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Walkthrough Fire Continent 1

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90 views21 pages

Walkthrough Fire Continent 1

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 21

This document will feature a semi-complete walkthrough through the first continent of

Ulala-Idle-Adventure with a team composition of:

Hunter – Mage – Gladiator – Shaman/Druid

This writeup might spoil the fun you get from playing.
Use at your own risk.

Premise:

I am Ua, a player on the European server that started out as a hunter. Playing this game I realized
that I had a lot of fun, so I decided to save my builds for future bosses. I finished my first season
with a team of Hunter, Mage, Gladiator and Druid on a full Free2Play team in Cobo Coast 65 with a
percentage of about 99.68.
Realizing I could go much faster, I decided to replay the game with prepared (read as "previously
composed") builds and game knowledge. In order to do that, I created four characters (Hunter,
Mage, Gladiator, Shaman) and played through the season. I managed to finish in Horu Fjord 54
with a percentage of 99.77, again playing Free2Play.
Most of the shared builds will be from the second playthrough, although some Druid builds from
my first playthrough will be shown.
The main chunk of this walkthrough will feature Fire Continent bosses. I will also put some build
suggestions for early Frost Continent bosses.

General Terminology:

Dispel: A skill that removes the buff of an enemy by dispelling it


Cleanse: A skill that removes a debuff from your team
CC: A skill that stops the enemy from casting, CC effects will be elaborated below
Execute: A skill that deals more damage, the lower the enemy HP is
Buff: A skill that grants a lasting positive effect
Debuff: A skill that grants a lasting negative effect
Taunt: A skill that forces the enemy to attack the taunting character

Differentiating different CC-effects:

Interrupt: The interrupt is able to stop the casting/charging of enemy skills. This process is
indicated, when a blue bar is filling up below the bosses hp bar. Once the bar is full,
the animation begins and the interrupt fails.
Silence: A silence does everything that an interrupt does, but its even better. A silence can also
stop enemy animations. That means that when you miss the timing and the enemy
finishes its cast and starts the animation, the skill will not cast. Enemies under the
effect of a silence are unable to cast and will basic attack instead of casting.
Knockup: A knockup does everything that a silence does, but it also stops the enemy from using
their standard attack. This makes them even better than silences, but you have to be
careful not to miss future timings, since the energy generation of the boss will be
delayed. This may cause future skills to miss their timing.
Stun: Same as knockup.
Freeze: I have never used this, but it should be the same as a stun/knockup.

1
Some Examples for Dispel Abilities:

Hunter Scatter Shot


Mage Purification Wave

Some Examples for Cleanse Abilities:

Shaman Font of Purge


Gladiator Battle Shout
Special case: Debuff protection (Shaman Drums of Purge)

Some Examples for CC effects and which spells cause those:

Interrupt: Gladiator "Intercept"


Silence: Mage "Silence"
Knockup: Gladiator "Uppercut"
Stun: Hunter "Boar's Rush"

Some Examples for Executes:

Hunter Weakpoint Shot


Mage Fireball

General Guideline: How do I approach a boss fight?

As you have probably realized, different bosses do not only look different, they also do different
things. Because of that it is recommended that you read the skills of the boss. This is most
important when entering a new area with bosses you don't know. However, some bosses recieve
changes to their skill setup, so that a boss that you fought earlier in the same area has different
skills. This is very easy to see when you take a look at the different Ankylosaurs in Cobo Coast.

After reading their skills, you should come up with a general plan on how to deal with the skillset.
Things you should search for in the bosses description are indicators for Buffs/Debuffs, Single
Target or AoE damage and special fight mechanics, such as the White Wolf King skills.
Then you challenge and take a look at the different abilities the bosses use. On this step you should
look for any casting/charging boss abilities you can interrupt. You can also try to create a priority
list for the different abilities, which will help you with the construction of your setup.

2
Questions you should ask yourself:

Do I have to interrupt this skill or dispel this buff/ cleanse this debuff
How do i have to equip my healer and my tank

Before you fight a boss, you have exactly 3 things you can do:

1. Challenge the boss


2. Change the setup
3. Wait and do the boss later

Challenge the boss

This is pretty straight forward and can have multiple causes, such as:
– I want to test my setup
– I think I can take the boss
– I know I can take the boss (from previous attempts against the same boss)

Things you can do here is consume Food for Buffs or use Quick Battles

Change the setup

In order to change the setup you have to create one first.


