pendant]]s, [[blackberry slippers]], [[enchanted toothpick]]s, [[17-alarm Saucepan]]s, chefstaves, and [[Intrinsic Spiciness]] useful in exceeding the cap. Bonus to spell % will not trigger the overflow effect.
===[[Disco Bandit]]===
The advantages that the Disco Bandit has for Moxie-style play are [[Ambidextrous Funkslinging]], which allows the use of two combat items per combat round, and the Disco Dance moves ([[Disco Eye-Poke]], [[Disco Dance of Doom]], [[Disco Dance II: Electric Boogaloo]], [[Disco Face Stab]], and [[Tango of Terror]]), which each automatically hit, deal some damage, and delevel the enemy. Any of these can be used to delevel the opponent quickly at the beginning of a fight, and then [[Combat Items]] or [[ranged weapons]] can finish the opponent off. Also, the [[Disco Banjo]] and [[Shagadelic Disco Banjo]] increase the damage Disco Bandit combat skills do. In addition, [[Disco Combos]] can allow for beneficial damaging effects to speed the combat process along, and [[Disco Fever]] turns ranged weapons into a force with which to be reckoned.
Disco Bandits excel at staying out of monster attacks while softening their defenses and plinking them down.  They are not a damage-dealing powerhouse, but are among the safest adventurers.  Boost your Moxie as high as possible to raise your defense, and if needed, equip a [[:Category:Shields|shield]] so that when attacks do land, they do minimal damage.  The biggest challenge young bandits have is overconfidence; after a steady boogie against monsters who cannot touch your funky self, you may find yourself cavorting against tougher monsters due to thinking you can handle them.  Finding the balance between "Can't touch this" and being tossed into a mosh pit is tricky but doable.  Pay close attention to [[Safe Adventuring]] and adjust [[Monster Level]] as you can to stay on the edge and cut footloose.
When you're right on the bleeding edge, use disco attacks and equipment to delevel your enemy.  You might also find [[curdflinger]] to be of exceptional use.  Disco bandits spend more time gazing in the mirror than looking over dull and dusty books, so your lack of MP is a problem; see Sustainability above for some strategies.  Specifically to a disco bandit, a [[grass whistle]] is a particularly choice way to deal ranged damage while restoring your MP.  If your Moxie is high enough, you can also unleash a [[Moxious Maneuver]] with any non-ranged weapon for an improved chance of hitting, though this gets costly; consider using it with [[7-Foot Dwarven mattock]] or [[Drowsy Sword]] to hamstring a particularly aggressive slam dancer.
====Advanced Combo Strategies====
'''Bonus Damage Method:''' Boost your Moxie up to the highest you can, then equip a ranged weapon. Try to wear equipment that gives [[Bonus Weapon Damage]] or [[Bonus Ranged Damage]] (ranged weapons with these bonuses, such as [[happiness]], are good choices), then prioritize Moxie boosting  or [[Combat Initiative]]. Elemental damage is also quite useful; [[The Ring]] and its counterparts deal 40 damage each. Get [[Disco Fever]] too, as this boosts the damage done by ranged weapons. If you can't hit your opponent at first, use a develing skill such as [[Disco Face Stab]] and try again. Repeat the process until you can hit the monster. If you are doing low damage in comparison with the monster's HP, it may be a good idea to use deleveling skills, items, and familiars as this will allow you to do more damage.
'''Starfish + Disco Nap + Cleesh + GHD Method:''' This is useful for players level 10 and not on their first run. Get a [[Star Starfish]] as your familiar. Train [[Disco Nap]] and/or [[Disco Power Nap]]. Complete [[Going Postal]] to get a [[Gnomitronic Hyperspatial Demodulizer]]. Finish the [[Strange Leaflet Quest]] to get [[CLEESH]]. Use [[ranged weapons]], like a [[fire poi]] or [[star crossbow]]. Now every 5 turns, use CLEESH then GHD to boost Moxie. The starfish will keep your MP near max so when needed use [[Disco Nap]] or [[Disco Power Nap]] to keep your HP up. If you are [[Boozetafarian]] or under [[The Blender]], use a [[Spanish fly trap]] and a [[one-handed weapons|one-handed]] ranged weapon like a [[beer bong]], and you're ready for the [[Around the World Quest]]. Get [[Liver of Steel]] and consume more booze!  This setup can sustain adventures indefinitely in dangerous areas without incurring either cost or use of items for healing.
