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===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.


==Basic Combat Strategy==
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.
There are a few basic forms of combat that are applicable to any class.


===Melee===
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.
This is the combat style that comes most easily to low-skilled muscle classes, but can be employed by other classes as well. Combat is simple--you equip the strongest melee weapon you can, and you kill stuff with it before it kills you.  Players can use generic attack or some other melee-based attack skills to fight this way.


'''Strengths of Melee'''
In general, [[Muscle]] classes use melee attacks, moxie character use ranged attacks and mysticality characters use spells.
*Does not need any permed skills to use
*Does more damage per round than plinking
*Is the simplest combat style for new players to understand


'''Weaknesses of Melee'''
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]].
*Muscle is not a defensive stat, so without [[Hero of the Half-Shell]], players can take a lot of damage
*Using normal attack is not effective against [[Monster Level|higher level]] monsters
*It can be hard for non-muscle classes to boost their muscle enough to hit reliably


==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 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]]


'''Basic Theory'''
==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.


First, the player must ensure that they can hit the monster they are fighting. To land hits consistently with normal attack, their muscle must be higher than the monster's defense stat.  This will not always be the case for players questing in level-appropriate zones, but choosing gear which [[Muscle Modifiers|boosts muscle]] will make it easier.  Other useful boosts are listed below.
==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.


Some combat skills offer a bonus to the player's [[Hit Chance|chance to hit]].  [[Kneebutt]], [[Thrust-Smack]], and [[Lunging Thrust-Smack]] have to-hit bonuses, and the skill [[Eye of the Stoat]] further boosts the to-hit of [[Thrust-Smack]], and [[Lunging Thrust-Smack]].  [[Shieldbutt]] and [[Seal Clubber|Seal Clubbers]] wielding [[:Category:2-Handed Weapons|2-handed]] [[:Category:Clubs|clubs]] using either [[Thrust-Smack]] or [[Lunging Thrust-Smack]] will always hit, regardless of the player's muscle or the monster's defense stat.  Fighting with these skills is more effective than using normal attack, especially when fighting tougher monsters, but comes at the cost of [[MP]] (and necessitates having the skill).  [[Turtle Tamer|Turtle Tamers]] are uniquely able to combine the -butt skills into more powerful attacks, for a higher MP cost.
===Sources of Stats Buffs===


====Advanced Saucecrafting====
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)


'''Melee without Hero of the Half-Shell'''
====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]]


Players who do not have the skill [[Hero of the Half-Shell]], or those who choose to melee without a [[Shields|shield]] equipped, will tend to have to consider their survivability more than players making use of the skill. For these players, it is particularly important to end combats as quickly as possible, and boosts to HP and damage are critical. These players can also make very good use of [[Damage Absorption]] by using higher powered armor and skills such as [[Tao of the Terrapin]], [[Ghostly Shell (skill)|Ghostly Shell]], [[Astral Shell (skill)|Astral Shell]], [[Hide of the Walrus]] and [[Hide of the Otter]].
==Abusing the Elements==
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]].


==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).


'''Melee with Hero of the Half-Shell'''
==Special Combat Styles==


This skill allows players to use muscle as both their defensive and offensive stat, assuming of course that their muscle is higher than their moxie.  This allows players to take advantage of some of plinking's strengths (such as boosting just one stat and taking little damage) while keeping the advantages of melee (easy for muscle classes to do and does more damage than plinking). The main drawbacks are needing the skill and needing to equip a shield, which forces the player to use a [[One-handed weapons|one-handed weapon]].
===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]].


