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Action RPG game where 4 Stickmans defeat monsters and advance the stage!
Let's make your own party by customizing class, status and items!
You can play against world players in VS mode.
Boxer
  • In proximity, attacks on a single enemy is good
  • LP: Life point
  • STR: Attack
  • DEX: Attack speed
  • MAG: Additional attack
Gladiator
  • In proximity, and cut into multiple enemies at a time
  • LP: Life point
  • STR: Maximum Attack Power
  • DEX: Minimum Attack Power
  • MAG: Additional attack
Sniper
  • At long range type, no problem also attack to the floating body
  • LP: Life point
  • STR: Attack range
  • DEX: Attack
  • MAG: Additional attack
Magician
  • I manipulate the magical attack in a variety of ways
  • LP: Life point
  • STR: Attack range
  • DEX: Attack speed
  • MAG: Attack
Priest
  • It excels to support the fellow, but weak attack
  • LP: Life point
  • STR: Aura of Attack
  • DEX: Aura of Defense
  • MAG: Aura range
Gunner
  • Dealing with powerful heavy weapons, but the consumption of money is intense
  • LP: Life point
  • STR: Attack
  • DEX: Attack speed
  • MAG: Money cost reduction
Whipper
  • It's proximity, but to crush multiple enemies with exquisite Reach
  • LP: Life point
  • STR: Attack
  • DEX: Add number of attacks
  • MAG: Additional attack
Angel
  • Class with a little habit to attack in a special way
  • LP: Life point
  • STR: Attack
  • DEX: Continuous attack
  • MAG: Additional attack

Gloves — Boxer (34)

Gloves — Level 1-2 (9)
Glove
  • Type: Physical · AT: 1-3 · AGI: 15-20 · Range: 15
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Starting weapon.

Mach Punch
  • LV: 1 · Type: Physical · AT: 1-3 · AGI: 5-10 · Range: 15
  • Dropped by: Green Smiley Walker (OS), Grey Boss Smiley Walker (Opening Street)
  • Buy: $250 · Sell: $31
  • 5-10 is the lowest AGI of Gloves, so DEX has no effect on this weapon. However, a Quick's Card can reduce AGI further. Unlike later "Mach" gloves, this is before Thunder Glove and Fire Glove.

Thunder Glove
  • LV: 1 · Type: Thunder · AT: 2-4 · AGI: 15-22 · Range: 15
  • MP: 10 · Bonus AT: 1-29 · BPC: 1
  • Dropped by: Green Boss Skull Snake (Grassland 1)
  • Buy: $500 · Sell: $62
  • Creates a two-arrow thunder attack upon full MP activation. This glove is surprisingly useful in early-game.

Fire Glove
  • LV: 1 · Type: Fire · AT: 2-4 · AGI: 15-22 · Range: 15
  • MP: 10 · Bonus AT: 7-9 ( Burn 5%) · BPC: 1
  • Dropped by: White Skull Bat (GL2) (Grassland 2)
  • Buy: $750 · Sell: $93
  • Creates a fire attack which moves forwards upon full MP activation. The fire lasts for 0.8s.

Poison Glove
  • LV: 1 · Type: Poison · AT: 2-4 · AGI: 15-22 · Range: 15
  • MP: 12 · Bonus AT: 2-2 (0.3s) · BPC: 1
  • Dropped by: Green Smiley Tree (Grassland 5)
  • Buy: $1000 · Sell: $125
  • Creates a gas cloud which poisons enemies upon full MP activation.

Freeze Glove
  • LV: 2 · Type: Freeze · AT: 2-4 · AGI: 15-24 · Range: 15
  • MP: 15 · Bonus AT: 8-12 (0.1s) · BPC: 1
  • Dropped by: Grey Smiley Tree (GL7) (Grassland 7)
  • Buy: $1500 · Sell: $187
  • Creates a one arrow attack which freezes enemies upon full MP activation. With Diamond 1 and an AGI of 5-10, the boxer can keep an enemy frozen.

Needle Glove
  • LV: 2 · Type: Physical · AT: 2-4 · AGI: 15-24 · Range: 15
  • MP: 50 · Bonus AT: 10-12 · BPC: 9
  • Dropped by: White Skull Stickman (CG) (Castle Gate)
  • Buy: $2000 · Sell: $250
  • Releases 9 needles upon magical activation. A Bullet's Card 2 will increase the needles to 11. It is good for taking down bosses, when the boxer has at least 14 DEX and 25 MAG.

Spark Glove
  • LV: 2 · Type: Thunder · AT: 2-4 · AGI: 15-24 · Range: 15
  • MP: 50 · Bonus AT: 1-29 · BPC: 6
  • Dropped by: Tan Skull Snake (Forest 1)
  • Buy: $2500 · Sell: $312
  • Releases a barrage of 6 sparks upon magical activation. A Bullet's Card 2 can increase the amount of sparks to 8. Sparks will roll on the ground for a short time after contact with the ground. Like the Needle Glove, it is good for taking down bosses when the boxer has at least 14 DEX and 25 MAG.

Sonic Punch
  • LV: 2 · Type: Physical · AT: 1-3 · AGI: 5-10 · Range: 15
  • BPC: 1
  • Dropped by: Purple Skull Bat (Cavern 2)
  • Buy: $3000 · Sell: $375
  • Same as Mach Punch 1, but deals splash damage, useful against grouped enemies. Creates a shock on each punch which is only a visual effect.
Knuckles — Level 3-4 (8)
Thunder Knuckle
  • LV: 3 · Type: Thunder · AT: 4-8 · AGI: 15-26 · Range: 15
  • MP: 25 · Bonus AT: 1-29 · BPC: 2
  • Dropped by: White Roundhead Snake (S2) (Seaside 2)
  • Buy: $4000 · Sell: $500
  • Creates 2 thunder bolts upon full MP activation. This weapon has the power of 2 Thunder Gloves. A Bullet's Card 2 and a Topaz 3 increases its DPS to get through stages quicker. Since the SP required for this weapon is low (16 DEX/25 MAG), the player can put SP into LP or STR instead.

Fire Knuckle
  • LV: 3 · Type: Fire · AT: 5-10 · AGI: 15-26 · Range: 15
  • MP: 25 · Bonus AT: 15-18 ( Burn 5%) · BPC: 1
  • Dropped by: Pink Gel Tree (S3) (Seaside 3)
  • Buy: $4500 · Sell: $562
  • Creates a fire attack which barely moves. The fire lasts for 0.8s. Any sets using the above Thunder Knuckle can also use Fire Knuckle with a Garnet 3 and a Quick's Card 3 in case an enemy is thunder-resistant, although Thunder Knuckle is stronger with its compos.

Mach Knuckle
  • LV: 3 · Type: Physical · AT: 12-18 · AGI: 5-10 · Range: 15
  • Dropped by: Pink Roundhead Eel (Submarine 1)
  • Buy: $5000 · Sell: $625

Poison Knuckle
  • LV: 3 · Type: Poison · AT: 6-12 · AGI: 15-26 · Range: 15
  • MP: 30 · Bonus AT: 4-4 (0.3s) · BPC: 1
  • Dropped by: Green Gel Bat (Mist Grove 1)
  • Buy: $5500 · Sell: $687
  • Releases a poisonous needle upon magical activation. It is highly suggested that a Peridot 3 should be equipped to this weapon so that the poison is constant and not broken-up, and an Emerald 3 to increase the poison damage by a very significant amount, making this a very deadly weapon with both compos, 30 MAG, and about 16 DEX.

Freeze Knuckle
  • LV: 4 · Type: Freeze · AT: 8-16 · AGI: 15-28 · Range: 15
  • MP: 30 · Bonus AT: 12-20 (0.2s) · BPC: 2
  • Dropped by: Grey Mask Fish (Submarine 4)
  • Buy: $6000 · Sell: $750
  • Releases 2 freezing one-arrows upon magical activation. Equipping a Bullet's Card 2/4 will double its freezing one-arrows. With 18 DEX and 30 MAG along with a Diamond 4 and a Quick's Card 4, enemies with 80% freeze resistance or less can be frozen completely. The Diamond 4 can be replaced with Bullet's Card 2/4 for resistance-less damage, since freeze resistance does not affect freeze damage.

Needle Knuckle
  • LV: 4 · Type: Physical · AT: 8-16 · AGI: 15-28 · Range: 15
  • MP: 80 · Bonus AT: 11-13 · BPC: 18
  • Dropped by: Tan Box Spider (Desert 1)
  • Buy: $6500 · Sell: $812
  • Releases 18 needles upon magical activation. Equipping a Bullet's Card 4 will double the needles to 36. Deals great and stable damage with 18 DEX, 80 MAG, a Bullet's Card 4, and a Quick's Card 5.

Spark Knuckle
  • LV: 4 · Type: Thunder · AT: 8-16 · AGI: 15-28 · Range: 15
  • MP: 80 · Bonus AT: 1-50 · BPC: 8
  • Dropped by: Yellow Boss Diamond Cactus (Desert 3)
  • Buy: $7000 · Sell: $875
  • Releases a barrage of 8 sparks upon magical activation. Sparks will bounce around for a short time. Equipping a Bullet's Card 4 will double the sparks to 16. Deals great damage with 18 DEX, 80 MAG, a Bullet's Card 4, and a Quick's Card 4, like the Needle Knuckle. However, some sparks can bounce in the wrong direction, thus not all sparks will hit the enemy. This can be an advantage when dealing with large groups of enemies, but decreases the overall damage with bosses and single enemies.

Sonic Knuckle
  • LV: 4 · Type: Physical · AT: 12-18 · AGI: 5-10 · Range: 15
  • BPC: 9
  • Dropped by: White Boss Skull Zombie (Desert 6)
  • Buy: $7500 · Sell: $937
  • Deals splash damage while being as strong and fast as the Mach Knuckle. Creates 9 clouds upon each attack which is only a visual effect, which can be increased with a Bullet's Card. A Vampire's Card will cause immense LP recovery (particularly when attacking a mob).
Claws — Level 5-6 (9)
Thunder Claw
  • LV: 5 · Type: Thunder · AT: 9-18 · AGI: 15-30 · Range: 15
  • MP: 35 · Bonus AT: 1-45 · BPC: 3
  • Dropped by: Yellow Roundhead Spider (Desert 8)
  • Buy: $8000 · Sell: $1000
  • Creates 3 thunder needles. Equipping a Bullet's Card 5 will triple the needles to 9. With this weapon only requiring 20 DEX and 35 MAG for max damage output, it can be used for a highly-damaging tank build with a Bullet's Card 5 and a Quick's Card 5.

Charge Punch
  • LV: 5 · Type: Fire · AT: 9-18 · AGI: 15-30 · Range: 15
  • MP: 300 · Bonus AT: 8-12 ( Burn 5%) · BPC: 5
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Resort weapon. Creates 5 flaming blue needles in a star formation. Each needle lasts for 4s. This weapon is blue rather than the normal red/orange, and it has the highest MP cost for any gloves. It is recommended to use 15-20 DEX, a Blue Stone 5 , and a Bullet's Card 5 to increase the damage. If the Boxer has at least 100 MAG, a Quick's Card of high level can be equipped instead of a Blue Stone 5 to speed up the needle bursts. Due to the high MP cost and amount of time the needles last, this weapon is best for taking down enemies with high LP. This weapon's attacks can often partially block the view of screen near the Boxer due to their size and duration, especially with the high-speed builds.

Fire Claw
  • LV: 5 · Type: Fire · AT: 9-18 · AGI: 15-30 · Range: 15
  • MP: 35 · Bonus AT: 10-15 ( Burn 5%) · BPC: 3
  • Dropped by: Grey Shield Bat (Cavern 4)
  • Buy: $8500 · Sell: $1062
  • Creates 3 flaming needles upon full MP activation. The needles last for 1.2s. With a Bullet's Card 5 and Garnet 5, it can be used as an alternate weapon for the Thunder Claw. A Quick's Card 5 may be better than the Garnet for rapid damage in a shorter amount of time. The Fire Claw is stronger than the above Charge Punch 5 if the boxer doesn't have at least 100 MAG. Before ver11.2, its AT was 9-13.

Mach Claw
  • LV: 5 · Type: Physical · AT: 36-54 · AGI: 5-10 · Range: 15
  • Dropped by: White Roundhead Snake (SF1) (Snowfield 1)
  • Buy: $9000 · Sell: $1125

Poison Claw
  • LV: 5 · Type: Poison · AT: 9-18 · AGI: 15-30 · Range: 15
  • MP: 40 · Bonus AT: 5-5 (0.3s) · BPC: 3
  • Dropped by: Green Big Vampire Mushroom (Snowfield 4)
  • Buy: $9500 · Sell: $1187
  • Creates 3 poison needles upon full MP activation. While lacking the range of the Sniper's Poison weapons, this weapon can deal far more Poison damage than any of the Sniper's weapons with 40 MAG, at least 15 DEX, a Peridot 5, and an Emerald 5. Note that while there are 3 needles for the poison attack, the fact that poison does not stack means that the poison may be counted only once when hitting the same enemy.

Freeze Claw
  • LV: 6 · Type: Freeze · AT: 10-20 · AGI: 15-32 · Range: 15
  • MP: 45 · Bonus AT: 18-36 (0.3s) · BPC: 3
  • Dropped by: White Big X Walker (Snowfield 5)
  • Buy: $10000 · Sell: $1250
  • Creates 3 Freezing needles upon full MP activation. A boxer with 22 DEX and 45 MAG along with a Diamond 5 and a Quick's Card 5 is almost able to keep frozen a 90% freeze resistant enemy The Diamond 5 can be replaced with a Bullet's Card 5 to deal resistance-less damage.

Needle Claw
  • LV: 6 · Type: Physical · AT: 10-20 · AGI: 15-32 · Range: 15
  • MP: 90 · Bonus AT: 12-14 · BPC: 30
  • Dropped by: White Shield Snake (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Releases 30 tiny needles upon magical activation. Equipping a Bullet's Card 4 will double the needles to 60. Deals an average DPS of 9937.5 with 22 DEX and 90 MAG along with a Bullet's Card 4 and a Quick's Card 5.

Spark Claw
  • LV: 6 · Type: Thunder · AT: 10-20 · AGI: 15-32 · Range: 15
  • MP: 100 · Bonus AT: 1-99 · BPC: 10
  • Dropped by: Yellow Demon Eel (Beach 4)
  • Buy: $12000 · Sell: $1500
  • Releases 10 tiny sparks which bounce off terrain and home into enemies upon magical activation. A Bullet's Card 4 will double the sparks to 20. Deals an average DPS of 12687.5 with 22 DEX and 100 MAG along with a Bullet's Card 4, and a Quick's Card 5.

Sonic Claw
  • LV: 6 · Type: Physical · AT: 36-54 · AGI: 5-10 · Range: 15
  • BPC: 7
  • Dropped by: Green Box Bouncer (Forest 6)
  • Buy: $13000 · Sell: $1625
  • Deals splash damage while being as strong and fast as the Mach Claw. Creates 7 clouds to the front upon each attack only as a visual effect, which can be increased to 15 with a Bullet's Card 6.
Cestuses — Level 7-8 (8)
Thunder Cestus
  • LV: 7 · Type: Thunder · AT: 11-22 · AGI: 15-34 · Range: 15
  • MP: 40 · Bonus AT: 1-120 · BPC: 5
  • Dropped by: Yellow Big Coconut Snake (Hell 2)
  • Buy: $15000 · Sell: $1875
  • Creates 5 sparks that spread out in a star shaped fashion. A Bullet's Card 5/6 will increase the sparks to 11.

Fire Cestus
  • LV: 7 · Type: Fire · AT: 11-22 · AGI: 15-34 · Range: 15
  • MP: 40 · Bonus AT: 20-40 ( Burn 5%) · BPC: 5
  • Dropped by: Grey Big Box Stickman (Bullet) (Hell 5)
  • Buy: $16000 · Sell: $2000
  • Creates 5 blazes that spread out in a star shaped fashion. A Bullet's Card 5/6 will increase the number of blazes produced to 11. Each blaze lasts for 1s. This weapon's attack resembles those of the Charge Punch 5. Before ver16.0, this weapon was bought for $15000 and sold for $1875.

Mach Cestus
  • LV: 7 · Type: Physical · AT: 80-120 · AGI: 4-6 · Range: 15
  • Dropped by: Cyan Triangle Tree (Inferno 2)
  • Buy: $17000 · Sell: $2125
  • Has the highest AT among all Gloves, as well as the lowest AGI of all weapons, even lower than the AGI limit of 5-10 itself.

Poison Cestus
  • LV: 7 · Type: Poison · AT: 11-22 · AGI: 15-34 · Range: 15
  • MP: 50 · Bonus AT: 24-24 (0.1s) · BPC: 6
  • Dropped by: Yellow Box Germ (CV7) (Cavern 7)
  • Buy: $18000 · Sell: $2000
  • Creates 6 poison clouds in a circular formation upon magical activation. Has the highest poison AT in the game. Emeralds are not very effective due to its high Poison AT. Useful to inflict an enemy once with a Peridot 6, then switch to another Glove, then return to the Poison Cestus briefly every 6 seconds for increased damage on large enemies.

Freeze Cestus
  • LV: 8 · Type: Freeze · AT: 12-24 · AGI: 15-36 · Range: 15
  • MP: 60 · Bonus AT: 26-60 (0.4s) · BPC: 6
  • Dropped by: Blue Cap Tree (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • Creates 6 bolts in a circular formation upon magical activation. With 26 DEX and 60 MAG along with a Diamond 7 and Quick's Card 7, it can permanently freeze an enemy with 90% resistance, although by then every enemy is either 100% resistant or not.

Needle Cestus
  • LV: 8 · Type: Physical · AT: 12-24 · AGI: 15-36 · Range: 15
  • MP: 100 · Bonus AT: 13-15 · BPC: 60
  • Dropped by: Brown Big Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • Creates 60 tiny needles upon magical activation. Deals extreme damage with a Bullet's Card 7 and a Quick's Card 7 with 26 DEX and 100 MAG, reaching an average DPS of 35000 if all the needles hit (excluding base AT).

Spark Cestus
  • LV: 8 · Type: Thunder · AT: 12-24 · AGI: 15-36 · Range: 15
  • MP: 120 · Bonus AT: 1-199 · BPC: 12
  • Dropped by: Grey Big Diamond Germ (Hell 8)
  • Buy: $21000 · Sell: $2625
  • Creates 12 small, homing mines which bounce off terrain upon magical activation. Up to 30 mines can be produced with a Bullet's Card 7 equipped. The DPS of this weapon is 50000 with Bullet's Card 7 and Quick's Card 7 along with 26 DEX and 120 MAG, making the Spark Cestus the strongest weapon in the game. With 2 Boxers and 2 Max STR Priests, average DPS can reach 612000, taking only 21 frames to defeat a 250000 LP boss.

Sonic Cestus
  • LV: 8 · Type: Physical · AT: 80-120 · AGI: 5-8 · Range: 15
  • BPC: 9
  • Dropped by: White Skull Stickman (HG) (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • Deals splash damage while being as strong as the Mach Cestus. However, it is not a direct upgrade due to its higher AGI. Creates 9 blazes upon each attack which is only a visual effect, which can be increased to 22 with a Bullet's Card 7.

Swords — Gladiator (34)

Swords — Level 1-2 (9)
Sword
  • Type: Physical · AT: 1-5 · AGI: 20-30 · Range: 30
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Starting weapon. Surprisingly, this is not the weakest sword in the game.

Iron Sword
  • LV: 1 · Type: Physical · AT: 5-10 · AGI: 20-30 · Range: 30
  • Dropped by: Cyan Smiley Walker (Opening Street)
  • Buy: $250 · Sell: $31

Fire Sword
  • LV: 1 · Type: Fire · AT: 10-15 · AGI: 20-30 · Range: 30
  • MP: 10 · Bonus AT: 1-3 ( Burn 2%) · BPC: 1x10
  • Dropped by: Red Skull Snake (GL1) (Grassland 1)
  • Buy: $500 · Sell: $62
  • With the special attack, 10 fire drop from the tip of the sword to the ground one by one. Each fire lasts for 1s. This sword also has a stronger Physical AT than the first two swords.

Thunder Sword
  • LV: 1 · Type: Thunder · AT: 10-15 · AGI: 20-30 · Range: 30
  • MP: 10 · Bonus AT: 1-7 · BPC: 1x10
  • Dropped by: Orange Skull Bat (GL2), Grey Boss Skull Bat (Grassland 2)
  • Buy: $750 · Sell: $93
  • When the special attack is used, 10 lightning bolts drop to the ground from the sword one by one. In a way, one would prefer the Fire Sword for fighting ground enemies, because the damage done by the Fire Sword's magic attack can be much higher then this one's magic attack, since the fire is left on the ground and can continuously damage enemies. If anything, this weapon would be better used against either swimming enemies or flying enemies.

Ice Sword
  • LV: 1 · Type: Ice · AT: 10-15 · AGI: 20-30 · Range: 30
  • MP: 12 · Bonus AT: 3-5 (Slow 20%) · BPC: 1x10
  • Dropped by: Pink Skull Snake (Grassland 5)
  • Buy: $1000 · Sell: $125
  • When the special attack is used, 10 snowflakes are produced one by one which slow down enemies.

Long Sword
  • LV: 2 · Type: Physical · AT: 10-20 · AGI: 20-30 · Range: 35
  • Dropped by: Green Smiley Wheel (Grassland 7)
  • Buy: $1500 · Sell: $187

Lightsaber
  • LV: 2 · Type: Thunder · AT: 10-15 · AGI: 20-30 · Range: 30
  • MP: 70 · Bonus AT: 1-7 · BPC: 1x70
  • Dropped by: Orange Smiley Wheel (Castle Gate)
  • Buy: $2000 · Sell: $250
  • Special attack powers the Lightsaber up, rapidly damaging enemies that come in contact with the sword. A total of 70 thunderbolts are produced in each magical activation. If the effect is triggered again when it's already happening, it will not stack. Instead, it will just reset the remaining time of the effect. The same goes for all magical swords with one exception; the effect time just resets if re-triggered.

Flame Sword
  • LV: 2 · Type: Fire · AT: 10-15 · AGI: 20-30 · Range: 30
  • MP: 70 · Bonus AT: 1-3 ( Burn 5%) · BPC: 1x70
  • Dropped by: Red Skull Snake (F1) (Forest 1)
  • Buy: $2500 · Sell: $312
  • The special attack emits a total of 70 flames over a few seconds, with each lasting for 0.4s. The flames damage enemies, deals splash damage, and move in the direction the sword is currently pointing. A Garnet allows the flames to travel even further.

Frozen Sword
  • LV: 2 · Type: Ice · AT: 10-15 · AGI: 20-30 · Range: 30
  • MP: 70 · Bonus AT: 20-30 (Slow 20%) · BPC: 1x3
  • Dropped by: Blue Skull Bat (CV2) (Cavern 2)
  • Buy: $3000 · Sell: $375
  • The special attack emits three attacks that deals splash damage and are able to slow. Despite its name, the sword is Ice type instead of Freeze.
Sabels — Level 3-4 (8)
Sabel
  • LV: 3 · Type: Physical · AT: 20-40 · AGI: 20-30 · Range: 30
  • Dropped by: Red Roundhead Snake (Seaside 2)
  • Buy: $4000 · Sell: $500

Fire Sabel
  • LV: 3 · Type: Fire · AT: 12-18 · AGI: 20-30 · Range: 30
  • MP: 20 · Bonus AT: 5-6 ( Burn 2.5%) · BPC: 1x10
  • Dropped by: Pink Gel Tree (S3) (Seaside 3)
  • Buy: $4500 · Sell: $562
  • Similar to the Fire Sword, it produces 10 flames one by one. While having a higher AT, the flames emitted float in the middle of the arc of the Gladiator's swing, rather than falling towards the ground. The fire has piercing capabilities and lasts for 1s.

Thunder Sabel
  • LV: 3 · Type: Thunder · AT: 12-18 · AGI: 20-30 · Range: 30
  • MP: 20 · Bonus AT: 1-29 · BPC: 1x10
  • Dropped by: Tan Boss Roundhead Eel (Submarine 1)
  • Buy: $5000 · Sell: $625
  • Similar to the Thunder Sword, it produces 10 thunderbolts one by one. However, the thunderbolts fly in the direction of the sword instead of falling to the ground.

Ice Sabel
  • LV: 3 · Type: Ice · AT: 12-18 · AGI: 20-30 · Range: 30
  • MP: 25 · Bonus AT: 10-20 (Slow 20%) · BPC: 1x10
  • Dropped by: Yellow Roundhead Dragon (Mist Grove 2)
  • Buy: $5500 · Sell: $687
  • The special attack releases 10 one-arrows (like Frozen Sword, but smaller) that slow the enemy.

Long Sabel
  • LV: 4 · Type: Physical · AT: 20-50 · AGI: 20-30 · Range: 40
  • Dropped by: Grey Big Mask Fish (Submarine 4)
  • Buy: $6000 · Sell: $750

Lightsaber
  • LV: 4 · Type: Thunder · AT: 15-20 · AGI: 20-30 · Range: 30
  • MP: 100 · Bonus AT: 1-14 · BPC: 1x100
  • Dropped by: Grey Box Walker (Desert 1)
  • Buy: $6500 · Sell: $812
  • Works similar to Lightsaber 2, but a total of 100 lasers are produced. It is suggested to equip a Topaz to further increase the AT of the magical effect. Unlike most other Thunder weapons, its colour is green instead of yellow. It is probably best to use only 50 MAG , a Topaz of level 3 or higher, and a defensive compo such as a Black Crystal so that the Gladiator has an easier time surviving to continue using the special attack for a longer period of time.

Flame Sabel
  • LV: 4 · Type: Fire · AT: 15-20 · AGI: 20-30 · Range: 30
  • MP: 100 · Bonus AT: 2-6 ( Burn 5%) · BPC: 1x100
  • Dropped by: Orange Diamond Spider (Desert 4)
  • Buy: $7000 · Sell: $875
  • The special attack emits a total of 100 flames over a few seconds, with each flame lasting for 0.4s (20 frames) and the splashing capabilities remain. Unlike the Flame Sword, the flames travel faster, further, and can home as if there was an added Guide's Card . The Ruby makes the flames stronger and more deadly, and the Garnet will allow the flames to travel even further than usual, which may result in flames clumping into a "fireball". Adding a Ruby 5 boosts the Magical AT to 10-16 (times 300 for if every flame hits three times = 3000-4800), and adding a Garnet 5 will boost the time of the flames to 1.8s (90 frames), making this a very deadly weapon.

Frozen Sabel
  • LV: 4 · Type: Freeze · AT: 15-20 · AGI: 20-30 · Range: 30
  • MP: 100 · Bonus AT: 20-30 (0.1s) · BPC: 1x10
  • Dropped by: White Box Eel (Oasis)
  • Buy: $7500 · Sell: $937
  • The first Freeze type sword. The special attack emits 10 freezing arrows with homing capabilities. It is advised to use a Diamond to keep the enemy frozen for longer periods. It is also advised to use a Quick's Card to emit the attack more often.
Blades — Level 5-6 (9)
Blade
  • LV: 5 · Type: Physical · AT: 50-80 · AGI: 20-30 · Range: 30
  • Dropped by: Blue Diamond Bat (Desert 7)
  • Buy: $8000 · Sell: $1000

Wooden Sword
  • LV: 5 · Type: Physical · AT: 1-1 · AGI: 20-30 · Range: 50
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Has the highest range among all swords along with the Long Greatsword 8. However, it has the lowest physical AT in the entire game (along with Chakram 5), even weaker than the starting weapons. It is strongly advised to equip a compo item that increases AT, such as a Red Stone 5. A Yellow Crystal 5 is also useful if the Gladiator has a decent amount of STR and DEX . Adding a Long Sword's Card or Katana's Card is also recommended as it can increase the range a lot, especially a LV4 or higher one as it will extend the range to over 60, which is even higher than most guns. But to do so, the player must have invested a lot of SP into STR, or else the Long Sword's Card will be useless. Later in the game this sword is completely outclassed by the Long GreatSword with way more AT.

Fire Blade
  • LV: 5 · Type: Fire · AT: 20-20 · AGI: 20-30 · Range: 30
  • MP: 30 · Bonus AT: 3-4 ( Burn 3%) · BPC: 1x10
  • Dropped by: Red Shield Bat (Cavern 4)
  • Buy: $8500 · Sell: $1062
  • Emits 10 thin fire needles in a similar way to the Fire Sabel. Each needle lasts for 4s.

Thunder Blade
  • LV: 5 · Type: Thunder · AT: 20-20 · AGI: 20-30 · Range: 30
  • MP: 30 · Bonus AT: 1-29 · BPC: 30x1
  • Dropped by: White Boss X Walker (SF1) (Snowfield 1)
  • Buy: $9000 · Sell: $1125
  • Emits 30 thunderbolts which stays briefly. This is the first Sword which accepts Bullet's Card . Adding a Topaz 5 brings the AT to 1-59, times 30 (without Bullet's Card) = 30-1770, times 67 (with Bullet's Card 6) = 67-3953. It only requires 30 MP, leaving plenty of SP for adding to LP to make a fairly damaging tank.

Ice Blade
  • LV: 5 · Type: Ice · AT: 20-20 · AGI: 20-30 · Range: 30
  • MP: 35 · Bonus AT: 15-35 (Slow 20%) · BPC: 1x10
  • Dropped by: Purple Gel Tree (Snowfield 3)
  • Buy: $9500 · Sell: $1187
  • Emits 10 one-arrows which homes into enemies and pierces terrain. This sword does not accept the Bullet's Card.

Long Blade
  • LV: 6 · Type: Physical · AT: 50-100 · AGI: 20-30 · Range: 45
  • Dropped by: Pink Roundhead Dragon (Snowfield 5)
  • Buy: $10000 · Sell: $1250
  • Has the third highest AT among all swords. Adding a Vampire's Card 4, together with high STR with a Yellow Crystal 6, Critical's Card 5, or a Berserk Card 5 will result in very high LP recovery. A Gold rush Card on this sword will result in very high gold amounts when attacking a group of enemies at once.