The first thing you should do is equip the pets you think are the best to deal with the boss.
For the rotation, I recommend starting with the main mechanic of the boss, which is usually some
kind of skill you have to interrupt or some buff you have to dispel. Those skills to counter the boss
mechanics are usually the most important skills of the fight, so placing them where you need them
is of high priority. Figuring out that timing can easily be done by trial and error, just replay the fight
till your skills are on point. Adapting your timings can be done by exchanging the skills (in the slots
used before your priority skill) with skills that have a different energy cost / animation length / cast
time.
If you can't hit the timing with one of your classes, then try another. Especially in the early part of
the game, you don't have many skills to swap through so you are limited in the possible timings you
can hit. This process gets slightly more difficult when aiming for an enemy skill in a later skill
rotation (2nd/3rd), but the principle stays the same.
If you feel like you need some inspiration, take a look at the recording of the last team that beat the
boss. They might have the exact rotation you need, saving you a lot of work.
After you are done with the priority, you fill the other slots with as much damage as you can find.
If you feel like you have to sacrifice too much damage for suboptimal skills in order to hit the
timings, then you should consider tanking one ability. At this point it is important to mention that
you only have to survive the fight. If there is no point in the fight where one of your characters
drops below 30% hp before frenzy hits, then you are too defensive. All you need is one HP on one
character in order to win the fight.
With this in mind, you can fill up the skillsets of your tank (if not used for CC) and your healer. Go
for as much damage as you can afford without dying. If your healer can't keep up with AoE damage,
then you should consider helping out with your tank.
Once you have your rotation, you can challenge the boss and see how it goes. Then you adapt your
skills (put more heals in, use a slightly more defensive rotation, change some pet(s)). This is an
iterative process and failing is a part of it. Trying to find a rotation that works is the most fun part
of this game.

3
Wait and do the boss later

If you feel like you have the best setup you can find (or can't be bothered with finding a better one),
then you can just wait for some level up, consult your teammates for ideas on how to improve your
setup, wait for your teammates to beat the boss, wait for some new gear...
You get the idea, just leave the game and do some other important things.

This concludes my basic thoughts on how to deal with bosses.


For the walkthrough part, I will post my rotation and some general things on how this rotation
works.
I will not talk about what pets to use.
There will not be any skill setups before every skill slot is unlocked in this walkthrough. This means
that the first skill setups will be shown starting in Bata Desert.

THIS GUIDE IS ONLY ABOUT BOSSES, NOT ABOUT CHARACTER CREATION,


CHARACTER BUILDS, CHARACTER ATTRIBUTES, TEMPERS, PETS OR ANYTHING IN
THAT REGARD.
FURTHERMORE, THIS WILL NOT COVER ANY MYSTIC REALM BOSSES. THE
SKILLSETS FEATURED ARE NOT AUTOMATICALLY COMPATIBLE FOR THE MYSTIC
REALM.

If you are interested in those things to complement this walkthrough, check out the community
guide on the official discord.
If you haven't yet, I highly suggest you do it NOW before reading this walkthrough.

Here are some general things to keep in mind while reading this walkthrough:

• If skill setups for some classes are missing, then that means that the skills of this class are
not relevant in order to execute the build. Choose at your own will.
• In general, some skills can be exchanged for other skills with similar duration. If you have a
higher rarity skill that does similar things, then go ahead and use it. There are some
exceptions which will be mentioned when discussing specific builds. Skills with CC effects
attached are not to be exchanged with different skills.
• Bosses that are not shown are bosses I didn't consider a problem, or bosses that changed too
much to write down my setups. Fighting those bosses should be easy if you keep the general
rules in mind. However, I will provide some tips on what they do and how to tackle them.
• If you decide to use my setup suggestions, be aware that they are usually inconsistent. Just
because they worked for me doesn't mean they will work for you.
• None of my setups use the Fluff clatter card effect
• None of my setups require any toys

Every setup beats every boss, its just a matter of how much power you need to make it work

Shout outs to:

SW – Who is the reason I started this by comissioning a build, only to leave before seeing it
Basil – Who does a lot of community related stuff and helps out by answering a lot of questions
Crono – Who started and maintains the #boss-help channel on the official discord

4
No further talk, here comes the walkthrough

In Sabada Rainforest, you get some AoE skills. Use those to clear some adds from the bosses if
needed, otherwise run single target skills.

