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Wiki Page: http://castlecrashers.wikia.com/wiki/Weapon_Tiers Congratulations behemoth! Now at least 90% of the weapons are ranked with the highest level weapons high and the low level weapons low! It makes sense now, so you're getting better! The only two big problems are the Black Morning Star, which doesn't make sense anymore, and the Fishing Spear, which never made sense to begin with. Just make the black morning star have 6 magic again, otherwise the only thing that doesn't make sense is that there's no distinguishable difference between a level 20, 30, and 35 weapon). Honestly aside from the Black Morning Star, the weapons are perfect now (imo at least). S RANK Weapons with scores at, or above 15 #1 - Snakey Staff 5 - 2(0.5) + 3(1.5) + 4(2.2) = 17.3 +1 +1.5 +2 = 21.8 = 22 The #1 most recommended weapon for insane mode by most professional players Natural magic bonus (Beholder not required) Highest poison chance #2 - Ninja Claw 3 + 5(1.5) +3(2.2) = 17.1 +1 +1.5 = 19.6 = 20 The snakey staff's younger sister according to most professional players Synthetic magic bonus (Beholder required) No negative stats #2 - Gold Skull Mace 3 + 4(3.5) = 17 +1 +1 +1 = 20 No negative stats Highest critical hit rate Highest melee damage output #4 - Man Catcher 5 + 2 + 3(3.5) = 17.5 +1 = 18.5 No negative stats #5 - Chainsaw 5 + 3(3.5) = 15.5 +1 +1 = 17.5 Natrual armor bonus (spiny not required) No negative stats #6 - Sai -2(0.5) + 6(1.5) + 2(3.5) = 15 + 1 = 16 Highest agility boost A RANK Weapons with scores ranging from 10 to 14 #7 - Dual Prong Sword 3 + 3 + 2(3.5) = 11 +1 +1 = 13 No negative stats #8 - Bone Leg -2 +5(1.5) + 3(2.2) = 12.1 = 12.5 #8 - Broad Spear -2 + 5(1.5) + 2(3.5) = 12.5 #8 - Evil Sword 2 + 7 = 9 +1 +1 +1.5 = 12.5 Natural armor bonus (Spiny not required) Double armor bonus when Spiny is equipped #8 -Panic Mallet 1 + 3(3.5) = 11.5 +1 = 12.5 No negative stats #8 - Ugly Mace -2 + 6 + 2(3.5) = 11 +1.5 = 12.5 Natural armor bonus (Spiny not required) Double armor bonus when Spiny is equipped #8 - Ice Sword 2 + 4(2.1) = 10.4 +1 +1 = 12.4 = 12.5 No negative stats Highest ice chance #14 - Demon Sword 2 + 2 + 2 + 4(1.4) = 9.6 +1 +1 = 11.6 = 12 No negative stats Highest fire chance #15 - Skeletor Mace -2 + 3 + 5(1.5) = 10 +1.5 = 11.5 #16 - Glowstick -4 + 5 + 5 + 2(1.1) = 8.2 +1 +1 +2 -1.5 = 10.7 = 11 Natural magic bonus (Beholder not required) Natural armor bonus (Spiny not required) #17 - Cattle Prod 4 + 4(1.1) = 8.4 +1 +1 = 10.4 = 10.5 No negative stats Highest lightning chance #18 - Gladiator Sword 1 - 1 + 3 + 2(3.5) = 10 #18 - King's Mace 3 + 2 + 3 = 8 +1 +1 = 10 No negative stats #20 - Ribeye 4 - 2 + 4(1.5) = 8 +1.5 = 9.5 #20 - NG Gold Sword 5 + 5 - 3(1.5) = 5.5 +2 +2 = 9.5 Natural magic bonus (Beholder not required) B RANK Weapons with scores ranging from 7 to 9 #22 - Lollipop 5(1.5) = 7.5 +1 = 8.5 No negative stats #23 - Unicorn Horn -3 + 6 + 1 = 4 +1 +4 -1 = 8 Natural magic boost (Beholder not required) Double magic boost when Beholder is equipped #23 - Club 5 + 5 - 3(1.5) = 5.5 +2 = 8 Natural armor boost (Spiny not required) #23 - Cardboard Tube -2 + 6(1.5) = 7 +1 = 8 Highest agility boost #23 - Wooden Mace 2 + 2 + 2(1.5) = 7 +1 = 8 No negative stats #27 - Key Sword -1 + 3 + 3(1.5) = 6.5 +1 = 7.5 #28 - Thick Sword 2 - 1 + 5 = 6 +1 = 7 Natural armor boost (Spiny not required) #28 - Pointy Sword 1 + 2 + 2(1.5) = 6 +1 = 7 No negative stats #30 - Electric Eel 4 - 1 + 3(1.1) = 6.3 = 6.5 #30 - Buffalo Mace 5 + 3 - 2(1.5) = 5 + 1.5 = 6.5 #30 - Lightsaber 2(1.5) + 2(1.1) = 5.2 +1 = 6.2 = 6.5 No negative stats #30 Kielbasa 1 + 1 + 1(3.5) = 5.5 +1 = 6.5 No negative stats C RANK Weapons with scores ranging from 4 to 6 #34 - Butcher Knife 5 - 2 + 2(1.5) = 6 #34 - Gold Sword 4 + 1 = 5 +1 = 6 No negative stats #34 - Chewed Up Sword -1 + 4 + 2(1.5) = 6 #34 - Curved Sword 3 + 3 - 1 = 5 +1 = 6 #38 