Lightsaber
  • LV: 6 · Type: Thunder · AT: 20-25 · AGI: 20-30 · Range: 30
  • MP: 120 · Bonus AT: 1-45 · BPC: 1x120
  • Dropped by: Yellow Shield Snake (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Works similar to the previous Lightsabers, but a total of 120 needles are produced. The Thunder damage is increased by more than twice compared with the LV4 variant. Unlike most other Thunder weapons, its colour is blue instead of yellow. A Topaz 5 will bring the AT to 1-75, times 120 = 120-9000. For reasons stated in the note for Lightsaber 2, 40 MAG, Topaz 5, and a Black Crystal 5 is a probable consideration for this weapon. The average DPS for this build should be about 1945 if every single needle hits (unlikely unless the Gladiator is standing on top of it's target).

Flame Blade
  • LV: 6 · Type: Fire · AT: 20-25 · AGI: 20-30 · Range: 30
  • MP: 120 · Bonus AT: 6-9 ( Burn 5%) · BPC: 1x120
  • Dropped by: Red Coconut Spider (Beach 4)
  • Buy: $12000 · Sell: $1500
  • The special attack emits a total of 120 flames over a few seconds, with each flame lasting for 1.2s and deals splash damage. While the flame lasts longer and deals higher damage, the flames move upward and not as fast as those from the Flame Sabel. They also lack the homing capabilities of the Flame Sabel.

Frozen Blade
  • LV: 6 · Type: Freeze · AT: 20-25 · AGI: 20-30 · Range: 30
  • MP: 120 · Bonus AT: 40-60 (0.1s) · BPC: 1x3
  • Dropped by: Grey Big Box Snake (Forest 6)
  • Buy: $13000 · Sell: $1625
  • The special attack throws out 3 one-arrows like the Frozen Sword. The arrows deals splash damage and freeze any enemy caught in the arrow. Against single targets, the Frozen Sabel is stronger both in damage and freeze time.
GreatSwords — Level 7-8 (8)
GreatSword
  • LV: 7 · Type: Physical · AT: 150-250 · AGI: 20-30 · Range: 30
  • Dropped by: Cyan Big Triangle Cactus (Hell 3)
  • Buy: $15000 · Sell: $1875
  • Has the highest AT among all swords, and in fact all melee weapons. Essentially a much stronger version of the Blade 5. A Vampire's Card on this weapon will boast extremely high LP recovery.

Fire GreatSword
  • LV: 7 · Type: Fire · AT: 30-30 · AGI: 20-30 · Range: 30
  • MP: 40 · Bonus AT: 6-8 ( Burn 3.5%) · BPC: 1x15
  • Dropped by: Grey Big Box Stickman (Spear) (Hell 5)
  • Buy: $16000 · Sell: $2000
  • Abbreviated as Fire GS in game. Essentially a much stronger version of the Fire Sword 1. Produces 15 blazes instead of 10 fire, and each one lasts for 4s. Before ver16.0, this weapon was bought for $15000 and sold for $1875.

Thunder GreatSword
  • LV: 7 · Type: Thunder · AT: 30-30 · AGI: 20-30 · Range: 30
  • MP: 40 · Bonus AT: 1-29 · BPC: 9x10
  • Dropped by: Tan Triangle Tree (Inferno 2)
  • Buy: $17000 · Sell: $2125
  • Abbreviated as Thunder GS in game. Releases 90 thunder attacks in 10 sets of 9. The thunders are released like the Lightsabers set by set and each set of thunder acts like those from the Thunder Blade 5. A Bullet's Card 6/7 increases the bullet count of all sets of thunder to 20/22 for a total of 200/220 thunders. Deals huge damage with 40 MAG, a Bullet's Card 7, and a Topaz 7, with DPS averaging to 8690 assuming all thunder hit.

Ice GreatSword
  • LV: 7 · Type: Ice · AT: 30-30 · AGI: 20-30 · Range: 30
  • MP: 45 · Bonus AT: 25-55 (Slow 25%) · BPC: 1x10
  • Dropped by: Cyan Gel Tree (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • Abbreviated as Ice GS in game. Upon magical activation releases 10 blazes one by one that deals splash damage and slows enemies.

Long GreatSword
  • LV: 8 · Type: Physical · AT: 100-200 · AGI: 20-30 · Range: 50
  • Dropped by: Yellow Cap Tree (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • Abbreviated as Long GS in game. Essentially a much stronger version of the Wooden Sword 5 and with twice the AT of the Long Blade 6. However, it has lower AT than the GreatSword 7, which can easily be fixed by investing 50 SP into STR and DEX. A Long Sword's Card 7 with a Katana's Card will increase its range to 85, longer than the starting range of some Orbs and almost triple the range of the typical sword. With its improved AT, this can be very effective in taking down large mobs of enemies, way larger than the regular GreatSword as well as easily taking down flying enemies and enemies that hang on the ceiling, especially with high STR and/or DEX.

Lightsaber
  • LV: 8 · Type: Thunder · AT: 30-35 · AGI: 20-30 · Range: 30
  • MP: 130 · Bonus AT: 1-150 · BPC: 1x130
  • Dropped by: Yellow Big Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • Works similar to the previous Lightsabers, producing a total of 130 lasers. Unlike most thunder weapons, its colour is red instead of yellow.

Flame GreatSword
  • LV: 8 · Type: Fire · AT: 30-35 · AGI: 20-30 · Range: 30
  • MP: 130 · Bonus AT: 9-12 ( Burn 5%) · BPC: 1x130
  • Dropped by: Grey Big Mask Eel (Hell 8)
  • Buy: $21000 · Sell: $2625
  • Abbreviated as Flame GS in game. The special attack emits a total of 130 blazes one by one, with each flame lasting for 2.4s, pierces terrain and deals splash damage. Unlike the Flame Blade 6, the blazes regain the homing capabilities of the flames from the Flame Sabel 4.

Frozen GreatSword
  • LV: 8 · Type: Freeze · AT: 30-35 · AGI: 20-30 · Range: 30
  • MP: 130 · Bonus AT: 40-60 (0.1s) · BPC: 1x9
  • Dropped by: White Skull Stickman (HG) (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • Abbreviated as "Frozen GS" in game. Works like the Frozen Blade, but releases 9 freezing one-arrows instead of 3 that do splash damage.

Bows — Sniper (35)

Bows — Level 1-2 (9)
Bow
  • Type: Physical · AT: 2-3 · AGI: 30-40 · Range: 90
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Starting weapon. The only bow to have "Bow" in their name.

Triple Shot
  • LV: 1 · Type: Physical · AT: 2-3 · AGI: 30-40 · Range: 150
  • Dropped by: Red Smiley Walker, Grey Boss Smiley Walker (Opening Street)
  • Buy: $250 · Sell: $31
  • Shoots three arrows in an almost straight spread each shot due to their high velocity. Presumably to reflect this characteristic, it was renamed from the old name "Triple Arrow" in version 2.5, and the name was given to a newer weapon.

Poison Arrow
  • LV: 1 · Type: Poison · AT: 4-6 · AGI: 30-40 · Range: 90
  • MP: 10 · Bonus AT: 1-1 (1.0s)
  • Dropped by: Green Skull Snake (Grassland 1)
  • Buy: $500 · Sell: $62
  • The magical attack creates a small poison cloud on impact which lasts for 2s. The poison damage is extremely useful during the early game, killing most enemies quickly. The color of this weapon is different than other poison bows.

Double Arrow
  • LV: 1 · Type: Physical · AT: 8-12 · AGI: 30-40 · Range: 90
  • Dropped by: Orange Smiley Walker (GL2) (Grassland 2)
  • Buy: $750 · Sell: $93
  • Shoots two arrows. Each arrow has 4x the damage as the Bow or Triple Shot 1.

Fire Arrow
  • LV: 1 · Type: Fire · AT: 8-12 · AGI: 30-40 · Range: 90
  • MP: 12 · Bonus AT: 4-6 ( Burn 5%)
  • Dropped by: Orange Smiley Tree (Grassland 5)
  • Buy: $1000 · Sell: $125
  • The magical attack creates a fire which drops to the ground which does splash damage and lasts for 2s. A Ruby or Garnet increases the damage of the fire.

Triple Arrow
  • LV: 2 · Type: Physical · AT: 8-12 · AGI: 30-40 · Range: 90
  • Dropped by: Yellow Smiley Wheel (Grassland 7)
  • Buy: $1500 · Sell: $187
  • Essentially the same as a Double Arrow 1 but with 1 more arrow.

Quad Arrow
  • LV: 2 · Type: Physical · AT: 8-12 · AGI: 30-40 · Range: 90
  • Dropped by: Red Skull Stickman (CG) (Castle Gate)
  • Buy: $2000 · Sell: $250
  • Essentially the same as a Double Arrow 1 but with 2 more arrows.

Oct Arrow
  • LV: 2 · Type: Physical · AT: 4-6 · AGI: 45-60 · Range: 90
  • Dropped by: Green Boss Cap Mushroom (Forest 1)
  • Buy: $2500 · Sell: $312
  • While it has twice the arrows as Quad Arrow 2, each of them has half the damage, and this weapon has a higher AGI as well, making it inferior, even with any Bullet's Card .

Double Poison
  • LV: 2 · Type: Poison · AT: 8-12 · AGI: 30-40 · Range: 90
  • MP: 20 · Bonus AT: 1-2 (1.0s)
  • Dropped by: Green Cap Snake (Cavern 1)
  • Buy: $3000 · Sell: $375
  • Shoots two arrows, each producing a poison cloud when they hit enemies or the terrain. This weapon can hit more enemies than the Poison Arrow 1. The poison damage is higher as well.
Bows — Level 3-4 (8)
Quint Shot
  • LV: 3 · Type: Physical · AT: 4-6 · AGI: 30-40 · Range: 150
  • Dropped by: White Roundhead Bat (Seaside 2)
  • Buy: $4000 · Sell: $500
  • Essentially the same as a Triple Shot 1 with 5 arrows and twice as strong. Due to the wider spread, arrows can hit the terrain easily, making this weapon less effective.

Double Fire
  • LV: 3 · Type: Fire · AT: 9-15 · AGI: 30-40 · Range: 90
  • MP: 20 · Bonus AT: 8-9 ( Burn 5%)
  • Dropped by: Pink Gel Tree (S3) (Seaside 3)
  • Buy: $4500 · Sell: $562
  • Shoots two arrows that turn into a fire when they hit the ground. Each fire lasts for 2s and does splash damage. This weapon also has a higher base damage than any weapon before.

Double Iron Arrow
  • LV: 3 · Type: Physical · AT: 16-24 · AGI: 30-40 · Range: 90
  • Dropped by: Green Gel Tree (Submarine 2)
  • Buy: $5000 · Sell: $625
  • Shoots two iron arrows that travel faster than the arrows shot by previous bows, so the arrow is more likely to hit the enemy. It is equal to the Double Arrow with twice the AT. This is the first bow with "iron" arrows.

Triple Iron Arrow
  • LV: 3 · Type: Physical · AT: 15-20 · AGI: 30-40 · Range: 90
  • Dropped by: White Roundhead Mushroom (Mist Grove 1)
  • Buy: $5500 · Sell: $687
  • Unlike other arrows with multiple projectiles, this bow shoots arrows in the same trajectory in succession rather than spreading all arrows out, making it look like it is a single arrow bow with low AGI. It has less AT than the Double Iron Arrow 3, but deals more damage if all three arrows hit.

Triple Poison
  • LV: 4 · Type: Poison · AT: 10-16 · AGI: 30-40 · Range: 90
  • MP: 25 · Bonus AT: 2-2 (1.0s)
  • Dropped by: Green Gel Wheel (Mist Grove 3)
  • Buy: $6000 · Sell: $750
  • Shoots three arrows, each leaving a poison cloud. The poison damage is twice as much as Poison Arrow 1. The arrows are as fast as the iron arrows. This weapon can be deadly with high range, 25 MAG or higher, and equipped with an Emerald and a Peridot of high level.

Fire Shot
  • LV: 4 · Type: Fire · AT: 4-6 · AGI: 30-40 · Range: 90
  • MP: 30 · Bonus AT: 6-8 ( Burn 5%)
  • Dropped by: Grey Boss Box Walker (D1) (Desert 1)
  • Buy: $6500 · Sell: $812
  • It can be considered the fusion of the Triple Shot 1 and the Fire Arrow 2. The bow fires like the Triple Shot, but the arrows move much slower, and when hitting terrain or an enemy, the arrow will turn into fire that pierces terrain, does splash damage, and will continue to move the same way as the arrow was going for 2s upon magical activation. Attaching a Guide's Card to this weapon will only affect the arrows and not the fire that is created after contact. This weapon closely resembles the Submarine Shrine Boss 's fire attack.

Quad Iron Arrow
  • LV: 4 · Type: Physical · AT: 16-24 · AGI: 30-40 · Range: 90
  • Dropped by: White Diamond Cactus (Desert 4)
  • Buy: $7000 · Sell: $875
  • Essentially the same as a Double Iron Arrow 3 with twice the arrows.

Nonuple Arrow
  • LV: 4 · Type: Physical · AT: 8-12 · AGI: 45-60 · Range: 90
  • Dropped by: White Roundhead Zombie (Desert 6)
  • Buy: $7500 · Sell: $937
  • Essentially the same as an Octuple Arrow 2 with one more arrow and twice the damage. Equipping a Bullet's Card 4 can make it release 18 arrows. It can be very deadly with high range, a Bullet's Card 4 and Critical's Card 5. If equipped with a Quick's Card 4 or 5 and a Knockback's Card 4, it can keep an enemy locked down in one of the screen's bottom corners, meaning if the Sniper's STR is enough to let it outrange the enemy being locked down, the Sniper will have more than enough time to safely finish off the enemy.
Bows — Level 5-6 (10)
Poison Shot
  • LV: 5 · Type: Poison · AT: 4-6 · AGI: 30-40 · Range: 90
  • MP: 35 · Bonus AT: 2-2 (1.0s)
  • Dropped by: White Box Zombie (Desert 7)
  • Buy: $8000 · Sell: $1000
  • Essentially the poison counterpart of Fire Shot 4. However, the poison does not pierce and instead leaves a poison cloud on contact. It has the same poison stats as Triple Poison 4.

Pyramid Arrow
  • LV: 5 · Type: Poison · AT: 9-15 · AGI: 30-40 · Range: 90
  • MP: 35 · Bonus AT: 3-3 (1.32s)
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Resort weapon. Has a 30% chance each frame of producing a poison cloud along its trail when MP is fully charged, in the same manner as the Pyramid Boss . Each Poison cloud lasts for 1.32s. The arrow itself does not poison enemies, but it produces a guaranteed poison cloud when it hits an enemy or terrain upon full MP, which will likely poison the enemy hit by the arrow. This bow has the longest poison duration for any bow. It can be very powerful with an Emerald 5 and Catapult's Card and/or a Quick's Card. In VS Mode, the arrow can poison more than one player because of the poison clouds coming from the arrow. Before ver9.0 the poison cloud upon contact with enemies/terrain was not guaranteed.

Flame Arrow
  • LV: 5 · Type: Fire · AT: 16-24 · AGI: 30-40 · Range: 90
  • MP: 35 · Bonus AT: 8-9 ( Burn 5%)
  • Dropped by: Green Shield Dragon (Cavern 4)
  • Buy: $8500 · Sell: $1062
  • Creates five heat clouds upon collision with the ground or the enemy. Each heat cloud lasts for 2s and does splash damage. It can be useful when equipped with a Ruby 5, a Garnet 5, and/or a Quick's Card 5. The magic attack closely resembles the Red Boss Box Tree 's attack.

Sept Shot
  • LV: 5 · Type: Physical · AT: 6-9 · AGI: 30-40 · Range: 150
  • Dropped by: Grey X Walker (SF1) (Snowfield 1)
  • Buy: $9000 · Sell: $1125
  • Upgrade of the Quint Shot. Fires seven arrows in an even spread straight at the enemy. Useful for outranging, especially when combined with high STR / DEX , Bullet's Card 4 and Quick's Card 5 (or Red Crystal if DEX is lower than 33). If a safe distance between enemies and characters is requested to be maintained, attaching a Knockback's Card 4 instead of Quick's Card should keep enemies a good distance from your characters quite reliably, as the Knockback of 30 will be triggered each shot without fail, possibly hitting multiple enemies in a crowd and or hitting a bigger enemy more than once per shot. However, the Sept Shot 5 does pathetic damage, and the outrange strategy will be time-consuming.

Pierce Arrow
  • LV: 5 · Type: Physical · AT: 16-24 · AGI: 30-40 · Range: 90
  • Dropped by: White Boss Castle Stickman (SF4) (Snowfield 4)
  • Buy: $9500 · Sell: $1187
  • Essentially the same as a Quad Iron Arrow equipped with a Pierce's Card 4. This weapon allows Snipers to attack in levels with unfavorable terrain, such as the Caverns without worrying about equipping a Pierce's Card.

Quint Poison
  • LV: 6 · Type: Poison · AT: 16-24 · AGI: 30-40 · Range: 90
  • MP: 40 · Bonus AT: 2-2 (1.0s)
  • Dropped by: Pink X Walker (Snowfield 6)
  • Buy: $10000 · Sell: $1250
  • Shoots five arrows that leave a poison cloud, in a lower arch than that of other bows. The speed of the arrows also return to the same as the initial Bow. Despite costing more MP than the Pyramid Arrow to activate, it has weaker poison damage and time than Pyramid Arrow and also typically won't generate as many poison clouds as the Pyramid Arrow, however, it may be better than the Pyramid Arrow at poisoning multiple land targets at once if they're close together. It is also slightly better at landing a direct hit on a flying enemy than the Pyramid Arrow due to the lower arch. It can be deadly with an Emerald 5 and Catapult's Card 5.

Double Flame
  • LV: 6 · Type: Fire · AT: 16-24 · AGI: 30-40 · Range: 90
  • MP: 40 · Bonus AT: 8-9 ( Burn 5%)
  • Dropped by: Orange Big Gel Tree (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Each arrow creates three heat clouds upon collision with ground or enemy, with each heat cloud lasts for 2s and does splash damage. Adding a Bullet's Card 5 and a Ruby is highly recommended, as it creates a lot of heat gases which incinerates most enemies easily. An optimal counter to Zombie's Card users in VS Mode.

Indra Arrow
  • LV: 6 · Type: Thunder · AT: 1-3333 · AGI: 60-80 · Range: 90
  • Dropped by: Olive Boss Star Eel (Mountaintop)
  • Sell: $2500
  • The only Type Thunder bow. This bow shoots a yellow arrow in a high arch which deals thunder damage. It has the highest AT of all weapons in the game, and grossly overpowers even a Nonuple Arrow with Bullet's Card 4. With twice the AGI as most bows, it may be a good choice to equip a Yellow Crystal over a Critical's Card so the damage is more consistent, along with a Quick's Card 5 to normalize the AGI or Guide's Card to hit the enemy. Topaz has no effect despite being thunder-typed because the Jewels boost only the magical bonus for Bows, which Indra Arrow has none. This bow will eventually lose out to stronger bows in both DPS and reliability as the game progresses, but it may still be useful in tackling tough single bosses or enemies weak against Type Thunder. Since this is a Mountaintop weapon, along with the Napalm Bomb , this weapon is not obtainable at the Shop .

Quad Steel Arrow
  • LV: 6 · Type: Physical · AT: 48-72 · AGI: 30-40 · Range: 90
  • Dropped by: White Roundhead Copter (Snowfield 9)
  • Buy: $12000 · Sell: $1500
  • This bow shoots steel arrows which travel faster and at a lower arc than the iron arrows. When equipped with Bullet's Card 5, it is more powerful than a Nonuple Arrow with a Bullet's Card 4. Together with a Quick's Card or a Critical's Card, this weapon can become an effective DPS weapon. It is a great weapon for Mountain 2 , where weapons of any type other than Physical and Freeze cannot do much at all. It should be noted that it is an optimal choice for the Sniper to bypass both Purple and Silver Crystals in VS Mode, thus rendering a secondary defensive compo choice useless for its opponents.

Undecuple Arrow
  • LV: 6 · Type: Physical · AT: 24-36 · AGI: 45-60 · Range: 90
  • Dropped by: Tan Box Bat (F6) (Forest 6)
  • Buy: $13000 · Sell: $1625
  • This bow is essentially an upgrade of the Nonuple Arrow 4. It shoots 11 steel arrows. It is more powerful than the Quad Steel Arrow if DEX is invested. A Bullet's Card 6 will make this weapon shoot 24 arrows, which, with lots of DEX and a Critical's Card 6, can cause massive damage to enemies. With the added damage from DEX multiplied by 24 arrows, it can potentially deal more damage on average than the Quad Steel Arrow with Bullet's Card 5 if all arrows hit (an unlikely event unless a Guide's Card 6 is equipped as the random spread is greater than that of the Quad Steel Arrow).
Bows — Level 7-8 (8)
Nonuple Shot
  • LV: 7 · Type: Physical · AT: 8-12 · AGI: 30-40 · Range: 150
  • Dropped by: White Triangle Cactus (Hell 3)
  • Buy: $15000 · Sell: $1875
  • Behaves like the Sept Shot 5, but shoots 2 more arrows. Despite that it has the AT of a Quad Arrow, this weapon can be useful in striking flying and ground enemies without a large gap between the arrows. Can be useful in cavern stages with a Reflection Card 4 and a Bullet's Card 6 equipped.

Flame Shot
  • LV: 7 · Type: Fire · AT: 8-12 · AGI: 30-40 · Range: 90
  • MP: 45 · Bonus AT: 12-16 ( Burn 5%)
  • Dropped by: Orange Demon Dragon (Hell 6)
  • Buy: $16000 · Sell: $2000
  • Essentially a stronger Fire Shot which fires 5 arrows instead of 3. The arrows turn into blazes which lasts for 2s, pierces terrain and do splash damage. Before ver16.0, this weapon was bought for $15000 and sold for $1875.

Oct Poison
  • LV: 7 · Type: Poison · AT: 16-24 · AGI: 30-40 · Range: 90
  • MP: 45 · Bonus AT: 3-3 (1.0s)
  • Dropped by: Pink Big Triangle Walker (Inferno 1)
  • Buy: $17000 · Sell: $2125
  • Shoots 8 arrows in the same fashion as the Quint Poison. The poison damage was increased to match with the Pyramid Arrow, although it is still 0.32s shorter. While Oct Poison Shot 8 may inflict more poison damage, this weapon is more useful on poisoning ground enemies, and more useful in VS mode, as the arrows will fly in almost straight fashion, easily hitting ground enemies and characters.

Double Hell Fire
  • LV: 7 · Type: Fire · AT: 16-24 · AGI: 30-40 · Range: 90
  • MP: 50 · Bonus AT: 90-99 ( Burn 5%)
  • Dropped by: Orange Diamond Bat (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • Essentially a heavily upgraded Double Fire 3. Each fire lasts for 2s and does splash damage. The fire damage is extremely powerful and can result in extremely quick wins in VS mode provided the characters don't use defensive crystals. A Bullet's Card 5 with a Quick's Card 7 will multiply its DPS by 8 if all arrows were to hit, making land enemies without resistance a breeze. However, this weapon lacks the great application of dealing with flying enemies, unlike the Double Flame 6, meaning it's much more specialized towards ground targets only.

Quint Gold Arrow
  • LV: 8 · Type: Physical · AT: 96-144 · AGI: 30-40 · Range: 90
  • Dropped by: Yellow Box Germ (CV8) (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • Shoots 5 arrows in the same fashion as the Triple Iron Arrow 3. Having a Bullet's Card 7 with a Quick's Card 7 along with 100 STR, high DEX, and STR Priests is a great way to take down high LP enemies at a distance.

Vigintuple Arrow
  • LV: 8 · Type: Physical · AT: 48-72 · AGI: 45-60 · Range: 90
  • Dropped by: Yellow Big Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • Essentially an upgraded Undecuple Arrow with the same damage as the quad steel arrow. It shoots 20 arrows at once. This weapon can be deadly with a Bullet's Card 7 and a Quick's Card 7. While substituting the Quick's Card 7 with a Critical's Card 7 results in a lower DPS, it may deal far higher instantaneous damage which can help against bosses.

Oct Poison Shot
  • LV: 8 · Type: Poison · AT: 8-12 · AGI: 30-40 · Range: 90
  • MP: 50 · Bonus AT: 4-4 (1s)
  • Dropped by: Cyan Triangle Snake (Hell 8)
  • Buy: $21000 · Sell: $2625
  • Essentially an upgraded Poison Shot 5, which shoots 8 arrows instead of 3. The most powerful poison bow in the game. Is more useful for targeting flying enemies than ground enemies, due to its spread, and arrows that are unaffected by gravity.

Hell Fire Shot
  • LV: 8 · Type: Fire · AT: 16-24 · AGI: 30-40 · Range: 90
  • MP: 55 · Bonus AT: 24-32 ( Burn 5%)
  • Dropped by: Red X Walker (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • Fires 3 arrows that travel even slower than those from the Flame Shot. Upon magical activation releases 3 blazes per arrow which travel in the same general direction as the arrow, appear one-by-one, pierce terrain, deal splash damage and last for 2s.

Orbs — Magician (34)

Orbs — Level 1-2 (9)
Magic
  • Type: Physical · AT: 5-10 · AGI: 80-90 · Range: 90
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Starting weapon. It is the only Type Physical orb.

Explosion
  • LV: 1 · Type: Fire · AT: 5-10 · AGI: 80-90 · Range: 90
  • Bonus AT: 5-10
  • Dropped by: Blue X Walker (Opening Street)
  • Buy: $250 · Sell: $31
  • Shoots a ball like the Magic but creates an explosion upon hitting enemies or the terrain, dealing splash damage. The explosion is large enough to penetrate the thinnest floating panels to deal damage to enemies on the other side. Adding a Garnet to it will make the explosion stay longer if it hasn't hit an enemy yet.

Ice
  • LV: 1 · Type: Ice · AT: 5-10 · AGI: 80-90 · Range: 90
  • Bonus AT: Slow 30%
  • Dropped by: Grey Smiley Snake (Grassland 1)
  • Buy: $500 · Sell: $62

Fire
  • LV: 1 · Type: Fire · AT: 2-6 · AGI: 80-90 · Range: 80
  • Bonus AT: 2-6 ( Burn 8%)
  • Dropped by: Purple X Walker (Grassland 2)
  • Buy: $750 · Sell: $93
  • Shoots a fire which turns into a ground fire upon collision with said ground. The fire shot lasts for 2s, while the ground fire lasts for 4s and deals splash damage. A Garnet can increase both the time of the fire shot and the ground fire produced. Equipping a Guide's Card makes it effective on flying enemies and most fish, but ineffective against some ground enemies.

Thunder
  • LV: 1 · Type: Thunder · AT: 1-30 · AGI: 80-90 · Range: 80
  • Dropped by: Red Boss Smiley Tree (Grassland 5)
  • Buy: $1000 · Sell: $125
  • Three bolts of thunder appear in the sky and travel straight toward the enemy. It can be equipped with a Bullet's Card 1 to increase the number of bolts to four.

Freeze
  • LV: 2 · Type: Freeze · AT: 5-10 · AGI: 80-90 · Range: 90
  • Bonus AT: Freeze time 1.0s
  • Dropped by: Yellow Smiley Wheel (Grassland 7)
  • Buy: $1500 · Sell: $187
  • Shoots a bolt that freezes enemies, even in midair. Very effective on fast enemies. It is recommended to equip a Quick's Card , a Diamond , 30 DEX on the Magician to help keep enemies constantly frozen. It is not as effective on bosses or freeze-immune enemies.

Blizzard
  • LV: 2 · Type: Ice · AT: 5-10 · AGI: 120-135 · Range: 90
  • Bonus AT: Slow 30%
  • Dropped by: White Boss Skull Stickman (CG) (Castle Gate)
  • Buy: $2000 · Sell: $250
  • This is an improvement of Ice 1 orb. Nine hailstones drop from mid-air onto the ground, near an enemy. The hailstones are staggered and can be increased to 15 or 18 with a Bullet's Card 3/4. This orb is effective against a group of enemies or big enemies, and also useful against the Castle Boss .

Volcano
  • LV: 2 · Type: Fire · AT: 2-6 · AGI: 120-135 · Range: 80
  • Bonus AT: 2-6 ( Burn 5%)
  • Dropped by: Green Cap Mushroom (Forest 1)
  • Buy: $2500 · Sell: $312
  • This is an improvement of Fire 1 orb. Shoots a pellet which lasts for 2s, and spews 9 fires upon contact with the ground. Each fire does splash damage individually and lasts for 2s. It does very high damage, making it an ideal weapon for the early parts of the game. A Garnet increases both the time of the pellet and the fire produced, and a Ruby allows for even more damage.

Thunder Storm
  • LV: 2 · Type: Thunder · AT: 1-30 · AGI: 120-135 · Range: 90
  • Dropped by: Orange Smiley Walker (CV1) (Cavern 1)
  • Buy: $3000 · Sell: $375
  • The Type Thunder counterpart to Blizzard 2 . If an enemy is within the Magician's range, 12 lightning bolts drop from mid-air onto the ground and do individual damage. The lightning bolts are staggered, and the orb can be equipped with a Bullet's Card 3/4 to increase lightning bolts dropped to 21 or 24. This orb is effective when used against a group of enemies or big enemies.
Orbs — Level 3-4 (8)
Delta Explosion
  • LV: 3 · Type: Fire · AT: 10-20 · AGI: 80-90 · Range: 80
  • Dropped by: Red Roundhead Bat (Seaside 2)
  • Buy: $4000 · Sell: $500
  • This is an improvement of Explosion 1 orb. If an enemy is within the Magician's range, 3 oval-shaped explosions occur when the Magician attacks that deal damage to nearby enemies. It penetrates enemies and terrain, making it an ideal weapon in crowded areas such as ??? , and can be equipped with a Bullet's Card to increase the number of projectiles. Adding a Garnet will cause the explosion to last longer if it hasn't hit an enemy yet, and a Guide's Card will cause the explosions to turn around, hitting the enemy if it hasn't already.

Icicle
  • LV: 3 · Type: Ice · AT: 15-25 · AGI: 80-90 · Range: 90
  • Bonus AT: Slow 35%
  • Dropped by: Green Gel Walker (Seaside 4)
  • Buy: $4500 · Sell: $562
  • This is an improvement of Ice 1 orb. Fires a short icicle that slows the enemy down. As Blizzard 2 drops many slowing projectiles and the slow is only slightly weaker, Icicle is only better on powerful single enemies, such as bosses.