The game gives you your first real tools in Chiwawa Gorge. Bosses will have cast timers and you
can interrupt those. Since this is a tutorial part for the later game, I recommend playing around with
those interrupts so that you get a feeling for the timing of said interrupts and the fights themselves.
To pass the Thrasher in Chiwawa Gorge, I recommend going with the Mages Silence in slot 3 to
block the second knockup, while interrupting the first knockup with some other class.
In order to leave Chiwawa Gorge, you have to pass the first Ankylosaurus. Utilize the fact that they
tank damage for their birds. Using an AoE skill that hits 5 targets deals 80% of the damage to the
Ankylosaurus for every bird hit in addition to the full damage on the Ankylosaurus itself, resulting
in 4.2x of the damage dealt. This makes AoE skills ideal to deal with this first Ankylosaurus and
later ones to come.

Beating this Ankylosaurus allows you to enter Bata Desert. There you get your Dispel-Abilities
(and plenty of opportunities to use them). Don't mind the rarity of those skills, since they aren't used
for damage purposes.
The first boss covered in this walkthrough will be the Black Rock TRex. This enemy does a lot of
single target damage to your tank while putting a debuff on them. It also gains shields every 10
seconds, but pays some HP to summon those. Theoretically, you want to use your healer to block
the debuff on your tank (while keeping them alive), who is supposed to run defensive skills.

As you can see, this build features a fully defensive setup on the Gladiator, Drums of Purge on
Shaman skill slot 1 with some damage mixed in and the Dispel for either DPS class.
Hitting the Dispels on time is important, as you not only take the shield off (and that means you
wasted any damage that hit the shield before taking it off), but also remove the compensation the
Trex gets for sacrificing 10% of his HP, essentially dealing >10% of its HP with one attack.

5
The other boss I will feature in Bata Desert is the Black Rock Trasher. This boss also gains a
shield every few seconds by sacrificing HP. Later versions of this boss will also be able to use the
knockup the Thrasher in Chiwawa Gorge used. The combination of those points makes this boss a
tricky opponent to fight.

The featured build uses the same rotation on the Hunter, but adapts the Mage/Gladiator skills to fit
the timings for the Thrasher Knockup. Due to not having immense single target damage to deal
with, the Gladiator and the Shaman can (and have to) run damage of their own.
Earlier versions of this boss don't have the knockup, so you can just use the damage rotations for the
Black Rock TRex for both DPS classes, which are featured above.

Why were the other bosses not covered?


The Golden Thunder Dragon has three different skill sets it uses, so I didn't really save the sets for
future use. It is important to interrupt his channeled thunder ability, since that kills your team if you
don't. Some versions of this boss feature a timed lightning strike that interrupts your channels,
adjust your rotation so you don't lose damage from getting hit by that. This also puts you on a hard
timer, since it hits the moment frenzy starts and kills your team. Fit your damage rotations, so that
they finish right before 60 seconds.
The Wind Dragon also has different skill sets. For the first encounter, you have to interrupt some of
his channels, just try to find a rotation that works well. For the second encounter and onwards, the
dragon summons statues. In order to fight him effectively, you have to either remove the statues
before he can cast his follow up skill, or interrupt his follow up skill.
The Ankylosaur is already covered in a small text in Chiwawa Gorge. I just used as many AoE
skills as I could fit.
The Thunder Stegosaurus on Bata Desert 120 should be fought with AoE heals and single target
damage, since you don't have the tools to deal with his thunder debuff yet. Try to finish your
damage rotation before frenzy, since you get killed almost instantly. Make sure to change your pets,
since this boss has vastly different elements compared to the other enemies in Bata Desert.

Once you beat the Thunder Stegosaurus, you get to move on to Bababo Coast.