Dinner Fork 3 - 2 + 2(2.2) = 5.4 = 5.5 #38 Lightning Bolt 3 + 1(1.1) = 4.1 +1 = 5.1 = 5.5 No negative stats #38 Hole Sword 3 + 3 - 1(1.5) = 4.5 +1 = 5.5 #41 - Black Morning Star -3 + 1 + 1 + 2(3.5) = 6 -1 = 5 #41 - Candlestick -1 + 2 + 2(1.4) = 4.8 = 5 #41 - Falchion 1 + 3 = 4 +1 = 5 No negative stats #41 - Staff 5 - 2 = 3 +2 = 5 Natural magic boost (Beholder not required) #45 - Fencer's Foil 1 + 1 + 1(1.5) = 3.5 +1 = 4.5 No negative stats #45 - Refined Mace 1 + 1 + 1(1.5) = 3.5 +1 = 4.5 No negative stats #45 - Mace 1(3.5) = 3.5 +1 = 4.5 No negative stats #45 - Practice Foil 1 - 1 + 3(1.5) = 4.5 #45 Rubber-Handle Sword 2 - 2 + 3(1.5) = 4.5 #50 - Broccoli Sword 3 = 3 +1 = 4 No negative stats #50 - Rat Beating Bat 2 + 1 = 3 (+1) = 4 No negative stats #50 - Lobster -1 + 1(1.5) + 1(3.5) = 4 #53 - Thief Sword -1 + 3(1.5) = 3.5 #53 - Fish -1 + 2(2.1) = 3.2 = 3.5 #53 - Wooden Sword 1 + 1(1.5) = 2.5 (+1) = 3.5 No negative stats #53 - Zigzag 3 + 1 - 1(1.5) = 2.5 (+1) = 3.5 #53 - Wrench 1 - 1 + 1(3.5) = 3.5 D RANK Weapons with scores ranging from 2 to 3 #58 - Carrot 1 + 1 = 2 +1 = 3 No negative stats #58 - Apple Peeler -1 + 1 + 3 = 3 #58 - Lance 4 + 2 - 2(1.5) = 3 #58 - Pumpkin Peeler 3 - 2 + 2 = 3 #58 - 2x4 2 - 1 + 2 = 3 #63 - Fishing Spear 5 + 2 - 3(1.5) = 2.5 #63 - Thin Sword 1(1.5) = 1.5 +1 = 2.5 #63 - Alien Gun 1(1.4) = 1.4 +1 = 2.4 = 2.5 #63 - Chicken Stick 2 - 1 + 1(1.5) = 2.5 #63 - Barbarian Axe -1 + 1(3.5) = 2.5 #68 - Leaf -1 +3 = 2 #68 - Umbrella -1 +3 = 2 #68 - Clunky Mace 5 - 2(1.5) = 2 #68 - Wooden Spoon -1 + 2(1.5) = 2 #68 - Sheathed Sword 1 = 1 +1 = 2 #68 - Broad Ax 1 = 1 +1 = 2 #74 - Skinny Sword -1 + 1 + 1(1.5) = 1.5 #74 - Scissors 3 - 1(1.5) = 1.5 #74 - Emerald Sword 3 - 1(1.5) = 1.5 #74 - Sledgehammer 3 - 1(1.5) = 1.5 E RANK Weapons with scores at or below 1 #78 - Twig 2 - 1 = 1 #78 - Wrapped Sword -1 + 1 + 1 = 1 #78 - Utility Blade -1 + 2 = 1 #81 - Fishing Rod -1 + 1(1.1) = 0.1 = 0.5 #81 - Meat Tenderizer 2 - 1(1.5) = 0.5 #83 - Leafy Twig -1 - 1 + 1(1.5) = -0.5 #83 - Pitchfork 1 - 1(1.5) = -0.5 Calculating Tiers Here's how each stat is weighted with a rationale explaining why. Strength Strength increases one's maximum base melee damage by 1, so it's worth one point. The stat is really not that spectacular, and it's not necessary either; it's just a good time saver on insane mode. It doesn't make anything easy, it doesn't make anything harder, it just makes things faster. It's recommended that one doesn't upgrade strength until after beating normal mode because that gives the player time to level up to the point where regardless of their amount of strength leveling comes on its own and doesn't need to be rushed. Technically strength only increasing base melee damage by one per point is strength's only effect, but it actually increases throwing damage slightly more than 1 but slightly less than 2. It's also responsible for 38.54% of the damage XXXY does on the Y, but factoring the XXX, it's responsible for 71.50% of the damage in elemental combos, and 61.06% of the damage in Non-Elemental combos. Magic Magic increases one's base magic damage by 2 (splash damage up 1), so it's worth 1 point. Every five points increases your splash attack range, and reduces mana cost, therefore +5 or more magic grants 2 bonus points. Weapons that provide two magic bonuses with beholder receive a bonus of 4 points. Defense Defense increases one's HP by 28 every time the player levels up. It's therefore worth 1 point, but it receives a bonus point for +5 because it upgrades armor. Negative defense is weighted at 0.5 points each. Weapons that receive two bonuses with spiny receive 1.5 bonus points. Agility Agility is necessary for juggling, and it helps with alignment, dodging, and combo locking. That's just stuffin addition to its primary effect (increased speed and bow damage), which essentially makes it the most god like of stats, at least