===[[Accordion Thief]]===
*'''Discordian Moxie Evasion Method:''' Using the tables in [[Safe Adventuring]], boost your Moxie until you are "safe." Buy [[The Moxious Madrigal (skill)|Moxious Madrigal]] from your guild as soon as you have 200 Meat. It will boost your evasion, accuracy, and defense. Keep it up constantly. Always use a ranged weapon. In your equipment look for Moxie boosts and added damage more than weapon power. You can completely neglect defense power and HP increasers to satisfy these needs. If you need more Moxie, the [[The Market|Market Demon]] in the Market Square sells {{plural|hair spray}}, which will boost your Moxie by 15%. Later on, the [[Stevedave's Shanty of Superiority (skill)|Stevedave's Shanty of Superiority]] can further boost your Moxie (and other stats) by 10%. With this strategy you may kill slowly, but you will kill without taking much damage. This method is so useful, you should have few/no problems until you reach [[the Naughty Sorceress]] who will cancel your buffs, making her considerably harder. Level up and focus on equipment to get Moxie near to, or above, 207.
**Useful and Cheap Equipment: [[Sneaky Pete's breath spray]], [[tap shoes]], [[chintzy accordion pin]].
*'''Squeezebox of the Ages:''' The [[Squeezebox of the Ages]], the Accordion Thief's [[Legendary Epic Weapon]], boosts Moxie and has great bonus damage. You can get it around Level 4, and there is no reason not to use it, unless you are looking for a challenge. It can easily last you until the [[Mysterious Island Quest|Level 12 quest]], during which you can find a few more powerful ranged weapons. Even then, its top-of-the-line Moxie boost prevents it from ever being truly obsolete.
*'''Sneak into the Stores:''' At Level 9 Accordion Thieves gain access to the guild stores of the [[Gouda's Grimoire and Grocery|Chef-magi]] and the [[The Smacketeria|Brotherhood of the Smackdown]], giving them access to cheap healing from [[Medicinal Herb's medicinal herbs|medicinal herbs]], and cheap MP recovery from [[magical mystery juice]]. These items are superior to almost all other options, unless you have access to the [[The Mall of Loathing|Mall]].
*'''There are Accordion Buffs aside from Moxious Madrigal?:''' Ordinarily, only three songs can be active at a time. [[Jackasses' Symphony of Destruction (skill)|Jackasses' Symphony of Destruction]] can increase your damage, [[Brawnee's Anthem of Absorption (skill)|Brawnee's Anthem of Absorption]] reduces damage taken, [[Fat Leon's Phat Loot Lyric (skill)|Fat Leon's Phat Loot Lyric]] increases item drops, and [[The Polka of Plenty|Polka of Plenty]] increases Meat drops. Use these skills to cover your weaknesses and fine-tune your combats. Later on, [[Aloysius' Antiphon of Aptitude (skill)|Aloysius' Antiphon of Aptitude]] can be used to increase stat gains, and get you those last few levels you need to challenge the Sorceress. Be careful though -- it can get expensive.
==What to do after you "win"==
So you've managed to defeat the Naughty Sorceress and free the king, and all you got was this lousy T-shirt.  Oh wait, you didn't get a T-shirt, and even if you did, you can't wear shirts because... well, you probably didn't know there were [[shirts]] or torsos to be aware of.  Surprise!  KoL, like many RPGs, encourages you to play the game again with a different experience.  However, unlike your typical experience, you don't leave your current character at max level while starting an alt... you [[ascension|ascend]] your current character and start over as one of the other classes.
There are [[Ascension Rewards]] to earn for coming back as a new character, and you can take one of your skills with you, making it a permanent skill.  So you could be a Seal Clubber with a Disco Bandit dance move, or a Turtle Tamer with a talent for cooking with noodles.  Consider the kinds of abilities you wish you had on your first run, and take a look at [[Hardcore Skill Analysis (by type)]] to figure out what you want to become next. 


