Sands of the Coliseum - Advanced Guide (Lvl 50+) Introduction So there are many builds and team set-ups that work efficiently, efficiently, I will start each segment by listing a few different useful set-ups, and then explain in detail how each should be used, how stat/skill points should be distributed, and variations of these builds that have further purposes. Before that though, Ill tell you a little bit about how I started. !bout two months months ago, I began playing playing on "ongregate, I used to always be a hardcore gamer and so when I set foot into a new game, if I dont see a p otential in it for expansion and mastery, mastery, its often disregarded. Sands of the #oliseum did indeed have much potential however. however. $hen I f irst started playing, I was a n oob like everyone else, new games, new things to learn. I tried a few builds and reached level %& or so in the first day. 'he next time I logged on, I saw a few people chatting who seemed to know what they were talking about. Soltel and Sleepy() were the main ones that stood out to me. I *uestioned them and found that there was much improvement to be made on my gladiators. Soltel was kind of like my mentor. !nyways, !nyways, I continued leveling up, two days from then I was level &(, and Sleepy() said I had one of the best teams for my level hed ever played against haha. Before I knew it, I was level + and thats when I began to brainstorm and be creative. It allowed me to have the skill points to work with, and for end-game testing to be done. I didnt play multiplayer much at that point, ust lots of preparation, I wanted to be fully suited before going to war in multiplayer Ive now learned ust about everything there is to know about this game, and wish to share my knowledge with all of you before my departure, and hopefully improve your gaming experience in Sands of the #oliseum. ettuce begin0
Screamer (Provocatores): 'hese are support gladiators, meant for controlling 12 during the match. 'hey can also cure if needed, but often it will be a big mistake to waste a turn curing, as if the other team has a screamer as well, youll lose the upper hand. 'hey are very versatile and can be used in almost every team. 'hey are especially useful in multiplayer fights lvl &3, and when facing 4ome #ontenders. 'hey disable the enemys use of skills which re*uire 12, 12, and are limited to passives. 'he most important stat for a Screamer is seed. seed. 5ou want..... you 6778 the first turn. 'he team whos screamer intimidates all first, is often the winner. If the enemy team does not have +)3 12 on their gladiators, then (9mp skills cannot be used, as intimidate all removes +&: of the targets max 12. 12. Second to speed, is vitalit!. vitalit!. ;itality is especially especially important if you do not have a protector on your team to guard him. It also increases the amount that you #ure/#ure !ll -< =(: of your total >2.? 'he stats, with nice e*uips should be at minimum0 5"5 seed# $0 vitalit!% 'his re*uires you to pump every single stat into speed, with a full set of perfect e*uips. 3% speed on each piece, and three of those 3% speed pieces must be on a Blade Shield =3@speedA3&speed?, and the boots must be #hain mail boots =-@ speed? 'his will likely take 3 hours of shopping in Clympus =refreshing page continually after checking shop and saving? to ac*uire a full 3% speed set. 'he vitality comes from e*uips, if youre lucky you will find e*uips with 3% speed, and also 3vitality as well. 'he more vitality, the better.