arguably. Being as useful as it is, agility is weighted at 1.5 points each. Special Effects Special effects are calculated based on the equivalent amount of strength that their damage is worth. Freezing is worth +0.4 strength for every second it freezes enemies in addition to the damage it deals. These are rounded up or down to the nearest tenth. Critical hit: +3.5 strength Lightning: +1.1 strength Fire: +1.4 strength Poison: +2.2 strength Ice: +2.1 strength Additional Grading Criteria If a weapon has -3 or more strength or magic, it's docked 2 points. Defense exists in only -2 at the lowest, so this can't apply to it, and agility is already weighted, making the application of this rule to it redundant. Every negative point beyond -3 is an additional -0.5. If a weapon has +3 or more to two stats then it receives 1 bonus point. It receives an additional 0.5 bonus points for every additional bonus above 3. (e.g. if the sum of the two stats is 6, it's +1, 8 = +1.5, +10 = +2) If a weapon has no negative stats, it receives 1 bonus point. All bonuses and pentalties are accounted for at the second half of the equation. Once a weapon receives its net score, it's rounded up to the nearest half (.0 or .5). Weapons can receive a bonus point for having the highest melee damage output, magic damage output, health increase, agility buff, crit rate, poison chance, lightning chance, ice chance, or fire chance.
Not all characters are programmed equally. The characters' differences are so significant it can make the difference between destroying bosses' health on insane mode in seconds with S rank characters, or getting stuck on the last few bosses on normal mode with E rank characters. If you notice, all the characters with the best magic end up on top. That's because they only differ by magic, and nothing else (with the exceptions of Green Knight). Notice that the top-tier characters are mostly boss slayers and/or have good crowd control, or have unique and special magic move-sets that enable them to do stuff other characters can't (Take Saracen and Bear's tornado juggle for example). The E and some of the D rank characters' magic is rather poor, which means that if you want to use them effectively then you'll be stuck with juggling and arrow spamming, which is just stuff all the other characters can do, and it's no fun if your character isn't even unique. Character's mage types in Latin and/or Greek will be added just for fun. S Rank 1) Fencer - Make sure you behave so Santa Saws brings you presents. 24 Points: S; 19 Points Minimum: A+ Advantages 5 - Highest splash damage output yet at the same time the most economical for XP grinding 5 - Splash is very efficent for starting juggles 5 - Splash stays active for a while 4 - 28 hits per splash cast 3 - Splash reaches above, below, and behind the player 2 - Splash provides great cover and can be used as a trap Disadvantages X - Splash does slightly reduced damage to normal enemies Mage Aichomancer Description Fencer and Industrialist are definitely my first recommendations for characters to use. Not only do I see them to be the best characters, but they're used less frequently on average than Blue Knight and Iceskimo, who would be my second recommendations. Their magic usually tends to cover whatever you can't take care of with juggling or other melee, such as boss clearing and crowd control. Since they don't suffer in any area and only excel greatly in others, these two characters will make insane mode into a joke for most players who struggle with it. 1) Industrialist - The industrial prince will be rather upset with this industrialist; he just piston him. 24 Points: S; 19 Points Minimum: A+ Advantages 5 - Highest splash damage output yet at the same time the most economical for XP grinding 5 - Splash is GREAT for starting juggles 5 - Splash stays out for a while 4 - 28 hits per splash cast 3 - Splash