6
Bababo Coast starts out with another wave of Thunder Stegosaurus, fight them like you did in
Bata Desert. Those enemies won't change, so you can try to find a rotation that works.
After those Stegosaurus, you will face Thunder Ceratops. To fight them, all you have to do is keep
your tank alive. The Ceratops casts a debuff on your tank and has a single target attack with a long
casting time. Try to interrupt some of those with your tank, while blocking his debuff with your
healers debuff protection skill. You should have plenty of time to kill this enemy, since he charges
his single target "Gore" attack for every one of your cavemen, which allows for some long damage
rotations. I recommend going for full damage on both your DPS characters, since you probably
don't need to interrupt his attacks for your tank to survive to frenzy.
On Bababo Coast 8 you will find a Bone Ankylosaur. I will not provide rotations for this boss,
mostly because I have no idea what the right rotation is. I have beaten this boss with multiple
rotations that had different goals in mind, so the amount of ways to beat him is high. Things to keep
in mind:

– This boss changes the position of his allies over the course of the area
– This messes with your skill timing rotations
– Your DPS will attack different targets
– Those targets depend on your team composition

The Bone Ankylosaur gets a shield that scales with the attack of his allies. This means that when
frenzy hits, he gets a shield for 25% of his hp per ally left alive. He also casts a skill that increases
his block rate to 100%. Later versions of this boss will attack you with an AoE ability, which
reduces his tankyness but increases his damage output. React accordingly by adjusting your healers
rotation. Just like earlier Ankylosaurs, this boss takes 80% of the damage his allies would recieve.
Using AoE to damage him will be very effective because of this.
Things you can do to deal with this boss:

– Try to dispel his block buff


– Try to dispel some of his shields
– Try to dispel his frenzy shield
– Kill him before his frenzy shield
– Kill his allies before frenzy shield (this might not be possible, I don't know)

Damage he takes because of his ability to protect his allies pierces his block buff and his shield.
This means that unless both your DPS attack him, you should consider to not dispel his block buff
cause that might mean you lose out on damage.
This enemy has a lot of extra HP through shields from his allies and block buffs in addition to the
health this allies have. In order to beat this stage you have to kill the Ankylosaur and his allies. This
coupled with the fact that you have a lot of time to beat the previous stage means that this boss will
feel difficult to kill.
If you can't beat him, don't be too upset. It might be reasonable to just wait for some new levels.

The next enemy in this area is the Pterosaur King. He casts some gusts of wind that deal a lot of
damage over a long period of time. This boss is straight forward, interrupt his cast and you win.
Don't be afraid to tank some of his damage though, you don't have to interrupt upon cast. Later
versions of this boss gain 100% crit chance once he falls below 30% HP. You can decide to leave
his previous cast up for longer so he won't have it once he starts to really hurt. The windup of this
ability is rather long, so you have some extra time for your damage rotations once frenzy hits.

7
The last new boss of this area will be the Giant Shell Turtle. This boss has a channel ability called
"Rapid Whirl" which makes it spin. During this spin, the Turtle regenerates HP and gains 25%
damage reduction. If interrupted, the Turtle recieves 25% more damage from your all sources for 5
seconds.
In order to kill this boss, you will have to interrupt as many spins as possible. This will require you
to chain interrupts to defeat it, since bursting through its damage reduction coupled with the heal is
hard. Beating this boss is a team effort, so you either have to rely on your teammates to build a
rotation with you, or build one yourself using the Golden Finger.

The featured build provides the correct timing for 6 interrupts. The Shaman and Gladiator rotations
are trying to put as much damage as possible, interrupting the "Rapid Whirl" ability also interrupts
the main damage ability of the Turtle. This reduces the damage your team sustains to small amounts
that you shouldn't have to worry about. Those Turtles have rather high armour, so if you have a
decent skill that ignores some armour ("Sunder Armor Shot" / "Lightning Blast") you can use that.
You can try to replace "Mirror Image" with "Magic Intellect", but I think that reduces the total
damage output.

In order to finish this area, you will face a Molten Stegosaurus, you can beat this the same way
you have beaten the Thunder Stegosaurus. Beating this Stegosaurus will allow you to advance to
Jujule Volcano.

8
In Jujule Volcano, you get new forms of CC for your characters. Your healer gets an AoE cleanse
instead. If you have paid attention, you will have realized that the Thunder and the Molten
Stegosaurus both put a debuff on your team. With the new AoE cleanse, you can remove those
debuffs and get an increased heal while also taking off a lot of damage from future skills.