-Screamer ;ariantssCreamer: 'his sCreamer: 'his is a very new build, created by myself, and a close friend of mine, Cnslaught. 'he idea behind a s#reamer =# for #harisma? is based on the fact that intimidate all removes +&: of the max 12. 12. 6ow if you a re familiar with the legends of SC!#, it was considered to be of utmost importance that your gladiators had +12 base. It was assumed that the higher 12 you had, the better. better. But after some brainstorming, Cnslaught and I came to the conclusion that this old idea was undoubtedly flawed. #onsider an example0 In a fight between two Screamers, which ever gets to go first has the obvious ad vantage. >e intimidates the other team, leaving the enemy Screamer with (&-(912 leftover =assuming they have ++)mp max?. 'hen the enemy Screamer has enough 12 to intimidate back once. 'hen they both have to crowd appeal, but since the Screamer who got first turn is ahead, he crowd appeals first, and intimidates back first, pinning the other Screamer at 12, 12, with the only choice to #rowd appeal each turn in hopes that the first Screamer will let off the Intimidate !ll spamming. spamming. 'hey are pinned at 12 because their crowd appeal cannot recover more than the intimidate all removes. In order to crowd appeal back )3 12, 12, it would re*uire over %D3
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#harisma !nd !nd thats nearly impossible to reach while maintaining a full &(&speed set &he ans'er Lo'er ma *P% 5es, @@12 is the magical number for a s#reamer. 'his is because +&: of @@ is ((. ((12 Is how much the Intimidate !ll skill re*uires to be used. 'he reason this works, is because it re*uires less #harisma to recover @@ 12 with crowd appeal than it does to recover ) 3. !round % #harisma is needed for this, which is very achievable with the right e*uips while maintaining &(&speed and high vitality. !s !s a result of recovering EF 12 every single time you crowd a ppeal, and the enemy screamer only intimidating away +&:, you are left with ((mp ((mp every single time you crowd appeal. 5es, 5es, the tables have turned. 6ow it no longer matters if you get first turn or not. !fter the first two turns, you immediately have the upper hand, and instead of being pinned at mpG 'he enemy is the one suffering. Henius, ehG Sill set for ,oth t !es of screamers are: 5"0 ,oost morale# "0"0 intimidation# intimidation# "."5 Charisma ,oost# "5 cro'd aeal ,oost# "0"0 morale all# 55 intimidation all# 55 cure all# 5"0 / com,o# "5"5 seed ,oost%
Protector (*urmillo): 2rotectors are also support gladiators. 'heir main role is to defend your other two team-mates by umping out in-front of them and tanking the hits, blocking as many shots as possible with their shields. 'hey are most useful when paired with glass-cannons =>igh-82S based gladiators with little to no ability to defend themselves.? 'he stats may vary depending on the type of 2rotector you wish to build. "eep in mind, each support gladiator is created with the intent to work as a team, never alone, and so building gladiators specifically to work in conunction with other builds is almost always superior than if you were to try and make each gladiator self reliant.
-2rotector ;ariantsefense based efense based 2rotectors are ust as the name says, high defense. 'hey are usually slower than other types of protectors because to ac*uire high defense, there must be sacrifice. 'hey rely on their fre*uent blocks using their shield, rather than having high vitality. 'here is however a flaw with defense. 'here is a general rule of thumb often applied when comparing 8exterity =your ability to hit or miss an opponent?. ( 8exterity A % 8efense. 'his means if you have & dex, and your o pponent has ( defense, you can still hit them, But if they have higher than a (0% ratio, you will continually miss forever and ever. Since it re*uires half as many stat points in dexterity to counter high defense, it could be seen as a waste to pump all your stat points into defense, because the enemy only has to work half as hard, pumping half as many stat points into dexterity to overcome you. Eor this reason, when building a protector, protector, I prefer to rely on e*uip stat b onuses for extra defense, rather than investing valuable stat points into it. 'his leads me to the next type of 2rotector. 2rotector. Seed1italit! based protectors, as an old friend of mine would say, meat shields. 'hey take hits, umping out in-front of your team-mates relying on their high vitality =and ability to recover lots of >2 through cure? to withstand enemy attacks. 'hey block less often since they have less defense, but their high vitality and speed easily makes up for the extra hits they take. Speed is important for two reasons. Eirst, it allows you to get the first turn, in order to protect your most valuable ally before the enemy damage dealer has a chance to take out any of your teams limbs. Second, the more f re*uent your turns, the more often you get to cure 'his is my favorite protector build, and its also the one I used in my first team that led me to many victories in 1ultiplayer mode. 'hey are also very useful when facing 4ome #ontenders, as you will find the last handful of matches, the contenders have incredible amounts of speed. If your speed protector doesnt have high enough speed to get first turnG 'hen whatG 'heir over powered dual wielders inflict up to @, damage on one of your poor gladiators !nd !nd we cant have that can weG !lso, they clearly have a round @ dexterity for such a high crit rate, and so it would take how much defense to counter their @ dexG 5ep. D3. !nd that is unachievable. 1oving on to skills and stat distribution for Speed/;itality Speed/;itality based protectors0
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everything 6orth of 2rotect is rather useless. Counter Attac aims Attac aims strictly for the chest, which is often the last body part you should aim for. It can however be useful on a self-reliant defense based 1urmillo- but self-reliant defense based 1urmillos are not recommended as anyone with 3 dexterity would tear you to shreds. 3e4eneration is a set number based on how many skill points you placed into it, which I will inform you is an extremely low number in comparison to the amount of >2 that #ure/#ure all restore.