reaches above, below, and behind the player 2 - Splash provides great cover and can be used as a trap Disadvantages X - Splash does slightly reduced damage to normal enemies Mage Mechanomancer Description Fencer and Industrialist are definitely my first recommendations for characters to use. Not only do I see them to be the best characters, but they're used less frequently on average than Blue Knight and Iceskimo, who would be my second recommendations. Their magic usually tends to cover whatever you can't take care of with juggling or other melee, such as boss clearing and crowd control. Since they don't suffer in any area and only excel greatly in others, these two characters will make insane mode into a joke for most players who struggle with it. 1) Iceskimo - People call him bad sometimes. that just frosts me. 24 Points: S; 19 Points Minimum: A+ Advantages 5 - Infinite XXXY 5 - Ice/Non-elemental combo allows for the invention of the greatest amount of unique combos 4 - Splash is GREAT for setting up juggles 4 - Splash and XXXY freezes normal enemies 3 - Dynamic element 3 - Freezing resets enemies' hit counters 1 - projectile is quick Disadvantages 2 - Less hits on bosses X - Expensive splash Mage Chionomancer Description Hazard referred to Iceskimo as the "poor man's blue knight." This statement is completely false. A more accurate phrasing is "Both Iceskimo and Blue Knight are ice knights, and they're good for different reasons." Blue Knight generally has better crowd control and is better for using combos, but Iceskimo is better for new players because his air projectile is normal and costs less and as a side effect he's sometimes better even for skilled players in that regard because his projectile can be mixed into a juggle. His fast projectile is typically only useful for PvP, but he has the same Splash and XXXY as blue knight, which I see as the two most important combos for Iceskimo to share with blue knight, and otherwise he has non-elemental magic that makes him proficient where Blue Knight would suffer due to ice resistant enemies (although generally these aren't very common except in the last few levels). For me myself however, I like Iceskimo more just because of the air projectiles in juggles thing, but that's really just a reason why Iceskimo is a better choice for me, so you should definitely use both characters to see which you like most. 1) Blue Knight - He told me a pun and I told him icy what you did there. 24 Points: S; 14 Points Minimum: A- Advantages 5 - Infinite XXXY 5 - Freezes normal enemies 5 - Splash and air projectile are GREAT for setting up juggles 4 - Freezing allows for the invention of many unique combos 3 - Air magic allows safe landing from juggles and greatly enhances crowd control 3 - Freezing resets hit counter 2 - Can use splash in air Disadvantages 2 - Less hits on bosses 2 - Can't use air projectile in juggles X - Expensive splash X - Expensive air projectile Mage Cryomancer Description Blue Knight does tend to have better crowd control and comboing skills than Iceskimo, but just like we can tell from Iceskimo's description, most of the time advantages these two characters have over eachother are really just personal preference. Most players aren't big enough into melee that they'll even benefit from Blue Knight's projectile's added potential for combos, but I will give him credit for the fact that the combo X RT+B repeat, is the simplest infinite in the game. His better crowd control predominantly comes from his ability to use his splash attack in the air, which is why he can't use his slant magic for juggling. It's useful in a pinch for when casting it on the ground could screw you over, and it also makes him more helpful for multiplayer, which is why a lot of people tend to like him more, but once again the differences cancel eachother out and leave it up to personal preference. Blue Knight