
Sylph




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3 By Regnier095#45235 7 years ago ( 6.5.5 ) mine came evolved.... :/ 0 Jahbey#72229 6 years ago ( 7.5.1 ) I just got an evolved one too, I wish it could be undone like ultimate evos. 1 By Mr.Sir#32626 7 years ago ( 6.5.5 ) Out of a series of monsters that sucks, this happens to be the best even if comparing completely unevolved Sylph to an ult evo of anything else in the series lol 0 By Stephen#60835 7 years ago ( 7.2.2 ) What is the leek you mentioned? So is it better not to evolve her? 1 DKnight#59554 6 years ago ( 7.3.0 ) Right now there is the blue bowl dragon special dungeon. The monsters there are ingredients like you would find in ramen, including leeks. Get 4 leeks and evolve them. You'll have 4 low cost monsters that can take turns activating Iron Wall for easy clearing low cost dungeons. Slyph is one of the better low cost leads that works perfectly with leeks as a green 2x HP leader. 0 By CFHaLP#57505 7 years ago ( 7.2.2 ) looking for recommendation on what to do with 4 unevolved sylph. Replies are welcome ** ended up fusing the 4 together and got zero skill-ups anyway. for anyone who is in doubt or in a similar situation, very few instances seem to be worth keeping duplicates. the extra slot is most likely more valuable. Last edited by CFHaLP 7 years ago ( 7.2.2 ) 0 By Blockhead1#66316 6 years ago ( 7.3.0 ) Would Queen Bee from the new RO collab be usable as a subsitute for one of these on a leek team? |
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1) The new Green Puppeteer, Courage, changes all opponents attribute to Water. Obviously will only last for one floor, so I recommend using it on the boss. This changed attribute then allows for the "natural" double damage to occur that is caused by the attributes normal strength/weaknesses (Wood>Water>Fire>Wood). So if your opponent is a Fire attribute, your damage will be quadrupled when it becomes Water. EXP:Wood does half damage vs Fire, double vs Water, so you do 4 times more damage against a Water enemy than against a Fire enemy.
2) After you have used Courage on the boss, wait until you can't tank any more hits, and then use all of the orb-changers that you want to use(*more on this later), and pop Sylph's active. Courage's active never wears off, so be patient and use Sylph's active when you need it. The damage reduction side of Sylph's active, coupled with Courages active, ends up working like a 3 turn delay, except that it ignores status shields.
3) Here's where it gets fun. The other half of Sylph's active enhances all Wood orbs. (*Remember the orb-changers that we used before we used Sylph?) Since we already have plenty of orbs in place from our orb-changers, They will now all be Enhanced Wood orbs.
4) Now we just make TPAs for effect. Both Courage and Sylph each have a Row, but no TPA, so if you have the team, you can fill the rest of the team with Rows. But either Row or TPA will hit harder since the ORB ENHANCED AWAKENINGS GOT BUFFED! You already have 3 OEA(Orb Enhanced Awakenings) from Courage/Sylph.
Dave