Combat Arts/Heat Guard: Difference between revisions

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There are six [[Heat]] [[Guard]] [[Combat Arts]] available to [[Spheromancer]]s: two first-level, two second-level, and two third-level arts.
There are six [[Heat]] [[Guard]] [[Combat Arts]] available to [[Spheromancer]]s: two first-level, two second-level, and two third-level arts. You can have only one of each level active at a time.


==Recoil Trumpet==
==Recoil Trumpet==
[[File:Recoil_Trumpet-icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 1||<sup>CP</sup> 1||<sup>SP</sup> 1||<sup>DMG</sup> Melee||<sup>EFFECTS</sup> [[File:Lock icon.png]]Lock [[File:Inflicts Burn.png]]Inflicts [[Burn]]||<sup>Heat Guard</sup>
|}
''Perfect guard an attack and counter with a flaming explosion.''
[[File:Recoil_Trumpet.gif|right|300px]]
[[File:Recoil_Trumpet.gif|right|300px]]
[[File:Recoil_Trumpet-icon.PNG]] ''Perfect guard an attack and counter with a flaming explosion. Causes [[Burn]].''
[[Lea]] waits ~1 second with her shield up and a small arc of flames in front of her. Her shield perfectly guards attacks during this time, blocking all damage they would have done. As soon as she guards against a melee attack, she drops her shield and locks the attacker in an explosive Burning counterattack.
 
Recoil Trumpet is a heat-elemental, level one Guard-type Combat Art. It costs 1 CP to activate and 1 SP to use.
 
When using it, [[Lea]] creates a small arc of flames in front of her and holds up her guard. If she is hit within a short duration of using the art, she perfectly guards the attack, mitigating all damage it would've done, and counters it with an explosive strike that causes Burn.
 
Recoil Trumpet is great against enemies with predictable and slow attacks that deal large damage, such as [[Boss]]es. It is generally also very useful for players who struggle with perfect guarding, as it gives a much larger time window for the perfect guard to occur.


Recoil Trumpet is great against enemies with predictable and slow attacks that deal large damage, such as [[Boss]]es. It is generally also very useful for players who struggle with perfect guarding, as it gives a much larger time window for the perfect guard. Lea will perfectly guard multiple ranged attacks, but only one melee attack. [[Stats#Avenger|Avenger]] will restore some of your SP when you successfully guard.
{{-}}
==Ring of Fire==
==Ring of Fire==
[[File:Ring-of-fire-icon.png|left]]
{| class="article-table"
|<sup>LVL</sup> 1||<sup>CP</sup> 1||<sup>SP</sup> 1||<sup>DMG</sup> Ranged||<sup>Heat Guard</sup>
|}
''Creates a ring of fire around you, dealing damage to enemies walking into it.''
[[File:Ring-of-Fire.gif|right]]
[[File:Ring-of-Fire.gif|right]]
[[File:Ring-of-fire-icon.png]] ''Creates a ring of fire around you, dealing damage to enemies walking into it.''
Fire closely orbits Lea for 6 seconds that damages and slightly pushes away enemies near her.
 
Ring of Fire is a heat-elemental, level one Melee-type Combat Art. It costs 1 CP to activate and 1 SP to use.
 
While Ring of Fire is active, Lea deals fire damage around her, slightly knocking hit enemies back. The ring lasts for eight seconds.
 
Ring of Fire can be useful for defensive builds that like to be in the midst of enemies. It provides a significant damage boost that doesn't require the player to actively fight the enemies. Because it deals fire damage, it can also be used to melt ice, making it useful for certain puzzles that include ice pillars, such as those in [[Temple Mine]].


Ring of Fire is best when enemies remain in melee range. This occurs most reliably when you pursue them with melee attacks, but if they'll stay near, you can just guard. Its fire damage also melts ice, useful for certain puzzles involving ice pillars, such as those in [[Temple Mine]].
{{-}}
==Kindling Fanfare==
==Kindling Fanfare==
[[File:Kindling_Farfare-icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 2||<sup>CP</sup> 2||<sup>SP</sup> 3||<sup>DMG</sup> Ranged||<sup>EFFECTS</sup> [[File:Lock icon.png]]Lock [[File:Inflicts Burn.png]]Inflicts Burn||<sup>Heat Guard</sup>
|}
''Perfect guard an attack, jump into the air and counter with a fiery laser beam.''
[[File:Kindling_Farfare.gif|right]]
[[File:Kindling_Farfare.gif|right]]
[[File:Kindling_Farfare-icon.PNG]] ''Perfect guard an attack, jump into the air and counter with a fiery laser beam.''
Lea waits ~1 second with her shield up and a small arc of flames in front of her. Her shield perfectly guards attacks during this time. As soon as she guards against a melee attack, she drops her shield and locks the attacker as she jumps into the air and fires a blazing laser beam at it like [[Flare Burn!]] that pushes it away.
 