is easily the best character to start out with in the beginning, because not only is he a great character to tackle insane mode with early on, but he'll also unlock Industrialist. A Rank 5) Saracen - Just make sure you don't call him "Dirty Sanchez" 19 Points: A+ Advantages 5 - Splash, projectile, and air projectile allow for the invention of unique combos 5 - Invulnerability during splash if you use the A+A Combo and then the Tornado 3 - Projectile has extreme upwards knockback 3 - Can use splash in air 2 - Can move during splash 2 - Splash can critical hit Disadvantages 1 - Movement during splash is very slow Mage Amathosmancer Description Saracen is an entertaining juggler, as his magic is suited to accomodate it perfectly. Unlike bear his projectile breaks through shields, and it also knocks enemies up, no pun intended. I recommend him for advanced players only. 6) Bear - When he gets fired up in arena it's pretty grizzly. 15 Points: A Advantages 5 - Invulnerability during splash if you use the A+A Combo and then the Tornado 4 - Splash and air projectile allow for the invention of unique combos 3 - Can use splash in air 2 - Can move during splash 2 - Splash can critical hit Disadvantages 1 - Movement during splash is very slow Mage Anemomancer Description Saracen is generally a better character than bear, but Bear can sometimes be nicer than Saracen for less advanced players, since he has a normal projectile, so there's less complex stuff you have to get used to like tornado juggling. I personally just like the way Bear looks more, which is why I prefer him. 7) Pink Knight - I really can't think of anything clever to say right now. 14 Points: A-; 9 Points Minimum: B Advantages 4 - Splash has the longest range and is fully upgraded by the time 15 points are allocated 3 - Splash stun locks normal enemies for short amount of time 3 - Splash has the highest range 2 - Splash has max range by the time it has 4 upgrades 2 - 16 splash hits 2 - Projectile can critical hit Disadvantages 2 - Less hits on bosses X - Expensive splash Mage Iridomancer B Rank 8) Fire Demon - I lava this character so much. 10 Points: B+ Advantages 3 - Fire damage over time 3 - Splash is quick 2 - Splash has extra knockback 2 - Splash does extra hits on bosses Disadvantages None Mage Drakonomancer 8) Red Knight - Surprisingly, batteries not included. I hope you're not too shocked by this. 10 Points: B+ Advantages 5 - Splash stun locks normal enemies for the duration of time it's held for and rapidly damages enemies 4 - Splash sets up very easy XXYY juggles 4 - Splash makes the Necromancer fight and Conehead Groom fight very easy 3 - Highest total magic damage output on normal enemies Disadvantages 2 - worst XXXY 2 - Slow mana regeneration 2 - Unable to move while casting splash Mage Astramancer 10) Ninja - Kunai take a break from all these bad puns? 9 Points: B Advantages 5 - Significantly more hits on bosses 3 - Splash is quick 1 - Projectile is quick Disadvantages None Mage Sciomancer 10) Royal Guard - When the Royal Guard spotted a chemist intruder, he yelled cesium! 9 Points: B Advantages 4 - Projectile hits multiple enemies 3 - Splash is good for starting juggles 2 - Projectile has extreme knockback 2 - Projectile does fire damage over time 1 - Projectile Breaks Cracked Walls Disadvantages 3 - Splash has medium delay Mage Atomosomancer 10) Conehead - What do you call a coneahead in the winter? A snowconehead. This is literally the best I could come up with, and you have my deepest apologies. 9 Points: B Advantages 4 - Projectile hits multiple enemies 3 - Splash is good for starting juggles 2 - Projectile has extreme knockback 2 - Projectile does fire damage over time 1 - Projectile Breaks Cracked Walls Disadvantages 3 - Splash has medium delay Mage Atomosomancer 13) Brute - Hey, wanna hear a-corny joke? YOU JUST DID HAHAHA! 