etters (3etiarius): 'hese gladiators are best known for their ability to use nets, unlocked at level @. 6ets entangle the enemy gladiator of your choice 'ith a "006 hit rate for the first net from !our team in each match% !fter match% !fter the first net, the miss rate increases dramatically dramatically for a few turns, but once the first net as ended, the nets accuracy increases from there on wards. ='his is an observation that Ive found to be incredibly consistent.? 6etters also have the ability to cure, and the ability to boost morale a small amount of 12 to a team-mate when in faced with emergencies. ! small amount of 12 sent to one gladiator at a critical point in the game can easily determine whether you win, or lose. Speed is their most important stat. 'hey are very similar to Screamers, but they have a different skill set. 'hey too re*uire &(& speed, and a good amount of vitality, vitality, while maintaining +)3 12. 12. 'hey need such high 12 because if the enemy has a screamer and uses intimidate all before your netter gets a turn, then you need to have enough 12 leftover to still use your net once. Sill set is as follo's: 5"0 thro'# thro'# "5"5 life ,oost# "0"0 cure# ""0 dod4e lus# 7"0 ,leed reduce# 55 net# 5"0 / com,o# "5"5 seed ,oost# 5"0 ,oost morale% 5ou may wonder why dod4e lus is lus is only at (/(. 'here are two reasons why other skills in the tree are more important. $hen using cure, the more total >2 you have, the more >2 you will recover =(: of max hp?. It would then make sense to have life boost maxed, to cure more efficiently. efficiently. But why choose bleed reduce over dodge plusG 'he higher >2 you have, the more you will bleed. Since netters will aim to have high vitality for their cure and durability, they bleed high amounts of >2. 'he more you can reduce this, the better. So it makes sense to pair #ure with ife boost with Bleed 4educe.
ote: Fp ote: Fp to this point, weve discussed different types of support gladiators. Ive included all those of which I believe are worth mentioning. Im sure you can get creative and mix and match things however you like, but these are the main cookie-cutter builds which I have found most useful in my 3 hours of experience with this game. I will now proceed to discuss a few versatile in-between builds. 'hey work as support for other gladiators, but also have a fair share in dealing damage to the other team.
&hro'ers (3etiarius): 'hrowers have a very similar skill set to 6etters, but differ in stat distribution. 'hey keep their ability use nets, however they sacrifice speed for more dexterity and strength. 8exterity is always more important than strength. If your dexterity is less than (0% to the highest defense enemy gladiator, then no matter how much strength you have, or how many times you try to hit them, you will fail. Strength is only useful with dexterity. dexterity. 1any experienced players would agree that it is actually better to rely on high dexterity, dexterity, for the increased critical hit rate for dealing high damage. Speed is also a factor in dealing damage. 'he more speed you have, the more often you get to attack, so you deal more damage over time since you get more turns. A useful cooie-cutter ,uild 'ould loo somethin4 lie this: 250 seed# /00 deterit!# "50 stren4th% "0"0 thro'# "0"0 dod4e lus# 55 net# 5"0 shield ,ash# "5"5 seed ,oost% 'his is ust an example, take it upon yourself to figure out what works best for you and your team. Cnce again Ill repeat this0 7ach gladiator should be built to work at its best when paired with your other two
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protected and on his last limb. If only your p rotector had more mp If he doesnt protect the third ally, he will die $ell if your netter has &/( boost morale, youre in luck. Send your protector the (&12 he needs to use protect on your third team-mate, and voilà, youve voilà, youve kept your third character from dying.
