Battledome Help

The battledome is a place where your learning and skills can always improve. To that end, I've tried to put something together to explain some of the things I found out through research, discussion, and trial and error while fighting in the battledome. Please feel free to give me any feedback or comments you have on the following. If one person takes a little something from it, then my job will have been done.

Thanks,

Chris

I will focus on the following subjects: Training, Boosts, Abilities, and Weapons.


Training

Best to start of a low stat pet with training in the academy on krawk island if cost is an issue (less cost, but takes more time than training school). Train there until you reach the point where you need to use 5 dubloon coins (after lvl 20). If you are looking for bang for you buck then I recommend training level, strength, and hitpoints. If you plan on using defence (more later) then train defence as well. If you want well rounded stats (in looks) then also train movement. Agility is movement, endurance is hitpoints. Rest are self explanatory. No stat, except hitpoints can go above your level times two, so train accordingly (ie. increase your level when needed in order to continue on other stats.)

Once you reach the point where you need a 5 dubloon coin, it is time to move training to the mystery island training school. At that point codestones become more effective cost and time wise. You can also get free training in the academy on krawk island for your pet on their day (ex Chomby Day=free training for chombys up to a certain level). Training can also be supplemented by lab ray, scratchcards and kitchen quests. Out of the three, I only use lab ray, so I will not comment on the others till I gather more information on those methods. With the lab, you will gain more than you lose, but usually most of the gain overall is in hitpoints (the reason for so many pets with a massive amount of hitpoints and otherwise low stats).

Boosts

This is your reason for training your strength and defence stats. Hitpoints are different as the more you have, the harder it is to kill you - no boosts involved. Strength and defence both have a multiplier associated with the range of numbers your pet falls within. This is reffered to as a boost. Boosts are as follows:

1 to 7 0.5, 8 to 12 0.75, 13 to 19 1.0, 20 to 34 1.25, 35 to 54 1.5, 55 to 84 2.0, 85 to 124 2.5, 125 to 199 3.0, 200 to 249 4.5, 250 to 299 5.5, 300 to 349 6.5, 350 to 399 7.5, 400 to 449 8.5, 450 to 499 9.75, 500 to 549 11, 550 to 599 12, 600 to 649 13, 650 to 699 14, 700� 15.

For example looking at strength, when your strength is 13-19, you do whatever icons are shown as standard for your weapon as the boost is 1x. Ramtors Spellbook for instance would do 10 icons, 5 light 5 dark. If your strength fell between 55-84, then the same Ramtors Spellbook would do twice the damage 20 icons, 10 dark, 10 light as the boost is multiplier is 2x. So what you want to do is train to the boost that you feel you want to be at, and can afford. If low stats, then your goal would be to get to 35+ in strength so that your weapons do 1.5x as much damage. Then your goal would be to get to 55+ in strength so that they do 2x damage. If you can get your strength to 700+ then your weapons will do 15x the damage. This of course would take a long time and lots of nps.

Now for defence. Defence works the same way, only not as many weapons have the ability to defend. If you have a weapon which defends 5 dark say, then at 13-19 defence you would defend 5 dark, at 55-84 defence you would defend 2x, or 10 dark (to further complicate things, this is based on what your opponents boost is as well. I wouldn't be too worried about that at a low to intermediate level of battling though. It takes some study to try to understand all the intricacies.) Now the reason why some don't train defence is that defensive weapons can be more expensive than offensive, plus someone might attack you with a weapon that does different types of icons then what you can defend with your weapon. Some weapons, such as Ring of the Lost, defend all of an icon type. The ring defends all dark, so no matter what your defence boost is no dark attack will damage you.

A note on icon types. There are several - dark, light, fire, water, air, earth and physical. As you become involved in the battledome, you will become more familiar with what is most effective. Basicly the weapon prices will reflect how valuable the damage type that you are doing is. In 1 player it is not so much a factor. In 2 player, obviously this becomes trickier, as if a human opponent knows the weapon you have from having previously fought you, then they can buy one that defends against it.

