Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in!== Intermediate Goals == Intermediate goals are about learning to plan your attacks more effectively and take control of the map sometimes. This requires more fine control of your primals, shielding, and combination attacks. # Learn to curve your primals. Aim your fire a little to the side of your target, and watch it curve closer. If you're too far to the side, it won't lock on to the target. If you're too close, you won't get much curve and it'll be trivial to block. Anarchist can curve fireballs. Kineticist can give trash a spin and a curve. Electromancer can wobble their hand side to side or up and down to spread out the bolts. BlackJack, you don't have any curve available; those knives fly very straight. Drifter curves work like Anarchist fireballs. # Learn to control the speed of your primals, if you are anarchist, drifter, or kineticist. Find the slowest you can throw a primal. Find the fastest you can throw it. This lets you mix it up during battle for different kinds of interactions. Anarchist, holding your wrist steady and giving a tiny push with you arm will let you throw a slow ball. On the other hand, flicking your wrist will throw a fast ball. Drifter, you throw a slow ball by barely pulling back your slingshot, and a fast one by pulling it back several inches (you don't have to go too far). Kineticist, try the Anarchist techniques. EM and BJ don't get speed control. # Experiment with holding your hand in different positions and angles as you work your primals and ember attacks. Some classes have variations you only discover with practice, such as anarchist can throw a fireball with their hand sideways instead of up-and-down like usual. Blackjack can turn their giant blade on its side. Depending on the angle you're aiming at, sometimes that's a more reliable aim or closer to the curve you need for an extreme angle or height. # Learn how to throw ember attacks fast and slow if your class allows for it. A wrist flick or a fast push can make skulls or lightning balls move quicker. Skulls (and airplanes) can be thrown up or down for interesting timing and angle effects, rather than just straight ahead. Explore what each class can do and which ember attacks can be curved or timing adjusted, even if it's not the class you usually play (you'll eventually face it in battle and should understand its capabilities). # If you're playing kineticist, you'll be able to throw more frequent primals by memorizing the location of every piece of throwable debris on every arena map, so you can point at which one you want. There are also ways to throw them before they even reach your hand. All classes have more subtle things to memorize, too, like how to curve their push attacks and where to find cover from incoming fire. # Learn the arena layouts well. Figure out where you can get partial cover and for how long. Figure out where to hide to assemble a guardian. # Learn how to assemble every Arena Guardian in under 4 seconds. You should be getting faster at these now. # Learn the behavior of every Arena Guardian and how to beat it quickly, or how to play effectively against your opponent while ignoring the Guardian. (Sometimes your nearly-dead opponent is the easier target.) # Memorize how many primal hits each artifact takes to kill, such as the Burner and the Airplanes. Memorize what it takes to split a skull, how close you can let it get, and how to herd them around the arena and crash them into things. Understand what your ember shield can and cannot block. # Start putting together combo attacks. Combo attacks usually include some form of breaking the hand shield, dealing damage from one or more sources, and making teleport impossible or costly, all in a few seconds. There are many possible combinations, and these form the advanced strategies in use. Here are some examples. ## A cthulu's grasp which punishes teleports combines with a skull, lightning ball, or spear that forces teleport, creating a tricky situation for your opponent. In the moment when they're panicking between skulls and cthulu, sometimes you can create a spear and they won't notice the noise. Teleport in close beside or behind them and they won't have time to dodge. Many other combinations are possible. Attention is a limited resource, and keeping someone busy makes it slower for them to respond to ember spawns and less likely to notice sneaky things you're setting up. ## Drifter can combine birds (which encourage teleporting away) with mines (which limit the safe spots to land on) to trap their opponent. A fully cast mine is partially invisible, so they may not even notice it before teleporting on top of it. Combine this with some heavy primals. The person may lose their hand shield, take damage from a couple birds, take damage from a mine (or two), and then get hit with the drifter's heavy primal damage in addition before their hand shield has recovered. In battle, this happens very quickly, giving the player very little chance to defend and few options. It can deal heavy damage quickly, once the drifter has saved up enough embers to pull it off. ## Kineticist can throw a heavy primal object to break a hand shield and immediately hit them with the debris scatter push attack (both attacks landing simultaneously), guaranteeing massive damage from the push because there's no hand shield to protect from it. This can be accomplished the moment someone comes into view, which also ensures they're on teleport cool-down and can't jump away, and likely don't have time to ember quick-shield because they didn't expect the combo. To defend against this, keep a distance from kineticists and be especially cautious about when you can't see them while you're teleporting. # There are also passive defenses; for instance, the Burner gives you a second clear spot if Cthulu's Grasp is cast, making Cthulu largely ineffective. A common answer is to ensure the Burner is dead before pulling out Cthulu's Grasp. Anarchist can attack the Burner with fireworks even if the fireworks don't manage to take out an ember or damage the opponent. # Keep track of your ember count and your opponent's ember count. Start anticipating ember spawn timing (20 seconds with single spawns; 15 seconds with double spawns; 10-15 seconds with triple spawns, although these numbers haven't been double-checked). # Try not to use up your last ember on attacks; it's important to be able to quick-shield when heavy attacks come in. # Know when to play defensive and stay safe, and when to spend embers with an overwhelming series of attacks. Some classes do better if they wait until later in the game when they have an ember advantage. # Learn how to deal with triple-ember push attacks, especially when you're at an ember count disadvantage. When your opponent has 3 embers and you only have 1, they can do a lot to hurt you if you aren't prepared to respond. An example response would be to hand shield the first push attack; teleport away for the second; and ember shield against the third. That requires only 1 ember to defend against 3 ember attacks. However, you may take damage while your hand shield is down. Other variations may be possible depending on where you're at in teleport cool-down when the process begins. # Start learning how to stack primals. Hide a second fireball behind a reflected first fireball, making it harder to center block and more likely to break your opponent's shield. Learn to match the speed of reflected primals, both slow and fast, so you can choose what moment your attack lands compared to the other reflected attacks. Exhausting your opponent's hand shield will generally also exhaust your primals (leaving you nothing to deal damage with after the shield is gone) unless you get clever about the timing and stacking of reflected shots and added shots. Summary: Please note that all contributions to the The Unspoken Wiki are considered to be released under the CC-BY-SA Cancel Editing help (opens in new window) Retrieved from "https://the-unspoken.fandom.com/wiki/Strategies_and_Tactics"