[[Category:Strategy]]
[[Category:Strategy]]

Latest revision as of 16:01, 22 November 2022

Basic Combat Strategy

The damage enemies deal to you increases with the difference between their attack and your Moxie (your Muscle stat is used instead if it’s and have a shield equiqued while having the TT skill Hero of the Half-Shell). You will always dodge if the difference is 10 or more in your favour, and the monsters will always hit if have an advantage of 9 or more. They have a 6% to crit you, which is basic attack that is guaranteed to hit, and a 6% chance to fumble, which is a guaranteed to miss.

Your attack damage increases with the difference between the monster’s defence and your muscle (for barehanded/melee attacks) or your Moxie (for ranged attacks). If the difference is 5 or more in your favour you will always hit, and if it’s 6 or more in the monster’s favour you will always miss. You have a 9% chance (can be increased) to crit the monster, which guaranteed to hit and does double damage. You also have a 1/22 chance of fumbling (can be decreased) which deals no damage to the monster and deal damage to you ranging between 1 and 10% of your combined power of you weapons.

You can also damage enemies with spells, which are guaranteed to hit. Their damage increases with your Mysticality and +bonus Spell damage up to their damage cap (some high-level spells have none), and damage can be increased beyond this only by +%bonus spell damage. Spells have a 9% to crit (can be increased), which doubles the base damage, the additional damage from mysticality, and the damage cap, but does not double bonus spell damage.

In general, Muscle classes use melee attacks, moxie character use ranged attacks and mysticality characters use spells.

Your chance to get the jump on the monster increases with your unbuffed mainstat and your +Combat Initiative, and decreases with monster attack, monster initiative and +Monster Level.

Offensive Strategies

The aim is to get the jump on monsters and to kill them in one hit before they can damage you.

  • Seal Clubbers with Smacks, Turtle Tamers with -butt skills and mysticality classes with spells have access to guaranteed hits.
  • Bonus spell or weapon damage helps to ensure a kill
  • Combat Initiative is important, as characters with low moxie will take a lot of damage from monster hits
  • Make sure you do not increase ML to the point where you start taking damage, as losing a fight more than negates any of the stat bonuses ML provides
  • Using MP to use a higher level skill (e.g. Lunging Thrust-Smack) is usually worth it, as healing damage taken often costs more HP

Defensive Strategies

  • Moxie characters will dodge attacks reliably and muscle classes with Hero of the Half-shell with a shield will only take 1 damage from blocking attacks with their shield. Mysticality classes must get the jump on and then continually stun/stagger monsters in order not to take possibly fatal damage
  • Healing items/skills or HP regeneration is necessary as you are guaranteed to take damage while chipping away at your opponent. + Max HP| is helpful to ensure you do not die during tough fights
  • Deleveling monsters both decreases the damage you take and increases the damage you deal. Weapons with delevel-on hit effects (such as the giant safety pin, shooting morning star , curdflinger, and Duskwalker fangs) are especially helpful as cheap sources of deleveling.
  • If a fight is going badly, you can use items that heal (homeopathy, red pixel potions, scented massage oil) or delevel (Junk-Bond, handfuls of crayon shavings)
  • Passive damage from items or equipment is more helpful, as it can deal damage over multiple turns.
  • You automatically lose a fight if it goes on for more than 30 turns, which can easily happen if you are only dealing glancing blows to the monster due to insufficient muscle or moxie.

In general, defensive strategies are used by moxie classes, because moxie reduces incoming damage, and turtle tamers, thanks to their tough shields, while offensive strategies are used by almost everyone else. However, certain monsters force a particular strategy: Gremlins force a defensive strategy and monsters with a high chance to block skills (Bonerdagon, Naughty Sorceress) or deal damage depending on your max hp (Wall of meat) are best deal with using offensive strategies.

Stat buffing

Classes tend to have good buffing skills available at higher levels, and buffing items available at their guild. Setting your Monster Aggravation Device to certain levels can drop helpful items, and your classes’ epic weapon usually has enough +mainstat to handle monsters if you are not running +ML. Before facing a boss, you can usually buff yourself with enough non-quest item drops from the monsters you’ve faced to win. If you really need huge +stat, semi rares at the The Mysterious Island of Mystery can help, taking a lot of some pills followed by Soft green echo eyedrop antidote is a cheap way of doing it.

Sources of Stats Buffs

Advanced Saucecrafting

Players with Advanced Saucecrafting can cook sauce potions using scrumptious reagents. The skill itself allows you to summon reagents 3 times per day, and more can be farmed by fighting Knob Goblin Very Mad Scientists in the Cobb's Knob Laboratories. Note that cooking potions takes an adventure unless you have a chef in the box, Inigo’s, or some other source of free crafting.