8 Points: B- Advantages 3 - Splash is quick 3 - More hits on bosses 2 - Splash is good for setting up juggles Disadvantages None Mage Botanomancer 13) Snakey - If you've been on Wikia long enough then you'll know that he's the best hot dog salesman in town! 8 Points: B- Advantages 3 - Splash is quick 3 - More hits on bosses 2 - Splash is good for setting up juggles Disadvantages None Mage Botanomancer C Rank 15) Orange Knight - Orange you glad to see the most used character is mediocre? 7 Points: C+ Advantages 5 - Fire damage over time 2 - Splash has the highest range 2 - Splash has extra knockback Disadvantages 2 - less hits on bosses Mage Pyromancer 15) Green Knight - Gimp rhymes with pimp so that automatically means green knight is a pimp. 7 Points: C+ Advantages 5 - Poison damage over time 3 - Splash is quick 2 - DoT effect 3x more potent than fire Disadvantages 3 - Gimped heavy attack speed Mage Iotoximancer 15) Skeleton - What do you call a skeleton that's a stoner? A boner. 7 Points: C+ Advantages 3 - Splash is good for starting juggles 2 - Splash is good against beefies and boses 2 - Splash is quick Disadvantages None Mage Demonomancer 15) Cult Minion - This kid is so dank he got dank memes poppin out the bum 7 Points: C+ Advantages 3 - Splash is good for starting juggles 2 - Splash is good against beefies and bosses 2 - Splash is quick Disadvantages None Mage Achluomancer 15) Necromancer - The Necromincer has a deep passion for mincing onions. 7 Points (C+) Advantages 5 - Splash is GREAT for starting juggles 3 - Splash is quick 3 - Downwards air projectile has infinite range 1 - Projectile is quick Disadvantages 3 - Splash sometimes has hitbox issues 2 - Less hits on bosses Mage Necromancer 15) Barbarian - Barberian gives a good haircut, but he also has a side business selling barbarritos. They're quite tasty. 7 Points: C+ Advantages 3 - Splash is quick 3 - Splash is good for starting juggles 2 - Splash hits from mutliple sides Disadvantages 1 - Splash has small delay Mage Traumatomancer 21) Gray Knight - He's ranked so much lower than Royal Guard and Conehead because he bombed the test to get into the higher ranks. 6 Points: C Advantages 4 - Projectile hits multiple enemies 3 - Splash is good for starting juggles 2 - Projectile has extreme knockback 2 - Projectile does fire damage over time 1 - Projectile Breaks Cracked Walls Disadvantages 3 - Worst XXXY 3 - Splash has medium delay Mage Subatomosomancer 22) Killer Beekeeper - This bee-utiful character is in D rank, instead of Bee rank. He's also not into beestiality if you were wondering. 3 Points: C- Advantages 3 - Splash hits enemies in the air, regardless of height 2 - Splash is fast Disadvantages 1 - Slightly less hits on bosses 1 - One splash segment can't hit the same enemy(s) twice Mage Apimancer D Rank 23) King - How does king deal with an injured player? If he can't helium, and he can't curium, then he just decides to barium. 2 Points: D+ Advantages 5 - Splash heals allies 5 - Helpful for multiplayer Disadvantages 4 - No true Splash attack 4 - Weak against crowds Mage Tyrranomancer Notes King is only this terrible in solo, as it's very risky doing, well... risky stuff with him. However in multiplayer, his healing ability is an absolute staple, and can make insane mode into into a joke in the right hands. A common criticism of king is that King's healing takes too long to execute. My friend Rushmilk has a brilliant analogy on why this is, which I will quote here: "It's like cheap parents raising a kid who complains too much an later deals with it. King: Dad, healing takes too long! Dad: Would you rather have no healing then? King: Mom, I don't want to be a support character! Mom: Well how about I take those healing powers away then?" Aside from that, at max potential, (morning star + beholder), King can heal all four party members the equivalent of 2 pieces of fruit to a level 99. So if some players