It has great damage potential with high DEX and MAG. Releases 5+ poison clouds in a similar fashion as the Poison Whip 2 upon magical activation, with much stronger poison damage.Įssentially the same as the Explosion Chain 4, but deals higher damage and explodes with spike projectiles. With 160 MAG, a Bullet's Card 6 and Quick's Card 5, it has the potential to decimate enemies with ease, however following this build will leave the Whipper not being that great at all with most other weapons, and even with this weapon, the Whipper will still need to get to at least LV 81 to unleash its full potential. Same as the Thorn Chain 4, except it shoots 45+ tiny needles in a denser arc pointing towards the enemy. Unlike previous Ice whips, it covers the ground on both sides of the enemy and can reliably slow the main target. Shoots 5+ ice-arrows in a circular formation which can slide on the ground. Produces 5+ lasers which are directed towards the targeted enemy upon full MP. The flames last for 6s, much longer than the ones produced by the Fire Chain 3. Releases 4+ flames in a circular fashion, forming a bigger ring than the Fire Chain 3. This is the only MP whip which does not accept Bullet's Card, as it only has 1 initial bullet. Can keep enemies without 100% Freeze immunity frozen indefinitely with 60 MAG and lots of DEX. When there are multiple snowflakes from increased bullets, they come one after another. Releases 1+ snowflake above the enemy and falls down onto it, freezing it. Resort weapon and only Type Freeze whip in the game. In ver8.4, this weapon was called "Stone Fureiru", where "Fureiru" actually means "Flail" in Japanese. If the Whipper has a lot of bullets (high DEX), the pellets spread out and can fly across the entire screen. Releases 3+ far higher-powered pellets onto the enemies. Same as the Explosion Whip 2, but will explode as a ring instead of as ovals. As usual, it can be very useful when used with the Hit and Run strategy. Same as the Poison Whip 2, but with an enhanced poison power and the poison clouds appear together at once. In addition, the needles are also denser. Same as the Thorn Whip 2, except it shoots 15+ needles in an arc pointing towards the enemy. Same as the Ice Whip 2, only the delay is shorter, allowing more chances on slowing down an individual enemy. Deals decent damage with 60 MAG, a Ruby 3 and a Bullet's Card 3.ĥ+ thunder bolts will rapidly shoot down on an angle towards the target, doing high damage. Shoots 4+ flames in a circular fashion from the whip that slow down until it makes a circle. Higher DEX amounts will increase the number of pellets and damage by a significant rate. Releases 3+ higher-powered pellets onto the enemies. Releases 3+ oval-shaped explosion in a similar fashion as the Delta Explosion 3, which does great damage to a mob of enemies. The poison time is longer than most Type Poison weapons, so the Hit and Run strategy is effective with this weapon. Releases 5+ poison clouds in a circular formation which slides on terrain and poisons enemies. They travel outwards in a semi-circle and often miss. Releases 7+ needles which have piercing capabilities. The arrows will not hit the enemy for about a second after they are released from the whip therefore, it is not recommended if fighting with individual enemies. Releases 5+ ice-arrows in a high arch that slides on the ground for a while. It has a fairly high MP cost for its placement in the game. If the enemy dies, the whip will continue to make bolts, and bolts will continue to fly forward at a fast speed. Summons 5+ thunder bolts from random directions to hit the enemy. It is useful with 40 MAG and high DEX against grounded enemies. Note: Before ver11.6 this Head had no upgrades.Releases 3+ grey pellets (at zero DEX) into the air.Ĥ+ fires will jump out of the whip and onto the ground, lasting for 2s. Note: Before ver11.6 this Head had no upgrades and gives LP +5 at LV 1. Upgrade Modifications: Effects from upgrading the weapon each time.Upgrade cost for higher LVs are calculated by (Current Weapon LV × Base Upgrade Cost). Base Upgrade Cost: Cost required for upgrading the weapon from LV1 to LV2.
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