Fire Rise
  • LV: 3 · Type: Fire · AT: 2-6 · AGI: 80-90 · Range: 80
  • Bonus AT: Burn 3%
  • Dropped by: Pink Gel Eel (Submarine 1)
  • Buy: $5000 · Sell: $625
  • This orb fires five flames in a U-shaped path toward the enemy. Each flame lasts for 2s. The amount that the flames curve upward makes them ineffective against low-lying enemies such as Walkers and Trees , as well as VS Mode. A Guide's Card is a good choice for this weapon, which makes the fire move towards enemies. Adding a Garnet will effectively increase the range of the fires, and a Bullet's Card increases the number of flames.

Big Thunder
  • LV: 3 · Type: Thunder · AT: 1-150 · AGI: 80-90 · Range: 80
  • Dropped by: Orange Roundhead Tree (MG2) (Mist Grove 2)
  • Buy: $5500 · Sell: $687
  • Fires a large lightning bolt that passes through terrain and deals splash damage. It is a very useful weapon on strong enemies and bosses. However, Thunder 1 can potentially deal more damage because AT affects all bolts of thunder, and a Bullet's Card can be equipped unlike Big Thunder 3 . It is recommended to equip a Quick's Card so it attacks faster.

Big Icicle
  • LV: 4 · Type: Freeze · AT: 10-20 · AGI: 80-90 · Range: 90
  • Bonus AT: Freeze time 1.0s
  • Dropped by: Olive Roundhead Stickman (Mist Grove 3)
  • Buy: $6000 · Sell: $750
  • Similar to Big Thunder 3 , the projectile pierces terrain and deals splash damage. It can be considered an improved version of Freeze 2 orb, although the Freeze time is the same. If this orb is equipped with a Quick's Card and a Diamond, then its Freeze length will be long enough to keep normal enemies constantly frozen. It is highly recommended for levels with large numbers of enemies such as Seaside 4 , Mist Grove 2 , and ??? , as the projectile can hit and freeze many enemies at once.

Ice Meteor
  • LV: 4 · Type: Ice · AT: 100-150 · AGI: 120-135 · Range: 90
  • Bonus AT: 10-15 (Slow 30%)
  • Dropped by: Tan Box Snake (Desert 1)
  • Buy: $6500 · Sell: $812
  • Fires a fast-moving projectile that splits into nine randomly aimed projectiles when hitting terrain or an enemy that slows enemies on impact. The projectiles cannot be guided with a Guide's Card and cannot be increased with a Bullet's Card. This weapon is effective for VS Mode.

Super Volcano
  • LV: 4 · Type: Fire · AT: 2-6 · AGI: 120-135 · Range: 80
  • Bonus AT: 4-8 ( Burn 5%)
  • Dropped by: Orange Box Bat (Desert 4)
  • Buy: $7000 · Sell: $875
  • Just like Volcano 2 , but it shoots the fire residues upwards instead of to the side. As a result, it will deal more damage to a single enemy and the enemies around it, as well as being better against flying enemies. Both the pellet and the fire residue last for 2s and can both be increased with a Garnet, but only the fire residue deals splash damage.

Thunder Spear
  • LV: 4 · Type: Thunder · AT: 1-30 · AGI: 120-135 · Range: 90
  • Dropped by: Yellow Boss Box Eel (Oasis) (Oasis)
  • Buy: $7500 · Sell: $937
  • Similar to Thunder Storm 2 , but it summons 24 thunder bolts straight down at the enemy. Highly effective on large, slow enemies, especially when there is a Bullet's Card 4 equipped, which will double the number of bullets to 48. However, fast enemies can move out of the way to avoid most of the spears. When a Guide's Card is added, the spears that miss will slide on the ground towards other enemies because the spears linger on the ground for a short moment if they originally miss.
Orbs — Level 5-6 (9)
Time Explosion
  • LV: 5 · Type: Fire · AT: 20-40 · AGI: 80-90 · Range: 80
  • Bonus AT: 15-25
  • Dropped by: Orange Diamond Snake (Desert 7)
  • Buy: $8000 · Sell: $1000
  • Releases a pellet that rolls on the ground. The pellet explodes into 10 heat gases dealing splash damage when it hits an enemy or a wall. Using a Pierce's Card on this weapon is counterproductive as the pellet will drop through the ground and cannot deal damage. A Guide's Card will be helpful in VS Mode. A Quick's Card will make it release more pellets in a shorter time, making it easier to defeat bosses with high LP . This weapon is useful when dealing with grouped enemies.

Atomic Ray
  • LV: 5 · Type: Fire · AT: 10-20 · AGI: 80-90 · Range: 90
  • Bonus AT: Burn 8%
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Releases a laser beam that lasts for 20s and travels in a straight line that bounce off terrain. Equipping a Guide's Card to this and using it against crowds of flying enemies will devastate them, as the projectile's fairly slow movement will allow it to make 360° turns and continuously hit enemies in the crowd. If the Magician uses this weapon in Cavern Stages, the laser beam bounces in great numbers, damaging loads of enemies with a single shot.

Ice Spike
  • LV: 5 · Type: Ice · AT: 15-25 · AGI: 80-90 · Range: 90
  • Bonus AT: 5-15 (Slow 40%)
  • Dropped by: Red Boss Shield Bat (Cavern 4)
  • Buy: $8500 · Sell: $1062
  • Shoots a needle similar to Icicle, but splits into three more needles upon hit which can bounce off terrain. This weapon is very good for slowing down bosses with an Aquamarine 4 (Slow 60%). However, it has low damage (unless equipped with a Sapphire and lots of MAG).

Inferno
  • LV: 5 · Type: Fire · AT: 2-6 · AGI: 80-90 · Range: 60
  • Bonus AT: Burn 3%
  • Dropped by: White Boss Castle Stickman (SF2) (Snowfield 2)
  • Buy: $9000 · Sell: $1125
  • Shoots seven heat gases in a straight line. Each heat gas lasts for 4s. Equipping a Guide's Card makes the gases clump up on enemies for more damage. Adding a Bullet's Card 4 and investing SP in MAG can make this attack rather deadly. A Magician with a high range may not be able to handle this weapon well because the heat gases move slowly and may disappear before reaching the enemies. A Garnet may help in this situation if the range is not too high. Before ver11.2, this weapon had a range of 80, making this the first weapon to be weakened.

Electric Shock
  • LV: 5 · Type: Thunder · AT: 1-20 · AGI: 80-90 · Range: 30
  • Dropped by: Yellow Big Diamond Tree (Snowfield 4)
  • Buy: $9500 · Sell: $1187
  • Produces 30 thunder bolts spreading out slightly at the same position one by one. A Bullet's Card 4 can increase the number of thunderbolts to 60. It also has the lowest range among all orbs, and because of this, a Catapult's Card or high STR is highly recommended so the deadly effect of this weapon can be executed at a safe distance. It is very deadly with a Bullet's Card 4 and a Catapult's Card 5 on a Magician with very high MAG, as the AT boost affects all 60 bolts while the Magician is a safe distance away.

Freeze Explosion
  • LV: 6 · Type: Freeze · AT: 5-10 · AGI: 80-90 · Range: 90
  • Bonus AT: Freeze time 0.2s
  • Dropped by: White Big X Walker (Snowfield 5)
  • Buy: $10000 · Sell: $1250
  • Similar to Delta Explosion 3 , six large freezing one-arrows will appear if an enemy enters the Magician's range. The projectiles bounce off terrain instead of piercing. Although this weapon can easily affect a large area, it has a much lower Freeze time than Big Icicle 4 . The Magician will likely need 30 DEX, a Diamond, and a Quick's Card of the highest levels available to keep a group frozen solid. Additionally, Freeze Explosion 6 can be used against enemies with strong resistances along with Bullet's Card 4/5 and Quick's Card 5, since Freeze damage cannot be reduced by enemy resistances.

Ice Orb
  • LV: 6 · Type: Ice · AT: 0-0 · AGI: 120-135 · Range: 60
  • Bonus AT: 10-15 (Slow 30%)
  • Dropped by: Orange Big Gel Tree (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Fires a slow-moving projectile that last 3s and does no damage, instead producing Ice needles like the attack from the White Boss Vampire Tree . However, the attack from this orb does not have the bouncing capabilities unlike that boss' attack. Equipping a Guide's Card will increase the moving speed of the ball when the attack homes towards the enemies. Extremely deadly at close range with about 75 DEX, a Guide's Card 5, and a Quick's Card 5 or Sapphire 5, dealing massive damage to anything that doesn't resist Type Ice. It is useless at high range as the slow projectile cannot reach enemies before it disappears. It is worth mentioning that, despite the fact that the orb itself can gain AT from investing SP into MAG, it will never truly do damage directly. Before ver12.7, this weapon had a range of 90.

Lava
  • LV: 6 · Type: Fire · AT: 2-6 · AGI: 120-135 · Range: 80
  • Bonus AT: 6-9 ( Burn 5%)
  • Dropped by: Grey Roundhead Tree (Snowfield 9)
  • Buy: $12000 · Sell: $1500
  • Similar to Volcano 2 and Super Volcano 4 . However, this orb produces 30 fires with splashing capabilities which slides on ground in one direction. Both the pellet and the fire last for 2s, and they can be further increased with a Garnet.

Thunder Orb
  • LV: 6 · Type: Thunder · AT: 0-0 · AGI: 120-135 · Range: 60
  • Bonus AT: 1-90
  • Dropped by: Grey Big Box Snake (Forest 6)
  • Buy: $13000 · Sell: $1625
  • Essentially the Type Thunder variant of Ice Orb 6 . This orb shoots a harmless ball which produces mines that deal damage like the attack from the Yellow Boss Box Eel (Oasis) . The projectile travels faster than the Ice Orb and lasts longer at 4s, effectively increasing range. A Guide's Card may be used to let the ball stay on one enemy for a longer time, causing more mines to spawn on top of an enemy. While it doesn't have as big a problem with higher range as Ice Orb does, past 75 DEX there are no further ways to boost the damage or usefulness by leveling up. This means, like the Ice Orb , it's most useful in the hands of a lower-level team that's aiming for really good weapons for lower rank VS Mode.
Orbs — Level 7-8 (8)
Spread Explosion
  • LV: 7 · Type: Fire · AT: 20-40 · AGI: 80-90 · Range: 80
  • Bonus AT: 30-50
  • Dropped by: Orange Roundhead Snake (Hell 3)
  • Buy: $15000 · Sell: $1875
  • Shoots out 10 pellets in the same fashion as the Yellow Demon Eel which bounce off terrain. After 1s of pellet creation, when they hit an enemy, it will explode dealing splash damage. Essentially a stronger version of the Time Explosion 5 that has massive area of effect, higher splash range, and higher damage. When combined with a high-level Quick's Card and Bullet's Card, the Magician will be spewing the projectiles out at an alarmingly rapid rate. A Guide's Card is useful in reducing waste caused by the spread of projectiles, and a Pierce's Card is useful against enemies blocked by raised terrain.

Ice Bolt
  • LV: 7 · Type: Ice · AT: 25-35 · AGI: 80-90 · Range: 90
  • Bonus AT: Slow 45%
  • Dropped by: Blue Boss Gel Mushroom (Hell 6)
  • Buy: $16000 · Sell: $2000
  • Essentially a fusion of Thunder 1 and Icicle 3 orbs. This weapon massively slows down bosses when equipped with an Aquamarine 7 (Slow 80%). A Quick's Card or a Bullet's Card may also help in damage. Before ver16.0, this weapon was bought for $15000 and sold for $1875.

Hell Fire
  • LV: 7 · Type: Fire · AT: 2-6 · AGI: 80-90 · Range: 40
  • Bonus AT: Burn 5%
  • Dropped by: Purple Triangle Cactus (Inferno 2)
  • Buy: $17000 · Sell: $2125
  • Spews out 30 heat clouds at close range. The clouds, while densely packed, travel slowly and lasts for 1.6s so a Garnet is recommended to increase the effective range of the weapon. Alternatively, combining this weapon with a Bullet's Card and Guide's Card makes an incredibly powerful short-ranged weapon that can shred enemies, in a similar fashion to the Flame Sabel 4 .

Lightning
  • LV: 7 · Type: Thunder · AT: 1-90 · AGI: 80-90 · Range: 80
  • Dropped by: Green Boss Cap Tree (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • Shoots 30 sparks towards the target like the magical effect of the Thunder Rings , although they do not bounce off terrain. Combined with the Quick's Card 7 and Bullet's Card 7 , this attack can deal incredible amounts of damage to enemies, including bosses. While it lacks the useful utility of appearing directly on top of an enemy like the Electric Shock 5 , it deals much more raw damage.

Permafrost
  • LV: 8 · Type: Freeze · AT: 15-25 · AGI: 80-90 · Range: 90
  • Bonus AT: Freeze time 0.6s
  • Dropped by: Blue Cap Tree (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • A straight upgrade to Freeze Explosion 6 , creating six blazes instead of one-arrows with higher AT and Freeze time.

Ice Missile
  • LV: 8 · Type: Ice · AT: 0-0 · AGI: 120-135 · Range: 90
  • Bonus AT: 10-15 (Slow 30%)
  • Dropped by: Green Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • Essentially an upgraded Ice Orb 6 . Shoots 3 harmless bullets which constantly produce damaging clouds. The bullets travel much faster and further than the orb from Ice Orb 6 even though the effect time is reduced to 2s, making this weapon viable on Magicians with semi-high range. Like the Ice Orb 6 , the projectiles have no bouncing or piercing capabilities.

Pyroclastic Flow
  • LV: 8 · Type: Fire · AT: 2-6 · AGI: 120-135 · Range: 90
  • Bonus AT: 9-12 ( Burn 5%)
  • Dropped by: Grey Big Mask Eel (Hell 8)
  • Buy: $21000 · Sell: $2625
  • Shoots a pellet which leaves a trail of fire. The fire falls slowly towards the ground and deals splash damage. The pellet lasts for 4s, while the fires last for 3s. Unlike other Volcano-style Orbs, the pellet vanishes on contact with the terrain and does not explode. A Reflection Card 4 allows the pellet to continue bouncing off terrain against grounded enemies, and a Guide's Card 7 allows the pellet to stay on top of enemies for longer.

Thunderbolt
  • LV: 8 · Type: Thunder · AT: 0-0 · AGI: 120-135 · Range: 90
  • Bonus AT: 1-999
  • Dropped by: Red X Walker (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • Shoots a ball which does minimal damage. When it hits an enemy or the terrain, it releases a large vertical laser that cuts through the whole screen like the Grey Big Box Snake 's attack, dealing splash damage. Equipping a Topaz or investing SP into MAG will increase the AT of the ball above 0 and allows the AT of the ball be affected by the Priest's Aura (AT). To match Lightning 7's damage without compos and 75 DEX (which has 30 bullets), the laser needs to hit at least 3 enemies per shot, and at least 7 enemies per shot if there is a Bullet's 7 Card on the Lightning 7 (for 75 bullets). While this weapon has the potential to quickly decimate a crowd of enemies that are swarming the Magician, it will usually be inferior to Lightning 7 in most scenarios.

Staves — Priest (34)

Staves — Level 1-2 (10)
Staff
  • Type: Physical · AT: 1-2 · AGI: 80-90 · Range: 70
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Starting weapon.

Staff of Wood
  • LV: 1 · Type: Physical · AT: 2-3 · AGI: 80-90 · Range: 70
  • Dropped by: Red Smiley Walker (Opening Street)
  • Buy: $250 · Sell: $31
  • A small upgrade of the Staff.

Long Staff
  • LV: 1 · Type: Physical · AT: 3-4 · AGI: 80-90 · Range: 110
  • Dropped by: Green Skull Dragon (Grassland 3)
  • Buy: $500 · Sell: $62

Staff of Thunder
  • LV: 1 · Type: Thunder · AT: 1-9 · AGI: 80-90 · Range: 70
  • Dropped by: Grey X Walker (GL4) (Grassland 4)
  • Buy: $750 · Sell: $93

Staff of Ice
  • LV: 1 · Type: Ice · AT: 4-5 · AGI: 80-90 · Range: 70
  • Bonus AT: Slow 10%
  • Dropped by: Orange Fairy Bat (Grassland 6)
  • Buy: $1000 · Sell: $125

Battle Staff
  • LV: 2 · Type: Physical · AT: 10-10 · AGI: 80-90 · Range: 30
  • Dropped by: Green Big Smiley Snake (Hill Country 3)
  • Buy: $1500 · Sell: $187
  • Has a very short range (the same as the Gladiator ). It is useful to have a Catapult's Card to increase the range. Staff of Ice 1 with a Sapphire 1 deals almost the same average damage (9) as this weapon (10), as well as slowing enemies a little bit and having a higher range, so this weapon is not very useful.

Staff of Fire
  • LV: 2 · Type: Fire · AT: 2-3 · AGI: 80-90 · Range: 70
  • Bonus AT: Burn 3%
  • Dropped by: Red Skull Bat (Stick Ranger) (Forest 2)
  • Buy: $2000 · Sell: $250
  • The projectiles of this staff will stay for 2s and burn enemies touching them. Adding a Garnet or a Ruby is recommended.

Lightning Staff
  • LV: 2 · Type: Thunder · AT: 1-25 · AGI: 80-90 · Range: 70
  • Dropped by: Yellow Skull Stickman (Cavern 3)
  • Buy: $2500 · Sell: $312
  • This staff will summon thunder bolts (similar to the Thunder 1 for Magicians ) for all enemies in range. However, it only shoots one thunder bolt per enemy, which means that this weapon has to hit multiple enemies to be stronger. In the case of dealing with mobs, the projectiles may end up hitting only a single enemy, dealing huge damage to that enemy.

Staff of Poison
  • LV: 2 · Type: Poison · AT: 0-1 · AGI: 80-90 · Range: 70
  • Bonus AT: Poison time 0.4s
  • Dropped by: Purple Boss Cap Mushroom (Forest 2)
  • Buy: $3000 · Sell: $375
  • The attack poisons enemies in range. This is the first weapon with a minimum AT of 0, meaning the poison can possibly do no damage at all. Equipping an Emerald 2 or higher is recommended so the poison always damages enemies (Emerald 1 does not increase minimum AT).

Staff of Light
  • LV: 1 · Type: Thunder · AT: 5-5 · AGI: 80-90 · Range: 70
  • Dropped by: Purple Cap Mushroom (Forest 2)
  • Buy: $5000 · Sell: $625
  • This staff summons a homing ball of light for each enemy in range, each of which lasts for a total of 4s: 2 seconds in a darkened state, and 2 seconds in a lit-up state. The balls of light are shot in random directions from their targets with a homing ability (similar to Guide's Card ), and they will only hit once they brighten up. They will also go through terrain. Strangely, this staff is only Level 1 when it should be Level 2 or 3, even though the Buy and Sell costs follow the other staves. Also, it is the first Type Thunder weapon with a minimum AT higher than 1.
Staves — Level 3-4 (8)
Long Wood Staff
  • LV: 3 · Type: Physical · AT: 10-15 · AGI: 80-90 · Range: 130
  • Dropped by: Blue Roundhead Tree (Seaside 1)
  • Buy: $4000 · Sell: $500
  • An upgraded version of Long Staff 1 and has more AT and range than Battle Staff 2 .

Staff of Freeze
  • LV: 3 · Type: Freeze · AT: 5-10 · AGI: 80-90 · Range: 70
  • Bonus AT: Freeze time 0.4s
  • Dropped by: Green Roundhead Bat (Seaside 4)
  • Buy: $4500 · Sell: $562
  • To make the freeze effect useful, it is highly recommended to equip a Diamond , which increases the freeze time, and a Quick's Card , which increases the attack speed.

Staff of Flame
  • LV: 3 · Type: Fire · AT: 4-6 · AGI: 80-90 · Range: 70
  • Bonus AT: Burn 3%
  • Dropped by: White Roundhead Tree (Mist Grove 1)
  • Buy: $5500 · Sell: $687
  • An upgraded version of the Staff of Fire 2 . The attack also lasts for 2s.

Combat Staff
  • LV: 4 · Type: Physical · AT: 25-25 · AGI: 80-90 · Range: 30
  • Dropped by: Yellow Roundhead Fish (Submarine 4)
  • Buy: $6000 · Sell: $750
  • An upgraded version of Battle Staff 2 . However, the Staff of Poisoner 4 with even just a Peridot 1 can potentially deal more damage than this weapon against enemies that don't resist Poison, making this weapon rather useless.

Staff of Poisoner
  • LV: 4 · Type: Poison · AT: 1-1 · AGI: 80-90 · Range: 70
  • Bonus AT: Poison time 0.6s
  • Dropped by: Tan Box Snake (Desert 1)
  • Buy: $6500 · Sell: $812
  • This staff deals only Poison damage, making it extremely useful against cacti , and a few mushrooms later in game, especially when equipped with a Peridot . This weapon can be deadly with high range, an Emerald , and other Priests with very high AT Aura.

Long Iron Staff
  • LV: 4 · Type: Physical · AT: 10-15 · AGI: 80-90 · Range: 150
  • Dropped by: Tan Box Bat (D2) (Desert 2)
  • Buy: $7000 · Sell: $875

Staff of Icicle
  • LV: 4 · Type: Ice · AT: 10-15 · AGI: 80-90 · Range: 70
  • Bonus AT: Slow 15%
  • Dropped by: White Skull Bat (D6) (Desert 6)
  • Buy: $7500 · Sell: $937
  • An upgraded version of Staff of Ice 1 .

High Light Staff
  • LV: 3 · Type: Thunder · AT: 10-15 · AGI: 80-90 · Range: 140
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Resort weapon. An upgraded version of Staff of Light 1 , along with twice the range of usual staves. Strangely, this weapon is Level 3 when it should be Level 4/5, similar to Staff of Light. It also has a minimum AT higher than 1 unlike other Type Thunder weapons.
Staves — Level 5-6 (8)
Explosion Staff
  • LV: 5 · Type: Fire · AT: 10-15 · AGI: 80-90 · Range: 70
  • Dropped by: Orange Diamond Snake (Desert 7)
  • Buy: $8000 · Sell: $1000
  • This staff does splash damage, and projectiles can stack to do high damage to large groups of enemies close together, with the damage being dealt to multiple enemies. However, enemies will not usually cluster up into great numbers, so this isn't the most practical weapon unless the Bait strategy is in use on a mob of mobile ground enemies, such as snakes , which do not appear that often. Even then, (assuming optimal compos are used) the Staff of Flame 3 (with optimal compos) and its upgrade Inferno Staff 5 also splash and usually does more damage than this weapon.

Warrior Staff
  • LV: 5 · Type: Physical · AT: 35-35 · AGI: 80-90 · Range: 30
  • Dropped by: White Shield Bat (Cavern 5)
  • Buy: $8500 · Sell: $1062
  • An upgraded version of Combat Staff 4 . It is advised to add a Catapult's Card to increase the range, and a Quick's Card to let the Priest attack more often. Staff of Poisoner 4 with a Peridot 5 and Emerald 5 will deal more damage to non-Poison-resistant enemies than this weapon with a Quick's Card 5, but this weapon can substitute it as Level 5 jewels are not available when this weapon is obtainable.

Inferno Staff
  • LV: 5 · Type: Fire · AT: 10-15 · AGI: 80-90 · Range: 70
  • Bonus AT: Burn 3%
  • Dropped by: Cyan X Walker (Snowfield 1)
  • Buy: $9000 · Sell: $1125
  • Produces heat gases which behave like projectiles of the High Light Staff 5 , but keeps dealing fire damage until they disappear. The gases disappear after 2s or when they hit the terrain. This weapon will usually deal better damage than Explosion Staff 5 because of the Burn property allowing it to hit multiple times per projectile, while keeping the same AT and splash. However, because the heat clouds disappear upon hitting the terrain, it can deal less damage than expected.

Electric Staff
  • LV: 5 · Type: Thunder · AT: 1-9 · AGI: 80-90 · Range: 70
  • Dropped by: Yellow Big Diamond Tree (Snowfield 4)
  • Buy: $9500 · Sell: $1187
  • An upgraded Staff of Thunder 1 . This staff produces 3 shocks for each enemy with slight delay. A Bullet's Card can increase the projectiles per enemy to 4, 5, 6, or 9. It can be very deadly with high range, other Priests with a high STR, a Topaz , and a Bullet's Card 5, killing most enemies in the screen with a few attacks. It is the first staff which accepts Bullet's Card.

Long Silver Staff
  • LV: 6 · Type: Physical · AT: 10-15 · AGI: 80-90 · Range: 170
  • Dropped by: Orange Boss Castle Stickman (Snowfield 6)
  • Buy: $10000 · Sell: $1250
  • An upgraded version of Long Iron Staff 4 . This is the first weapon with range larger than 150.

Poisonous Staff
  • LV: 6 · Type: Poison · AT: 1-2 · AGI: 80-90 · Range: 70
  • Bonus AT: Poison time 0.8s
  • Dropped by: Yellow Boss Gel Tree (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • An upgraded version of the Staff of Poisoner 4 . This weapon can be very deadly with high Range, an Emerald , a Peridot , and other Priests with very high AT Aura.

Freeze Exp Staff
  • LV: 6 · Type: Freeze · AT: 5-5 · AGI: 80-90 · Range: 70
  • Bonus AT: Freeze time 0.1s
  • Dropped by: Pink Boss Roundhead Tree (Snowfield 9)
  • Buy: $12000 · Sell: $1500
  • This staff is essentially the fusion of an Explosion Staff 5 and a Staff of Freeze 3 . This weapon deals splash damage and freezes all enemies in the attack. However, the freeze time is shorter and does not stack, so a Diamond is highly recommended to improve the freeze time. Due to the fact that it hits all enemies in range, deals splash damage, and is not fire type, it is highly effective in Inferno 2, where all screens except the BOSS screen feature 100 enemies that resist Fire-type weapons stacked all directly on top of each other. A single swing of this staff will register a total of 10000 hits on those stacked mobs while all 100 are still alive (100 attacks times 100 enemies caught in each attack), for a total of 50000 damage.

Mega Exp Staff
  • LV: 6 · Type: Fire · AT: 10-15 · AGI: 80-90 · Range: 70
  • Dropped by: Grey Boss Box Snake (Forest 6)
  • Buy: $13000 · Sell: $1625
  • This staff is similar to Explosion Staff 5 , but has a bigger explosion radius, making it more useful at dealing with multiple enemies.
Rods — Level 7-8 (8)
Strike Rod
  • LV: 7 · Type: Physical · AT: 55-55 · AGI: 80-90 · Range: 30
  • Dropped by: Green Roundhead Digger (Hell 4)
  • Buy: $15000 · Sell: $1875
  • An upgraded version of the Warrior Staff 5 .

Inferno Rod
  • LV: 7 · Type: Fire · AT: 20-25 · AGI: 80-90 · Range: 70
  • Bonus AT: Burn 3%
  • Dropped by: Green Coconut Germ (Hell 6)
  • Buy: $16000 · Sell: $2000
  • An upgraded version of the Inferno Staff 5 . Produces blazes instead of heat clouds and lasts for 3s. Unlike its weaker counterpart, this weapon can pierce through terrain. Before ver16.0, this weapon was bought for $15000 and sold for $1875.

Thunder Rod
  • LV: 7 · Type: Thunder · AT: 1-30 · AGI: 80-90 · Range: 70
  • Dropped by: Pink Demon Stickman (Inferno 1)
  • Buy: $17000 · Sell: $2125
  • Essentially an upgraded Electric Staff 5 . This staff produces 3 shurikens for each enemy with slight delay. The weapon benefits from not only a higher AT, but also a longer projectile lifespan that may allow the projectile to hit other enemies if the target enemy dies with the earlier projectiles.

Long Gold Rod
  • LV: 7 · Type: Physical · AT: 10-15 · AGI: 80-90 · Range: 190
  • Dropped by: Yellow Box Germ (CV7) (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • An upgraded version of Long Silver Staff 6 . This weapon has the highest range in the entire game. However, the AT remains the same as its weaker counterparts.

Poisonous Rod
  • LV: 8 · Type: Poison · AT: 2-2 · AGI: 80-90 · Range: 70
  • Bonus AT: Poison time 1s
  • Dropped by: Red Boss Gel Tree (CV8) (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • An upgraded version of Poisonous Staff 6 .

Freeze Exp Rod
  • LV: 8 · Type: Freeze · AT: 5-15 · AGI: 80-90 · Range: 70
  • Bonus AT: Freeze time 0.2s
  • Dropped by: Red Boss Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • An upgraded version of Freeze Exp Staff 6 , with twice the freeze time and higher AT. A Priest with extremely high MAG using this staff with a Diamond 7 and a Quick's Card 7 can potentially keep almost an entire screen full of enemies permanently frozen.

Giga Exp Rod
  • LV: 8 · Type: Fire · AT: 10-15 · AGI: 80-90 · Range: 70
  • Dropped by: Grey Big Mask Eel (Hell 8)
  • Buy: $21000 · Sell: $2625
  • An upgraded Mega Exp Staff 6 , with an even larger splash radius.

Power Rod
  • LV: 8 · Type: Physical · AT: 100-100 · AGI: 80-90 · Range: 30
  • Dropped by: Red Skull Stickman (HG) (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • An upgraded version of the Strike Rod 7 , with the highest AT among all Staves. A Catapult's Card 7 will let this staff attain a base range only 10 less than the compo-less base range of a Long Gold Rod 7 .

Guns — Gunner (35)

Guns — Level 1-2 (9)
Gun
  • Type: Physical · AT: 2-6 · AGI: 20-30 · Range: 60
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Note: Starting weapon. There are no shooting costs that apply to this gun. Although this is the weakest gun in the game, it is strongly recommended to keep it as a backup (even when better weapons are found) in case the player runs out of gold. However, for far later in the game, once enemies start dropping larger and larger amounts of gold, and the Gunner's MAG has increased sufficiently, this may not be a worthwhile reason to hang onto this weapon. Nevertheless, it can be used to generate free and efficient knockback with a Knockback's Card 4 and a Quick's Card 5/7.

Handgun
  • LV: 1 · Type: Physical · AT: 8-12 · AGI: 20-30 · Range: 60
  • Dropped by: Blue X Walker (Opening Street)
  • Buy: $250 · Sell: $31
  • Note: An upgrade of the first Gun. This is the first gun with a shooting cost.

Sub machine -gun
  • LV: 1 · Type: Physical · AT: 4-8 · AGI: 5-10 · Range: 50
  • Dropped by: Red Skull Snake (GL1) (Grassland 1)
  • Buy: $500 · Sell: $62
  • Note: Due to the high shooting frequency, this gun is more expensive to manage than the Gun or Handgun. This gun is the fastest gun along with the Uzis. Investing SP into MAG or equipping a Blue Stone 1 is highly recommended to reduce the cost.