8i,rid: 'his is the second build accredited to Cnslaught and I, and was created around the same idea as the s#reamer. s#reamer. 'his is perhaps the most versatile gladiator of all, and was created to work in conunction with a s#reamer. s#reamer. !s you may have guessed by its name already, the Eibrid has skills from all five skill classes. It can be a very useful gladiator on its own, as it is very self reliant, but it works even better when placed into the right team. 5es, 5es, when used with a s#reamer, the enemy must deal with not one, but '$C gladiators that cannot be pinned at 12 with intimidation. 'his gives your team a hu ge advantage, to consistently have 12, 12, while the other team has none. 'he Eibrid works as a part-time screamer, and part-time damage dealer. 9is sill set loos lie this: 5"0 thro'# 55 o'er attac# "5"5 de ,oost# 5"0 ,oost morale# "0"0 intimidation# intimidation# "0"0 shield ,ash# 5"0 / com,o# "5"5 seed ,oost% ------- &hro' is used onl! if !ou lose a le4% If not# al'a!s use shield ,ash for dealin4 dama4e% If !ou 'ant# !ou can ""0 thro' and ut " ut into Armor ,rea# and 2"5 critical ,oost% &his allo's for more freuent critical hits 'ith shield ,ash% Stats: 250 seed# /00 de# "50 str# "00 vitalit!% vitalit!% ;;;*ust have / $0-2.0*P ,! lvl <0;;; 'he amount of 12 for this character is determined by how much he crowd appeals. Suppose he has (& charisma =e*uips so happen to give this much? 'hen he should have around %-12. %-12. (& #harisma at %mp should allow him to crowd appeal around &12 =give or take a few.? 'his means he recovers to full 12 every single time he crowd appeals, and every time someone intimidates him, he still has D123 leftover. 'his means he can use two skills still. =Shield bash or intimidation? Simply adust his 12 to fit the amount of #harisma he has. = has. =ou ou must ,e ,e careful# not not allo'in4 !our *P to continue continue levelin4# levelin4# once !ou !ou reach ,orderline ,orderline 'here 'here !ou can no lon4er full! recover !our ma *P from cro'd aealin4 once% =ou >& 'ant !our *P to level u on !our sCreamerfi,rid ,ecause if !our *P 4oes u# it means !our Charisma has to 4o u alon4 'ith it# and if !ou don?t have the Charisma to suort !our *P levelin4 u# then !ou?re scre'ed% &o avoid this# once !our 8i,ridsCreamer are lvl <0# don?t comlete matches@@@ &hese are ,uilt for end-4ame PvP (,ut still 'or amain4l! in all situations)% If !ou 'ant to avoid !our *P levelin4 u# siml! clic ?3efresh? at the to of !our ,ro'ser a4e ,efore 4oin4 ,ac to the ma screen after 'innin4 a 4ame% =es# At the loot loot screen# ress ress 3efresh% &he &he onl! time time !ou should should comlete comlete a match after after 'innin4 'innin4 in multila!er multila!er is if !ou 'in a Gold metal# as it is 'orth the small *P 4ain%
ote: 'his brings us to our final type of gladiator. 'he one youve all been waiting for0 82S-based gladiators. =82SAdamage per second? !s an opening comment for this section... Thraex builds are useless. So are two- handed weapons. $hy, you askG 'here are many reasons. Cne reason is that if you are holding a two-hander weapon, you are missing out on stat bonuses that a second e*uip could give you. Cne two handed sword with 3% str 3% speed 3( dexGGGG >3 '$C >3 '$C Cne handed s words that B>&9 provide B>&9 provide 3% str 3% spd 3( dexG =es# thats 50 etra stat stat oints lost lost if !ou !ou choose to to use a /-hander /-hander rather than than t'o one one handed 'eaons% 'he second reason is because Berserk/Strike of the $ill suck. Berserk re*uires you to waste ( turn to use the power-up, which could have been used to deal %,-, damage with a single @x combo Cften times the first person to get to attack first can determine the outcome of a match. !nd if you waste your f irst turn powering up with Berserk, the enemy will have already destroyed your leg before you can attack. Strike of the $ill on the other hand does not suck away enough 12 to be useful. Kust trust me on this. Ive tested both berserk/strike of the will exhaustively. 1oving on.