Stats that don't matter as much. Movement (agility) does not currently have a boost associated with it. Its only use is for stealing weapons. Certain weapons allow you to steal an opponents weapon 100 percent of the time if you have reached a certain level of movement. Heavy Robe of Thievery is the one I can think of offhand. Sticky hands also can steal, but have a lower chance, and are not effected by you movement level. Be aware that stealers steal whatever is in your opponents first weapon slot, and they do not work during war. Intelligence also is only a factor for certain weapons. One is heavy blue tunic which is a freezer. Another is crisp blue tunic which is a healer. Otherwise, no need to train intelligence, unless you are going for a book award, or nice looking stats.

Abilities

One of the most important parts of the battledome to know about. Each time you take a turn in the battledome, you must choose one or two weapons, and then choose an ability. Most of these come from the bottled faeries. Some are associated with your type of pet (species abilities), and others are granted at a certain level (You gain the ability bezerk when your pets level reaches 50.) This allows you to do 1.5x damage in addition to your multiplier from strength boost. This is an upgrade from the 1.3x damage you do using ability Fierce. Bezerk falls under what is known as stance multipliers. Basically what you need to know is the higher up your abilities drop down list in battledome they fall, the more damage you will both inflict and take, with bezerk being the highest. The lowest is defend, which will allow you to take the least amount of damage, while also inflicting less.

I will now focus on the abilities I recommend getting from bottled faeries. Note that if your pet is not a high enough level to obtain ability, then the faerie flies away when you open it and is wasted. If your level is high enough you gain the ability permanently, and bottled faeries are cumulative towards the next ability.

1) Burrow. your pet must be level 10, and you use 4 bottled earth faeries in total. Defends 97.5 percent of earth, air, water, fire, physical attacks. One use per fight

2) Sink. your pet must be level 30, and you use 8 bottled dark faeries in total, Defends 97.5 percent of light, dark, water, fire an physical attacks. One use per fight.

3) Either Fiery Gaze. level 6 - 3 bottled fire faeries, or Diamond Dust. level 28 - 8 bottled air faeries in total. Change of freezing opponent when using either of these.

4) Either Regeneration. level 23 - 8 bottled earth faeries in total, Restore level 22- 7 bottled light faeries in total or Healing Vapour. level 27 - 8 bottled water faeries in total. All of these three regenerate 33 percent of you lost hps

5)Drain Life. level 21 - 7 bottled dark faeries in total. Drains 11 percent of opponents health. (maximum 100 hps)

You can only use three of your abilities gained from bottled faeries per fight as your power level counts down one third each from 100 percent each time you use one of them. Burrow and Sink are the most important ones to use each fight, as each time you use your two main weapons, these will defend most damage opponent tries to inflict on you.

Weapons

These of course are a matter of personal preference, but I will list some of the most commonly used and effective weapons. New weapons are introduced to the battledome periodically, so this is by no means a comprehensive list, but a starting point. Note that weapon icons are listed as full icons whereas some are partial. For example if a weapon is listed as 8 it might do 7.6. You can have 8 items equipped to your pet at any given time. You can only have one healing item and one freezing item.

Basic Set:
Leaf Shield Defends 13 icons
Obsidian Dagger 6-8 icons
Scarab Ring 6 icons. Defends 6 icons
Illusens Earth Potion 7-9 icons
Snowglobe Staff Either freezes, attacks, gives yellow snowball, defends icy snowball (does nothing if one isn't available), or breaks for battle.
Slime Potion (heals 10 hps) OR Healing Scroll - either Lesser (heals 25 hps) or Greater (heals 50 hps) depending on your pet's health OR one of the
Scorchstones (Heal 15-100 hps)

Once beyond the basics you will want to look at NQ2 weapons, TCG prizes, and Hidden Tower items. Here are a few recommended weapons that would work for anyone ready to move beyond a basic set.