With those new tools, fighting the Molten Ceratops gets really easy. You can try to look for a
rotation on your tank that stops 2 casts of his "Bladeturning" (it exists) while also cleansing his
"Blazing Heat" debuff.
The next boss is the Lava Beast Chieftain, a giant toad that summons smaller toads for HP lost. To
beat this boss, you can just ignore his summoned allies and go for full single target damage with
your DPS characters while trying to clear the "Buddies" with your healer and your tank.

The rotation I used features single target damage from both DPS characters with some AoE mixed
in for the Mage. The Gladiator gets a lot of HP back by using Whirlwind to hit up to 5 targets,
which is what makes this build possible. Note that I ignore everything the boss does and go for full
single target heals. If you have higher damage rotations for your DPS classes, you can use them.
This is what worked for me.
After killing the Lava Beast, you will face the TRex. There is not much to this boss, try to make
your team survive by using the AoE cleanse of your healer. This boss should only cause trouble if
you run Assassin, because then you will have to keep two targets alive instead of just your tank.
After hitting frenzy, this boss will start with his double frontline attack, so you can run longer
damage rotations with your DPS.
The next boss will be the Crimson Ceratops. So apparently this boss can buff himself (or maybe
he debuffs you, I really don't know), just ignore what he does and kill him. He is no opponent you
have to take serious. Just kill him. Treat him like you treated the Thunder Ceratops, but with less
respect. If you get stuck here, you should seriously consider if playing this game is the right way to
use your time.

9
Having taken a small break fighting a subpar boss, you will face a Fire Ankylosaur. This boss is a
less-tanky-but-higher-damage version of the previously encountered Bone Ankylosaur. Try to
(again) use AoE abilites to inflict a lot of damage, but for this boss you have the option to mostly
single target him. Unlike the Bone Ankylosaur, he doesn't automatically win once he gets to frenzy
as he doesn't recieve a shield for half of his HP bar. This means that you can fight for longer. Be
careful he doesn't kill you and you will be fine. Like the other Ankylosaurs, you might have to take
a small break before advancing again. If you can't kill him, do something else and come back later.

If you want to complain that I used "Explosive Shot" before "Burning Shot", go ahead and change
them to see where it takes you. Trust me, this is intended and it works.
Note that it is also possible to kill this boss with single target strategies, I suggest something like:

This setup does not make much sense if you run Hunter – Mage – Shaman – Gladiator because of
target selection. However, if you run Druid instead, a rotation like this can be used. The last spot in
the Hunter rotation is entirely variable, just put what you want and see if it works. You can also
change "Serenity" with "Lightning Blast" depending on whether or not you want "Serenity" to hit
the Ankylosaur or one of his allies. If things go as intended, your "Weakpoint Shot" hits a low HP
fox and thus causes a lot of damage twice (it hits the Ankylosaur in the second rotation).

10
The last boss (and the goal of the hunting season) in Jujule Volcano is the Tyrant Dragon. This
boss does AoE damage, interrupts, gains energy if you CC him, does more damage the less HP he
has and gains a shield for every 30% HP he loses. This requires what seems to be a complex setup,
but in reality its very easy. As the first step, you have to decide on where to put your Dispel-
Abilities. Ask yourself how many shields you want to destroy. Try to imagine which slot the Dispel
has to be in. I created a setup that dispelled all three shields with some crit luck, but after executing
it I realized that my healer couldn't keep up my team wiped. DPS should not be an issue if you have
beaten the stages beforehand without everything critting.

This build is tuned to destroy the first and third shield of the dragon by using "Purification Wave".
The execute (in this case "Weakpoint Shot") is timed to hit after the second "Purification Wave".
Then you wait for your execute to crit, which will result in a kill. Thats literally all there is to this
build. Due to my low damage, I needed to crit for the third shield to spawn so that "Purification
Wave" wasn't early.
I put as much damage as I could afford onto my Gladiator, using "Uppercut" to slightly extend the
fight while also manipulating the timing of a breath attack to be slightly earlier than my "Font of
Purge". This lead to instant removal of the debuff, so less damage and higher heals. The rest of the
rotation is filled with as much damage as I could get away with.
With enough attempts and some crit luck (which comes eventually), you can move on to enter the
Sinbad Rainforest.
Don't worry, you won't have to fight this boss again.