Kindling Farfare is a heat-elemental, level two Guard-type Combat Art. It costs 2 CP to activate and 3 SP to use.
 
When using it, [[Lea]] creates a small arc of flames in front of her and holds up her guard. If she is hit within a short duration of using the art, she perfectly guards the attack, mitigating all damage it would've done, and jumps into the air to counter it with a fiery laser beam similar to that of [[Flare Burn!]]. The laser beam is fired towards the direction from which the enemy attacked.


The same strategies Recoil Trumpet has also apply to Kindling Farfare.
Very similar to Recoil Trumpet, except that by jumping into the air, Lea avoids attacks from other enemies during Kindling Fanfare's counterattack. The laser can damage other enemies, but homes in on the attacker.


==Burning Pulse==
==Burning Pulse==
[[File:Burning_Pulse-icon.PNG|left]]
{| class="article-table"
|<sup>LVL</sup> 2||<sup>CP</sup> 2||<sup>SP</sup> 3||<sup>DMG</sup> Ranged||<sup>Heat Guard</sup>
|}
''Create a long lasting fire circle that erupts in flaming outbursts several times.''
[[File:Burning_Pulse.gif|right]]
[[File:Burning_Pulse.gif|right]]
[[File:Burning_Pulse-icon.PNG]] ''Create a long lasting fire circle that erupts in flaming outbursts several times.''
Fire closely orbits Lea for 7 seconds that damages and slightly pushes away enemies near her. Fire also periodically bursts out a total of 8 times in a larger radius without knockback.
 
Burning Pulse is a heat-elemental, level two Guard-type Combat Art. It costs 2 CP to activate and 3 SP to use.


While Burning Pulse is active, Lea deals fire damage around her, slightly knocking hit enemies back. The circle of fire lasts for eight seconds. During this duration, the circle also erupts each second, dealing damage in a larger radius. The damage from these eruptions can't knock enemies back.
Burning Pulse again emphasizes Heat's preference for melee combat, by not knocking back enemies with its wider-range eruptions. It all lasts 1 extra second thereby dealing more total damage.
{{-}}
==Ignite Embers==
[[File:Ignite-embers-icon.png|left]]
{| class="article-table"
|<sup>LVL</sup> 3||<sup>CP</sup> 3||<sup>SP</sup> 6||<sup>DMG</sup> Mixed||<sup>EFFECTS</sup> [[File:Lock icon.png]]Lock [[File:Inflicts Burn.png]]Inflicts Burn||<sup>Heat Guard</sup>
|}
''Perfect guard an attack, lock enemies in an upwards combo and finish with a hellish downwards laser.''
[[File:Ignite-embers.gif|right]]
[[Lea]] waits ~1 second for a guardable attack with her shield up and a small arc of flames in front of her. She perfectly guards the attack. If it was a melee attack, she locks the attacker in a counterattack combo of a few melee strikes and an upwards fire whirl, ending with a huge fiery laser aimed at the ground.


The same strategies Ring of Fire has also apply to Burning Pulse.
Unlike Heat's lower triggered guard arts, Ignite Embers only perfect guards one attack, ranged or melee. The counterattack combo can interrupt others close by, and generally deals a lot of collateral damage.
{{-}}
==Ancient Sun==
[[File:Ancient-sun-icon.png|left]]
{| class="article-table"
|<sup>LVL</sup> 3||<sup>CP</sup> 3||<sup>SP</sup> 6||<sup>DMG</sup> Mixed||<sup>Heat Guard</sup>
|}
''Conjure forth the power of the Sun and immolate yourself in fire making melee attacks burst out in flame for short while.''
[[File:Ancient Sun.gif|right]]
Lea emits blazing Heat for 5 seconds that damages and slightly pushes away enemies near her. Each of Lea's regular melee attacks bursts out in flame over a large area.