are lower than that, they actually benefit more the lower they are. And you must admit that it's not very common for 8 pieces of fruit to just be lying around for your team to share anyway, so this is definitely a pretty neat party trick, even if it isn't that useful for solo play. 24) Alien - Alien is a failien... I guess? I have nothing clever to say here. 1 Point: D Advantages 3 - Splash has infinite range 3 - XXXY and splash do fire damage over time 3 - Splash has extreme knockback 2 - Splash does increased damage 2 - Splash fires quickly 2 - One of the cheapest splash in the game 1 - Projectile is quick Disadvantages 5 - Can only carry Alien Gun 5 - Projectile does drastically reduced damage 5 - Each splash only does one hit on a boss Mage Xenomancer 25) Thief - Thief has a big beef. Not a pun, but anything could be one if you think long and hard about it. 0 Points: D- Advantages 3 - Splash is good for starting juggles Disadvantages 3 - Splash has medium delay Mage Kleptomancer 25) Peasant - what's tall, white, and has a P, E, N, and S in its name? Peasant of course. 0 Points: D- Advantages 3 - Splash is good for starting juggles Disadvantages 3 - Splash has medium delay Mage Farmamancer 25) Civilian - When you rearrange the letters in his name it spells Licanivi. 0 Points: D- Advantages 3 - Splash is good for starting juggles Disadvantages 3 - Splash has medium delay Mage Farmamancer 25) Stove Face - You know I bet before he ever tried a sausage, he was like, "I wonder what sausage tastes like." Then after he tried it he was probably like, "Now I know what sausage tastes like." 0 Points: D- Advantages 3 - Splash is good for starting juggles Disadvantages 3 - Splash has medium delay Mage Selenomancer 25) Open Faced Gray Knight - When a woman feels uncomfortable, she tells you she wants shoes, but you know that she already has all the shoes, so what she really needs is boots, and now everything makes sense. 0 Points: D- Advantages 3 - Splash is good for starting juggles Disadvantages 3 - Splash has medium delay Mage Ommetamancer E Rank 30) Blacksmith - A man with a drum came to his door once. He told him to beat it. -2 Points: E Advantages 3 - Projectile does fire damage over time 2 - Can use splash in air Disadvantages 5 - Drastically less hits on bosses 2 - Splash has no effects so using in air is like normal characters' for half the damage Mage Batrachomancer F Rank 31) Hatty Hattington - When asked what my favorite color of the alphabet is, I say seven, -7 Points: F; -2 Points Maximum: E Advantages X - Dynamic land/air projectile Disadvantages 5 - Splash has large delay 2 - Splash delay is large enough to take damage before enemies are hit Mage Cetamancer Grading system Advantages and disadvantages are ranked by relevancy on a scale from 1-5. 5 is the most relevant and 1 is the least relevant. The points will be added up (advantages will be positive, disadvantages will be negative), and the characters with higher scores will be ranked higher. If an aspect of a character is equally an advantage and a disadvantage, it will not be listed. All characters in D rank have 0 points. They serve as the standard baseline characters that don't have as many bells and whistles as those above, but don't lack any like those below. They're equipped well enough to do what's required of them, and nothing more. Relevancy 1 - Almost no relevancy 2 - Low relevancy 3 - Moderately relevant 4 - High relevancy 5 - Very relevant X - This is a value that is determined by the individual. Since in the right hands, this dis/advantage won't make an impact on gameplay, it's not counted for or against the character. It's up to the player to decide what they think it's worth, and from that they can subtract whatever value they insert for it onto the character's score. As such, all character's scores will show their default, minimum, and maximum possible scores.