  1. Lemon: Philter of phorce (muscle +100%)
  2. Grapefruit: Ointment of the occult (mysticality +100%)
  3. Olive: Serum of sarcasm (moxie + 100%)
  4. Tomato: Tomato juice of powerful power (all stats +50%)

Equalizers are potions that make your base offstats equal to your mainstat for the time that they are active. They are quite helpful defensively, but are usually more difficult to craft than other sauce potions.

  1. Lime: Oil of stability (equalizes all stats to muscle)
  2. Cherry: Oil of expertise (equalizes all stats to mysticality)
  3. Jumbo olive: Oil of slipperiness (equalizes all stats to moxie)

Buffs from Stores

Buffs from skills:

  • Accordion buffs. Once learned as an accordion thief, they can be used by other classes using non-stolen accordions: the toy, the antique and the 2017 year reward Aerogel accordion.***Benetton's Medley of Diversity
  • Dreadsylvanian buffs
  • Facial expressions
  • Elemental zone buffs: Each of these skills give +10 elemental damage for 10 adventures for 15MP. This is helpful against elemental monsters and the Tavern Cellar noncombats if you are in a non-Standard run
    • Sleaze Damage: Grease Up
    • Stench Damage: Rotten Memories
    • Hot Damage: Pyromania
    • Spooky Damage: Intimidating Mien
    • Cold Damage: Beardfreeze

Abusing the Elements

Elemental monsters take double damage from two other elements and only 1 at a time from their own. Stench Damage damage is helpful for demons and ghosts, Cold Damage damage for hippies and frat boys. Having +20 of any element except sleaze helps in the Tavern Cellar noncombats. As ghosts are completely immune to physical damage, you need to hurt them with elements beside spooky. The skill Bend Hell will help meet the +100 elemental damage threshold to get second place at the registration desk.

Reusable combat items

The beehive staggers in its first use, so it is a free 24-30 physical damage in any fight. If you have ambidextrous funkslinging, the electric boning knife is helpful for its 8-10 passive damage. The only other reusable combat items that doesn’t come from a class dungeon and isn’t an IOTM are the tin snips (can be used multiple times per fight) and the Gnomitronic Hyperspatial Demodulizer (can only be used once per fight, gives stat boost if you kill a monster with it).

Special Combat Styles

Unarmed

With no skills or equipment, fighting barehanded is a pure disadvantage; not only do barehanded attacks deal one-fourth the damage an attack with a melee weapon would do, you lose out on any enchantments on equipment in that slot. Barehanded combat is generally only done out of necessity, like in Way of the Surprising Fist or the PVP minigame With Your Bare Hands, or to take advantage of skills/enchantments that only apply to barehanded characters. Chief among these is Kung-Fu Hustler and the halos from Summon Clip Art. As unarmed attacks count as melee attacks, and ‘being unarmed’ prevents having a shield, muscle classes will have a hard time absorbing damage and moxie classes will have a hard time landing a hit. It is therefore recommended that muscle classes buff their Combat initiative to use an offensive and strategy, while moxie classes use a defensive strategy, deleving the enemies before killing them with critical hits. See Kung Fu for more details.

Crit Synergy

Crits deal double the damage of regular attacks (triple with Audacity of the Otter), but getting them from regular attacks is relying on landing that 6% in the first few turns of combat. The SC-exclusive Furious Wallop is a guaranteed crit, and other classes can up their critical hit chance with Black Body™ spray and other items (see: Critical Hit Chance). Many pieces of equipment (such as the vampire cape) offer bonuses to critical hits: see Critical hit.

Starfishing

Another commonly used combat strategy is to use a starfish type familiar for an adventure or two, in order to replenish MP. This combat style is usually done only intermittently, as there are better familiars to use in most areas, such as stat-giving familiars or item-drop boosting familiars. Combat is elongated (using a seal tooth, or spices, or some other infinite-use item that does 0-1 damage), and then the starfish kills the monster, and gives you MP in the process. Certain elemental starfish types are useful for this purpose.

If the player does little or no damage to the monster themselves and lets the starfish-type familiar kill the monster, then the player can receive about as many MP from one combat as the monster had HP (limited by the player's MP pool size). Later in the game and at higher +ML, this can equate to hundreds if not thousands of meat saved, which can be an excellent trade-off at the expense of using a different familiar for a turn.