Shotgun
  • LV: 1 · Type: Physical · AT: 1-20 · AGI: 50-60 · Range: 50
  • Dropped by: Orange Smiley Walker (GL2) (Grassland 2)
  • Buy: $750 · Sell: $93
  • Note: Five bullets are shot and spread in front of the Gunner. A Bullet's Card 2 will add 2 extra pellets to each shot. The bullets act like the Spark Glove 's magic attack when it hits the ground, but they only travel in the direction it was fired from. This gun's AT is wide-ranged like most Thunder type weapons.

Rifle
  • LV: 1 · Type: Physical · AT: 20-40 · AGI: 50-60 · Range: 120
  • Dropped by: Green Smiley Tree (Grassland 5)
  • Buy: $1000 · Sell: $125
  • Note: Has a longer range than other guns and it has a longer bullet that resembles that of a real rifle. Add a Catapult's Card and it will shoot even further.

Grenade
  • LV: 2 · Type: Fire · AT: 8-12 · AGI: 70-80 · Range: 60
  • Bonus AT: 2-6 ( Burn 5%)
  • Dropped by: Orange Boss Smiley Wheel (Grassland 7)
  • Buy: $1500 · Sell: $187
  • Note: Fires a grenade in a small arc that deals Physical damage, and splits off into four flames on impact with an enemy or the ground which lasts for 2s and deals splash damage. It is decent against groups. A Ruby is highly recommended to help increase its AT.

Laser Gun
  • LV: 2 · Type: Fire · AT: 8-12 · AGI: 20-30 · Range: 50
  • Bonus AT: Burn 10%
  • Dropped by: Red Skull Stickman (CG) (Castle Gate)
  • Buy: $2000 · Sell: $250
  • Note: Fires a laser that pierces, deals splash damage, and will always go as far as the screen border. Adding a Guide's Card will make it home on the enemy, causing more damage. Despite the beam lasting for 4s, a Garnet is useless for this weapon, unless a Guide's Card is used to help the beam stay in the screen. Before ver3.6 BETA, this gun was named the "Railgun".

Bazooka
  • LV: 2 · Type: Physical · AT: 40-60 · AGI: 80-90 · Range: 60
  • Bonus AT: 20-30
  • Dropped by: Green Boss Cap Mushroom (Forest 1)
  • Buy: $2500 · Sell: $312
  • Note: Shoots a large bullet. When the bullet hits an enemy or the ground, six brown dust clouds are released, which head in random directions and cause damage multiple times. A high level Catapult's Card is not recommended as the bullet is affected by gravity, and it will fall to the ground before it reaches an enemy.

Homing Laser
  • LV: 2 · Type: Thunder · AT: 8-12 · AGI: 20-30 · Range: 70
  • Dropped by: Red Cap Snake (Cavern 1)
  • Buy: $3000 · Sell: $375
  • Note: It shoots two wave beams, that, unlike the Laser Gun, do not penetrate enemies or walls. With an innate homing range of 50, the projectiles home as if there was an added Guide's Card 5 . Equipping a Guide's Card will improve the homing range. A Topaz can be helpful, as does a Pierce's Card and a Bullet's Card . Unlike most weapons with the Thunder type, it does not have a minimum AT of 1.
Guns — Level 3-4 (8)
Beretta
  • LV: 3 · Type: Physical · AT: 24-36 · AGI: 20-30 · Range: 60
  • Dropped by: Cyan Roundhead Walker (Seaside 1)
  • Buy: $4000 · Sell: $500
  • Note: An upgrade of the Handgun. It has triple the AT of the Handgun.

Uzi
  • LV: 3 · Type: Physical · AT: 12-24 · AGI: 5-10 · Range: 50
  • Dropped by: Tan Star Stickman (Seaside 4)
  • Buy: $4500 · Sell: $562
  • Note: This weapon has triple the damage and shooting cost of Submachine-gun. Investing SP into MAG or equipping a Blue Stone 3 or higher is highly recommended to reduce the cost.

Remington
  • LV: 3 · Type: Physical · AT: 1-40 · AGI: 50-60 · Range: 50
  • Dropped by: Pink Gel Walker (Submarine 2)
  • Buy: $5000 · Sell: $625
  • Note: Seven bullets are shot and spread in front of the Gunner. Equipping a Bullet's Card 3 will increase the spread and the amount of pellets to 12. The bullets move very quickly and act like the Spark Glove's magic attack when they hit the ground, but they only travel in the direction they were fired from. It can be considered as an upgraded version of the Shotgun. This weapon, again, has a wide range attack like what most Thunder type weapons have.

Sniper Rifle
  • LV: 3 · Type: Physical · AT: 60-80 · AGI: 50-60 · Range: 120
  • Dropped by: Yellow Roundhead Bat (Mist Grove 2)
  • Buy: $5500 · Sell: $687
  • Note: An upgraded Rifle, maintaining the same range. It is recommended to use damage increasing methods, such as equipping a Yellow Crystal to defeat tough bosses with this gun.

Grenade Launcher
  • LV: 4 · Type: Fire · AT: 12-24 · AGI: 70-80 · Range: 60
  • Bonus AT: 6-18 ( Burn 5%)
  • Dropped by: Olive Star Mushroom (Mist Grove 3)
  • Buy: $6000 · Sell: $750
  • Note: An upgraded Grenade. The flames produced spread a bit less and is redder in colour, but still lasts for 2s and deals splash damage.

Laser Beam Gun
  • LV: 4 · Type: Fire · AT: 16-24 · AGI: 20-30 · Range: 50
  • Bonus AT: Burn 10%
  • Dropped by: Grey Box Walker (Desert 1)
  • Buy: $6500 · Sell: $812
  • Note: An upgraded Laser Gun, which shoots slightly slower projectiles.

Cannon
  • LV: 4 · Type: Physical · AT: 80 -120 · AGI: 80-90 · Range: 60
  • Bonus AT: 50-70
  • Dropped by: Orange Boss Diamond Spider (Desert 4)
  • Buy: $7000 · Sell: $875
  • Note: An upgraded Bazooka, dealing more damage with a higher usage cost.

Homing Laser Beam
  • LV: 4 · Type: Thunder · AT: 8-12 · AGI: 20-30 · Range: 70
  • Dropped by: Red Gel Zombie (Desert 6)
  • Buy: $7500 · Sell: $937
  • Note: Shoots 5 homing waves instead of 2, and the waves have doubled homing range. A Bullet's Card 4 will increase the waves to 10. Like the Homing Laser, adding a Guide's Card will improve the homing range. A Topaz is also effective for this weapon.
Guns — Level 5-6 (10)
3-Round Burst
  • LV: 5 · Type: Physical · AT: 24-36 · AGI: 20-30 · Range: 60
  • Dropped by: Orange Big Roundhead Spider (Desert 8)
  • Buy: $8000 · Sell: $1000
  • Note: Shoots 3 bullets each shot. Each bullet costs $10 instead of each shot. The bullets do not shoot simultaneously, but instead, one after another rapidly. Also, the bullets "spread", so some shoot a little off-target, like the Shotgun and the Remington. A Bullet's Card 5 will increase the number of bullets to 9. It can be deadly with a Bullet's Card 5, Critical's Card 5 and Priests with high AT aura. A Catapult's Card is not recommended, as the bullets have a finite range, and if the Gunner has too high of a range, his bullets will vanish before they hit the enemy.

Missile
  • LV: 5 · Type: Physical · AT: 300 -500 · AGI: 160 -180 · Range: 80
  • Bonus AT: 0-0
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Note: Shoots a bullet in a high arch which deals splash damage. It has the highest AGI of all Guns along with the Napalm Bomb. It leaves a smoke trail behind it, which does nothing. Equipping a Guide's Card is ineffective, for it will arch over ground enemies, and it's not likely to miss flying enemies normally. It is recommended to invest SP into DEX to increase its shooting speed (alternatively, use a Quick's Card 5). MAG may not be necessary if the AGI is not reduced because its low firing rate can balance off the high cost. It is very effective against bosses or big enemies, as the missile has a smaller chance of missing. With high STR Priest and a Critical's Card, easy 1-shot kills can be made with this weapon (it's even possible to take down the Ice Castle Boss in one shot). This weapon is not as good in stages with midair platforms (unless a Pierce's Card 4 is equipped), since the bullet will probably crash to the terrain and lead to a waste.

Mini Uzi
  • LV: 5 · Type: Physical · AT: 12-24 · AGI: 5-10 · Range: 50
  • Dropped by: Pink Shield Zombie (Cavern 5)
  • Buy: $8500 · Sell: $1062
  • Note: Shoots 2 bullets with each shot. A Bullet's Card 5 will increase the number of bullets to 8, and combined with a Critical's Card 5, this weapon can reach an average DPS of 1920 without any other damage modifiers.

Scattergun
  • LV: 5 · Type: Physical · AT: 1-80 · AGI: 50-60 · Range: 50
  • Dropped by: White Castle Stickman (Snowfield 2)
  • Buy: $9000 · Sell: $1125
  • Note: Nine bullets are shot and spread in front of the Gunner. The bullets move very quickly and they can bounce off the ground. Bullet's Card 4 will increase its spread and will increase the amount of pellets to 18. It can be considered as an upgraded version of the Remington. This weapon, again, has a wide range attack like what most Thunder type weapons have.

Hunting Gun
  • LV: 5 · Type: Physical · AT: 140 -160 · AGI: 50-60 · Range: 120
  • Dropped by: White Boss Castle Stickman (SF4) (Snowfield 4)
  • Buy: $9500 · Sell: $1187
  • Note: An upgraded Sniper Rifle. It can be very deadly when equipped with a Catapult's Card, a Critical's Card, and/or a Yellow Crystal.

M9 Grenade
  • LV: 6 · Type: Fire · AT: 18-48 · AGI: 70-80 · Range: 60
  • Bonus AT: 6-18 ( Burn 5%)
  • Dropped by: Pink Diamond Dragon (Snowfield 5)
  • Buy: $10000 · Sell: $1250
  • Note: An upgraded Grenade Launcher. It produces 9 flames instead of 4. The flames last for 2s and deal splash damage.

Power Laser Gun
  • LV: 6 · Type: Fire · AT: 24-36 · AGI: 20-30 · Range: 50
  • Bonus AT: Burn 10%
  • Dropped by: Orange Big Gel Tree (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Note: An upgraded Laser Beam Gun, shooting slightly slower projectiles than its weaker counterparts. A Guide's Card, and a Yellow Crystal are also effective to increase the amount of damage, and the utilization of each laser. Before ver12.7, this weapon was also named Laser Beam Gun. This was probably to prevent confusion between this weapon and its weaker counterpart.

Napalm Bomb
  • LV: 6 · Type: Fire · AT: 0-0 · AGI: 160 -180 · Range: 80
  • Bonus AT: 8-8 ( Burn 5%)
  • Dropped by: Red Boss Smiley Eel (Mountaintop)
  • Sell: $2500
  • Note: This weapon shoots a large, harmless bullet in a high arc, which pierces enemies and explodes into 30 large heat clouds when the bullet hits the terrain. Each heat cloud lasts for 3s and deals splash damage. It has the highest AGI of all Guns along with the Missile. Along with the Indra Arrow , this weapon is not obtainable at the Shop . Adding a Pierce's Card 4 or a Reflection Card 4 will make this weapon completely useless. Adding STR, a Critical's Card, a Red Crystal, and/or a Yellow Crystal has no effect whatsoever. It's strongly recommended to investing SP into DEX, having Priests with high STR, equipping a Ruby 6, a Garnet 6, and/or Quick's Card 5 to increase its DPS. Doing so can result in easy boss fights and is great for eliminating large mobs of ground enemies, however would result in rapid drainage of cash making it over twice as expensive to use as the Micro Uzi (depending on DEX investment), which makes this weapon not recommended for money tight players.

Wave Cannon
  • LV: 6 · Type: Physical · AT: 120 -180 · AGI: 80-90 · Range: 60
  • Bonus AT: 100 -150
  • Dropped by: White Roundhead Walker (Snowfield 9)
  • Buy: $12000 · Sell: $1500
  • Note: This weapon shoots a large bullet like the Cannon, which then explodes into 6 wave attacks that travels in the same direction of the bullet and pierces terrain. Due to the fact that the waves are all bunched together, and they all travel in one direction, this weapon can deal devastating damage to enemies. It should be noticed that the waves do not pierce enemies, and will vanish upon striking an enemy. As with Bazooka 2 and Cannon 4 before it, attaching a high-level Catapult's Card will result in the gravity-affected bullet hitting the ground before it reaches an enemy.

Pierce Homing
  • LV: 6 · Type: Thunder · AT: 12-16 · AGI: 20-30 · Range: 70
  • Dropped by: Grey Big Box Snake (Forest 6)
  • Buy: $13000 · Sell: $1625
  • Note: Shoots 7 visually smaller homing waves with even bigger homing range (150) and also pierces terrain. A Bullet's Card 6 will increase the waves to 15. Like the Homing Laser, adding a Guide's Card will improve the homing radius. A Topaz and Yellow Crystal is also effective for this weapon; though swapping the Yellow Crystal out for a Catapult's Card makes better use of the terrain piercing and homing properties of the weapon, thus saving it from being completely obsoleted by the Scattergun 5 and Hunting Gun 5 before it. If the Gunner has a lot of STR, swapping the Topaz out for either Critical's Card or Bullet's Card may prove beneficial; as the Gunner's STR does not boost the AT added by the Topaz.
Guns — Level 7-8 (8)
Magnum
  • LV: 7 · Type: Physical · AT: 80 -120 · AGI: 20-30 · Range: 60
  • Dropped by: Tan Boss Diamond Tree (Hell 4)
  • Buy: $15000 · Sell: $1875
  • Note: A greatly strengthened Beretta that does splash damage. This weapon's AT is the equivalent of 10 Handgun 1's combined. Has better DPS than Hunting Gun 5 but also has only half the range. This is also the first starting gun-based weapon to use a brand new graphic, instead of a recolored "pistol" graphic. This is also so far the only weapon in the game to use a unique graphic.

Micro Uzi
  • LV: 7 · Type: Physical · AT: 16-32 · AGI: 5-10 · Range: 50
  • Dropped by: Grey Boss Box Stickman (Hell 5)
  • Buy: $16000 · Sell: $2000
  • Note: An upgraded Mini Uzi. Shoots 3 bullets each time instead of 2. Before ver16.0, this weapon was bought for $15000 and sold for $1875. A Bullet's Card 5 will increase the number of bullets to 9. 2 high STR Gunners with this weapon equipped with a Bullet's Card 5, a Critical's Card 6, and 2 high STR Priests can result in easy boss fights. Equipping a Catapult's Card 6 should keep the Gunner at a decent range away from enemies, making this weapon easier to kill flying enemies. A Quick's Card is also useful in reducing the AGI of this Gun to below the AGI limit. Due to its high firing rate, this gun can be expensive to use, so investing SP into MAG or using a Blue Stone is recommended, unless money is not an issue.

Triple Shotgun
  • LV: 7 · Type: Physical · AT: 1-120 · AGI: 50-60 · Range: 50
  • Dropped by: White Boss Triangle Walker (Inferno 1)
  • Buy: $17000 · Sell: $2125
  • Note: An upgraded Scattergun, which shoots 15 pellets that move very quickly and bounce off terrain. A Bullet's Card 6 will increase the number of pellets to 33. 2 roughly high STR/DEX tied Gunners with this weapon equipped with a Bullet's Card 6, a Critical's Card 6, and/or a Quick's Card 5, and 2 high STR Priests can result in easy boss fights. For instance, with 86 STR, 108 DEX, a Bullet's Card 6 , a Critical's Card 6 , and max STR Priests with Red and Black Stone 7's at LV 98 can result in an average 526479.36 DPS, assuming all bullets hit resulting in defeating the Ice Castle Boss in ~0.475s and White Boss Skull Stickman (HG) in ~0.57s. As the pellets are spread out even more than its weaker counterparts, it makes it easier to take down multiple flying enemies at once, unlike most other guns. A high level Catapult's Card is not very effective for this weapon as the projectiles do not last very long.

Rail Gun
  • LV: 7 · Type: Physical · AT: 300 -320 · AGI: 50-60 · Range: 150
  • Dropped by: Yellow Box Germ (CV7) (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • Note: An upgraded Hunting Gun. It has the longest range for a gun, even longer than its weaker counterparts. Currently, this gun can have up to 300 range with a Catapult's Card 7 , a great way to strike opponents early in VS mode. This gun has about 40% higher DPS than the Magnum 7 in addition to more range making it a generally more effective choice unless the player is tight on money or in scenarios where enemies tend to cluster for Magnum 7 to take advantage of its splashing capabilities.

Napalm Gun
  • LV: 8 · Type: Fire · AT: 26-96 · AGI: 70-80 · Range: 60
  • Bonus AT: 15-45 ( Burn 5%)
  • Dropped by: Red Diamond Snake (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • Note: An upgraded M9 Grenade 6. The flames last for 2s and deal splash damage.

Slow Laser Gun
  • LV: 8 · Type: Fire · AT: 32-48 · AGI: 20-30 · Range: 50
  • Bonus AT: Burn 10%
  • Dropped by: Red Boss Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • Note: Shoots lasers that travel at half the speed of the Power Laser Gun 6, making a Guide's Card and a Garnet more useful. The lasers last for 4s.

Rocket Launcher
  • LV: 8 · Type: Physical · AT: 160 -240 · AGI: 80-90 · Range: 60
  • Bonus AT: 200 -300
  • Dropped by: Pink Boss Triangle Snake (Hell 8)
  • Buy: $21000 · Sell: $2625
  • Note: An upgraded Cannon, which shoots a large bullet that explodes into 6 fire-shaped projectiles dealing Physical damage.

Homing Laser Wave
  • LV: 8 · Type: Thunder · AT: 20-30 · AGI: 20-30 · Range: 70
  • Dropped by: Red X Walker (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • Note: An upgraded Pierce Homing, which shoots 9 waves with an even larger homing range (200).

Whips — Whipper (34)

Whips — Level 1-2 (9)
Whip
  • Type: Physical · AT: 1-4 · AGI: 15-20 · Range: 40
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Starting weapon.

Stone Whip
  • LV: 1 · Type: Physical · AT: 1-4 · AGI: 15-20 · Range: 40
  • MP: 10 · Bonus AT: 3-5 · BPC: 3
  • Dropped by: Green Smiley Walker (OS) (Opening Street)
  • Buy: $250 · Sell: $31
  • Releases 3+ grey pellets (at zero DEX ) into the air.

Fire Whip
  • LV: 1 · Type: Fire · AT: 1-4 · AGI: 15-20 · Range: 40
  • MP: 40 · Bonus AT: 3-5 ( Burn 3%) · BPC: 4
  • Dropped by: Red Big Skull Dragon (Grassland 3)
  • Buy: $500 · Sell: $62
  • 4+ fires will jump out of the whip and onto the ground, lasting for 2s. It is useful with 40 MAG and high DEX against grounded enemies.

Iron Whip
  • LV: 1 · Type: Physical · AT: 10-20 · AGI: 15-20 · Range: 40
  • Dropped by: Grey X Walker (GL4) (Grassland 4)
  • Buy: $750 · Sell: $93

Thunder Whip
  • LV: 1 · Type: Thunder · AT: 1-4 · AGI: 15-20 · Range: 40
  • MP: 90 · Bonus AT: 1-33 · BPC: 5
  • Dropped by: Green Fairy Bat (Grassland 6)
  • Buy: $1000 · Sell: $125
  • Summons 5+ thunder bolts from random directions to hit the enemy. If the enemy dies, the whip will continue to make bolts, and bolts will continue to fly forward at a fast speed. It has a fairly high MP cost for its placement in the game.

Ice Whip
  • LV: 2 · Type: Ice · AT: 2-5 · AGI: 15-20 · Range: 40
  • MP: 60 · Bonus AT: 15-20 (Slow 20%) · BPC: 5
  • Dropped by: Pink Skull Tree (HC3) (Hill Country 3)
  • Buy: $1500 · Sell: $187
  • Releases 5+ ice-arrows in a high arch that slides on the ground for a while. 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.

Thorn Whip
  • LV: 2 · Type: Physical · AT: 2-6 · AGI: 15-20 · Range: 40
  • MP: 80 · Bonus AT: 18-22 · BPC: 7
  • Dropped by: Orange Skull Bat (CV3) (Cavern 3)
  • Buy: $2000 · Sell: $250
  • Releases 7+ needles which have piercing capabilities. They travel outwards in a semi-circle and often miss.

Poison Whip
  • LV: 2 · Type: Poison · AT: 2-7 · AGI: 15-20 · Range: 40
  • MP: 120 · Bonus AT: 1-1 (2.0s) · BPC: 5
  • Dropped by: Tan Skull Bat (Forest 2)
  • Buy: $2500 · Sell: $312
  • Releases 5+ poison clouds in a circular formation which slides on terrain and poisons enemies. The poison time is longer than most Type Poison weapons, so the Hit and Run strategy is effective with this weapon. Poison does not stack.

Explosion Whip
  • LV: 2 · Type: Fire · AT: 2-8 · AGI: 15-20 · Range: 40
  • MP: 150 · Bonus AT: 30-40 · BPC: 3
  • Dropped by: Orange Skull Stickman (Cavern 3)
  • Buy: $3000 · Sell: $375
  • Releases 3+ oval-shaped explosion in a similar fashion as the Delta Explosion 3 , which does great damage to a mob of enemies.
Chains — Level 3-4 (8)
Stone Chain
  • LV: 3 · Type: Physical · AT: 3-9 · AGI: 15-20 · Range: 40
  • MP: 40 · Bonus AT: 18-30 · BPC: 3
  • Dropped by: Red Roundhead Walker (Seaside 1)
  • Buy: $4000 · Sell: $500
  • Releases 3+ higher-powered pellets onto the enemies. Higher DEX amounts will increase the number of pellets and damage by a significant rate.

Fire Chain
  • LV: 3 · Type: Fire · AT: 3-10 · AGI: 15-20 · Range: 40
  • MP: 60 · Bonus AT: 6-10 ( Burn 3%) · BPC: 4
  • Dropped by: Cyan Gel Dragon (Seaside 3)
  • Buy: $4500 · Sell: $562
  • Shoots 4+ flames in a circular fashion from the whip that slow down until it makes a circle. Each flame lasts for 2s. Deals decent damage with 60 MAG, a Ruby 3 and a Bullet's Card 3 .

Iron Chain
  • LV: 3 · Type: Physical · AT: 20-40 · AGI: 15-20 · Range: 40
  • Dropped by: White Roundhead Fish (Submarine 1)
  • Buy: $5000 · Sell: $625

Thunder Chain
  • LV: 3 · Type: Thunder · AT: 3-12 · AGI: 15-20 · Range: 40
  • MP: 130 · Bonus AT: 1-66 · BPC: 5
  • Dropped by: Orange Roundhead Tree (MG2) (Mist Grove 2)
  • Buy: $5500 · Sell: $687
  • 5+ thunder bolts will rapidly shoot down on an angle towards the target, doing high damage.

Ice Chain
  • LV: 4 · Type: Ice · AT: 4-13 · AGI: 15-20 · Range: 40
  • MP: 90 · Bonus AT: 30-40 (Slow 20%) · BPC: 5
  • Dropped by: Grey Mask Fish (Submarine 4)
  • Buy: $6000 · Sell: $750
  • Same as the Ice Whip 2 , only the delay is shorter, allowing more chances on slowing down an individual enemy.

Thorn Chain
  • LV: 4 · Type: Physical · AT: 4-14 · AGI: 15-20 · Range: 40
  • MP: 120 · Bonus AT: 18-22 · BPC: 15
  • Dropped by: Tan Box Spider (Desert 1)
  • Buy: $6500 · Sell: $812
  • Same as the Thorn Whip 2 , except it shoots 15+ needles in an arc pointing towards the enemy. In addition, the needles are also denser. As a result, fewer needles will miss.

Poison Chain
  • LV: 4 · Type: Poison · AT: 4-15 · AGI: 15-20 · Range: 40
  • MP: 180 · Bonus AT: 2-2 (3.0s) · BPC: 5
  • Dropped by: Pink Diamond Cactus (Desert 3)
  • Buy: $7000 · Sell: $875
  • Same as the Poison Whip 2 , but with an enhanced poison power and the poison clouds appear together at once. As usual, it can be very useful when used with the Hit and Run strategy.

Explosion Chain
  • LV: 4 · Type: Fire · AT: 4-16 · AGI: 15-20 · Range: 40
  • MP: 220 · Bonus AT: 60-80 · BPC: 3
  • Dropped by: White Boss Skull Zombie (Desert 6)
  • Buy: $7500 · Sell: $937
  • Same as the Explosion Whip 2 , but will explode as a ring instead of as ovals.
Flails — Level 5-6 (9)
Stone Flail
  • LV: 5 · Type: Physical · AT: 5-17 · AGI: 15-20 · Range: 40
  • MP: 60 · Bonus AT: 32-52 · BPC: 3
  • Dropped by: Grey Box Tree (Desert 8)
  • Buy: $8000 · Sell: $1000
  • Releases 3+ far higher-powered pellets onto the enemies. If the Whipper has a lot of bullets (high DEX), the pellets spread out and can fly across the entire screen. In ver8.4, this weapon was called "Stone Fureiru", where "Fureiru" actually means "Flail" in Japanese. This was changed to "Flail" in ver8.5.

Freeze Whip
  • LV: 5 · Type: Freeze · AT: 5-18 · AGI: 15-20 · Range: 40
  • MP: 60 · Bonus AT: 3-5 (0.1s) · BPC: 1
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Resort weapon and only Type Freeze whip in the game. Releases 1+ snowflake above the enemy and falls down onto it, freezing it. When there are multiple snowflakes from increased bullets, they come one after another. Can keep enemies without 100% Freeze immunity frozen indefinitely with 60 MAG and lots of DEX. This is the only MP whip which does not accept Bullet's Card , as it only has 1 initial bullet.

Fire Flail
  • LV: 5 · Type: Fire · AT: 5-18 · AGI: 15-20 · Range: 40
  • MP: 80 · Bonus AT: 8-15 ( Burn 3%) · BPC: 4
  • Dropped by: Green Shield Zombie (Cavern 5)
  • Buy: $8500 · Sell: $1062
  • Releases 4+ flames in a circular fashion, forming a bigger ring than the Fire Chain 3 . The flames last for 6s, much longer than the ones produced by the Fire Chain 3.

Iron Flail
  • LV: 5 · Type: Physical · AT: 40-80 · AGI: 15-20 · Range: 40
  • Dropped by: Grey Big Castle Stickman (Snowfield 2)
  • Buy: $9000 · Sell: $1125

Thunder Flail
  • LV: 5 · Type: Thunder · AT: 5-20 · AGI: 15-20 · Range: 40
  • MP: 150 · Bonus AT: 1-99 · BPC: 5
  • Dropped by: Grey Big Box Spider (Snowfield 4)
  • Buy: $9500 · Sell: $1187
  • Produces 5+ lasers which are directed towards the targeted enemy upon full MP.

Ice Flail
  • LV: 6 · Type: Ice · AT: 6-21 · AGI: 15-20 · Range: 40
  • MP: 120 · Bonus AT: 45-60 (Slow 20%) · BPC: 5
  • Dropped by: Yellow Mask Tree (Snowfield 6)
  • Buy: $10000 · Sell: $1250
  • Shoots 5+ ice-arrows in a circular formation which can slide on the ground. Unlike previous Ice whips, it covers the ground on both sides of the enemy and can reliably slow the main target.

Thorn Flail
  • LV: 6 · Type: Physical · AT: 6-22 · AGI: 15-20 · Range: 40
  • MP: 160 · Bonus AT: 18-22 · BPC: 45
  • Dropped by: White Shield Snake (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Same as the Thorn Chain 4 , except it shoots 45+ tiny needles in a denser arc pointing towards the enemy. 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.

Poison Flail
  • LV: 6 · Type: Poison · AT: 6-23 · AGI: 15-20 · Range: 40
  • MP: 240 · Bonus AT: 4-5 (4.0s) · BPC: 5
  • Dropped by: Pink Demon Fish (Beach 4)
  • Buy: $12000 · Sell: $1500
  • Releases 5+ poison clouds in a similar fashion as the Poison Whip 2 upon magical activation, with much stronger poison damage.

Explosion Flail
  • LV: 6 · Type: Fire · AT: 6-24 · AGI: 15-20 · Range: 40
  • MP: 360 · Bonus AT: 120-160 · BPC: 3
  • Dropped by: Grey Boss Box Snake (Forest 6)
  • Buy: $13000 · Sell: $1625
  • Essentially the same as the Explosion Chain 4 , but deals higher damage and explodes with spike projectiles. It has great damage potential with high DEX and MAG. When the weapon was released, there were no visible projectiles in the explosion. This was quickly fixed.
Morning Stars — Level 7-8 (8)
Morning Star
  • LV: 7 · Type: Physical · AT: 100-200 · AGI: 15-20 · Range: 40
  • Dropped by: Cyan Triangle Digger (Hell 4)
  • Buy: $15000 · Sell: $1875
  • Has the highest AT of all whips and second highest AT of all other melee weapons in the game, tied with Long GreatSword 8 . Unlike previous whips without a magical attack, it is not "Iron" and is before the "Stone" whip.

Stone Morning Star
  • LV: 7 · Type: Physical · AT: 7-26 · AGI: 15-20 · Range: 40
  • MP: 70 · Bonus AT: 60-110 · BPC: 3
  • Dropped by: Grey Big Box Stickman (Two Arrow) (Hell 5)
  • Buy: $16000 · Sell: $2000
  • This weapon is abbreviated as "Stone ms" in the game. It releases 3+ pellets upon magical activation. Unlike its former counterparts, which have their pellets spread out, this one has its pellets clumped together, which increases the damage against single enemies significantly. Before ver16.0, this weapon was bought for $15000 and sold for $1875.

Fire Morning Star
  • LV: 7 · Type: Fire · AT: 7-27 · AGI: 15-20 · Range: 40
  • MP: 90 · Bonus AT: 8-15 ( Burn 3%) · BPC: 4
  • Dropped by: Yellow Boss Coconut Walker (Inferno 2)
  • Buy: $17000 · Sell: $2125
  • This weapon is abbreviated as "Fire ms" in the game. Essentially an upgraded Fire Chain 3 , which releases 4+ blazes with the same circular pattern, but the blazes travel further due to reduced deceleration. In addition, the blazes deal splash damage, giving the weapon better potential against large groups of enemies. The blazes last for 2s.