'''Other helpful buffs and skills for Melee'''
===Starfishing===
*[[Ben-Gal™ Balm]] is cheaply available to all players
Another commonly used combat strategy is to use a [[Star Starfish|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.
*[[The Power Ballad of the Arrowsmith]] boosts muscle and [[HP]]
*[[Rage of the Reindeer (skill)|Rage of the Reindeer]] boosts muscle and damage
*[[Blood of the Wereseal]] and [[Medicinal Herb's medicinal herbs]] are both available at [[The Smacketeria]] to muscle classes and [[Accordion Thief|Accordion Thieves]].  Blood of the Wereseal raises muscle significantly, and Medicinal Herb's medicinal herbs heal the player fully at the cost of one spleen point.
*[[Seal Clubbing Frenzy (skill)|Seal Clubbing Frenzy]] and [[Patience of the Tortoise (skill)|Patience of the Tortoise]], the muscle class trivials


===Plinking===
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.
"Plinking" refers to the combat style that focuses on avoiding damage while slowly wearing away at a target with a ranged weaponThe term comes from one of the combat messages when using a [[Crossbows|crossbow]]:
{{Hit Message|There's a quiet ''plink'' sound as your bolt hits <it>, dealing X damage.}}


Plinking is the combat style of choice for many low-skilled players, especially moxie classesThe basic principle is based on the fact that when the player has a [[Ranged weapons|ranged weapon]] equipped, [[Moxie]] is used to determine your chance to hit a monster, whether that monster can hit the player with regular attacks, and how much damage the player would take when hit.  This allows players to focus on raising just one stat in order to attack and defend.
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 youOther 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%.


'''Strengths of Plinking'''
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.
*Combat requires no [[MP]]
*No permed skills required
*Requires very little effort for moxie classes
*Often the only option for low-skilled players
 
'''Weaknesses of Plinking'''
*Combat is tedious and repetitive
*[[Fumble|Fumbling]] becomes a significant hazard during extended combats
*Adding [[Monster Level]] can making plinking challenging or impossible
*Boosting moxie is more difficult for non-moxie classes
*Monsters can still land [[Critical hit|critical hits]] on the player, which can add up during long combats
*Can only be used with [[Ranged weapons|ranged weapons]] (in most cases)
 
 
'''Basic Theory'''
 
The player boosts their moxie to the point where they will minimize the hits they take, and then wears down a monster with a ranged weapon while taking nearly no damage.  The concept of [[Safe Adventuring|safe moxie]] is somewhat misleading because monsters can still land [[Critical hit|critical hits]] at any amount of moxie, and there is some evidence that the originally spaded formula of monster attack + 7 is incorrect.  However, with that amount of moxie, players will take very few hits, and the damage from those hits will be as lower than it would be with less moxie.  Moxie is also the stat used to determine whether a ranged weapon hits, so [[Muscle]] can mostly be ignored.
 
Since plinking implies the player would not have a higher muscle than the monster's defense stat, the [[Weapon Damage|damage formula]] shows that ranged weapons will do relatively low damage.  They get no bonus damage for moxie above a monster's defense, and they receive a penalty to their base damage that makes ranged weapons do only 75% as much damage as a melee weapon of the same power.  This can lead to combat lasting many rounds, which can be tedious and increases the damage a player takes from fumbles and monster criticalsBoosting damage done, boosting [[Damage Absorption]], and perming a skill such as [[Eye of the Stoat]] can alleviate some of these problems, although plinking is still possible without any of these measures.
 
'''Common ways to boost moxie'''
*[[Hair spray]] is available to all classes for the inexpensive cost of 24 meat (8 meat/adventure)
*Wearing equipment that [[Moxie Modifiers|boosts moxie]]
*[[The Moxious Madrigal (skill)|The Moxious Madrigal]] boosts moxie by 10 and is the most important skill to help with plinking
*[[Disco Aerobics]] or [[Moxie of the Mariachi]], the moxie class trivial skills
*Turning off the [[Monster Aggravation Devices|monster aggravation device]] and removing other sources of +ML does not raise moxie, but has a similar effect in that it gives the player a higher moxie relative to the monster's defense
 
 
 
==Advanced Combat Strategy==
There are also several advanced or specialized strategies to choose from.
 
===Disco Combos===
For information on [[Disco Combos]], see that page.  However, these skills also provide a [[Monster Level#Combat Effects|de-leveling]] effect, which can help greatly with killing a monster.  [[Stealth Mistletoe]] doubles this de-leveling effect, and does not consume a combat round.  If Mistletoe is used before doing the [[Disco Concentration]] Combo, then the monster will get de-leveled by 30 Attack/Defense.  This makes the monster much, much easier to kill, and the Combo also provides a +20% item drop bonus, which is not something one should take lightly.  Another strategy could be to use Mistletoe and then hit the monster with [[Disco Face Stab]]; both actions use only 1 total combat round, 15 MP, and de-level the monster by 18, making it much easier to hit, especially if you are running additional Monster Level, and still wish to plink.
 