11
Entering the Sinbad Rainforest, you will face the Thunder Dragon. This boss is fought the exact
same way as the Golden Thunder Dragon you fought back in Bata Desert. Try to find a rotation that
interrupts his "Advanced Lightning Ball" and you should be fine. Write this rotation down, since
you will have to face this boss multiple times with no changes to his abilities.
Beating him you fight the Big Tongue Flower King that you already faced in Sabada Rainforest.
This boss attacks you and does a poison debuff, which has to be removed by your healers AoE
cleanse. If you don't do that you lose. You should use your healer to keep your backline alive, the
tank does not sustain much damage.

This build is tuned to prolong the fight by chaining CC towards the end of it. The Shaman-rotation
has the 2 energy totem to make "Font of Purge" hit in time in the second rotation. Keep in mind that
this setup can only be used when you fight the Flower King without any adds, since the addition of
more enemies messes up your timings.
The next boss will be the Sabre Tiger King, who attacks your tank and puts a debuff on him. This
boss also has the ability to heal himself by using the "Pounce" ability, which means you want
interrupt that (it also deals a lot of damage). You don't really have to remove his debuff, but if you
feel like your tank is dying go ahead and do it. I suggest putting some CC towards the end of the
fight so that you can interrupt his "Pounce" after frenzy. This ability heals for the amount it hits for,
so once you get hit by that post frenzy you have no more chance win the fight.
If you manage to defeat the Sabre Tiger, you will realize that he is a sore loser and calls his friend,
the Grey Tiger King. To beat them both, you will have to kill the Sabre Tiger before killing the
Grey Tiger. The Grey Tiger will get buffs once the Sabre Tiger gets killed.
Killing the Sabre Tiger will always grant an increase in healing by 100% and an increase in crit
chance by 50%. In addition to that, the Grey Tiger will get status changes depending on his HP
when his friend gets killed. This results in:
– An increase in armour by 100% if above 75% HP
– Nothing, if between 50% and 75% HP
– A reduction in armour by 50% if below 50% HP
This leads to multiple strategies you can use when trying to defeat those two.

12
Just burn through both with single target damage (and ignore the armour passive).
Put enough AoE to get the Grey Tiger below 75% HP.
Put enough AoE to get the Grey Tiger below 50% HP.

Theres some choices you have to make when fighting the tigers. Which boss do you counter with
pets (this is especially relevant, as different pets attack different tigers, so choose which tiger you
want your pet to attack and adjust your pet until you find one that does what you want)? Where do
you put your AoE (if any)? How viable is any of the above strategies? Which strategy do you use?

The featured setup tries to get the Grey Tiger below 75% HP. This is archieved by putting some
AoE in the rotation. I had two pets attacking either Tiger. This build didn't always reach its goal,
watch out for the +DEF displayed on the Grey Tiger once the Sabre Tiger falls.
Depending on the boss, you have to put your AoE in specific slots. While you have to put your AoE
early for the first encounters of this boss because the Sabre Tiger dies so fast, this means that you
will have AoE in your second rotation, slots you actually want to use for single target skills. This
means that you want to put your AoE as late as possible to maximise the amount of single target
skills you can cast. As a result, you have to create a setup for every one of these Tiger bosses you
face. This setup was created for late Sinbad Rainforest. If you want to adapt it for earlier stages, you
will have to put the Aoe in earlier slots.

13
The next boss in Sinbad Rainforest is the Unicorn Gorilla Chief. This mad monkey throws
boulders at you and tries to kill you with them. This results in an interesting and interactive fight. In
order to win, you can do multiple things. His boulder throws are very slow (since he has to dig them
out of the ground first, then aim), so you have plenty of time to interrupt him with your Jujule CC-
effects or Silences. The monkey also has anger issues, which means that taunting him is possible.
This makes a rather luck dependant fight pretty easy to navigate when you put the correct skills in
the right place.