Thunder Morning Star
  • LV: 7 · Type: Thunder · AT: 7-28 · AGI: 15-20 · Range: 40
  • MP: 170 · Bonus AT: 1-222 · BPC: 5
  • Dropped by: Green Boss Cap Tree (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • This weapon is abbreviated as "Thunder ms" in the game. Essentially an upgraded Thunder Flail 5 , which releases 5+ sparks with a slight delay between each spark.

Ice Morning Star
  • LV: 8 · Type: Ice · AT: 8-29 · AGI: 15-20 · Range: 40
  • MP: 120 · Bonus AT: 90-120 (Slow 25%) · BPC: 5
  • Dropped by: Blue Cap Tree (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • This weapon is abbreviated as "Ice ms" in the game. In the web version of SR, it releases 5+ one arrows in a straight line that slides on ground. In the mobile version of SR, the one arrows are clumped up into groups instead.

Thorn Morning Star
  • LV: 8 · Type: Physical · AT: 8-30 · AGI: 15-20 · Range: 40
  • MP: 160 · Bonus AT: 18-22 · BPC: 90
  • Dropped by: Brown Big Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • This weapon is abbreviated as "Thorn ms" in the game. A direct upgrade from Thorn Flail 6 which release twice the needles at much greater densities for the same MP cost.

Poison Morning Star
  • LV: 8 · Type: Poison · AT: 8-31 · AGI: 15-20 · Range: 40
  • MP: 300 · Bonus AT: 9-9 (5s) · BPC: 5
  • Dropped by: Cyan Triangle Snake (Hell 8)
  • Buy: $21000 · Sell: $2625
  • This weapon is abbreviated as "Poison ms" in the game. Essentially an upgraded Poison Flail 6 , releasing 5+ clouds in a similar way as the Poison Chain 4 . In addition, the clouds can poison multiple enemies. This weapon has the highest base poison length, dealing base 2250 damage just by poison.

Explosion Morning Star
  • LV: 8 · Type: Fire · AT: 8-32 · AGI: 15-20 · Range: 40
  • MP: 500 · Bonus AT: 360-480 · BPC: 3
  • Dropped by: Red Skull Stickman (HG) (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • This weapon is abbreviated as "Explosion ms" in the game. Essentially an upgraded Explosion Flail 6 , with higher damage and releasing longer spikes as magical projectiles.

Rings — Angel (34)

Rings — Level 1-2 (9)
Ring
  • Type: Physical · AT: 2-3 · AGI: 20-30 · Range: 60
  • Dropped by: Shop only
  • Buy: $100 · Sell: $12
  • Note: Starting weapon.

Fire Ring
  • LV: 1 · Type: Fire · AT: 3-4 · AGI: 20-30 · Range: 60
  • MP: 30 · Bonus AT: 4-6 ( Burn 5%)
  • Dropped by: Cyan Smiley Walker (Opening Street)
  • Buy: $250 · Sell: $31
  • Note: Releases a fire gas upon full MP activation that lasts for 2s.

Thunder Ring
  • LV: 1 · Type: Thunder · AT: 3-4 · AGI: 20-30 · Range: 60
  • MP: 90 · Bonus AT: 1-29
  • Dropped by: Green Skull Bat (Grassland 3)
  • Buy: $500 · Sell: $62
  • Note: Releases 7 thunderbolts that form a straight line upon full MP. Adding a Topaz makes the thunderbolts stronger, and adding a Bullet's Card 1/2 can increase the number of thunderbolts to 8 or 9.

Long Ring
  • LV: 1 · Type: Physical · AT: 5-10 · AGI: 20-30 · Range: 90
  • Dropped by: Brown X Walker (Hill Country 1)
  • Buy: $750 · Sell: $93
  • Note: Has a range of 90 instead of 60, allowing the Angel to have the base range of the Sniper or Magician .

Ice Ring
  • LV: 1 · Type: Ice · AT: 3-4 · AGI: 20-30 · Range: 60
  • MP: 80 · Bonus AT: 15-30, Slow 20%
  • Dropped by: Grey Smiley Tree (GL6) (Grassland 6)
  • Buy: $1000 · Sell: $125
  • Note: Releases 3 one-arrows in a triangular shape upon full MP activation. The one-arrows will slow down enemies and slide on the terrain.

Thorn Ring
  • LV: 2 · Type: Physical · AT: 4-5 · AGI: 20-30 · Range: 60
  • MP: 110 · Bonus AT: 10-30
  • Dropped by: Blue Skull Bat (HC2) (Hill Country 2)
  • Buy: $1500 · Sell: $187
  • Note: Releases 16 needles that spread out in a circular fashion. Adding a Bullet's Card 3 can increase the number of needles up to 28.

Power Ring
  • LV: 2 · Type: Physical · AT: 15-30 · AGI: 20-30 · Range: 60
  • Dropped by: Green Skull Tree (Hill Country 2)
  • Buy: $2000 · Sell: $250

Quick Ring
  • LV: 2 · Type: Physical · AT: 4-5 · AGI: 5-10 · Range: 60
  • MP: 50 · Bonus AT: 10-10
  • Dropped by: Red Skull Bat (Stick Ranger) (Forest 2)
  • Buy: $2500 · Sell: $312
  • Note: Releases a stretched ball that deals splash damage. It has the lowest AGI of any rings (along with other quick rings) and it is also the first weapon ever with 5-10 AGI that uses MP.

Charge Ring
  • LV: 2 · Type: Fire · AT: 4-5 · AGI: 20-30 · Range: 60
  • MP: 200 · Bonus AT: 4-6 ( Burn 5%)
  • Dropped by: Orange Boss Skull Stickman (Cavern 3)
  • Buy: $3000 · Sell: $375
  • Note: Releases an orange ball that homes towards enemies and releases heat gases along the way. The ball lasts for 4s, while each heat gas lasts for 1s. A Garnet makes both the ball and the produced heat gases last longer, and a Ruby is recommended for greater damage. Keeping the equipped Ruby + Garnet each continually updated will allow this ring to remain viable throughout the entire game while aiming towards a 100 MAG 60 DEX build, especially as a weapon against single bosses. With Ruby 7 + Garnet 7, initial ball duration will increase to 6s, residual gas duration will increase to 3s, and AT will rise to 19-26. With the aforementioned max level Jewels equipped to it, this ring can outperform a Fire God 7 that has Bullet's Card 7 + Garnet 7 equipped to it in situations where either there's few chances to reach enemies or it would take longer than 6s (this ring's initial ball duration) for Fire God 7 to defeat the enem(y/ies) in front of it (with no AT aura, the tipping point is when ~200,000+ damage is required).
Circles — Level 3-4 (8)
Fire Circle
  • LV: 3 · Type: Fire · AT: 5-6 · AGI: 20-30 · Range: 60
  • MP: 120 · Bonus AT: 6-8 ( Burn 5%)
  • Dropped by: Cyan Gel Snake (Seaside 3)
  • Buy: $4000 · Sell: $500
  • Note: Releases a fire gas that produces more fire gases and bounces on the terrain upon full MP activation. The effect lasts for 2s, and each heat gas lasts for 1s. Both the effect time and the heat gas lifespan can be increased with a Garnet.

Thunder Circle
  • LV: 3 · Type: Thunder · AT: 5-6 · AGI: 20-30 · Range: 60
  • MP: 120 · Bonus AT: 1-59
  • Dropped by: Pink Roundhead Fish (Submarine 2)
  • Buy: $4500 · Sell: $562
  • Note: Releases 11 thunderbolts upon full MP activation in the same manner as the Thunder Ring, however, they will bounce off terrain unlike its predecessor.

Long Circle
  • LV: 3 · Type: Physical · AT: 10-15 · AGI: 20-30 · Range: 120
  • Dropped by: White Roundhead Tree (Mist Grove 1)
  • Buy: $5000 · Sell: $625
  • Note: Has twice the range of a normal ring. Adding a Catapult's Card will make the range even higher (up to 220). Adding STR and DEX is recommended, as it boosts damage quite a bit. However, range on rings are not recommended, as rings travel quite slowly, and since they follow a linear path, they can miss any enemy moving vertically. Also, the rings stay longer midair, so the Angel can't fire rings as fast.

Ice Circle
  • LV: 3 · Type: Ice · AT: 5-6 · AGI: 20-30 · Range: 60
  • MP: 120 · Bonus AT: 5-10, Slow 20%
  • Dropped by: Blue Roundhead Fish (Submarine 3)
  • Buy: $5500 · Sell: $687
  • Note: Releases a snowflake that leaves a trail of icy one-arrows upon full MP activation. The effect lasts for 2s.

Thorn Circle
  • LV: 4 · Type: Physical · AT: 6-7 · AGI: 20-30 · Range: 60
  • MP: 130 · Bonus AT: 20-60
  • Dropped by: Tan Box Spider (Desert 1)
  • Buy: $6000 · Sell: $750
  • Note: Releases 16 needles that spread out in a circular fashion and bounce off terrain. Adding a Bullet's Card 4 can increase the number of needles up to 32.

Power Circle
  • LV: 4 · Type: Physical · AT: 30-60 · AGI: 20-30 · Range: 60
  • Dropped by: Green Diamond Cactus (Desert 3)
  • Buy: $6500 · Sell: $812

Quick Circle
  • LV: 4 · Type: Physical · AT: 6-7 · AGI: 5-10 · Range: 60
  • MP: 50 · Bonus AT: 10-10
  • Dropped by: White Boss Box Stickman (Desert 5)
  • Buy: $7000 · Sell: $875
  • Note: Releases 3 pellets upon full MP activation that deals splash damage. Adding a Bullet's Card 5 can increase the number of pellets up to 9.

Charge Circle
  • LV: 4 · Type: Thunder · AT: 6-7 · AGI: 20-30 · Range: 60
  • MP: 400 · Bonus AT: 1-99
  • Dropped by: Red Gel Zombie (Desert 6)
  • Buy: $7500 · Sell: $937
  • Note: Releases a grey cloud that homes towards enemies while dropping thunderbolts to the ground. The cloud lasts for 4s. Unlike the Charge Ring 2, it is a Thunder type weapon instead of a Fire type one.
Chakrams — Level 5-6 (9)
Fire Chakram
  • LV: 5 · Type: Fire · AT: 7-8 · AGI: 20-30 · Range: 60
  • MP: 150 · Bonus AT: 12-16 ( Burn 5%)
  • Dropped by: Orange Big Roundhead Spider (Desert 8)
  • Buy: $8000 · Sell: $1000
  • Note: Releases a trail of fiery gas that drops and bounces off terrain like Fire Circle 3. The effect lasts for 3.6s, and each fiery gas lasts for 1s. Both can be increased with a Garnet.

Chakram
  • LV: 5 · Type: Physical · AT: 1-1 · AGI: 20-30 · Range: 30
  • Dropped by: Resort
  • Buy: $8500/ 85000 · Sell: $1062
  • Note: Although this has the lowest AT in the game (along with the Wooden Sword ) and lowest range (same as most Swords ) of all the Rings, it has the shortest hit cooldown of all rings being able to inflict damage up to 10 times per second for one ring alone. It is highly recommended to equip a Red Crystal or invest SP into STR to increase the damage dealt. If a Heal's Card is equipped, rapid LP recovery can occur.

Thunder Chakram
  • LV: 5 · Type: Thunder · AT: 7-8 · AGI: 20-30 · Range: 60
  • MP: 150 · Bonus AT: 1-149
  • Dropped by: Red Boss Shield Zombie (Cavern 5)
  • Buy: $8500 · Sell: $1062
  • Note: Releases 15 thunderbolts upon full MP activation in the same manner as Thunder Circle, except they travel much farther, unlike it predecessor. Equipping a Bullet's Card 4 will increase the amount of bolts to 30. This weapon is quite effective in Cavern stages with a Bullet's Card 4, as the bolts will bounce in a very ecstatic manner. This weapon is also effective against a large group of flying enemies (such as Desert 2 and Beach 2 ). With a Bullet's Card 4, even though if many of the bolts miss, it can still deal a lot of damage.

Long Chakram
  • LV: 5 · Type: Physical · AT: 20-30 · AGI: 20-30 · Range: 150
  • Dropped by: Pink Big Castle Stickman (Snowfield 2)
  • Buy: $9000 · Sell: $1125
  • Note: Has a longer range than Long Circle. With a Catapult's Card 5, the range can be increased to 250.

Ice Chakram
  • LV: 5 · Type: Ice · AT: 7-8 · AGI: 20-30 · Range: 60
  • MP: 40 · Bonus AT: 30-45, Slow 20%
  • Dropped by: Purple Gel Tree (Snowfield 3)
  • Buy: $9500 · Sell: $1187
  • Note: Releases 3 one-arrows in a triangular shape that slow enemies and slide on terrain upon full MP activation similar to Ice Ring, yet it deals more damage and requires less MP, unlike it predecessor. With 60 DEX, 40 MAG, a Sapphire 6 and a Bullet's Card 5, this weapon has an average dps of 2214 * (the amount of enemies the rings pass), and as a bonus it also gives a slowing effect. Interestingly, this weapon hits the enemies every 0.4 seconds instead of 0.5 seconds.

Thorn Chakram
  • LV: 6 · Type: Physical · AT: 8-9 · AGI: 20-30 · Range: 60
  • MP: 150 · Bonus AT: 30-90
  • Dropped by: Orange X Walker (Snowfield 6)
  • Buy: $10000 · Sell: $1250
  • Note: Releases 16 needles that spread out in a circular fashion and bounce off terrain. Furthermore, the needles stop moving after travelling for a short distance, increasing the possibility of the needles hitting nearby enemies. Adding a Bullet's Card 4/6 can increase the number of needles to 32/36. With 60 DEX and 120 MAG, a Blue Stone 6 and a Bullet's Card 6 , this weapon will deal about 2160 damage worth of needles each time the ring passes an enemy. Most needles hit big enemies which gives it a DPS of about 8640. Great for shredding bosses, especially with 2 STR Priests, which can increase the DPS up to about 48000 at LV 92-93.

Power Chakram
  • LV: 6 · Type: Physical · AT: 60 -120 · AGI: 20-30 · Range: 60
  • Dropped by: Yellow Shield Snake (Snowfield 8)
  • Buy: $11000 · Sell: $1375
  • Note: Essentially an upgraded Power Circle 4, which also hits more quickly like Ice Chakram 5 apart from increased damage.

Quick Chakram
  • LV: 6 · Type: Physical · AT: 8-9 · AGI: 5-10 · Range: 60
  • MP: 50 · Bonus AT: 33-33
  • Dropped by: White Boss Demon Eel (Beach 4)
  • Buy: $12000 · Sell: $1500
  • Note: Releases 3 needles upon full MP activation that deals splash damage. Adding a Bullet's Card 5 can increase the number of needles up to 9. With 60 DEX, 50 MAG, a Ring's Card 6 and a Bullet's Card 5, this weapon does 2970 damage against each mob the chain of rings passes, this gives a DPS of about 1000 * (the amount of enemies the rings pass). It might be useful for the hit-and-run strategy, as the Angel throws all of the rings in ⅔ of a second. It should be noted that none of the Quick Rings can reach its full potential as it takes about 2 seconds for rings to return if a ring has a range of 60, which would require a total of 13 rings for any of the Quick Rings as they fire off rings very quickly.

Charge Chakram
  • LV: 6 · Type: Ice · AT: 8-9 · AGI: 20-30 · Range: 60
  • MP: 600 · Bonus AT: 40-60, Slow 20%
  • Dropped by: Grey Boss Box Snake (Forest 6)
  • Buy: $13000 · Sell: $1625
  • Note: This is essentially an upgraded Ice Circle 3. It releases a snowflake that reflects off terrain, while releasing slowing one-arrows that ignore gravity and accelerate. The snowflake lasts for 4s. Unlike previous Charge Rings, it is an Ice type weapon instead.
Gods — Level 7-8 (8)
Fire God
  • LV: 7 · Type: Fire · AT: 9-10 · AGI: 20-30 · Range: 60
  • MP: 200 · Bonus AT: 36-48 ( Burn 5%)
  • Dropped by: Orange Box Digger (Hell 4)
  • Buy: $15000 · Sell: $1875
  • Note: Creates 20 blazes that form a circular shape like the Fire Spirit 2, but at a slower speed. A Bullet's Card 6/7 can increase the number of blazes to 45 or 50. Each blaze lasts for 2s. Two Angels using this weapon with a Bullet's Card 7 and a Garnet 7 alongside two high STR Priests can result in easy boss fights. However, there may be scenarios in which a Charge Ring 2 with a Ruby 7 + Garnet 7 equipped will outperform this ring; the Charge Ring 2's magic attack has homing properties that this ring's magic attack lacks, and as such Charge Ring 2's magic attack will chase down enemies that are hard to reach as well as generally keep far more of its total fire produced on enemies than this ring will in practice.

Thunder God
  • LV: 7 · Type: Thunder · AT: 9-10 · AGI: 20-30 · Range: 60
  • MP: 180 · Bonus AT: 1-399
  • Dropped by: Yellow Triangle Bat (Hell 6)
  • Buy: $16000 · Sell: $2000
  • Note: Essentially an upgraded Thunder Chakram 5. Releases 20 thunderbolts which travel even further and bounce off terrain. Produces about 9000 AT worth of thunders on every hit at 140 MAG, a Bullet's Card 7 and a Blue Stone 7 equipped, but usually most thunders miss. With 30 DEX this gives a DPS of about 9000 if half of the thunders hit. Before ver15.0, this weapon was bought for $15000 and sold for $1875.

Long God
  • LV: 7 · Type: Physical · AT: 40-60 · AGI: 20-30 · Range: 180
  • Dropped by: White Demon Stickman (Inferno 1)
  • Buy: $17000 · Sell: $2125
  • Note: This ring has the longest range of all the rings so far, triple the range of a normal ring. With a Catapult's Card 7, the range can be increased up to 330. Unlike other Long Rings, it has a shorter hit cooldown than most rings; the rings hit enemies at a maximum rate of 5 times per second, half of the rate of the Chakram 5.

Ice God
  • LV: 7 · Type: Ice · AT: 9-10 · AGI: 20-30 · Range: 60
  • MP: 120 · Bonus AT: 30-45, Slow 30%
  • Dropped by: Pink Gel Tree (CV7) (Cavern 7)
  • Buy: $18000 · Sell: $2250
  • Note: Essentially an upgraded Ice Circle 3, which releases needles with higher damage and stronger slow effect. The main snowflake can also pierce through terrain. The effect lasts for 2s.

Thorn God
  • LV: 8 · Type: Physical · AT: 10-11 · AGI: 20-30 · Range: 60
  • MP: 160 · Bonus AT: 40-120
  • Dropped by: Red Boss Gel Tree (CV8) (Cavern 8)
  • Buy: $19000 · Sell: $2375
  • Note: Essentially an upgraded Thorn Circle 4, producing twice as much needles in a circular formation that bounce off terrain. Unlike the Thorn Chakram 6, the needles no longer decelerate. Great for dealing with large swarms of flying enemies or in Hill/Cavern like stages, especially when a Bullet's Card 7 is equipped, releasing 80 needles, and having 160 MAG, 30 DEX and a Ring's Card.

Power God
  • LV: 8 · Type: Physical · AT: 180 -360 · AGI: 20-30 · Range: 60
  • Dropped by: Green Box Wheel (Hell 7)
  • Buy: $20000 · Sell: $2500
  • Note: Essentially an upgraded Power Chakram 6, with increased AT and hitting at twice the rate of the weaker counterpart. Investing 60 SP in DEX, the rest of the SP in LP, and equipping a Critical's Card 7 may allow the Angel to pull off a great number of exponential critical hits (due to the capability for the n-th ring to activate critical effect n times) while having a hefty effective LP pool. If a double critical occurs with Critical's Card 7 (2.25% chance for 2nd ring), it will deal 100x AT instead of the usual 10x AT; thereby boosting DPS more than expected (roughly ~4x average DPS instead of the usual 2.35x DPS from Critical's Card 7). The exceedingly rare triple critical for 1000x AT can occur with about 0.3375% chance for the 3rd ring; and a quadruple crit (~0.05% chance) would 1-shot the Hell Castle Boss if it were to ever actually happen.

Quick God
  • LV: 8 · Type: Physical · AT: 10-11 · AGI: 5-10 · Range: 60
  • MP: 50 · Bonus AT: 55-55
  • Dropped by: Pink Boss Triangle Snake (Hell 8)
  • Buy: $21000 · Sell: $2625
  • Note: Essentially an upgraded Quick Chakram 6, which releases 5 sparks with increased AT and retains its splashing capabilities. It has the same hit rate as the Long God 7 or Power God 8, but unlike those, it has an magical effect.

Charge God
  • LV: 8 · Type: Physical · AT: 10-11 · AGI: 20-30 · Range: 60
  • MP: 800 · Bonus AT: 40-60
  • Dropped by: Red Skull Stickman (HG) (Hell Gate)
  • Buy: $22000 · Sell: $2750
  • Note: Upon magical activation releases a cloud attack that creates fire-shaped projectiles like the Gunner's Rocket Launcher 8 . The main cloud lasts for 4s, homes into enemies and pierces terrain. The fire-shaped projectiles deal splash damage. Unlike previous Charge Rings, this is a physical-type weapon. This weapon has the highest MP in the game.

Stones (5)

White Stone (7)
  • Level 1: LP +50 · Dropped by: Green Smiley Walker (Opening Street), Purple X Walker (Grassland 2)
  • Level 2: LP +100 · Dropped by: Tan Skull Snake (Forest 1)
  • Level 3: LP +150 · Dropped by: Pink Roundhead Eel (Submarine 1)
  • Level 4: LP +200 · Dropped by: Grey Box Wheel (Desert 2)
  • Level 5: LP +300 · Dropped by: Cyan X Walker (Snowfield 1)
  • Level 6: LP +400 · Dropped by: Pink Roundhead Mushroom (Forest 3)
  • Level 7: LP +500 · Dropped by: Yellow Coconut Spider (Inferno 3)
  • Composition restriction: no restrictions
  • Effect explanation: Increases the maximum LP of the character.
  • Note: When unequipping a weapon with a White Stone, maximum LP is decreased and current LP, if higher than the new maximum, will be adjusted to the new maximum, while equipping a weapon with a White Stone does not increase the current LP along with maximum LP. It is possible to exploit this property to fight tougher enemies. By using a weapon equipped with a White Stone, one can enter a battle with increased LP, then switch to another weapon (likely with a more offensive setup) when the bonus LP from the White Stone is depleted from taking damage. The White Stone 1 can greatly help in the early game. It can be the difference between success and failure, almost doubling LP in some cases.
Red Stone (7)
  • Level 1: STR +5 · Dropped by: Cyan Smiley Walker (Opening Street)
  • Level 2: STR +10 · Dropped by: Red Skull Snake (Forest 1)
  • Level 3: STR +15 · Dropped by: Pink Roundhead Fish (Submarine 2)
  • Level 4: STR +20 · Dropped by: Red Box Dragon (Desert 2)
  • Level 5: STR +25 · Dropped by: Orange Shield Bat (Cavern 6)
  • Level 6: STR +30 · Dropped by: Orange Roundhead Tree (Forest 3)
  • Level 7: STR +40 · Dropped by: Orange Coconut Spider (Inferno 3)
  • Composition restriction: no restrictions
  • Note: This stone is a great help to melees and ranged characters whose weapon range is very low, such as the Magician's Electric Shock 5 .
Green Stone (7)
  • Level 1: DEX +5 · Dropped by: Red Smiley Walker (Opening Street)
  • Level 2: DEX +10 · Dropped by: Green Cap Mushroom (Forest 1)
  • Level 3: DEX +15 · Dropped by: Green Gel Tree (Submarine 2)
  • Level 4: DEX +20 · Dropped by: Green Diamond Cactus (Desert 3)
  • Level 5: DEX +25 · Dropped by: Green Shield Bat (Cavern 6)
  • Level 6: DEX +30 · Dropped by: Green Gel Bouncer (Forest 4)
  • Level 7: DEX +40 · Dropped by: Green Boss Coconut Spider (Inferno 3)
  • Composition restriction: no restrictions
  • Note: This stone can be very useful to Boxers, Magicians and Gunners. Higher levels of this stone can potentially let characters of these classes reach their lowest AGI.
Blue Stone (7)
  • Level 1: MAG +5 · Dropped by: Blue X Walker (Opening Street)
  • Level 2: MAG +10 · Dropped by: Purple Cap Mushroom (Forest 2)
  • Level 3: MAG +15 · Dropped by: White Roundhead Fish (Submarine 1)
  • Level 4: MAG +20 · Dropped by: Pink Diamond Cactus (Desert 3)
  • Level 5: MAG +25 · Dropped by: Yellow Shield Bat (Cavern 6)
  • Level 6: MAG +30 · Dropped by: Pink Coconut Copter (Forest 3)
  • Level 7: MAG +40 · Dropped by: Blue Coconut Spider (Inferno 3)
  • Composition restriction: no restrictions
  • Note: This stone can greatly help in gaining MP for very high MP-charge weapons (such as the Explosion Flail 6 and Charge Chakram 6 ) as well as gaining range for Priests .
Black Stone (7)
  • Level 1: STR , DEX , MAG +2 · Dropped by: Green Skull Snake (Grassland 1), Orange Skull Bat (Grassland 2)
  • Level 2: STR , DEX , MAG +4 · Dropped by: Tan Skull Bat (Forest 2)
  • Level 3: STR , DEX , MAG +6 · Dropped by: Pink Gel Walker (Submarine 2)
  • Level 4: STR , DEX , MAG +8 · Dropped by: Orange Box Cactus (Desert 3)
  • Level 5: STR , DEX , MAG +10 · Dropped by: Grey X Walker (Snowfield 1)
  • Level 6: STR , DEX , MAG +15 · Dropped by: Green Big Gel Bouncer (Forest 4)
  • Level 7: STR , DEX , MAG +20 · Dropped by: Green Boss Coconut Spider (Inferno 3)
  • Composition restriction: no restrictions
  • Note: This stone compiles all stats equally and is more useful on characters whose stats are nearly the same. It works very well with Gladiators and Priests.

Crystals (5)

Black Crystal (7)
  • Level 1: Block rate 10% · Dropped by: Orange Smiley Walker (Grassland 2)
  • Level 2: Block rate 20% · Dropped by: Orange Smiley Walker (Cavern 1)
  • Level 3: Block rate 30% · Dropped by: Grey Smiley Fish (Submarine 3), Pink Gel Spider (???)
  • Level 4: Block rate 40% · Dropped by: Cyan Box Eel (Desert 5)
  • Level 5: Block rate 50% · Dropped by: Grey Boss Castle Wheel (Mountain 1)
  • Level 6: Block rate 60% · Dropped by: Grey Boss Demon Stickman (Forest 5)
  • Level 7: Block rate 70% · Dropped by: Yellow Box Germ (Cavern 8)
  • Composition restriction: no restrictions
  • Effect explanation: Whenever an enemy attacks this character, there is a chance that all of the damage dealt will be nullified. This is represented by a pink "0" damage number. This applies to physical as well as magical attacks, but status ailments such as slow, poison or freeze are unaffected by this.
Silver Crystal (7)
  • Level 1: Defense +1 · Dropped by: White Skull Bat (Grassland 2), Green Gel Walker (Seaside 4), Green Roundhead Bat (Seaside 4)
  • Level 2: Defense +3 · Dropped by: Yellow Skull Stickman (Cavern 3), Tan Star Stickman (Seaside 4)
  • Level 3: Defense +6 · Dropped by: Grey Smiley Fish (Submarine 3)
  • Level 4: Defense +9 · Dropped by: White Boss Box Stickman (Desert 5)
  • Level 5: Defense +12 · Dropped by: Grey Boss Castle Wheel (Mountain 1)
  • Level 6: Defense +15 · Dropped by: Grey Boss Demon Stickman (Forest 5)
  • Level 7: Defense +18 · Dropped by: Red Diamond Snake (Cavern 8)
  • Composition restriction: no restrictions
  • Effect explanation: Decreases the damage dealt to this character by projectiles. Damage of projectiles cannot be reduced below 1. This applies to physical attacks only.
  • Note: When deciding whether to have a Black, Silver or Purple Crystal for character defense, the preference is circumstantial. Attacks of high repetition, either magical or physical, that deal one damage per hit are best with a Black Crystal, because it can reduce average damage per hit below one. Standard physical attacks between 2 and 20 are best with the Silver Crystal, since it reduces the average hit the most. Magical attacks of the same damage are best suited for the Purple Crystal, and higher damages are best with the Black Crystal. In VS Mode, the LV6 version is capable of essentially nullifying the Boxer's Needle Claw 6, greatly hampering any of the Whipper's "Thorn" series weapons, and almost halving the effect of the Angel's Quick Chakram 6. Overall, the Black Crystal is the best investment for most situations, since it works against both types of attacks, and significantly reduces the impact of high damage, frequent attacks.
Red Crystal (7)
  • Level 1: AT +(1-3) · Dropped by: Grey Smiley Snake (Grassland 1)
  • Level 2: AT +(2-6) · Dropped by: Red Cap Snake (Cavern 1)
  • Level 3: AT +(3-9) · Dropped by: Orange Mask Eel (Submarine 3)
  • Level 4: AT +(4-12) · Dropped by: Red Big Diamond Spider (Desert 5)
  • Level 5: AT +(5-15) · Dropped by: Red Diamond Tree (Mountain 1)
  • Level 6: AT +(6-18) · Dropped by: Orange Roundhead Stickman (Forest 5)
  • Level 7: AT +(7-21) · Dropped by: Orange Diamond Bat (Cavern 7)
  • Composition restriction: gloves , swords , bows , guns , whips or rings
  • Effect explanation: Increases the minimum and maximum AT of the character by a certain amount.
  • Note: This Crystal does not affect magical damage. The AT bonus from this crystal can be boosted by the Priest's AT aura.
Yellow Crystal (7)
  • Level 1: AT +20% · Dropped by: Red Skull Snake (Grassland 1)
  • Level 2: AT +30% · Dropped by: Pink Fairy Bat (Cavern 2)
  • Level 3: AT +40% · Dropped by: Orange Mask Eel (Submarine 3)
  • Level 4: AT +50% · Dropped by: Yellow Big Diamond Cactus (Desert 5)
  • Level 5: AT +60% · Dropped by: Olive Diamond Tree (Mountain 1)
  • Level 6: AT +70% · Dropped by: Yellow Roundhead Stickman (Forest 5)
  • Level 7: AT +80% · Dropped by: Green Boss Cap Tree (Cavern 7)
  • Composition restriction: gloves , swords , bows , guns , whips or rings
  • Effect explanation: Increases both minimum and maximum AT of the character by a certain percentage of its current value.
  • Note: This crystal does not affect elemental damage. The bonus multiplies with Aura AT of one or more Priests. For example, if a Yellow Crystal 1 is equipped for a Gladiator , and a nearby Priest has 30% Aura AT, the character AT of the Gladiator increases by about 56% (computed with factors: 120% × 130% = 1.2 × 1.3 = 1.56 = 156%). The crystal can be generally better than the Red Crystal.
Purple Crystal (7)
  • Level 1: Magical Defense 10% · Dropped by: Pink Skull Snake (Grassland 5)
  • Level 2: Magical Defense 20% · Dropped by: Blue Skull Bat (Cavern 2)
  • Level 3: Magical Defense 30% · Dropped by: Blue Roundhead Fish (Submarine 3)
  • Level 4: Magical Defense 40% · Dropped by: Cyan Box Eel (Desert 5)
  • Level 5: Magical Defense 50% · Dropped by: Blue Diamond Wheel (Mountain 1)
  • Level 6: Magical Defense 60% · Dropped by: Blue Roundhead Stickman (Forest 5)
  • Level 7: Magical Defense 70% · Dropped by: Red Boss Gel Tree (Cavern 8)
  • Composition restriction: no restrictions
  • Effect explanation: Reduces the damage dealt to this character by magical attacks and their time of effect on this character by a certain percentage of it's current value.
  • Note: For attacks of type Fire or Thunder, the damage taken is reduced. For attacks of type Poison, Ice or Freeze, both the AT of the attack and the time of effect are reduced. In VS Mode, as the vast majority of high-damage output weapons are magical, this is an optimal pairing with the Black Crystal when going for a pure-defense compo setup. However, such a setup may easily fall prey to a Boxer wielding Needle Claw 6 should that Boxer get a chance to attack.