The biggest drawback to this combat style is that combos are available only to [[Disco Bandit|Disco Bandits]], but all classes can use the skills for their de-leveling effect.  Another drawback is the potentially high MP cost of using the skills, but with enough de-leveling, it is much cheaper to complete the combat.
 
 
===Pasta-slinging===
While less prevalent than shieldbutting, [[Pastamancer]]-based spellslinging offers a powerful alternative for combat. Though it is often more expensive than shieldbutt against regular monsters, it is incredibly effective - and usually cheaper than shieldbutt - against [[Elements|elemental monsters]].
 
'''Necessary Skills'''
{| CELLPADDING=1 CELLSPACING=0 BORDER=1
|- bgcolor="#eeeeee" align="center" valign="center"
| '''Skill'''
| '''Class'''
| '''Description'''
|-
| [[Flavour of Magic]]
| [[image:class3.gif]]
| Tunes Pastamancer spells to a specific elemental type of damage, as well as gives +10 spell damage.
|-
| [[Cannelloni Cannon]]
| [[image:class3.gif]]
| Primary attack skill, does quite a bit of damage to monsters at low MP cost.
|-
| [[Ravioli Shurikens]]
| [[image:class3.gif]]
| Secondary attack skill, is sometimes more efficient in terms of Damage done per MP used, but is weaker in raw damage than Cannon.
|-
| [[Entangling Noodles]]
| [[image:class3.gif]]
| Stops the monster from attacking for 2-4 rounds.
|}


The basic strategy is to cast the appropriate version of Flavour of Magic to cause [[Elements|double damage]] against the monsters you'll be fighting. Combat consists of casting entangling noodles to prevent the monster from attacking, and then hitting it with elementally tuned cannon blasts to kill it, ideally before it breaks free of the noodles.
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]].


'''Additional Skills'''
==Special Monsters==
{| CELLPADDING=1 CELLSPACING=0 BORDER=1
|- bgcolor="#eeeeee" align="center" valign="center"
| '''Skill'''
| '''Class'''
| '''Description'''
|-
| [[Jackasses' Symphony of Destruction]]
| [[image:class6.gif]]
| An [[Accordion Thief]] buff that gives +12 spell damage. Stronger spells can often result in combat taking fewer turns, saving on healing costs and greatly reducing the chances of being beaten up.
|-
| [[Ur-Kel's Aria of Annoyance (skill)|Ur-Kel's Aria of Annoyance]]
| [[image:class6.gif]]
| Lets the player boost [[Monster Level|monster level]], which earns them better stat gains. The auto-hit nature of spellslinging means that the tougher monsters can still be defeated.
|-
| [[Spirit of Rigatoni]]
| [[image:class3.gif]]
| Allows to equip [[chefstaves]], which boost spell damage by a certain percentage and have other beneficial effects. High-level chefstaves boost spell damage by more than 100%, making spellslinging very effective regardless of class.
|-
| [[Springy Fusilli (skill)|Springy Fusilli]]
| [[image:class3.gif]]
| Helps the player win [[Combat Initiative|initiative]], which allows them to cast noodles without taking a hit
|-
| [[Overdeveloped Sense of Self Preservation]]
| [[image:class5.gif]]
| Another initiative skill, but less powerful than Springy Fusilli.  However, it is passive, which is an advantage.
|-
| [[Slimy Shoulders]]
| [[image:slimesweat.gif]]
| Identical in effect to Overdeveloped Sense of Self Preservation once at full strength, but requires the player to use 10 [[Slime-soaked sweat gland|slime-soaked sweat glands]] in addition to completing an ascension to perm the skill.
|}


While Flavour of Magic gives +10 to spell damage, this is often not enough to make spellslinging strong enough to easily defeat monsters. Players will want to further boost their spell damage; [[Gouda's Grimoire and Grocery|buying]] or [[Melvil Dewey Would Be Ashamed|finding]] a cookbook can provide a significant boost, as well as casting Jackasses' and using [[Spirit of Rigatoni]] to wield a chefstaff. Combining the two can even make spellslinging a viable combat option for an entire ascension, especially for mysticality classes who have access to [[MMJ]].
===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 [[Bonus Weapon Damage | weapon]]/[[Bonus Spell Damage | spell]] damage does.