Recommended Constants:
(Multiple Use Per Battle Weapons)
Halo of Devilpuss 6-10 icons
Pike Pike, Psellias Fighting Fan, or Stone Club - 9 icons
Staff of Righteous Fury 7-11 icons
Royal Wedding Ring 9-11
Scuzzys Comb, Ramtor's Spellbook, or Essence of Esophagor - 10 icons
Sword of Apocolypse 9-13 icons
Goo Blaster,Fungus Ray, Garoo Elite Blaster, Bzzt Blaster - 11 icons
Bow of Destiny, Wand of Reality - 13 icons
Dull Stone Axe 12-19 icons
Ultra Bubble Gun 10,15, or 20 icons
Werelupe Claw Necklace 14-18 icons
Sword of Skardsen 16-24 icons

Dual Duty Weapons/Shields:
(If you are training defence, and prefer to use attack and defence, rather than maxing out your attack)
Ethereal Sword 5 icons, Defends 5 icons
Sword of the Dead 6 icons, Defends 5 icons
Cloudy Wand of Storms 8 icons, Defends 3 icons
Frozen Wand of Crystals 8 icons, Defends 3 icons
Dusty Magic Broom 8 icons, Defends 5 icons
Air Faerie Crown 9 icons, Defends 5 icons
Mask of Coltzan 8 icons, Defends 11 icons
Ring of the Lost 9 icons, Defends all Dark
Ghostkershied Defends 16 icons and all Dark

Bombs:
Honey Potion 14-16 icons
Rainbow Clockwork Grundo 16-20 icons
Ghostkerbomb 21-30 icons

Freezers:
(100 percent freezers are 1 use per fight, and I do not include Scroll of Freezing since it often breaks and is lost forever so is therefore a waste of nps)
Black Frost Cannon 3-5 icons Chance of freezing
H4000 Helmet 100 percent freeze
Freezing Potion 100 percent freeze plus 2 icons
Marble Marbles of Mystery 100 percent freeze plus 3 icons
Sleep Ray 100 percent freeze plus 4 icons
Sleeping Potion 10 icons plus chance to freeze multiple use
Heavy Blue Tunic 100 percent freeze plus defends 9 icons

Healers:
Slime Potion Heals 10 hps
Lesser Healing Scroll Heals 25 hps
Greater Healing Scroll Heals 50 points before damage. My personal favourite for the price
Species Healers (Certain species have special healers which are a better price for their effectiveness Kacheek, Lenny, and Elephante)
Everlasting Crystal Apple Heals 30 points. multiple use per fight
Scorchstones Range from healing 20-100 pts, and heal after damage done to you which is why they are expensive compared to scrolls.
Jade Scorchstone/Leaded Elemental Vial Full Heal

Strategies

Some suggestions for fighting.

With your basic set you will usually want to attack with your two strongest constants as long as you can until you need to use your healer (you will also want to use the ability sink and burrow on your first two turns if you have them to defend yourself from attack). If you like you can try to use your freezer along with a constant from the get go. This will have a chance of freezing your opponent for one turn so that you can all out attack (Your attack each turn will not be as strong as with the two constants though while trying to get a freeze. I avoided the freezers with a chance of freezing until I could afford a h4000 helmet myself.) If you do get a freeze, then you use your two strongest weapons, or strongest constant and bomb along with ability Fierce, or Bezerk if you have it on the turn where you opponent is frozen. When you need to heal you use your healer, coupled with strongest constant, and either sink, burrow, defend if you are weak. Another useful weapon is your downsize. This also protects against alot of damage, but is one use per fight. It is pretty useful when your sink and burrow are gone, and your opponent is almost dead as you can only attack with one weapon while using it (you can still use species attack from your abilities if you have power left to sublement attack).

Beyond that, strategy can differ for each opponent you face in the battledome, so try out some different things. You can look up strategies to fight each opponent, or obtain help from somone who has beaten that opponent. www.idb.finalhit.org is a wealth of information for all aspects of the battledome, and I have spent countless hours there. Anyone that finds errors, ommissions, or has suggestions for additions to this help page, should feel free to email/neomail me. Thanks for having a look, and see you in the battledome.


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