Jewels (8)

Emerald (7)
  • Level 1: Add 0-1 poison damage · Dropped by: Red Big Skull Dragon (Grassland 3)
  • Level 2: Add 1-1 poison damage · Dropped by: Green Roundhead Walker (Seaside 1)
  • Level 3: Add 1-2 poison damage · Dropped by: Green Gel Wheel (Mist Grove 3)
  • Level 4: Add 2-2 poison damage · Dropped by: Cyan Fairy Bat (Beach 2)
  • Level 5: Add 2-3 poison damage · Dropped by: Orange Castle Snake (Snowfield 7)
  • Level 6: Add 3-3 poison damage · Dropped by: Green Big Diamond Tree (Hell 2)
  • Level 7: Add 3-4 poison damage · Dropped by: Green Box Wheel (Hell 7)
  • Composition restriction: weapons with type poison
Ruby (7)
  • Level 1: Add 1-2 fire damage · Dropped by: Green Skull Dragon (Grassland 3)
  • Level 2: Add 3-4 fire damage · Dropped by: Orange Skull Stickman (Cavern 3)
  • Level 3: Add 5-6 fire damage · Dropped by: Yellow Roundhead Bat (Mist Grove 2)
  • Level 4: Add 6-9 fire damage · Dropped by: Orange Skull Spider (Beach 1)
  • Level 5: Add 8-12 fire damage · Dropped by: Grey Big X Walker (Mountain 2)
  • Level 6: Add 10-15 fire damage · Dropped by: Orange Triangle Stickman (Hell 1)
  • Level 7: Add 15-20 fire damage · Dropped by: Grey Big Diamond Germ (Hell 8)
  • Composition restriction: weapons with type Fire
Sapphire (7)
  • Level 1: Add 3-5 ice damage · Dropped by: Green Smiley Snake (Grassland 3)
  • Level 2: Add 6-10 ice damage · Dropped by: Purple Skull Bat (Cavern 2)
  • Level 3: Add 9-15 ice damage · Dropped by: Olive Roundhead Stickman (Mist Grove 3)
  • Level 4: Add 12-20 ice damage · Dropped by: White Big Vampire Fish (Beach 1)
  • Level 5: Add 15-25 ice damage · Dropped by: Blue Diamond Mushroom (Snowfield 7)
  • Level 6: Add 18-30 ice damage · Dropped by: White Triangle Germ (Hell 2)
  • Level 7: Add 21-35 ice damage · Dropped by: Cyan Triangle Snake (Hell 8)
  • Composition restriction: weapons with type Ice
Topaz (7)
  • Level 1: Add 0-4 thunder damage · Dropped by: Green Skull Bat (Grassland 3)
  • Level 2: Add 0-9 thunder damage · Dropped by: Yellow Skull Fish (Cavern 1), Yellow Smiley Fish (Cavern 2), Yellow Fairy Fish (Cavern 3)
  • Level 3: Add 0-15 thunder damage · Dropped by: Olive Star Mushroom (Mist Grove 3)
  • Level 4: Add 0-22 thunder damage · Dropped by: Olive Gel Dragon (Beach 1)
  • Level 5: Add 0-30 thunder damage · Dropped by: Red Roundhead Copter (Mountain 2)
  • Level 6: Add 0-39 thunder damage · Dropped by: Yellow Big Coconut Snake (Hell 2)
  • Level 7: Add 0-49 thunder damage · Dropped by: Yellow Big Box Wheel (Hell 7)
  • Composition restriction: weapons with type Thunder
Peridot (7)
  • Level 1: +1s Poison Length · Dropped by: Blue Fairy Snake (Grassland 4)
  • Level 2: +2s Poison Length · Dropped by: Green Cap Snake (Cavern 1)
  • Level 3: +3s Poison Length · Dropped by: Green Gel Bat (Mist Grove 1)
  • Level 4: +4s Poison Length · Dropped by: Orange Boss Vampire Eel (Beach 2)
  • Level 5: +5s Poison Length · Dropped by: Red Boss Roundhead Copter (Mountain 2)
  • Level 6: +6s Poison Length · Dropped by: Green Big Diamond Tree (Hell 2)
  • Level 7: +7s Poison Length · Dropped by: Brown Big Box Wheel (Hell 7)
  • Composition restriction: weapons with type Poison
Garnet (7)
  • Level 1: +0.4s Fire Length · Dropped by: Red Fairy Snake (Grassland 4)
  • Level 2: +0.6s Fire Length · Dropped by: Orange Skull Bat (Cavern 3)
  • Level 3: +0.8s Fire Length · Dropped by: Yellow Roundhead Dragon (Mist Grove 2)
  • Level 4: +1.1s Fire Length · Dropped by: Orange Boss Vampire Eel (Beach 2)
  • Level 5: +1.4s Fire Length · Dropped by: Grey Castle Stickman (Mountain 2)
  • Level 6: +1.7s Fire Length · Dropped by: Grey Triangle Walker (Hell 1)
  • Level 7: +2.0s Fire Length · Dropped by: Grey Big Diamond Germ (Hell 8)
  • Composition restriction: weapons with type Fire
  • Note: For the Flame Sword , Flame Sabel , Inferno , and the Hell Fire the Garnet allows the flames to go further.
Aquamarine (7)
  • Level 1: +5% Cold effect · Dropped by: Grey X Walker (Grassland 4)
  • Level 2: +10% Cold effect · Dropped by: Pink Fairy Bat (Cavern 2)
  • Level 3: +15% Cold effect · Dropped by: White Roundhead Tree (Mist Grove 1)
  • Level 4: +20% Cold effect · Dropped by: Blue Fairy Dragon (Beach 2)
  • Level 5: +25% Cold effect · Dropped by: White Big Vampire Snake (Snowfield 7)
  • Level 6: +30% Cold effect · Dropped by: White Triangle Germ (Hell 2)
  • Level 7: +35% Cold effect · Dropped by: Pink Boss Triangle Snake (Hell 8)
  • Composition restriction: weapons with type Ice
  • Note: Increases the Slow percentage, which improves the slowing effect.
Diamond (7)
  • Level 1: +0.1s Freeze Length · Dropped by: White Skull Stickman (Castle Gate)
  • Level 2: +0.2s Freeze Length · Dropped by: White Boss Smiley Walker (Cavern 1)
  • Level 3: +0.3s Freeze Length · Dropped by: White Roundhead Mushroom (Mist Grove 1)
  • Level 4: +0.4s Freeze Length · Dropped by: White Vampire Eel (Beach 2)
  • Level 5: +0.5s Freeze Length · Dropped by: White Boss Castle Snake (Snowfield 7)
  • Level 6: +0.6s Freeze Length · Dropped by: White Triangle Stickman (Hell 1)
  • Level 7: +0.7s Freeze Length · Dropped by: Red Boss Box Wheel (Hell 7)
  • Composition restriction: weapons with type Freeze
  • Note: This jewel has doubled buying and selling price of other jewels at LV 1 but at normal prices at other levels. A theory behind this states that they were going to be higher cost than other jewels, but was never implemented for some reason.

Cards (19)

Quick's Card (6)
  • Level 1: -10% Limit AGI · Dropped by: Green Boss Skull Snake (Grassland 1)
  • Level 2: -20% Limit AGI · Dropped by: Green Boss Cap Mushroom (Forest 1)
  • Level 3: -30% Limit AGI · Dropped by: Pink Boss Gel Spider (???)
  • Level 4: -40% Limit AGI · Dropped by: Grey Boss Box Walker (Desert 1)
  • Level 5: -50% Limit AGI · Dropped by: White Boss Castle Stickman (Snowfield 4)
  • Level 7: -60% Limit AGI · Dropped by: White Boss Skull Stickman (Hell Gate)
  • Composition restriction: no restrictions
  • Effect explanation: Reduces both min and max AGI by 10%, 20%, 30%, 40%, 50% or 60%. This can reduce the AGI below the classes' AGI limit. The LV7 card usually gives a weapon 2.5× DPS.
  • Note: The LV6 version of this card does not exist. AGI values are rounded up to the nearest integer. This card was white before ver11.4.
Long Sword's Card (7)
  • Level 1: +5 Length of sword · Dropped by: Grey Boss Skull Bat (Grassland 2)
  • Level 2: +8 Length of sword · Dropped by: Purple Boss Cap Mushroom (Forest 2)
  • Level 3: +10 Length of sword · Dropped by: White Boss Roundhead Mushroom (Mist Grove 1)
  • Level 4: +12 Length of sword · Dropped by: White Boss Skull Zombie (Desert 6)
  • Level 5: +15 Length of sword · Dropped by: White Boss X Walker (Snowfield 1)
  • Level 6: +20 Length of sword · Dropped by: Grey Boss Triangle Tree (Hell 2)
  • Level 7: +25 Length of sword · Dropped by: Yellow Boss Coconut Walker (Inferno 2)
  • Composition restriction: Swords
  • Effect explanation: Increases length of sword and attack range . It doesn't affect the length of the elemental attack.
  • Note: If the player were to add a Long Sword's Card 3 or higher to a Wooden Sword 5 , then the the sword will be the length of two swords or even more. It is also applicable with Katana's Card .
Catapult's Card (7)
  • Level 1: +20 Length · Dropped by: Orange Boss Skull Dragon (Grassland 3)
  • Level 2: +40 Length · Dropped by: White Boss Smiley Walker (Cavern 1)
  • Level 3: +60 Length · Dropped by: Blue Boss Roundhead Eel (Submarine 3)
  • Level 4: +80 Length · Dropped by: Orange Boss Diamond Spider (Desert 4)
  • Level 5: +100 Length · Dropped by: White Boss Castle Stickman (Snowfield 2)
  • Level 6: +120 Length · Dropped by: Grey Boss Box Stickman (Hell 5)
  • Level 7: +150 Length · Dropped by: Green Boss Coconut Spider (Inferno 3)
  • Composition restriction: Bows , Orbs , Staves , Guns or Rings
  • Effect explanation: Increases the Range of the weapon
  • Note: This is a good card for the Triple Shot lineup, the Rifles , and the Long Staves , as the weapon will then achieve a huge range and potentially the entire screen at 512. It is also good for weapons with low range needing high range, like Electric Shock 5. This card was grey before ver11.4.
Pierce's Card (4)
  • Level 1: 25% chance of penetrate · Dropped by: Blue Boss Fairy Snake (Grassland 4)
  • Level 2: 50% chance of penetrate · Dropped by: White Boss Skull Bat (Cavern 2)
  • Level 3: 75% chance of penetrate · Dropped by: Tan Boss Roundhead Eel (Submarine 1)
  • Level 4: 100% chance of penetrate · Dropped by: Red Boss Box Tree (Desert 8)
  • Composition restriction: Bows , Orbs and Guns
  • Effect explanation: Allows the projectiles to pass through the terrain 25%, 50%, 75%, 100% of the time.
  • Note: Made more useful in ver2.6, with the implementation of Hill Country 1 , involving mid-air platforms. It is also useful in Cavern stages. Especially effective when combined with Triple Shot or Quint Shot because of their long range. Applies to all projectiles in the same shot (eg. for a Quad Arrow , either all four bullets gain penetration or all four don't). Combining Pierce's Card with weapons that have bonus attacks activated by touching the terrain (e.g. Volcano , Fire ), is counterproductive, because the primary attacks will drop through the ground and the bonus attacks do not appear. The same can be observed for the explosion of the Bazooka , but this is not a big problem, as usually the shot hits the enemy and not the ground. This card was white before ver11.4.
Guide's Card (7)
  • Level 1: +10 guide length · Dropped by: Red Boss Smiley Tree (Grassland 5)
  • Level 2: +20 guide length · Dropped by: Orange Boss Skull Stickman (Cavern 3)
  • Level 3: +30 guide length · Dropped by: Pink Boss Gel Spider (???)
  • Level 4: +40 guide length · Dropped by: White Boss Vampire Fish (Beach 1)
  • Level 5: +50 guide length · Dropped by: Red Boss Shield Zombie (Cavern 5)
  • Level 6: +60 guide length · Dropped by: Orange Boss Roundhead Walker (Hell 3)
  • Level 7: +70 guide length · Dropped by: Yellow Box Germ (Cavern 8)
  • Composition restriction: Bows , Orbs and Guns
  • Effect explanation: Allows projectiles to home towards an enemy within the guide length. "Guide length" refers to the distance between the center of the projectile and its target.
  • Note: Unfortunately, most projectiles are close to be as big or even bigger than this, so they'll hit before the homing ability will apply. Because of this, for most weapons, the effect is too small to be really useful. For the Volcano and the Bazooka , the guiding applies only for the projectile, and not the fire or the clouds of the explosion. It's highly recommended just to use this card on piercing weapons like Fire or Laser Gun since this will create an interesting effect. For the Fire Orb and Delta Explosion , the projectile(s) will fly around the enemy, making it useful for flying enemies, but makes it less effective for Trees . For Laser Gun, the projectile pierces through the target and will home in on subsequent enemies. It's also recommended to use this card with slow projectiles rather than fast projectiles, because the guide effect constantly affects projectiles within the guide length over time. The longer a projectile stays in the guide range, the more it is affected. Therefore, the card has very little effect on most fast projectiles, such as Thunder Storm . On the other hand, however, Thunder Spear is a fast projectile that is surprisingly effective with this card. This is mostly due to the fact that the projectiles, when stuck to the ground, will "Slide" towards enemies in the homing radius. The Atomic Ray is very useful when combined with this card, as it is able to pierce enemies and even bounce off the ground while doing large amounts of damage to groups of enemies or even single enemies.
Bullet's Card (7)
  • Level 1: +1 bullet · Dropped by: Purple Boss Smiley Tree (Grassland 6)
  • Level 2: +2 bullet · Dropped by: Cyan Boss Gel Dragon (Seaside 3)
  • Level 3: +75% bullet · Dropped by: Red Boss Gel Tree (Submarine 2)
  • Level 4: +100% bullet · Dropped by: Grey Boss Box Walker (Desert 2)
  • Level 5: +6 bullet · Dropped by: Red Boss Shield Tree (Cavern 6)
  • Level 6: +125% bullet · Dropped by: Tan Boss Diamond Tree (Hell 4)
  • Level 7: +150% bullet · Dropped by: White Boss Skull Stickman (Hell Gate)
  • Composition restriction: Weapons which fire more than one projectile upon attack. (For full list, see table below).
  • Effect explanation: Increases the number of projectiles to the primary/secondary attack.
  • Note: This card was white before ver11.4. The table below lists all the compatible weapons, as well as the corresponding percentage increase in damage from equipping the different levels of this card. For whips , the Whipper is assumed to have zero DEX . If the Whipper has DEX, then the additional bullets from DEX are added before they are added or multiplied with the bonus from the Bullet's Card.
Explosion's Card (4)
  • Level 1: 25% chance of Explosion damage · Dropped by: Orange Boss Smiley Wheel (Grassland 7)
  • Level 2: 50% chance of Explosion damage · Dropped by: Grey Boss Roundhead Snake (Seaside 2)
  • Level 3: 75% chance of Explosion damage · Dropped by: Grey Boss Mask Fish (Submarine 4)
  • Level 4: 100% chance of Explosion damage · Dropped by: Orange Boss Diamond Snake (Desert 7)
  • Composition restriction: Gloves , Bows , Guns or Rings
  • Effect explanation: Splash damage is dealt to surrounding enemies. The splash range is the same as the hitbox of the attack.
  • Note: The splash range of this "explosion" can vary greatly between weapons.
Critical's Card (7)
  • Level 1: 25% chance of AT +100% · Dropped by: White Boss Skull Stickman (Castle Gate)
  • Level 2: 25% chance of AT +150% · Dropped by: Grey Boss Roundhead Walker (Seaside 1)
  • Level 3: 25% chance of AT +200% · Dropped by: Olive Boss Star Tree (Mist Grove 3)
  • Level 4: 25% chance of AT +300% · Dropped by: Yellow Boss Diamond Cactus (Desert 3)
  • Level 5: 25% chance of AT +400% · Dropped by: Red Boss Shield Bat (Cavern 4)
  • Level 6: 20% chance of AT +600% · Dropped by: Blue Boss Gel Mushroom (Hell 6)
  • Level 7: 15% chance of AT +900% · Dropped by: Brown Boss Box Germ (Blood Lake)
  • Composition restriction: Gloves , Bows , Swords , Guns , Whips or Rings
  • Effect explanation: Has a chance to increase the base AT of the weapon by listed damage multiplier.
  • Note: Like the Pierce's Card, either everything increases damage, or nothing increases damage. This card does not affect elemental attacks. Critical's Card is stronger on average, but less reliable than Yellow Crystal , with the level 7 variant giving 2.35× DPS on average. This card was white before ver11.4. For Angels, the Critical's Card effect can be triggered (n+1) times on the nth extra ring thrown by Angels with more than 1 ring. For example, with a Critical's Card 7, a hit from the 2nd ring will have 72.25% chance (0.85×0.85) of dealing normal damage, 25.5% chance (2×0.85×0.15) of dealing 10× damage and 2.25% chance (0.15×0.15) of dealing 100× damage. This was first considered a bug which was fixed in ver9.6, but the bug reappeared in the HTML5 version since ver15.9, and was later confirmed to be kept as a feature by ha55ii.
Berserk Card (7)
  • Level 1: AT +50% DF -50% · Dropped by: White Boss Smiley Snake (Hill Country 3)
  • Level 2: AT +100% DF -100% · Dropped by: Tan Boss Star Stickman (Seaside 4)
  • Level 3: AT +150% DF -150% · Dropped by: Orange Boss Roundhead Tree (Mist Grove 2)
  • Level 4: AT +200% DF -200% · Dropped by: White Boss Box Stickman (Desert 5)
  • Level 5: AT +250% DF -250% · Dropped by: White Boss Castle Dragon (Snowfield 3)
  • Level 6: AT +300% DF -200% · Dropped by: White Boss Triangle Walker (Inferno 1)
  • Level 7: AT +350% DF -200% · Dropped by: Brown Boss Box Germ (Blood Lake)
  • Composition restriction: Gloves , Swords or Whips
  • Effect explanation: Increases damage dealt to enemies by this character, but also increases damage received by this character from enemy attacks.
  • Note: This card was added much later than the other types of cards; it was added in ver4.9. It stacks with the Priest's Attack Aura, but doesn't affect the Priest's Defense Aura, and creates a red aura around the equipped character even when not in presence of a Priest with an Attack Aura, if any. It will increase damage received by equipped character, even if the character has 0 defense.
Big Card (5)
  • Level 1: 50% Attack range · Dropped by: White Boss X Walker (Hill Country 1)
  • Level 2: 100% Attack range · Dropped by: Grey Boss Roundhead Walker (Seaside 1)
  • Level 3: 150% Attack range · Dropped by: White Boss Roundhead Mushroom (Mist Grove 1)
  • Level 4: 200% Attack range · Dropped by: Yellow Boss Vampire Eel (Beach 3)
  • Level 5: 300% Attack range · Dropped by: White Boss Vampire Tree (Snowfield 5)
  • Composition restriction: Gloves , Whips
  • Effect explanation: Increases the hitbox of the gloves or the tip of the whip. It also enlarges the size of the glove or the head of the whip from 3x3 to 5x5 regardless of the card level.
Knockback's Card (5)
  • Level 1: 25% chance of Knockback 20 · Dropped by: Orange Boss Skull Bat (Hill Country 2)
  • Level 2: 50% chance of Knockback 20 · Dropped by: Grey Boss Roundhead Snake (Seaside 2)
  • Level 3: 50% chance of Knockback 30 · Dropped by: Pink Boss Gel Spider (???)
  • Level 4: 100% chance of Knockback 30 · Dropped by: Red Boss Box Tree (Desert 8)
  • Level 5: 30% chance of Knockback 90 · Dropped by: Orange Boss Castle Stickman (Snowfield 6)
  • Composition restriction: Gloves , Bows , Orbs , Guns , Whips
  • Effect explanation: Has a chance to make all projectiles in a character's shot knock an enemy away on impact. The strength of the knockback depends on card level.
  • Note: Larger enemies are less affected by the knockback effect and immobile enemies only shake in position when the effect is executed on them. This card existed in the source code, unused, for several years before its implementation in ver12.1. The level 4 card is slightly better on average than the level 5 card at delivering knockback: Level 4: (30/100)*100=30 Level 5: (90/100)*30=27 The level 5 version may still be desired for certain weapons because it delivers more knockback in a single activation. If an attack with knockback lands on a frozen enemy (including if the attack with knockback is type Freeze by itself), knockback is applied after the freeze wears off. This allows knockback to be stacked on the same enemy, causing it to undergo extremely strong knockback effects upon thawing. In some cases, this can cause unusual effects such as enemies clipping into terrain and getting stuck. If the attack with knockback does splash damage, only the 'primary target' will be knocked back.
Reflection Card (4)
  • Level 1: 25% chance of Reflection · Dropped by: White Boss Smiley Fish (Lake)
  • Level 2: 50% chance of Reflection · Dropped by: Tan Boss Star Stickman (Seaside 4)
  • Level 3: 75% chance of Reflection · Dropped by: Yellow Boss Vampire Eel (Beach 3)
  • Level 4: 100% chance of Reflection · Dropped by: Yellow Boss Gel Tree (Snowfield 8)
  • Composition restriction: Bows , Orbs , Guns , Whips or Rings
  • Effect explanation: Allows the projectiles to bounce off terrain.
  • Note: This card is implemented in 12.8. It has a chance to allow all projectiles in a single attack to bounce off terrain. It has no effect if the projectiles penetrate through terrain. Reflection Card 4 will effectively allow projectiles from some weapons, such as Quad Steel Arrow, to travel from one end of the screen to the other end. The Whipper can use Reflection's Card, but not Pierce's Card.
Katana's Card (2)
  • Level 6: AT +40%, +10 sword length · Dropped by: Green Boss Gel Bouncer (Forest 4)
  • Level 7: AT +50%, +10 sword length · Dropped by: Yellow Boss Coconut Walker (Inferno 2)
  • Composition restriction: Swords
  • Effect explanation: Increases both the base AT and the length of the sword,
  • Note: Is essentially a combination (as well as a level sum) of the Long Sword's Card 3 and Yellow Crystal 3/4 into a single compo item. Equipping this with a Long Sword's Card will increase the sword length by the sum of increments from both cards.
Heal's Card (2)
  • Level 1: Heal to attack each +1 · Dropped by: Grey Boss Triangle Walker (Hell 1)
  • Level 2: Heal to attack each +2 · Dropped by: Grey Boss Triangle Walker (Hell 1)
  • Composition restriction: no restrictions
  • Effect explanation: This card heals the character by the specified LP at each attack. For the Angel, each hit by the rings heals the Angel. For the Priest, all other characters will be healed instead.
Ring's Card (6)
  • Level 1: Ring +1 · Dropped by: Orange Boss Skull Dragon (Grassland 3)
  • Level 2: Ring +1, LP +50 · Dropped by: Purple Boss Cap Mushroom (Forest 2)
  • Level 3: Ring +1, LP +100 · Dropped by: Red Boss Gel Tree (Submarine 2)
  • Level 4: Ring +1, LP +150 · Dropped by: White Boss Vampire Fish (Beach 1)
  • Level 5: Ring +1, LP +200 · Dropped by: White Boss Castle Dragon (Snowfield 3)
  • Level 6: Ring +1, LP +300 · Dropped by: Yellow Boss Coconut Wheel (Forest 3)
  • Composition restriction: Rings
  • Effect explanation: Gives an extra ring to the Angel, which also allows the Angel to surpass the original maximum Ring limit of 5 from DEX investments. At LV2 or higher it also gives an LP boost. This card can be considered a fusion of the Angel's DEX (or a Green Stone) and a White Stone.
Vampire's Card (3)
  • Level 1: 3% LP recovery per damage · Dropped by: Castle Boss (Castle)
  • Level 3: 4% LP recovery per damage · Dropped by: Submarine Shrine Boss (Submarine Shrine)
  • Level 4: 5% LP recovery per damage · Dropped by: Pyramid Boss (Pyramid)
  • Composition restriction: Gloves , Swords or Whips
  • Effect explanation: Every time the character swings his weapon and hit enemies, the character regains an amount of LP equal to 3%, 4% or 5% of the total direct damage dealt in that blow, rounded down. This value cannot go below 1. Magical attacks do not trigger LP recovery.
  • Note: The healing effect stacks with the Critical's Card. The most effective weapons to use with this compo item are weapons which create a lot of separate hits. These can either be weapons with a very high attack speed (for instance the Mach Punch or Sonic Punch ) or weapons that deal a lot of damage to a fairly large area, such as swords . When attacking large clusters of enemies with this compo item attached to a sword, maximum LP recovery may happen. Combining Sonic Knuckle , or any sword, Vampire's Card 4 and Quick's Card 4 will, in big clusters, result in rapid LP recovery (depending on the setup used, it may be that ONIGIRI's Card is superior to this). This card does not have a level 2. Interestingly, the level 3 version of this card sells for the same amount as a level 2 card and the level 4 card sells for as much as a level 3 card. As of ver14.4, it has undergone a nerf where it would heal at a lesser percentage (formerly 3%, 5%, and 8% for levels 1, 3, and 4 respectively). The description also changed from "per hit" to "per damage" in ver14.4, possibly to avoid misinterpretation although this has not changed the card other than the ratio.
ONIGIRI's Card (1)
  • Level 1: 5% chance of ONIGIRI drop per hit · Dropped by: Castle Boss (Castle)
  • Composition restriction: Gloves , Swords or Whips
  • Effect explanation: Every time the character hits an enemy, there is a 5% chance an onigiri drops. Magical attacks do not trigger the onigiri drop.
  • Note: This is a rare card, but it can provide a lot of onigiris for the whole team. Sells for twice the price (1000$) of other level 1 cards except the Gold Rush Card. The most effective weapons to use with this compo item are weapons which create a lot of separate hits. This can either be weapons with a very high attack speed (for instance the Mach Punch or Sonic Punch) or weapons that deal a lot of damage to a fairly large area, such as swords. When attacking large clusters of enemies with this compo item attached to a sword, whip, or glove, a huge number of onigiri may drop. This card does not work in VS, and defeating an enemy character will not trigger the onigiri drop at all. Depending on the setup, the Vampire's Card may be a better choice. The Silver Medal is a potential alternative to the ONIGIRI's Card, particularly if a party has no Gladiators, Boxers, or Whippers.
Gold rush Card (1)
  • Level 1: 5% chance of GOLD drop per hit · Dropped by: Submarine Shrine Boss (Submarine Shrine)
  • Composition restriction: Gloves , Swords or Whips
  • Effect explanation: Every time the player hits an enemy, there is a 5% chance that Gold drops. Magical attacks do not trigger the gold drop.
  • Note: The amount of money correlates with the damage done to the enemies. In addition, hitting several enemies results in higher money values, making this card especially compatible with weapons which deals splash damage as primary attacks, such as whips and the Sonic Cestus . The amount of money is also influenced by the Gold Medals , which can result in even higher gold drop amounts.
Zombie's Card (1)
  • Level 4: +50% LP, -100% fire damage · Dropped by: Pyramid Boss (Pyramid)
  • Composition restriction: no restrictions
  • Effect explanation: This card multiplies the character's LP by 1.5x, but that character will receive twice the damage from fire attacks. Note that the LP increments from White Stones can be multiplied with this card but not the LP increments from the Ring's Card. It also turns the character into a zombie (purple body with a white box head) and surrounds it in more shade than a regular stickman (more noticeable when underwater).
  • Note: This is also the first card to go straight to Level 4 without having levels 1, 2 or 3 before it. It cannot be bought in the Village due to its LV. This card was misnamed "Zombi's Card" when it was implemented in V8.2, and was fixed in V8.3.