This strategy has significant synergy with the [[Frumious Bandersnatch]]; not only does the Bandersnatch give longer-lasting noodles to further protect adventurers, but casting cannon gives the Bandersnatch additional [[Familiar Weight|experience]]. This additional weight results in more stats from the Bandersnatch, as well as potentially increasing the number of runaways it will grant.
===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.


===Sauce-Slinging===
===Monsters immune to physical damage===
This strategy gets complicated due to it being extremely powerful for Saucerors.  It uses a whole lot of skills in conjunction with each other, and is probably the most powerful combat strategy there is, even if it's only seriously strong for Saucerors.  See [[Sauce Synergy]] for details on this style of combat.
*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


===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


===Shieldbutt===
===Big monsters===
Shieldbutting, sometimes known as "noodlebutting" because it is really a combination of entangling noodles and shieldbutt, is a melee-based combat style designed to fight monsters at a higher [[Monster Level|monster level]] than the player's attack and defense stats.
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.
'''Strengths of Shieldbutting'''
*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.
*Can be used against monsters that the player cannot otherwise hit
*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.
*Does not require a large [[MP]] pool and is often the most MP-efficient combat style when boosting ML
*Slime stacks deal 10-20% of the monster’s hitpoints, and are easy to get if you own a [[Slimeling]]
*Requires a minimal set of perms to get started
See [[Basement Diving]]
 
'''Weaknesses of Shieldbutting'''
*Requires the player to use a [[Shields|shield]]
*Shieldbutt by itself does not do a lot of damage
*Cannot be done using a [[Ranged weapons|ranged weapon]]
 
 
'''Skills which are critical to this combat style:'''
{| CELLPADDING=1 CELLSPACING=0 BORDER=1
|- bgcolor="#eeeeee" align="center" valign="center"
| '''Skill'''
| '''Class'''
| '''Description'''
|-
| [[Shieldbutt]]
| [[image:class2.gif]]
| Primary attack skill, causes you to attack with your weapon, then attack with your shield. Does not miss.
|-
| [[Entangling Noodles]]
| [[image:class3.gif]]
| Stops the monster from attacking for 2-4 rounds.
|}
 
In its simplest form, the player casts entangling noodles on a monster so that they will not die while taking down the monster's life, and then shieldbutts the monster until dies.  Shieldbutt is a skill which always hits, but does not do as much damage as some other skills.  The noodles will allow the player to survive the multiple rounds of combat needed to kill this way.
 