Versus Hot or Stench-aligned monsters, a Midget Clownfish shines, as it does double damage to those monsters. A Rock Lobster is extremely effective versus Spooky or Cold-aligned monsters. A Snow Angel is strong versus Sleaze or Stench-aligned monsters. Useful skills for this style of combat include Amphibian Sympathy, Leash of Linguini, and Empathy of the Newt for increased starfish damage, which equates to increased MP for you. Other skills of note are those which help with Damage Absorption, such as Tao of the Terrapin, Astral Shell, and Ghostly Shell. Another potentially useful skill here is Jingle Bells, which increases the starfish's actions by 10%, causing it to give MP on about 43% of combat rounds, rather than 33%.

A Slimeling is another starfish-like familiar, though it has a different rate of MP-recharging actions (50%), which is unaffected by Jingle Jangle Jingle. This is, however, an extremely popular choice among ascenders, as it is a Fairy-type familiar that is also a Starfish when it has been fed equipment, making it a very effective Combat familiar, as well as an item-drop familiar, which is very desirable. Other starfish hybrids that require feeding are the Gluttonous Green Ghost, which eats and steals food and gives stats like a Blood-faced volleyball, and the Spirit Hobo, which drinks booze and also gives stats like a volleyball.

If you have adventures to spare or just really need the MP, I recommend adventuring in the Haunted Bathroom. Bottles of Monsieur Bubble help with the MP problem, gobs of wet hair are useful with funksliging, and the non-combat allows you to flyer the Guy Made Of Bees.

Special Monsters

Scaling Monsters

Scaling monsters scale to your stats, having defence based on your mainstat and attack based on your moxie. The only scaling monsters you typically encounter on ascension are in The Thinknerd Warehouse, and only then if you do not have Torso Awaregness. However, scaling monsters show up regularly in a Crimbo events and zones unlocked by IOTMs.

  • Buffing your stats increases the stats you gain from them, but does not actually help to fight them.
  • As their defence scales to your mainstat, so characters not using spells may have trouble landing hitting the monsters. Using auto-hit skills or deleveling might help.
  • While buffing muscle or moxie does not increase the damage you deal, buffing weapon/ spell damage does.

Monsters that block spells

  • Monsters that block spells do not block skills unlocked from items, so chefstaff jiggling or firing sewage-clogged pistols/ shoveling hot coals. You can also buff muscle and use skills such as LTS or spectral snap them, or just hit them with regular attacks.

Monsters immune to physical damage

  • Doing elemental damage is an easy way to deal with this. These can come from effects, combat items or equipment.
  • Most monsters completely immune to physical damage are ghosts. Ghosts are spooky-aligned, meaning they take double damage from stench and hot, although only 1 damage from spooky. As ghosts tend to have less hp to compensate for physical immunity, only a few sources of elemental damage is enough to kill them. Putting on equipment with +elemental damage and then throwing bottles of alcohol and molten scrap metal is usually enough to handle protector spirits, for example.
  • Spectral axe, claybender glasses and the glass pie plate do extra damage against ghosts
  • Ghosts can be instakilled by scrolls of ancient forbidden unspeakable evil.
  • The skill pinch Ghost will do 40-60 damage to ghosts and can be learned from ghost pinching quarterly, which is available fairly cheaply in the mall, although it cannot be used in Standard
  • Consider leaving some room in your liver if you are about to fight physically-resistant monsters. Green Manalishis and Sockdollagers are great sources elemental damage.
  • Moxie characters can use Space Tourist Phasers although it is best to up defence beforehand it case you get unlucky and deal only one damage to an elementally-aligned monster

Monsters with small damage caps/immune to everything

See Frosty for more details

Big monsters

Monsters in some aftercore areas, such as the basement or Uncle Gator's Country Fun-Time Liquid Waste Sluice, may be significantly larger than you can buff your stats to.