==Level 3 Arts==
Ancient Sun skips past general melee combat to simply buff your melee attacks directly. By a ''lot'', for a short time. It is in your interest to activate Ancient Sun when you can attack for the full 5 seconds, against several enemies at once, [[Dash Cancel]]ing your attacks, to hit as many times as you can. The ring deals the same damage as Ring of Fire over a shorter duration.
There are two level 3 heat-elemental Guard-type Combat Arts. As of version 0.9.2, they are not yet implemented.  


[[Category:Combat Arts]]
[[Category:Combat Arts]]

Latest revision as of 02:21, 27 October 2022

There are six Heat Guard Combat Arts available to Spheromancers: two first-level, two second-level, and two third-level arts. You can have only one of each level active at a time.

Recoil Trumpet

LVL 1 CP 1 SP 1 DMG Melee EFFECTS Lock Inflicts Burn Heat Guard

Perfect guard an attack and counter with a flaming explosion.

Lea waits ~1 second with her shield up and a small arc of flames in front of her. Her shield perfectly guards attacks during this time, blocking all damage they would have done. As soon as she guards against a melee attack, she drops her shield and locks the attacker in an explosive Burning counterattack.

Recoil Trumpet is great against enemies with predictable and slow attacks that deal large damage, such as Bosses. It is generally also very useful for players who struggle with perfect guarding, as it gives a much larger time window for the perfect guard. Lea will perfectly guard multiple ranged attacks, but only one melee attack. Avenger will restore some of your SP when you successfully guard.

Ring of Fire

LVL 1 CP 1 SP 1 DMG Ranged Heat Guard

Creates a ring of fire around you, dealing damage to enemies walking into it.

Fire closely orbits Lea for 6 seconds that damages and slightly pushes away enemies near her.

Ring of Fire is best when enemies remain in melee range. This occurs most reliably when you pursue them with melee attacks, but if they'll stay near, you can just guard. Its fire damage also melts ice, useful for certain puzzles involving ice pillars, such as those in Temple Mine.

Kindling Fanfare

LVL 2 CP 2 SP 3 DMG Ranged EFFECTS Lock Inflicts Burn Heat Guard

Perfect guard an attack, jump into the air and counter with a fiery laser beam.

Lea waits ~1 second with her shield up and a small arc of flames in front of her. Her shield perfectly guards attacks during this time. As soon as she guards against a melee attack, she drops her shield and locks the attacker as she jumps into the air and fires a blazing laser beam at it like Flare Burn! that pushes it away.

Very similar to Recoil Trumpet, except that by jumping into the air, Lea avoids attacks from other enemies during Kindling Fanfare's counterattack. The laser can damage other enemies, but homes in on the attacker.

Burning Pulse

LVL 2 CP 2 SP 3 DMG Ranged Heat Guard

Create a long lasting fire circle that erupts in flaming outbursts several times.

Fire closely orbits Lea for 7 seconds that damages and slightly pushes away enemies near her. Fire also periodically bursts out a total of 8 times in a larger radius without knockback.

Burning Pulse again emphasizes Heat's preference for melee combat, by not knocking back enemies with its wider-range eruptions. It all lasts 1 extra second thereby dealing more total damage.

Ignite Embers

LVL 3 CP 3 SP 6 DMG Mixed EFFECTS Lock Inflicts Burn Heat Guard

Perfect guard an attack, lock enemies in an upwards combo and finish with a hellish downwards laser.

Lea waits ~1 second for a guardable attack with her shield up and a small arc of flames in front of her. She perfectly guards the attack. If it was a melee attack, she locks the attacker in a counterattack combo of a few melee strikes and an upwards fire whirl, ending with a huge fiery laser aimed at the ground.

Unlike Heat's lower triggered guard arts, Ignite Embers only perfect guards one attack, ranged or melee. The counterattack combo can interrupt others close by, and generally deals a lot of collateral damage.

Ancient Sun

LVL 3 CP 3 SP 6 DMG Mixed Heat Guard

Conjure forth the power of the Sun and immolate yourself in fire making melee attacks burst out in flame for short while.

Lea emits blazing Heat for 5 seconds that damages and slightly pushes away enemies near her. Each of Lea's regular melee attacks bursts out in flame over a large area.

Ancient Sun skips past general melee combat to simply buff your melee attacks directly. By a lot, for a short time. It is in your interest to activate Ancient Sun when you can attack for the full 5 seconds, against several enemies at once, Dash Canceling your attacks, to hit as many times as you can. The ring deals the same damage as Ring of Fire over a shorter duration.