'''Skills which are complementary to this combat style:'''
{| CELLPADDING=1 CELLSPACING=0 BORDER=1
|- bgcolor="#eeeeee" align="center" valign="center"
| '''Skill'''
| '''Class'''
| '''Description'''
|-
| [[Ur-Kel's Aria of Annoyance (skill)|Ur-Kel's Aria of Annoyance]]
| [[image:class6.gif]]
| Lets the player boost [[Monster level|monster level]], which earns them better stat gains.
|-
| [[Springy Fusilli (skill)|Springy Fusilli]]
| [[image:class3.gif]]
| Helps the player win [[Combat Initiative|initiative]], which allows them to cast noodles without taking a hit
|-
| [[Overdeveloped Sense of Self Preservation]]
| [[image:class5.gif]]
| Another initiative skill, but less powerful than Springy Fusilli.  However, it is passive, which is an advantage.
|-
| [[Slimy Shoulders]]
| [[image:slimesweat.gif]]
| Identical in effect to Overdeveloped Sense of Self Preservation once at full strength, but requires the player to use 10 [[Slime-soaked sweat gland|slime-soaked sweat glands]] in addition to completing an ascension to perm the skill.
|-
| [[Jackasses' Symphony of Destruction]]
| [[image:class6.gif]]
| An [[Accordion Thief]] buff that gives +12 damage damage. Stronger attacks can often result in combat taking fewer turns, saving on healing costs and greatly reducing the chances of being beaten up.
|-
| [[Armorcraftiness]]
| [[image:class2.gif]]
| Allows the player to craft shields when they may not readily find any during a run.  It also allows players to craft a [[Hipposkin poncho]] which is a good source of +ML, provided the player also has [[Torso Awaregness]]
|-
| [[Rage of the Reindeer (skill)|Rage of the Reindeer]]
| [[image:class1.gif]]
| Gives +10% Muscle, which adds to the player's [[HP]] and also adds +10 damage.
|-
| [[Snarl of the Timberwolf (skill)|Snarl of the Timberwolf]]
| [[image:class1.gif]]
| Adds +10 Spooky damage.
|-
| [[Claws of the Walrus]]
| [[image:class1.gif]]
| Adds +4 damage passively.
|-
| [[Claws of the Otter]]
| [[image:class1.gif]]
| Adds +3 damage passively.
|-
| [[Tenacity of the Snapper (skill)|Tenacity of the Snapper]]
| [[image:class2.gif]]
| Adds +8 damage, but requires a [[turtle totem]] to cast.
|-
| [[Hero of the Half-Shell]]
| [[image:class2.gif]]
| This is not really a skill in this combat suite, but since the player will be using a shield anyway, it is a useful defensive passive.  It is especially helpful when playing muscle classes.
|}
 
Shieldbutting with a [[Frumious Bandersnatch]] familiar allows the player to get longer-lasting noodles combined with the smust (stun) from shieldbutt and added damage.  This is a powerful combat combination that is often employed by low-level players wanting to gain stats in a challenging high-level area such as the [[A Maze of Sewer Tunnels|Hobopolis sewer]].  As long as the player gains initiative and has enough damage skills or damage-adding [[Stickers]], even low-level [[Hardcore]] players can make use of sewer leveling.
 
 
===Starfishing===
Another commonly used combat strategy is to use a [[Star Starfish|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 spices or turtle totem or some other infinite-use item that does 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.


===V-Crisis===
===Leviathans===
V-Crisis stands for “[[V for Vivala mask]] [[critical hit]] stasis”, and is a way of attempting to maximize your stat gain per combat. The V mask provides 1-3 substats per combat, plus an additional 4 substats if you kill the monster with a critical hit. The idea is to boost ML as high as you can so that normal attacks [[Hit Chance|will never hit]] the monster, then use auto-hit attacks (such as shieldbutt or spells) to weaken it until a single critical hit will kill, then keep attacking with your weapon until you get a critical.
*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]]


The difficulty is that monsters will be hitting you the whole time, so if the RNG is fickle and takes a long time to give a critical you can take quite a bit of damage. The navel ring mitigates that somewhat, but doesn’t provide enough stats to justify wearing if you’re going all-out (which you have to be to justify using V-Crisis).
===Monsters that damage based on Max HP===
*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
*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.


Since the other on-crit effects from the V for Vivala mask are also powerful, such as gaining extra turns or pickpocketing items, some players may choose to use nothing but normal attacks (which must be crits if they hit) rather than weakening the monster first. This variation makes the player take even more damage, and runs the risk of having a crit not kill the monster, but bombs or knives triggered by the crit dealing the last blow, which prevents the player from receiving the 4 bonus statsThe chance of hitting the round limit is also increased, especially at high monster HP and/or low player damage.
==Helpful items==
*[[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 hitThis 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.  


Naturally, any item that can [[Critical Hit Chance|increase critical hit rates]] will be invaluable in this strategy.  One of the most useful is the [[haiku katana]], as it gives the skill [[Summer Siesta]], which gives a critical hit for 10MP.  If you can kill the monster using just that crit, this strategy shines.  (If not, at least the katana itself increases chances.)


[[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.