ual ielders (imachaerus): 'his gladiator is known for its ability to deal insane amounts of damage
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ote: ALA=S 9A1D
-8ual $ielder ;ariantseterit! based eterit! based 8$s are built to destroy enemies with high defense. 6ot only do they destroy enemy tanks with high defense, but their crit rate is off the charts. 1ore dexterity A more fre*uent critical hits A more damage. 'hey rely on their critical hits, not high strength, for their damage output. A t!ical cooie-cutter ,uild for a de ,ased 'ould loo somethin4 lie this: /50 seed 250 de "50 str% 'here is not much use to have more than D-@ dexterity because following that rule of thumb, ( dexterity A % defense, &() is the greatest amount of defense that can be achieved without hacks, and at D3 dexterity, youre making -@ crits per @x combo every single time. 2umping more than @ dex would be considered wasted stat points better used for speed/strength. Seed based Seed based 8$s have the first turn on their side 8espite dealing lower damage per turn, they get more fre*uent turns 'his often correlates to higher damage over time as well as more versatility. versatility. A t!ical cooiecutter ,uild for a seed ,ased 'ould loo similar to this: 250 seed# /50 de# "50 str% 5es, they crit less, and deal lower damage per hit, but they can have twice as many turns as a strength based 8$. Speed based 8$s are great for eliminating enemy teams with a protector 3 8$. If youre faster than the enemy protector, protector, you can attack before they get the chance to protect their own 8$, leading to your victory. victory. Speed based 8$s also dont have to worry about wasted over-kill damage. Ima4ine a Seed ,ased ar4uin4 'ith a e or Stren4th ,ased one0 one 0 $hats the point of taking someone to -% >2, >2, having to wait forever to get another turn again, when I can take them to -( >2 and have my next turn way before you Stren4th based Stren4th based 8$s sacrifice speed for strength. 'his can be useful in certain situations, but is often far less effective than other types of 8$s. Say for example youre facing a team with two screamers. If youre pinned at 12 before you get a turn, youre stuck with Strong attacks. If you have high strength, you can still deal high amounts of damage without your @x combo. Seeing D-(@ dmg crits coming from your 12 gladiator will surely wake your enemy up and keep them on their toes. 'he draw-back is when facing a team with more speed than you... it takes !H7S to get a turn. 'hese a re best used against teams with %3 screamers where you simply cant use your @x #ombo. A t!ical cooie-cutter ,uild for a stren4th ,ased 'ould ,e: .00 str "50 de "7< seed% ! significant significant amount of testing has been done in regards to 8$s 8$s and damage output, and it seems Strength Strength based 8$s have a higher average damage over a period of time, than dexterity based or balanced 8ws. 'hanks to eicde! to eicde!s s efforts, it has been decided that Strength-based 8$s are likely the best for end-game 2v2. 2v2. $hen combined with high vitality L to use without a protector, while maintaining (9+ speed, (3 dex, and @3 strength, along with +)12, +)12, these 8$s can be a real threat. 'he goal is to survive while decapitating the enemies most valuable gladiator. If you can achieve this early-game, your chances of winning greatly increase. ote: $hen building a 8$, its advised not to go below (9+ speed. If you are below this number, then &(& speed screamers will get not one, but '$C turns, before you go once. !nd as you know, two intimidate alls will have you at a t 12. JIf you want to deal @& damage, you need much luck on your side. @D str, (& dex, (& speed, and a luck shot with @ critical hits on your @x combo will allow you to achieve such high damage, but this isnt very useful in matches. Kust use it to show off to your friendsJ -Kust remember, these are only the main builds used for setting up effective teams. 'here are many more useful