Medals (4)

Bronze Medal (7)
  • Level 1: +10% drop rate · Dropped by: Green Smiley Fish (Lake)
  • Level 2: +20% drop rate · Dropped by: Yellow Skull Fish (Cavern 1)
  • Level 3: +30% drop rate · Dropped by: Grey Mask Fish (Submarine 4)
  • Level 4: +40% drop rate · Dropped by: White Box Eel (Oasis)
  • Level 5: +50% drop rate · Dropped by: Blue Shield Copter (Frozen Lake)
  • Level 6: +75% drop rate · Dropped by: Purple Coconut Germ (!!!)
  • Level 7: +100% drop rate · Dropped by: Orange Box Fish (Blood Lake)
  • Composition restriction: no restrictions
  • Note: The Bronze Medal affects the drop rate for items defined in the enemy drop section, such as weapons and compo items . For example, if the drop rate for an item is 10% without medals the new drop rate with one Bronze Medal 1 will be 11% The effect does stack, for example, a team with one Bronze Medal 2 and two Bronze Medals 1 with the base drop rate of 10% the drop rate will be 14%
Silver Medal (7)
  • Level 1: +10% chance of onigiri drop · Dropped by: Pink Skull Tree (Lake)
  • Level 2: +20% chance of onigiri drop · Dropped by: Yellow Smiley Fish (Cavern 2)
  • Level 3: +30% chance of onigiri drop · Dropped by: Grey Big Mask Fish (Submarine 4)
  • Level 4: +40% chance of onigiri drop · Dropped by: Green Diamond Eel (Oasis)
  • Level 5: +50% chance of onigiri drop · Dropped by: White Big Fairy Snake (Frozen Lake)
  • Level 6: +75% chance of onigiri drop · Dropped by: Purple Coconut Germ (!!!)
  • Level 7: +100% chance of onigiri drop · Dropped by: Green Box Tree (Blood Lake)
  • Composition restriction: no restrictions
  • Note: The Silver Medal improves the normal drop rate of 20% for Onigiri . The effect does stack, for example a team with one Silver Medal 2 and two Silver Medals 1 will have a drop rate of 28%
Gold Medal (7)
  • Level 1: +10% gold UP · Dropped by: Tan Skull Fish (Lake)
  • Level 2: +20% gold UP · Dropped by: Yellow Fairy Fish (Cavern 3)
  • Level 3: +30% gold UP · Dropped by: Yellow Roundhead Fish (Submarine 4)
  • Level 4: +40% gold UP · Dropped by: Red Box Eel (Oasis)
  • Level 5: +50% gold UP · Dropped by: Yellow Big Gel Tree (Frozen Lake)
  • Level 6: +75% gold UP · Dropped by: Pink Boss Coconut Germ (!!!)
  • Level 7: +100% gold UP · Dropped by: Brown Boss Box Germ (Blood Lake)
  • Composition restriction: no restrictions
  • Note: This increases the value of all dropped gold, but not the drop rate. For example, if an enemy has a gold drop of 100, the value will increase to 110 with a single Gold Medal 1 equipped. This effect is applied upon killing an enemy , thus it does not affect gold from selling items at the Shop . A team with multiple Gold Medals will add extra gold in the same manner as simple interest, not compound interest. It is also affected on gold dropped by using the Gold rush Card . When Gold Medal 6 was released, a bug caused its actual gold increment to be only 70% instead of 75% as written in its description. This bug was eventually fixed in ver14.8. The highest gold drop that can be ever achieved using four Gold Medal 7s is 49995 .
Iron Medal (7)
  • Level 1: +10% EXP UP · Dropped by: Grey Boss Smiley Walker (Opening Street)
  • Level 2: +20% EXP UP · Dropped by: White Boss Smiley Fish (Lake)
  • Level 3: +30% EXP UP · Dropped by: Pink Gel Spider (???)
  • Level 4: +40% EXP UP · Dropped by: Yellow Boss Box Eel (Oasis)
  • Level 5: +50% EXP UP · Dropped by: White Boss Vampire Mushroom (Frozen Lake)
  • Level 6: +75% EXP UP · Dropped by: Pink Boss Coconut Germ (!!!)
  • Level 7: +100% EXP UP · Dropped by: Blue Box Copter (Blood Lake)
  • Composition restriction: no restrictions
  • Note: This medal was added much later than the other types of medals; it was added in ver5.1. Each Iron Medal adds extra EXP upon killing an enemy. For example, if one has 4 Iron Medal 2s equipped, that person gets an extra 80% of EXP as 4(20%) = 80%. Once players have reached the maximum level , this medal will become useless.

Charms (3)

Ice Charm (4)
  • Level 1: 50% Ice Invalid · Dropped by: Blue Big Skull Bat (Hill Country 2)
  • Level 2: 80% Ice Invalid · Dropped by: Cyan Boss Gel Dragon (Seaside 3)
  • Level 3: 90% Ice Invalid · Dropped by: Grey Boss Box Walker (Desert 2)
  • Level 4: 95% Ice Invalid · Dropped by: Blue Shield Eel (Cavern 4)
  • Composition restriction: no restrictions
Poison Charm (4)
  • Level 1: 50% Poison Invalid · Dropped by: Green Big Smiley Walker (Hill Country 1)
  • Level 2: 80% Poison Invalid · Dropped by: Olive Boss Star Tree (Mist Grove 3)
  • Level 3: 90% Poison Invalid · Dropped by: Red Gel Zombie (Desert 6)
  • Level 4: 95% Poison Invalid · Dropped by: Blue Big Shield Eel (Cavern 5)
  • Composition restriction: no restrictions
Freeze Charm (4)
  • Level 1: 50% Freeze Invalid · Dropped by: Green Big Fairy Snake (Hill Country 3)
  • Level 2: 80% Freeze Invalid · Dropped by: Blue Boss Roundhead Eel (Submarine 3)
  • Level 3: 90% Freeze Invalid · Dropped by: Cyan Box Eel (Desert 5)
  • Level 4: 95% Freeze Invalid · Dropped by: Tan Big Box Snake (Beach 3)
  • Composition restriction: no restrictions

Spirits (4)

Fire Spirit (4)
  • Level 1: 100% enemy dies Fire · Dropped by: Orange Boss Skull Bat (Hill Country 2)
  • Level 2: 10% enemy dies Fire explosion · Dropped by: Orange Boss Skull Stickman (Cavern 3)
  • Level 3: 10% enemy dies Flame · Dropped by: Orange Boss Roundhead Tree (Mist Grove 2)
  • Level 4: 10% enemy dies Atomic ray · Dropped by: Orange Boss Diamond Snake (Desert 7)
  • Composition restriction: no restrictions
  • Effect explanation: Releases fire type projectiles upon an enemy's death on the position of that enemy at given rate: LV 1 releases 3 heat clouds with AT of 5-15 ( Burn 5%) and last for 2 seconds, and spread out in short radius. LV 2 releases 16 heat clouds with AT of 30-50 ( Burn 5%) and last for 3 seconds, and spread out in a bigger radius than LV1. LV 3 releases 16 heat clouds with AT of 30-50 ( Burn 5%) and last for 2 seconds, moving in a slightly spreading stream towards the nearest enemy. LV 4 releases 4 lasers similar to those from the Atomic Ray with an AT of 60-100 ( Burn 8%).
Thunder Spirit (4)
  • Level 1: 50% enemy dies Thunder · Dropped by: White Boss X Walker (Hill Country 1)
  • Level 2: 10% enemy dies Lightning · Dropped by: White Boss Skull Bat (Cavern 2)
  • Level 3: 10% enemy dies Big Thunder · Dropped by: Grey Boss Mask Fish (Submarine 4)
  • Level 4: 5% enemy dies Thunder Ball · Dropped by: Yellow Boss Box Eel (Oasis)
  • Composition restriction: no restrictions
  • Effect explanation: Releases thunder type projectiles upon an enemy's death at given rate: LV 1 releases a thunder bolt which aims at the nearest enemy with an AT of 1-99. LV 2 releases 10 thunder bolts, each being spread out in horizontal direction and having an AT of 1-99. LV 3 releases a big thunderbolt above the nearest enemy which can hit multiple enemies with an AT of 1-333. LV 4 releases a thunder ball which aims at the nearest enemy and leaves a trail of thunder mines (30% chance of spawning a mine each frame), mimicing the attack of the Yellow Boss Box Eel (Oasis) . The ball deals an AT of 1-9999 and the mines have an AT of 1-9.
Ice Spirit (4)
  • Level 1: 50% enemy dies Freeze arrow · Dropped by: Ice Castle Boss (Ice Castle)
  • Level 2: 20% enemy dies Ice mist · Dropped by: Ice Castle Boss (Ice Castle)
  • Level 3: 20% enemy dies Freeze spike · Dropped by: Ice Castle Boss (Ice Castle)
  • Level 4: 40% enemy dies Ice meteor · Dropped by: Blue Boss Fairy Eel (Mountaintop)
  • Composition restriction: no restrictions
  • Effect explanation: Releases freezing or slowing projectiles upon an enemy's death on the position of that enemy at given rate: LV 1 releases 4 freezing arrows with AT of 25-50 and 1s freeze time, which bounces off terrain. LV 2 releases 9 ice clouds with AT of 5-5 with Slow 40%, and rain down in an arc. The clouds deal splash damage. LV 3 releases 25 freezing needles with AT of 5-5 and 0.4s freeze time, raining down in a higher arc than LV2. LV4 releases an ice meteor with AT of 100-150 and Slow 20%, which then shatters into 9 slowing projectiles with an AT of 10-15 and slow 20%. The attack looks like the Magician's Ice Meteor weapon.
  • Note: Unlike other Spirits, the Ice Spirit 4 cannot be bought. In ver12.8, a typo on the Ice Spirit 4 has been fixed from "meteo" to "meteor".
Poison Spirit (1)
  • Level 4: 60% enemy dies Poison · Dropped by: Green Boss Cap Eel (Mountaintop)
  • Composition restriction: no restrictions
  • Effect explanation: Releases poisoning attacks upon an enemy's death on the position of that enemy at given rate: LV 4 releases 6 poison clouds with AT of 1-1 and 20s poison time. The clouds can deal splash damage.
  • Note: Unlike other Spirits, the Poison Spirit cannot be bought.

Crowns (2)