See Basement Diving

Leviathans

  • A stun item (e.g. soggy used band-aid), followed by items with exponential damage (pufferfish spine, candycaine powder), and then staggering items (gobs of wet hair) is an expensive but simple way to do this
  • As percentage-based delevelers use the monster’s original stats instead of its deleveled stats, it is possible to send the monster defence far into the negatives, essentially giving yourself a huge +weapon damage bonus, enough to whittle down its huge HP pool in 30 turns.
  • Teddy bears and Origami Towel Crane(s) (?) will always absorb attacks at the expense of weight if buffed beyond 26 pounds. As taking damage causes them to lose experience, they might only absorb a the first few hits per combat.
  • Shard of double-ice, Ingot turtle and Grody jug all change the elemental alignment of the monsters they’re used against, which can double the damage of subsequent elemental spells
  • slime stacks are, again, great

See Tower killing

Monsters that damage based on Max HP

Helpful items

  • Dinsey's radar dish is the only piece of equipment that does increasing passive damage. The pizza cutter allows to to halve a monster’s HP and the glove adds 30 damage to AT skills.
  • Bezoar ring protects the owner from getting poisoned in combat
  • Hand that Rocks the Ladle and Shakespeare's Sister's Accordion are great at dealing with early enemies and can be made by buying lumps of Brituminous coal from the mall. The other pieces of Smithsness equipment are also great and have great synergy with each other.
  • Glass pie plate allows you to easily deal Aboo-Peak, both by damaging the enemies and halving the damage taken from A-Boo clues. The Gravy boat has a similar function in the Crypt, and the Mini-marshmallow dispenser is just helpful all-round.
  • Staff of the Soupbone is the best chefstaff all players can make in hardcore.
  • Staff of Frozen Lard is the best non-IOTM cheffstaff, though the components require faxing monsters from a limited-time event.
  • Staff of Kitchen Royalty is the best chefstaff period. It requires quite buying quite a few FantasyRealm guest passes though.
  • Dark rings: The three dark rings can be made with black gold, in Hardcore with access to Little Canadia, and have great enchantments. The +15 to a stat is best you can get from an accessory in a non-IOTM ascension, and the other enchantments help with crit synergy and deleving. Note that having all three is necessary to use the Sunday Black Sunday adventure, which is helpful in Twin Peak.
  • Battered hubcap requires helping Yossarian as a hippy and fighting on the battlefield as a Frat. It’s worth doing this once to be able to use this shield in Softcore and aftercore, as its +100 Max HP bonus and +2 elemental resistance make it one of the best shields in the game.
  • Mercenary pistol/ rifle: As well as being great ranged weapons for their low moxie requirement, they also allow the use of special clips in combat. Funkslinging special slips is the easiest way to handle the bosses in the Sea and pretty much everywhere else. Muscle characters may want to use the coal shovel with its hot coals instead.
  • Your guild quest and the Pretty Good Escape both give items with nice HP regeneration to pull in Softcore. Those Basement Diving might pick up an Ancient hot dog wrapper, which is a good off-hand HP/MP-regeneration item for Mysticality classes. If you’re able to go dungeon diving, the Slime-covered lantern is another source of MP regen in the same slot.
  • The Cannonball charrrm bracelet offers 100-119 passive hot damage once per combat at the expense of 10-18 HP, which is helpful in taking down bosses.
  • Ultracolor shirt provides +X prismatic damage, with X being the number of active effects. As timers count (even though the effect is not shown in the item description), this always gives at least +10 prismatic damage. Using a lot a lot of potions at once will help defeat ghosts, compete with other adventurers and destroy crates in the Tavern Cellar.
  • Brimstone Bunker is a great +50% muscle for muscle classes, with the -20% moxie being irrelevant if you have Hero of the Half-shell. It requires you to do a Bad Moon Ascension though.
  • The Xiblaxian equipment gives +20% to a particular stat, and comes with a nice -combat frequency modifier. The easiest way to get it is to buy Xiblaxian cache locator simcode, Xiblaxian holo-schematic: xeno-goggles and 4 chunks of Xiblaxian polymer. Then buy the holo-schematics for the equipment you want, and equip the goggles to get the materials.
  • World's Best Adventurer sash: Gets better the more you ascend, up to +100 to all stats at your 100th ascension.
  • Meteorb: Does additional hot damage equal to the highest elemental damage done by a spell. Great for Mysticality classes
  • Double-ice cap: The extra mp regeneration and cold damage is nice, but stunning the enemy the first time it hits you makes this a really helpful item for defensive strategies.
  • Ticksilver ring: For offensive strategies, you want to get the jump, and if you fail, minimise the damage of the first hit. This item reduces the damage of the first hit by 50, which is quite sizable. If you have an off-hand slot available, the portable damage gives another 100 damage reduction. Higher level characters will be able to equip Drunkula's ring of haze or Mesmereyes™ contact lenses, which negates the first hit entirely.