This setup stops the monkey right in his tracks. When he finally gets to throw his rocks after frenzy,
he doesn't even kill the Mage due to "Mirror Image" (depending on "Scorch" crits I think). This will
buy you a lot of extra time for damage. If you pay close attention, you will see that this build only
requires the Gladiator and the Hunter in order to keep the Unicorn Gorilla Chief under control, so
this setup is useable for more combinations than Hunter – Gladiator – Mage.
The final boss between Sinbad and the Toto Plains is the Liondragon. He inflicts a bleeding debuff
on your team and deals a lot of damage with his follow up roar if your team still has that debuff.
Just like with the Wind Dragon in Bata Desert, you have to either cleanse the bleeding with your
AoE cleanse on your healer, or interrupt his roar ability. I suggest you put your cleanse in the
second skillslot and interrupt his second roar with anybody who is able to do that. Following these
easy steps you should be able to advance to the Toto Plains.

14
The beginning of the Toto Plains will feature some more Liondragons. Just use what you did on
the Liondragon at the end of Sinbad and you should be fine.
Beating them, you will face the strongest boss in the game, the Black-haired King. The winning
condition of this powerful monster is getting to frenzy without any real tools to do so. And he isn't
even good at fighting after frenzy. He doesn't do anything, you can just put one AoE heal on your
healer and everybody will survive. You don't have to interrupt anything cause he does no damage.
Try to hit your armour-piercing skills while he has his armour buff, but thats it.

If you have trouble with him (for whatever reason), just put this on your Gladiator. It is important
that you have no other CC on the other characters. This is all you need and its hilarious. Have fun.
The next boss is the TRex you have already faced on Jujule Volcano. He hasn't changed at all, so
you don't have to adapt anything and can just use what worked back on the Volcano.
Again: Remove his debuff, keep your tank alive and put long DPS rotations.
After you beat the Trex, you will face the Warg King. He has this annoying random attack that
deals a lot of damage, but aside from that, you just put single target heals and keep your tank alive.
Be careful with using CC because that makes the character that has used the skill the next target for
his high damage attack. You can also use this to manipulate his targeting. If your people get oneshot
by his random attack (this happened to me at some point), put the AoE shield of the Druid or try to
give the character at risk a more defensive pet in case you run Shaman.
On Toto 22, there will be more Tigers. Since you already defeated those, you should already have a
setup. This doesn't mean that the setup will work for those two. The Tigers on Toto Plains deal a lot
of damage, so you might have to take out some damage from your healer and put some heals
instead. The same applies to your tank. Try to find a rotation that interrupts the frenzied "Pounce"
from the Grey Tiger. These Tigers have a lot of HP, so you should be able to put your AoE in skill
slots that only get used once. You will probably have to adjust your setups over the course of the
area, since especially the later tigers hit hard.

If you can't beat them don't be too upset, many people get stuck there. Just take a break.

The last boss before Cobo Coast is the Walrus Chieftain. This boss has two abilities he uses. Both
are channeled, both do things you don't want. His first ability summons some small walruses, who
sit back and heal him every two seconds. His second ability puts a 3 second silence on your team.
This means that you want to interrupt some of his stuff, especially his "Walrus Force". If you
interrupt that, you don't have to worry about AoE damage, cause he is the only one you have to kill.
I suggest you take your time and think of a setup that interrupts as many usages of "Walrus Force"
as possible. This is a boss where you can do a lot with the correct setup, so take your time to find it.
It will be worth it. Be really careful about taking that setup to the Mystic Realm though, since the
Walrus Chieftain there has a 30% chance for a knockup on your tank. This might mess up your
CC-timings.
I will provide my proposed setup in the Cobo Coast section, which will follow on the next page.

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After knocking the pelt off the head of the Walrus Chieftain for the first time, you can advance to
the Cobo Coast. This is usually the place where the 99% cutoff for the Hunting Season rewards is.
Cobo Coast starts out with more Walrus Chieftains.

The creation of this setup is definitely not based on luck or anything. I also totally know why I put
"Severing Strike" there. This was not supposed to be the final form, but it works so well that I kept
this and didn't change anything after that. This build interrupts every "Walrus Force" after the first
and uses the last "Mammoth Tail Slap" to time the "Boar's Rush" right before frenzy hits so that the
"Fireball" can hit. Don't take out the silence, it might not seem to be in the right place, but it delays
the casting of a "Walrus Force" long enough so that the cast can be interrupted with "Uppercut".
Small note on your new healing reduction skills: If you interrupt all the healing the Walrus
Chieftain could possibly get, you don't need to reduce the healing.
If you have managed to beat all the Walruses, you hit Cobo 7 and meet another Giant Shell Turtle.
Compared to the last time you faced off against a Turtle, you have now gained many more CC
skills. This leads to new possibilities for setups. What I have is probably the best setup you can find,
since it only requires a Hunter and a Gladiator. Just keep your Gladiator alive with your healer, put
damage if you can. Put the highest single target rotation on your other DPS (put some thought into
the placement of those skills, since you want to hit the Turtle with high damage burst skills after
interrupting the "Rapid Whirl" for the +25% damage).

This offers 6 interrupts over the course of the fight, some pretty much frame perfect. Use this and
never fear Turtles again. This is slightly risky, so be sure your Gladiator survives the "Frenzy".

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Once you are done with the Turtles, you hit Cobo 14. There you will meet another aquaintance, the
Bone Ankylosaur. What has changed? His allies no longer have incredible amounts of HP, you can
actually kill them and still have some AoE left over if you kill them too fast. This should not
happen, you want exactly as much AoE as you can place to kill all the enemies most of the time
before frenzy starts. If you kill them on every attempt, chances are you put too much AoE and thus
miss some possible damage. Like I stated on the Turtle segment, you also have new tools to deal
with those Bone Ankylosaurs.

If you are one of those poor souls that didn't manage to draw a rare+ "Purification Wave" while
progressing through 4 areas, then this is the build for you. This puts as much AoE damage as needed
on as many members as possible, while providing just enough health to keep the team alive. This
build can be highly inconsistent and if you have a better "Purification Wave" I suggest finding a
better setup. To do that, try to hit a Dispel that takes out a shield and a block buff in one ability.
You should keep in mind that this build can only be used for Cobo 14 and the following stages.
Other Ankylosaurs in this area have different energy costs on their block ability.
Once you have successfully beaten all the Bone Ankylosaurs, you will face Thunder Stegosaurus
again. Like in Bababo Coast, these will put their thunder debuff on you. Unlike those in Bababo
Coast, this time it will hurt if you don't cleanse the debuff. Earlier iterations of this boss in Cobo
will not hurt as much, but the last encounter will do a lot of damage so you need some refined CC
and AoE heal rotations. Those will not provided in this walkthrough.
The next boss is the Thunder Ceratops again. Like in Bababo Coast, this boss should not be an
issue. Keep your tank alive and you win. I don't think there are any changes between the bosses
(besides obvious stat buffs).
cleanse the debuff --> single target heals and defensive tank skills --> long DPS rotations --> win

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Since you need a new build for the (for some reason) buffed Bone Ankylosaur in Cobo Coast, I
made one that was actually somewhat consistent.

Don't be irritated that this states Cobo 95, this works for every Ankylosaur after the first. During my
second playthrough, I realized that, due to class differences, I had too much AoE in the setup. Some
changes you can make include:
– "Frost Nova" --> "Lightning Blast" (or similar skills)
– to then fit the timing so "Lightning Blast" hits before you die: "Seal Storm" --> "Serenity"

This concludes the main part of this writeup. It covers every boss on the first continent and gives
hints how to beat them. If you can't progress despite reading through those tips, chances are you
might just have to wait. I hope you enjoyed this piece of work and actually learned something about
this game along the way.
Remember that these are the views of just one person, if you feel like you came up with a better
strategy or if I missed something, then thats fine. This is a basic guideline from a community
member, nothing official.
This isn't supposed to be some groundbreaking work, this probably isn't right on every point it
makes, there probably are some grammar/spelling errors, some of those skill setups can be
improved. If you feel like you can improve this, make a better walkthrough yourself. Correct the
errors I made along the way and put a better piece out there. I'll be waiting.
If you have some questions about the game and are upset they weren't covered, tough luck.
Check out the community guide by SpicyPudding on the official discord server, its good!

The last point:

If you have made it this far, thanks for reading through it all.

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Some Frost Continent bosses:
This will just be some builds I have used and saved along the way. These aren't optimized at all and
I probably didn't use them very often. These will have varying classes. I will not explain anything
about those builds. Use them or don't, but think about what I did and why I did something. There
usually is a reason for my choice of skills.
No I won't post White Wolf King Builds, sorry.

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