Imperial Crown (4)
  • Level 0: +50% Enemy (Passive) · Dropped by: Hell Castle Boss (Hell Castle)
  • Level 2: +100% Enemy (Passive)
  • Level 3: +150% Enemy (Passive)
  • Level 4: +200% Enemy (Passive)
  • Composition restriction: no restrictions
  • Effect explanation: Increases the number of enemies on screen and also the maximum enemy amount allowed by the specified percentage, rounded down to the nearest integer.
  • Note: This compo item's effect is active even when characters are NOT equipping the compo item. As long as the Imperial Crown is equipped on characters, found in the inventory or equipped on any weapon in the inventory the effect will be active. Multiple Imperial Crowns stack their effects additively, but there is a limit of +200%, where enemy counts will be tripled. In case characters are using weapons equipped with an Imperial Crown the crown can be seen on the character's head. On some stages where the same enemy is spawned by parts in the code, the enemy count may not be exactly 150% or 250% of the original for certain combinations of Imperial Crowns. For example, the 6 Blue X Walkers in the 9th screen of Opening Street are spawned as 3 groups of 1, 2 and 3 Blue X Walkers in the code, and with a single Imperial Crown there will be floor(1*1.5)+floor(2*1.5)+floor(3*1.5) = 1+3+4 = 8 Blue X Walkers instead of 6*1.5 = 9 Blue X Walkers. Since ver18.9 where the Restart Mode is introduced, starting a new game with multiple Imperial Crowns in the Inventory and uneuipped weapons will cause the Imperial Crowns to stack together as a single Imperial Crown of a higher LV. 2 Imperial Crowns will stack into an Imperial Crown 2, 3 Imperial Crowns will stack into an Imperial Crown 3, and 4 or more Imperial Crowns will stack into an Imperial Crown 4.
Anger Crown (1)
  • Level 0: LV up effect (Passive) · Dropped by: Yellow Boss Box Eel (Volcano)
  • Composition restriction: no restrictions
  • Effect explanation: Gives various effect when the team's LV is increased. The effects include: A yellow shade around all characters which last for 2.4s. Heals all characters' LP to their own maximum values, which also revives any dead characters. Summons a huge laser, like the residue from the Grey Big Box Snake , on all characters which deals splash Thunder damage to enemies, with an AT of 1-9999. Summons shurikens which rises up from each character's body parts per frame for 1.8s. Each shuriken deals Thunder damage with AT 1-999.
  • Note: This compo item's effect is active even when characters are NOT equipping the compo item. As long as the Anger Crown is equipped on characters, found in the inventory or equipped on any weapon in the inventory the effect will be active. Multiple Anger Crowns do not give additional effects. The shade effect and the shuriken summoning will continue even when the game is paused by opening the options tab. In case characters are using weapons equipped with an Anger Crown the crown can be seen on the character's head. If both Imperial Crown and Anger Crown are equipped on the same weapon the Anger Crown takes precedence. Only one Anger Crown can be transferred to the new game when Restart Mode is utilised.
Realm 1 (79)
[OS] Opening Street (5)
Green Smiley Walker
  • LP: 10 · Level: 1 · EXP: 100 · Gold: 1 · Qty: 40 · Range: 20
  • Drops: White Stone 1
  • This is the weakest enemy in the game (if the enemies with no attacks are considered stronger), and one of the very first a player will likely kill. It also has the lowest gold drop. It has a very short range (about as much as a Boxer ) and if the player is using a Gladiator (or a character with a further attack range), the only way it can reach the characters to attack is if a character is dragged within the enemies' range, or if it manages to walk towards the character before it is killed. Either way, it will only be able to get from usually 1 or 2 hits (3 depending on the class or the enemy's luck) in before the character automatically kills it. The bait strategy can be useful against this enemy, though any ranged weapon should be able to bring it down with little to no damage. Due to the low LP, this enemy is great for getting EXP for teams below level 10. It's also great for getting Onigiris .
Cyan Smiley Walker
  • LP: 20 · Level: 2 · EXP: 100 · Gold: 3 · Qty: 13 · Range: 20
  • Drops: Red Stone 1
  • This enemy is rather weak, and there are not many of them. Because of this, they do not pose a threat to a well-rounded team. It is the stronger version of the Green Smiley Walker , also found in Opening Street (being twice as strong). Despite this, it is still very weak, and it can easily be defeated with the same methods used with the Green Smiley Walker. For most players, however, it could be grinded for the Red Stone , which will be of great use for most classes at the start.
Red Smiley Walker
  • LP: 50 · Level: 3 · EXP: 100 · Gold: 10 · Qty: 35 · Range: 20
  • Drops: Green Stone 1
  • The Red Smiley Walker can be a potential danger to early players, especially in groups. It does not move fast, though, so players can take advantage of ranged characters to take down this enemy easily. It is essentially the upgraded version of the Cyan Smiley Walker . Using the same strategies used for the Green Smiley Walker and Cyan Smiley Walker can easily defeat this enemy.
Blue X Walker
  • LP: 40 · Level: 4 · EXP: 100 · Gold: 15 · Qty: 11 · Range: 80
  • Drops: Blue Stone 1
  • This is the first enemy with a ranged attack that the player will encounter in the game. The Blue X Walker can be dangerous this early in the game. It has the potential speed and strength to kill weak characters , especially if a group of Blue X Walkers is protected by some Red Smiley Walkers . One way to beat them is to use the Bait strategy , so ranged characters can attack without being damaged. Another way to beat them is to outrange them with some ranged characters, as most ranged classes are able to outrange this enemy, anyway. The Dodge strategy can also be used as their ranged attack is slow and can be dodged easily. Melees are also recommended to defeat them so that they draw attention to it, while ranged characters can pound on it with little trouble. They are an excellent resource for early game Magicians due to their Blue Stone and Explosion drops. Six of them can be found in the stage's ninth screen.
Grey Boss Smiley Walker
  • LP: 500 · Level: 5 · EXP: 500 · Gold: 100 · Qty: 1 · Range: 120
  • Drops: Iron Medal 1
  • While this boss is not able to move fast, it has a hefty amount of health and is able to shoot an arc of 10 balls at characters within its range, making it hard for an inexperienced team to conquer this boss. Many attempt to use one ranged character to fire a few shots before moving out of the way of the boss's projectiles. This method is time consuming, but it will eventually bring it down. A Sniper / Magician focused purely on STR will be able to fire outside its range or at least minimize damage taken due to the spreading projectiles, making this a good tactic for fighting this boss. Without STR, the Triple Shot 1 is highly effective in killing the boss for inexperienced parties as it outranges it even without STR investments, and can be obtained from previous Red Smiley Walkers . The Bait strategy is also useful when taking this boss, especially when the bait is a melee character as it would be targeted anyway due to their low range. A White Stone is also useful to allow characters to take more hits before they die. Players should avoid letting inexperienced melee characters fight this boss head-on, since they will take most of the damage from the spread attack of the boss.
[GL1] Grassland 1 (4)
Green Skull Snake
  • LP: 50 · Level: 5 · EXP: 100 · Gold: 10 · Qty: 43 · Range: 40
  • Drops: Black Stone 1
  • For the Stick Ranger 2 variant, see Green Skull Snake (Stick Ranger 2) . The Green Skull Snake, which is the first Snake in the game, is a fairly fast and strong enemy. It is dangerous in groups during early gameplay. The Bait strategy works well in taking them down, but players will take a lot of damage doing this. Outranging them can be good, and will help weaken them before melees can finish them off.
Grey Smiley Snake
  • LP: 80 · Level: 6 · EXP: 100 · Gold: 20 · Qty: 20 · Range: 40
  • Drops: Red Crystal 1
  • The Grey Smiley Snake may cause trouble if it is with other Grey Smiley Snakes or Green Skull Snakes . On its own, it should not be too dangerous. This is an upgraded version of the Green Skull Snake, and can be easily defeated with the bait strategy , similarly. Outranging them also works well to weaken it before this enemy confronts melee characters to be destroyed.
Red Skull Snake
  • LP: 90 · Level: 7 · EXP: 100 · Gold: 30 · Qty: 6 · Range: 60
  • Drops: Yellow Crystal 1
  • The Red Skull Snake is very tough and is one of the worst enemies in the early game due to its projectile attacks, which are released in threes, fly very fast, have a long range, and deal a considerable amount of damage. On the other hand, they do not appear frequently and do not appear in large groups. However, they drop useful items, so it's recommended to deal with them when a decent level is achieved. Slowing them down with the Magician 's Ice 1 will greatly help, and melee and ranged characters can defeat it much easier. Outranging it also works, but it is somewhat difficult to do without a Sniper 's Triple Shot 1, since the range difference is short without STR (or MAG with Priests ) invested first.
Green Boss Skull Snake
  • LP: 200 · Level: 8 · EXP: 200 · Gold: 30 · Qty: 12 · Range: 40
  • Drops: Quick's Card 1
  • While this might not seem like a strong boss, it appears in a cluster of 12 at the end of Grassland 1, making it difficult for players because their characters can easily get mobbed, should they not be able to kill these bosses fast enough. A Sniper 's Poison Arrow 1 and a Magician 's Ice 1 is effective in eliminating this boss. It will appear with 6 Green Skull Snakes . Fire and Ice attacks work very well against the boss. The lure strategy also works well. This would be a stage where the characters' Auto move should be off so they are not ambushed quickly. At that point, ranged characters can clean them out one at a time, and let melees finish off the rest of the boss' LP. Once there are few left would be the chance to turn the Auto move back on again, as the damage intake will not be extreme.
  • Trivia: This boss has the lowest LP of any boss in the game.
[GL2] Grassland 2 (5)
White Skull Bat
  • LP: 60 · Level: 8 · EXP: 100 · Gold: 30 · Qty: 24 · Range: 60
  • Drops: Silver Crystal 1
  • The White Skull Bat is the first and weakest flying enemy in Stick Ranger . It will pose difficulties for melee characters, and while its damage is not very high, this enemy may prove to be annoying for some players without ranged characters. A Magician's Ice 1 can help let melees attack this enemy, but most of the work will go to the ranged characters, since they are more adept at taking out flying enemies.
Orange Smiley Walker
  • LP: 120 · Level: 9 · EXP: 100 · Gold: 30 · Qty: 48 · Range: 20
  • Drops: Black Crystal 1
  • The Orange Smiley Walker is a stronger version of the Red Smiley Walker from Opening Street . Due to its slow speed, it can easily be taken down by ranged characters. However, it is usually protected by the other enemies, which can still cause problems. Slowing this enemy down is helpful, especially for melees so the damage taken won't be as high. In Cavern 1 , there is another version of the Orange Smiley Walker which has grey feet and is much stronger.
Purple X Walker
  • LP: 110 · Level: 10 · EXP: 100 · Gold: 40 · Qty: 15 · Range: 150
  • Drops: White Stone 1
  • The Purple X Walker is a much stronger version of the Blue X Walker . Its projectiles deal more damage and has a longer range (that of a Triple Shot). Characters that do not move quickly enough will find themselves getting pounded by this enemy. An easy way to beat this enemy is to use the bait strategy . This enemy can be dangerous, however, especially when in the middle of a group of Orange Smiley Walkers . Using melees against it will help ranged characters defeat this enemy easily. Slowing it down will help reduce the damage taken by a great amount.
Orange Skull Bat
  • LP: 110 · Level: 11 · EXP: 200 · Gold: 50 · Qty: 7 · Range: 60
  • Drops: Black Stone 1
  • The Orange Skull Bat is a challenging enemy for early gameplay, especially for melee characters. It is advisable to take this bat down from afar, because all three projectiles are clustered and can easily damage the characters. The Orange Skull Bat is simply an airborne version of the Red Skull Snake . Slowing this enemy down is a must in order to defeat it quickly and easily. The Boxer's Thunder Glove will also work against it when this enemy is on/near the ground.
Grey Boss Skull Bat
  • LP: 500 · Level: 12 · EXP: 800 · Gold: 200 · Qty: 1 · Range: 100
  • Drops: Long Sword's Card 1
  • The Grey Boss Skull Bat is a fairly weak boss . Its AT is rather low, and the huge spread of its projectiles (approximately 130 degrees) does not cause heavy damage to characters . However, attacking this boss with an unprepared team can result in a quick beatdown, since the needles can go across the screen, and can deal decent damage to characters if they are weak. This boss is essentially an airborne version of the Grey Boss Smiley Walker , but with a powered up attack. Much like the Grey Boss Smiley Walker, it has a stronger counterpart in Cavern 2 , the White Boss Skull Bat . Melee characters are sometimes relatively useless against this boss unless they are used as bait to bring it down. Slowing the boss down will help bring this boss to a quick finishing. Thunder type weapons will also help defeat it.
[GL3] Grassland 3 (5)
Green Skull Dragon
  • LP: 90 · Level: 10 · EXP: 150 · Gold: 40 · Qty: 22 · Range: 80
  • Drops: Ruby 1
  • This is the first dragon enemy introduced into the game. This enemy is a fairly weak enemy, and it does not have a high AT , so this creature wouldn't be a threat to strong characters . Letting melee characters stand below this enemy for a long time is not recommended, as they cannot reach it unless it is near the ground. Ice weapons will help ranged characters hit this enemy easier. It is highly advised for teams with a Priest to grind this enemy for its Long Staff 1, as its range will be helpful for the stage.
Green Smiley Snake
  • LP: 200 · Level: 10 · EXP: 150 · Gold: 40 · Qty: 36 · Range: 40
  • Drops: Sapphire 1
  • The Green Smiley Snake's AT is high, and it is fast, but is not as much of a threat when composed of singles or doubles. Normally, melee characters cannot attack the other flying enemies in the stage, so this enemy is their best target for the stage as ranged characters are usually attacking the flying enemies in the stage. Using the Whipper can work well against it, but can take some damage. A Boxer with a Thunder Glove 1 or a Gladiator with a Fire or Thunder Sword 1 works extremely well against it, as well. Slowing this enemy down with a Magician's Ice 1 will help melees land hits and possibly defeat it without any damage taken. Surprisingly, the Green Smiley Snake has almost the same stats as the Green Boss Skull Snake : both have 200 LP , 40 range and 8-12 damage . The only difference is EXP and gold, which are lower and higher, respectively.
Green Skull Bat
  • LP: 140 · Level: 11 · EXP: 150 · Gold: 50 · Qty: 19 · Range: 60
  • Drops: Topaz 1
  • This enemy is almost identical to the Orange Skull Bat , difference being it has 30 more LP and spews two needles instead of three. Unlike the Orange Skull Bat, it tends to appear in medium-large groups, meaning newer players should come prepared before they combat them. The Long Staff 1 will be helpful for ranged characters to defeat this enemy, as well as slowing it down with the Magician's Ice 1 in order to land hits easier.
Red Big Skull Dragon
  • LP: 160 · Level: 12 · EXP: 150 · Gold: 60 · Qty: 7 · Range: 150
  • Drops: Emerald 1
  • This enemy is a larger version of the Green Skull Dragon , but one should not be fooled by this, as one would expect. Like the Green Skull Dragon, it is a fairly weak enemy and does not have a very high AT . Melee characters, however, should not stand below this enemy for a long time, since they usually cannot reach it. Using a Sniper will be best in defeating this enemy when slowed down, since this enemy is large enough to take all/most of the arrows. The Priest's Long Staff 1 also helps. This was the very first Big enemy implemented, and currently the only Big Dragon so far.
Orange Boss Skull Dragon
  • LP: 800 · Level: 14 · EXP: 1000 · Gold: 300 · Qty: 1 · Range: 150
  • Drops: Catapult's Card 1, Ring's Card 1
  • This boss has a fast firing rate which can easily take most characters down. Also, it is a flying boss, making it even harder for melee characters and sometimes ranged characters. If it flies too high for a team to attack, simply luring it back to the ground with one of the characters is the best choice. This boss's attack is affected by gravity, falling as it flies through the air. Along with the Green Smiley Snakes , this boss can become very dangerous. Using melees against the snakes would be a better priority since they can only attack the boss when it is near the ground, leaving the ranged characters to fight this boss. A Long Staff 1 can be best used here. If a player has a Magician with Ice 1, one or two hits with it is enough to let other ranged characters defeat it with little trouble. An Angel's Long Ring 1 from Hill Country 1 will also help.
[GL4] Grassland 4 (4)
Blue Fairy Snake
  • LP: 180 · Level: 10 · EXP: 100 · Gold: 40 · Qty: 76 · Range: 40
  • Drops: Peridot 1
  • Grassland 4 is densely populated with this enemy, as they appear in every single section of the stage. It is an improved version of the Green Skull Snake . Melee characters with good weapons can easily handle these Snakes. Be careful if the team only consists of ranged and/or support classes , as the large amount of snakes tend to simply overrun such a team. To counter this, an Ice type weapon should be used to make landing hits easier. Poison type weapons can also work against this snake.
Grey X Walker
  • LP: 140 · Level: 10 · EXP: 100 · Gold: 50 · Qty: 8 · Range: 100
  • Drops: Aquamarine 1
  • This enemy has a decent range, making it difficult for most ranged characters to kill without taking damage, unless range increasing methods (such as STR for Snipers and Magicians) are used to outrange it. However, since they move slowly and their projectiles fly in an arch, it is relatively easier for melee characters to take down. On their own, they aren't that much of a threat, but in groups, combined with the other enemies of Grassland 4 , they can be a real nuisance. A Boxer with a Fire Glove 1 and/or a Sniper with a Double Arrow 1 with 5 STR or higher can easily take out this enemy. Ice and Poison type weapons work as well.
Red Fairy Snake
  • LP: 220 · Level: 12 · EXP: 200 · Gold: 60 · Qty: 6 · Range: 150
  • Drops: Garnet 1
  • The Red Fairy Snake is a much stronger version of the Blue Fairy Snake . The worst part of the enemy is that it spams out Waves that have a decent range, allowing it to do very heavy damage if it gets close enough. This enemy is similar to that of the Red Skull Snake , as they both can deal moderately-heavy damage and have the same color scheme. Players should try to lure it away from the team with a melee character until they've killed all the other enemies. A high-speed melee can take this enemy easily. Ranged characters are not recommended to fight this enemy unless it is slowed by an Ice type weapon. Poison works, as well, but is better suited with a melee character.
Blue Boss Fairy Snake
  • LP: 330 · Level: 14 · EXP: 300 · Gold: 200 · Qty: 12 · Range: 80
  • Drops: Pierce's Card 1
  • This boss is basically a stronger version of the same one from Grassland 1 . This boss appears in a group of 12 along with several Blue Fairy Snakes , and can be very deadly if not handled carefully. Weaker groups should shut all characters' Auto move off, then lure them one at a time with preferably a melee character. Once there are few left is the best time to turn it back on again. Ice type weapons will easily help characters finish it off before this enemy could attack. Poison type weapons and the Priest's Long Staff 1 also works well.
[GL5] Grassland 5 (4)
Green Smiley Tree
  • LP: 200 · Level: 11 · EXP: 100 · Gold: 50 · Qty: 59 · Range: 100
  • This is the first Tree enemy introduced to players. While it is immobile and deals weak damage, players should not underestimate this enemy as its quick firing rate and its tendency to be found in clusters can make one's journey tougher. Ice type weapons will help slow it down, allowing all characters to defeat this enemy easily. Without one, high-speed melees, such as Boxers, and/or a Priest's Long Staff 1 will work alternately.
Pink Skull Snake
  • LP: 180 · Level: 11 · EXP: 100 · Gold: 50 · Qty: 30 · Range: 40
  • Drops: Purple Crystal 1
  • The Pink Skull Snake is a upgraded version of the Green Skull Snake , and shows big improvements. It has speed and strength, to a maximum of 12 damage per hit, and these attacks come rapidly, making them show more resemblance to the Red Fairy Snake . This enemy has statistics much like the Green Boss Skull Snakes '. This enemy can be considered as a weaker version of the Green Smiley Snake , but with a slightly faster attack rate. Slowing this enemy down is recommended to keep its high speed halted, and melees can easily defeat this enemy once slowed.
Orange Smiley Tree
  • LP: 250 · Level: 13 · EXP: 200 · Gold: 70 · Qty: 17 · Range: 80
  • For the Stick Ranger 2 variant, see Orange Smiley Tree (Stick Ranger 2) . This enemy is a much stronger version of the Green Smiley Tree , but instead of shooting ball projectiles, it shoots fire directly at characters. Like the Orange Fairy Bat , the fire only does miniscule damage, but the damage can pile up and cause serious trouble. It's attack range, however, is quite small, so it shouldn't be able to damage most ranged characters. Melees are not as recommended at taking this enemy down due to the firing rate unless slowed. A Sniper's Double Arrow 1 and/or a Gunner's newly found Rifle 1 can heavily damage it. Poison type weapons may also work. This is the first enemy in the game that uses a Fire type attack, as well as being the first enemy in the game that does not use a Physical type attack.
Red Boss Smiley Tree
  • LP: 1000 · Level: 15 · EXP: 500 · Gold: 300 · Qty: 3 · Range: 150
  • Drops: Guide's Card 1
  • This enemy is challenging, as it comes in threes and has a huge range . Its projectiles deal widespread damage, making weak characters die easily. This enemy can pack a punch, so eliminating them first is a fairly good idea, but it can be easier said than done with the Orange Smiley Trees and Pink Skull Snakes around. The Hit and Run strategy works well against this boss with weapons such as the Boxer's Poison Glove 1 (with a Peridot ) and the Sniper's Poison Arrow 1 and Fire Arrow 1 . The Gunner's Rifle 1 , Sniper's Double Arrow 1 , and/or Priest's Long Staff 1 will also help take a great amount of LP from the boss.
[GL6] Grassland 6 (4)
Grey Smiley Tree
  • LP: 220 · Level: 12 · EXP: 100 · Gold: 50 · Qty: 38 · Range: 100
  • Not to be confused with the Grey Smiley Trees in Grassland 7 . These enemies are not too hard, though they might prove to be trouble since they're always present in groups. Fire type weapons work well against this enemy, along with characters that can cut through multiple enemies at a time, such as Gladiators or Angels.
Green Fairy Bat
  • LP: 160 · Level: 12 · EXP: 100 · Gold: 50 · Qty: 22 · Range: 60
  • The Green Fairy Bat is an upgrade of the Orange Skull Bat in Grassland 2 , as it, too, spits three spreading spikes. The Green Fairy Bat is potentially dangerous in groups, which are unfortunately fairly common in Grassland 6 . An Angel could get through this enemy easily, as the weapon can go through the group and can heavily damage them in little time. Slowing them down with Ice type weapons will also help ranged characters land more hits.
Orange Fairy Bat
  • LP: 210 · Level: 14 · EXP: 200 · Gold: 80 · Qty: 17 · Range: 60
  • The Orange Fairy Bat spits fiery attacks, dealing low damage values, but attacks come rapidly, making the enemy be a constant threat to players not paying attention. The attack also ignores the Priest 's defense aura and the Silver Crystal . It's basically an airborne version of the Orange Smiley Tree . Ice type weapons are a must against this enemy to slow it down completely. Afterward, it can easily be finished off with Physical attacks, since hits should be easier to make on a slowed enemy. A Sniper's Poison Arrow 1 can also help do some damage.
Purple Boss Smiley Tree
  • LP: 1600 · Level: 16 · EXP: 1000 · Gold: 300 · Qty: 1 · Range: 150
  • Drops: Bullet's Card 1
  • This boss does not appear in threes like the Red Boss Smiley Tree , but can nevertheless pack a punch with its three high-damage projectiles. This boss is a much stronger version of the Grey Smiley Tree found in the later Grassland 7 . A good use of the dodge strategy or characters with high LP may help in eliminating this boss. Poison, Fire, and Ice type weapons will also help. It's best to take out the bats with the boss, as they will be the bigger troublemakers. Once they are gone, the boss is simple to deal with.
  • Trivia: This boss is so big that its picture in the Book does not fit on the screen. This is the first boss to do so. It is one of the four biggest Trees in the game, and the weakest among them.
[GL7] Grassland 7 (4)
Grey Smiley Tree
  • LP: 240 · Level: 13 · EXP: 100 · Gold: 50 · Qty: 24 · Range: 100
  • Not to be confused with the Grey Smiley Tree found in Grassland 6 . These enemies are not too hard, though they might prove to be trouble since they're always present in groups. The projectiles that they shoot deal less damage than the pellets that their cousins do, but these enemies shoot out three pellets instead of one. These enemies are essentially weaker versions of the Purple Boss Smiley Tree . Ice type weapons work well against this enemy, as well as high-speed melees.
Green Smiley Wheel
  • LP: 120 · Level: 12 · EXP: 100 · Gold: 50 · Qty: 29 · Range: 20
  • This enemy is very fast, can deal decent damage, and immediately attacks when a character is within its range. The projectiles, however, can only travel sideways, therefore, using a character as Bait makes killing it a lot easier. It should be noted that this tactic has to be used with caution on the its cousin, the Yellow Smiley Wheel . Ice type weapon will also work. This enemy seems to have the same issue that the Green Smiley Walker from Opening Street has: It tries to attack the characters, but is usually defeated with 3-5 hits before it can actually attack.
Yellow Smiley Wheel
  • LP: 180 · Level: 14 · EXP: 200 · Gold: 80 · Qty: 19 · Range: 15
  • This enemy produces a ring that shocks everything around it, dealing damage to characters within its radius. It is dangerous if it is present in groups. The Bait Strategy is effective against it. Ice type weapons work extremely well against this enemy to prevent its attack, and it can easily be destroyed by Physical attacks like its green cousin . Boxers may not be as recommended as if the enemy attacks, he will inevitably get hit due to low range.
  • Trivia: Out of all enemies that can attack, this enemy has the lowest range in the entire game, sitting at 15. For comparison, the runner up would be several other enemies, including the likes of the Opening Street Walkers , sitting at 20 range.
Orange Boss Smiley Wheel
  • LP: 1200 · Level: 16 · EXP: 1000 · Gold: 400 · Qty: 1 · Range: 150
  • Drops: Explosion's Card 1
  • This enemy is fairly tough, compared to the other Wheel enemies in the stage. This enemy spits fire on the ground and has a high speed. Characters should move away quickly, as the damage piles up. One successful strategy is the Bait strategy . First, kill off all of the smaller enemies on screen, then lure the boss by dangling one of the characters above it. This will effectively stop the boss because it is targeting that character. This allows ranged characters to attack it without receiving damage. The Outrange strategy is also very successful, but time-consuming because the boss won't move until characters get close. Ice type weapons also help against this boss. This is the first boss Wheel in the game.
[HC1] Hill Country 1 (4)
Green Big Smiley Walker
  • LP: 900 · Level: 10 · EXP: 1000 · Gold: 30 · Qty: 11 · Range: 40
  • Drops: Poison Charm 1
  • Players should take this enemy down from range, as it has more range than melees. It is scattered throughout the whole of Hill Country 1, but it is surprisingly absent from the Boss section. Although the damage it deals is quite high, which can be deadly for weaker Boxers, taking it down from a range can result in large Onigiri drops, constituting a large increase in health, gaining EXP, all at taking a minimum amount of damage. Ice type weapons, if available, will also help the melees attack it without too much damage. A Sniper's Poison Arrow 1 also works well. This is the first regular enemy to have more LP then the OS boss and the first to have a chance of dropping two Onigiris at once.
Green Smiley Walker
  • LP: 90 · Level: 10 · EXP: 100 · Gold: 30 · Qty: 27 · Range: 20
  • This is an incredibly simple enemy. It has low speed, low damage, and low range. The only way they would be remotely difficult to kill is if they were in a group with a Green Big Smiley Walker . Like its cousin , it can only attack 1-5 times before being destroyed. This is the first enemy not to have an item drop rather than Onigiri and/or gold.
Brown X Walker
  • LP: 120 · Level: 11 · EXP: 200 · Gold: 40 · Qty: 23 · Range: 100
  • Though this enemy doesn't have as long a range as its cousin, the Purple X Walker , it is nevertheless deadly in groups, especially when protected by a Green Big Smiley Walker . A good way of taking these down in groups is using a weapon that deals area damage. High-speed melees will also take them down quickly, but can only happen one at a time unless either a Gladiator or a Whipper with a magical weapon is attacking the group.
White Boss X Walker
  • LP: 900 · Level: 13 · EXP: 1000 · Gold: 200 · Qty: 1 · Range: 150
  • Drops: Big Card 1, Thunder Spirit 1
  • Together with its Brown X Walker minions, it might be a daunting task to take this boss down while having balls rain down on a team's characters almost constantly. Also, the ball attack from this boss can be a threat, since it is large enough that it can hit more than one character at once. Nevertheless, it can be killed with a competent team. A Boxer with Poison Glove 1 and 12 or more MAG works well, but the Boxer should have a lot of LP too, otherwise, the Boxer will be wasted by the balls unless some quick dodging is ensued. Other Fire, Ice, or Poison type weapons work well, too. It is recommended to try to kill as many of the Brown X Walker enemies as possible first so the boss will be easier to defeat. A Gunner with a Shotgun 1 or Rifle 1 with at least one Priest , or another Gunner with these weapons and a decent amount of STR or DEX can also take a lot of LP off the boss easily. As a Sniper 's Triple Shot has the same range as the boss which also does not move much, they can outrange it with some STR and take no damage, although it would take quite a while due to Triple Shot's low damage.
[HC2] Hill Country 2 (4)
Blue Big Skull Bat
  • LP: 600 · Level: 11 · EXP: 1000 · Gold: 40 · Qty: 12 · Range: 80
  • Drops: Ice Charm 1
  • This enemy is a larger, more powerful cousin of the Blue Skull Bat . They have high LP (More than the Opening Street boss ), fairly high damage, and a decent range, making them very strong enemies to fight early in the game. An Ice type weapon works very well against this enemy, and it can easily be taken down with ranged hits. When it is near the ground, a Fire type weapon on a Boxer will also help take off a lot of LP.
Blue Skull Bat
  • LP: 90 · Level: 11 · EXP: 100 · Gold: 40 · Qty: 20 · Range: 60
  • This enemy is often accompanied by the Blue Big Skull Bat . They are very weak, and has a small range, so players should have no trouble at all with this enemy. An Ice type weapon will help in defeating it if attacks miss more often than they should. This enemy can be considered as an airborne version of the Green Smiley Walker in Hill Country 1 : both have the same AT, same LP, and same EXP given to players. Unlike the Walker, however, this one has a weapon drop, while the Walker only drops an Onigiri and/or gold.
Green Skull Tree
  • LP: 230 · Level: 12 · EXP: 100 · Gold: 40 · Qty: 19 · Range: 60
  • This enemy shoots 2 Needles towards nearby characters and can be dangerous in large groups. However, it is easy to defeat using the outrange strategy as long as midair platforms are not a problem. An Ice type weapon also helps for melees, which they can easily defeat when slowed. Fire type weapons also help in defeating them.
Orange Boss Skull Bat
  • LP: 900 · Level: 14 · EXP: 1000 · Gold: 200 · Qty: 1 · Range: 80
  • Drops: Knockback's Card 1, Fire Spirit 1
  • This boss is a distant but stronger cousin of the Grey Boss Skull Bat from Grassland 2 . It shoots 12 projectiles at a 130 degree angle, exactly like the Grey Boss Skull Bat. Instead of having spikes as projectiles, however, it uses Waves akin to those from the Blue Fairy Snakes from Grassland 4 . Melee characters may be effective when the boss is near the ground, but its strong attack proves to be quite a beatdown, dealing between an incredible 72-96 damage when hit directly. An Ice type weapon can prevent this from happening as much. When slowed, ranged characters can attack the boss and land hits much easier. Poison type weapons also help in taking some LP off the boss.
[HC3] Hill Country 3 (4)
Green Big Smiley Snake
  • LP: 900 · Level: 12 · EXP: 1000 · Gold: 50 · Qty: 5 · Range: 40
  • Its melee attack is a Two Arrow projectile aimed at characters. Its high damage poses a large threat to characters with low LP . Slowing them down with an Ice type weapon is very strongly advised in order to slow down their attacking speed. Poison type weapons also work well. They are basically more mobile versions of the Green Big Smiley Walker , only slightly stronger.
Green Big Fairy Snake
  • LP: 900 · Level: 12 · EXP: 1000 · Gold: 50 · Qty: 5 · Range: 80
  • Drops: Freeze Charm 1
  • This enemy is a more long range-oriented compared to its cousin , but it can still dish out a good amount of damage to characters that wander too close. As with its cousin, Ice type weapons are recommended to slow it down, and most ranged characters can take it out easily when the enemy is slowed, as its much easier to hit. Poison and Fire type weapons work just as well for an alternative. This enemy is best taken out by ranged characters, since melees can take quite a beating after a long time.
Pink Skull Tree
  • LP: 240 · Level: 13 · EXP: 100 · Gold: 40 · Qty: 19 · Range: 100
  • This enemy shoots projectiles in an arch, similar to that of the Grey X Walker found in Grassland 4 . They have a decent range, but a pitiful amount of damage. Because of this, they aren't much of a threat compared to the two big snakes that also populate the stage. A Gladiator can take multiples of this enemy in a tight cluster easily, especially with a Fire Sword 1. Poison and Ice type weapons also help in defeating them.
White Boss Smiley Snake
  • LP: 1100 · Level: 15 · EXP: 1000 · Gold: 200 · Qty: 1 · Range: 150
  • Drops: Berserk Card 1
  • This enemy shoots projectiles at a very high speed (although with random interval between attacks) and has a huge range. Its projectiles can travel from one end of the screen to the other with amazing speed, although they will be released only if a character is close to this boss. Ice type weapons are recommended to keep the boss from trying to fire its attack quickly. A Sniper with a Triple Shot 1 and some STR can outrange the boss, but it can be time-consuming due to its low AT and the other snakes that could be surrounding it.
[F1] Forest 1 (4)
Tan Skull Snake
  • LP: 240 · Level: 15 · EXP: 100 · Gold: 50 · Qty: 25 · Range: 40
  • Drops: White Stone 2
  • The Tan Skull Snake is basically the weaker version of the Red Skull Snake found in Forest 1 . However, this enemy has double the amount of LP than the Red Skull Snakes. This enemy can also be considered an upgraded version of the Blue Fairy Snake . It poses a good threat to ranged characters (who are not effective against this enemy), as the melee characters (who are effective against this enemy) are usually disabled in this stage to avoid accidental poisoning from the Green Cap Mushrooms . Baiting this enemy towards the melees is a good way to get rid of it. Ice weapons will easily work against it, as well.
Green Cap Mushroom
  • LP: 260 · Level: 16 · EXP: 150 · Gold: 80 · Qty: 48 · Range: 500
  • Drops: Green Stone 2
  • The Green Cap Mushroom is the first enemy of the Mushroom species . It has a poison attack which can reach nearby characters, but is also unable to move, similar to Trees . It is the little cousin of the Green Boss Cap Mushroom . It has a immunity to Poison , meaning it is the first enemy with a strength to anything (excluding the obvious Boss's Freeze immunity). Unlike most enemies, the Green Cap Mushroom only attacks when it is attacked. It is quite dangerous to melee fighters, especially Boxers , and should be attacked from a distance, but can be defeated by a Gladiator or Whipper if the player pays attention to them. Due to it's "infinite" range, however, if a character is dangled any distance directly above it, it will fire upwards at a target out of its actual range (20), even when a melee character is busy swinging away at it, greatly reducing it's threat level for melees. A ranged character can be dangled above it so the melee(s) attacking it does not get harmed, thus increasing damage output for the team, since ranged characters usually do not deal more damage than melees do.
Red Skull Snake
  • LP: 120 · Level: 17 · EXP: 150 · Gold: 50 · Qty: 25 · Range: 80
  • Drops: Red Stone 2
  • The Red Skull Snake has only one projectile in contrast to the three of the Red Skull Snake in Grassland 1 . However, it has a higher range. These enemies can be very dangerous, seeing as most players will have made their melee characters cease to move as to avoid being poisoned by the mushrooms in the stage. However, they have half the LP of the Tan Skull Snake , so they are easier to deal with at long range. Baiting it towards the melees is a good strategy, but the range will cause them to take a few hits before defeating it, where an Ice or Freeze type weapon should be used before doing this to make it easier to bait to melees.
Green Boss Cap Mushroom
  • LP: 1000 · Level: 18 · EXP: 1000 · Gold: 300 · Qty: 3 · Range: 500
  • Drops: Quick's Card 2
  • The Green Boss Cap Mushroom is the Boss of the Forest 1 stage. Although its attack seems weak, it can be lethal over time as it shoots many green pellets at characters if it is attacked. Players should strive to kill this boss in as few hits as possible, to reduce damage taken. It is similar to the Green Cap Mushrooms around it, as it will only attack when provoked. Attacking once and then pulling a character away can defeat the boss with minimal damage taken. Another strategy is to drag a character around on the ground to lure away the attacks. It works better than an airborne lure tactic since the falling pellets might hit the attacking characters. Using Fire type weapons may also help in take this boss down, but players will need to put more focus on avoiding the rapid-firing pellets as a result which might be counterproductive. Also, dragging the character on the ground might give the player more time to dodge the pellets since they are fired in an arc. There is a high chance that players will end up fighting this boss a lot since it drops the Bazooka , Oct Arrow and the Quick's Card 2, which are all very useful items.
[F2] Forest 2 (4)
Tan Skull Bat
  • LP: 180 · Level: 16 · EXP: 100 · Gold: 50 · Qty: 20 · Range: 40
  • Drops: Black Stone 2
  • This enemy is not very difficult to handle with ranged characters. It is essentially a slightly weaker version of the Green Skull Bat , but with higher LP. However, it may be somewhat dangerous to melee characters if the bat hovers out of their attack range. To counter this, Ice or Freeze type weapons will work against it to keep them in place so melees can defeat it with no trouble at all. Thunder type weapons, such as the Whipper 's Thunder Whip or the Angel 's Thunder Ring , will also be helpful in taking this enemy down.
Purple Cap Mushroom
  • LP: 280 · Level: 17 · EXP: 150 · Gold: 80 · Qty: 41 · Range: 500
  • Drops: Blue Stone 2
  • This enemy should be attacked from a moderately-high range. It is basically the same as the Green Cap Mushroom , except that it is slightly stronger since it's poison attack lasts a little longer than that of the Green Cap Mushroom. Freeze type weapons will be helpful for melees to attack it. A Gunner's Bazooka 2 will also take off a lot of this enemy's LP. It would be somewhat wise to grind for its Staff of Light , due to its high sell price, as it will be of great help for Gunners later on.
Red Skull Bat
  • LP: 220 · Level: 18 · EXP: 150 · Gold: 50 · Qty: 21 · Range: 60
  • While the player is most probably experienced at handling bats by now, they should still be wary as 4 Needles can deal quite some damage. Ice and Thunder weapons are best against this enemy from a far range, and classes who can use a Guide's Card can easily kill it with no trouble at all.
  • Trivia: This is the only Stick Ranger enemy that appears in Monster Box .
Purple Boss Cap Mushroom
  • LP: 3500 · Level: 19 · EXP: 1000 · Gold: 800 · Qty: 1 · Range: 500
  • Drops: Long Sword's Card 2, Ring's Card 2
  • The attack generates five poison fumes upon collision with the ground or the character, dealing severe poison damage to any character caught in it (the damage is not instant; it poisons the character). Fortunately, the poison damage does not stack. This enemy's attack is notorious for being very strong and dangerous. Using Fire attacks, especially the Magician's Volcano 2, against this boss is recommended, since the boss cannot attack at a very high speed. However, outranging the boss is not possible. Since it does not attack until the player attacks first, characters with fire type attacks can use the hit-and-run strategy to kill it. It is also recommended to get one or two Gladiators with Lightsaber 2 . Players must also be wary of its smaller cousin hiding in between the boss where some characters cannot reach, making the character prone to stacking poison if both enemies' attacks are timed right.
[CV1] Cavern 1 (5)
Orange Smiley Walker
  • LP: 300 · Level: 17 · EXP: 200 · Gold: 40 · Qty: 31 · Range: 20
  • Drops: Black Crystal 2
  • This enemy has the same body colour as the Orange Smiley Walker in Grassland 2 . However, this enemy has grey feet instead of brown feet, and it is much stronger. One way to defeat them is to use fast-attacking classes, such as Boxers , and Priests . Another way is to use the current screen terrain to your advantage, and other ranged classes can attack them without all of your projectiles hitting the ceiling or walls.
Green Cap Snake
  • LP: 240 · Level: 18 · EXP: 200 · Gold: 40 · Qty: 21 · Range: 40
  • Drops: Peridot 2
  • This is the first Cap enemy introduced to players that is not a Mushroom . It's jumpy movement is a good way to crawl through the cavern and allows it to climb the stage's many steep slopes. Try to keep them from surrounding your characters as they have a semi-high attack power and can cause a lot of trouble in mobs. Ice and Freeze type weapons work well, but Fire type weapons are the way to go when this enemy is in a pit with other enemies.
Red Cap Snake
  • LP: 300 · Level: 19 · EXP: 200 · Gold: 90 · Qty: 21 · Range: 80
  • Drops: Red Crystal 2
  • The jumpy movement, which is also used by the Green Cap Snake , is a good way to crawl through the cavern and allows the it to climb the stage's many steep slopes. Although they have low attack power, they have a semi-high range and can cause a lot of trouble in mobs, especially when they're accompanied by their green cousins. A Magician with a Freeze 2 can keep this enemy at bay, while Priests can kill them without melees having to worry about getting hit so much.
White Boss Smiley Walker
  • LP: 4400 · Level: 20 · EXP: 2000 · Gold: 700 · Qty: 1 · Range: 150
  • Drops: Diamond 2, Catapult's Card 2
  • Similar to its cousin, the Grey Boss Smiley Walker , but with large differences in LP and attack power. It fires bullets akin to the magical attack of the Spark Glove 2, having the property of rolling on the ground. Players will probably end up fighting it a lot, as it drops the Catapult's Card 2. One strategy to defeat it is to use a Sniper with a Triple Shot 1 or a Quint Shot 3, or a Gunner with a Rifle 1 equipped with a Catapult's Card 1, but that will take a long time, since the Quint Shot is beyond the Castle Another strategy is to use the Hit and Run strategy with a Sniper's Double Poison 2. Another strategy is to lure it with the weakest character by hanging him directly over the boss. That way, the boss will keep attacking upwards, while the rest of the team can attack the boss. The " bait " will only take minimum damage as only a small amount of pellets will hit it. Having a Priest with over 20 DEX can also help negate the damage taken to minimum. Letting melee characters attack this boss with the protection of a Silver Crystal will also help.
Yellow Skull Fish
  • LP: 77 · Level: 20 · EXP: 200 · Gold: 777 · Qty: 0-6* · Range: 20
  • Drops: Topaz 2, Bronze Medal 2
  • This enemy drops a lot of gold for its LP. However, there is a major catch to this enemy: It is resistant against all types of attacks. It can be found in small underground lakes in the stage, and it has the unique property of not being present in predefined numbers within levels. They only appear if there is sufficient water in the level, and at maximum there will only be one in each level, making acquiring the Bronze Medal 2 it drops very difficult. Unlike most enemies of the Fish species, this enemy's body color is almost the same as the color of its head. A good strategy to kill it is with Fire type weapons, which can inflict damage at a rapid rate, thus negating the damage reducing effect to a point where there should be no difficulty in killing this enemy. They are also not resistant to Freeze damage, so Freeze damage will not be negated and thus players can kill it without problems.
[CV2] Cavern 2 (5)
Blue Skull Bat
  • LP: 240 · Level: 18 · EXP: 200 · Gold: 50 · Qty: 38 · Range: 30
  • Drops: Purple Crystal 2
  • This Bat comes in large groups, and has a high AT, so players should watch out for this enemy. This enemy can mainly cause problems due to the fact they tend to block characters from attacking their longer ranged cousins. Freeze and Fire type weapons, especially Magician's Freeze 2 and Volcano 2, work best against this enemy, but the terrain must be able to let it damage it since this enemy is flying.
Purple Skull Bat
  • LP: 240 · Level: 19 · EXP: 200 · Gold: 50 · Qty: 34 · Range: 40
  • Drops: Sapphire 2
  • Unlike its cousin, the Blue Skull Bat , this bat fires two, slightly weaker projectiles. It also has a slightly higher range than the Blue Skull Bat. The fact that it has two projectiles actually makes it easier to deal with, as it's more likely that the attacks will do less damage if the player can avoid at least one of them. The fact that it has only 40 range makes this harder, though, especially for melees. It is best to have one melee at a time attack this enemy to make it easier to react, as two or more will have one melee be inevitably hit by the projectiles. Ice, Freeze, and Fire type weapons are best against this enemy, but only if it's able to hit the enemy since it flies.
Pink Fairy Bat
  • LP: 280 · Level: 20 · EXP: 200 · Gold: 100 · Qty: 24 · Range: 120
  • Drops: Yellow Crystal 2, Aquamarine 2
  • Players will find themselves being pounded by this enemy with its fast attacks from far away, so it is a good idea to get rid of them first. These bats seem to be very shy, as they start backing up if a character comes near. They also tend to hide behind the swarms of Blue Skull Bats and Purple Skull Bats , making them very frustrating. Their attacks, however, are particularly weak. Melees are not recommended to attack this enemy, due to its range and shyness. Ice, Freeze, and Fire type weapons will work against this enemy, but it is difficult to do since it flies and flees from approaching characters.
White Boss Skull Bat
  • LP: 4000 · Level: 21 · EXP: 2000 · Gold: 700 · Qty: 1 · Range: 90
  • Drops: Pierce's Card 2, Thunder Spirit 2
  • This enemy is easy to defeat for ranged characters (depending on the level and weapon ), but hard to defeat for melee characters. Its attack of 10 needles can greatly damage melee players over time. The bait strategy is also very difficult to apply here, as the bait will take a large amount of damage and the fact that the screen's area is smaller. Furthermore, the additional effect of darkness in the Cavern stages can make the boss and its attacks hard to locate, resulting in moderate damage to any characters if the player does not pay attention and search beforehand. Ice and Thunder type weapons will work extremely well against this boss, as Ice will slow it down so ranged characters can hit easier, and Thunder can do some great damage against it. A Gunner with a Rifle 1 or a Homing Laser 2 is also recommended for taking down the boss from a range. If the boss is near the ground, a Gladiator with a Lightsaber 2, a Whipper with a Thunder Whip 1, or a Boxer with a Spark Glove 2 will take off plenty of LP for the ranged characters to finish it off without much of a problem. Slowing it with Ice should be done beforehand when the boss approaches the ground.
Yellow Smiley Fish
  • LP: 77 · Level: 20 · EXP: 200 · Gold: 777 · Qty: 0-6* · Range: 20
  • Drops: Topaz 2, Silver Medal 2
  • This enemy is extremely similar to its cousin, the Yellow Skull Fish . Again, it only appears if there is a sufficient amount of water in the stage. Fire still works very well, and they are not resistant to Freeze damage. High-speed attackers, such as Boxers , will also work well against it.
[CV3] Cavern 3 (5)
Yellow Skull Stickman
  • LP: 300 · Level: 19 · EXP: 200 · Gold: 60 · Qty: 24 · Range: 20
  • Drops: Silver Crystal 2
  • This enemy isn't much of a challenge, but it can be dangerous over time due to its decent AT . It can be considered as a stronger version of the White Skull Stickman (CG) . Melees with Physical type weapons should be enough to take this enemy out, but the terrain that the enemy can be in may allow ranged characters to defeat it, too. A Silver Crystal is recommended to negate some of the damage this enemy does to melees.
Orange Skull Bat
  • LP: 240 · Level: 19 · EXP: 200 · Gold: 60 · Qty: 15 · Range: 40
  • Drops: Garnet 2
  • These bats do not appear that frequently, and they are not that tough to take down, either. They have a decently strong attack, but their low numbers make them nuisances at best. An Ice, Physical, or Thunder type weapon is effective against this enemy, but players should check the terrain beforehand before attacking this enemy to make sure that it can be easy for characters to attack it, since this enemy flies. Players should also watch out for the Orange Skull Stickman that could be with it, as well.
Orange Skull Stickman
  • LP: 300 · Level: 21 · EXP: 200 · Gold: 100 · Qty: 22 · Range: 40
  • Drops: Ruby 2
  • This enemy does not pose such of a threat due to the fact that it is not present in most of the screens. Unfortunately, it is densely populated at the boss stage. They have a moderately ranged fire attack that can deal decent damage. Taking them out from a distance is key, especially in the boss area. Baiting several of them at once may also work. Ice and Freeze type weapon are a must against this enemy at the boss screen to prevent them from raining stackable fire at the characters. In the normal screens, using the terrain to the player's advantage is key to defeating them. In most cases, a melee with moderately-high LP can defeat it without much trouble, but sometimes ranged characters will be able to attack it without the character's projectiles hitting the terrain. On the boss screen, using Ice and Freeze type weapons are a must against the group of enemies to prevent such a heavy rain of fire aimed at all characters.
Orange Boss Skull Stickman
  • LP: 1000 · Level: 22 · EXP: 500 · Gold: 150 · Qty: 5 · Range: 80
  • Drops: Guide's Card 2, Fire Spirit 2
  • This boss is extremely dangerous due to its fire attack and its minions. So far, the boss level of Cavern 3 is considered one of the hardest boss levels in the entire game, due to the fact that there are five bosses and fifteen Orange Skull Stickmen , and their fire attacks constantly damage characters. An extremely useful technique to beat this boss is with a glitch. Normally, the only way a character can attack is if he's either on the ground, or in the water. However, if a character is knocked against a ceiling, the character might have a split second to attack. Thus, a ranged character who has a large range can hit the stickmen from the ceiling without taking much damage. If the tactic is applied with a Sniper , make sure to use weapons in which the projectiles travel straight such as the Triple Shot . Ice and Freeze type weapons are also highly recommended to keep the stickmen at bay. If the glitch seems difficult to do, turning off all of the characters' Auto move will suffice, followed by baiting the stickmen a few at a time to prevent a heavy rain of fire at your characters.
Yellow Fairy Fish
  • LP: 77 · Level: 20 · EXP: 200 · Gold: 777 · Qty: 0-5* · Range: 20
  • Drops: Topaz 2, Gold Medal 2
  • Like its other cousins, the Yellow Skull Fish and the Yellow Smiley Fish , it is resistant to all attacks and only appears if there is a sufficient amount of water in the stage. Once again, Fire type weapons work well, and they are not resistant to Freeze damage. High-speed melees, such as Boxers, also work well.
[L] Lake (4)
Tan Skull Fish
  • LP: 150 · Level: 15 · EXP: 100 · Gold: 60 · Qty: 125 · Range: 40
  • Drops: Gold Medal 1
  • Often present in mobs, this enemy can pose a huge threat. It has decent AT, a good range for melee, and since they are Fishes , they are adept at swimming. Ice and Thunder type weapons work extremely well against this enemy. It's also recommended to have a character that can go through enemies, since this enemy is always in a large cluster. A Black Crystal will help remove the damage taken by this enemy.
Pink Skull Tree
  • LP: 300 · Level: 16 · EXP: 100 · Gold: 60 · Qty: 35 · Range: 100
  • Drops: Silver Medal 1
  • The Pink Skull Tree is similar in many ways to its identical cousin, the Pink Skull Tree found in Hill Country 3 . The main difference is that this Pink Skull Tree shoots only one projectile instead of two. The projectile will follow a straight path. This is the first underwater Tree enemy, but it can be found above water under a rare chance. They have decent power and a good range, so one must be cautious while dealing with them along with other enemies. Fire and Thunder type weapons should help take out this enemy. Ice type weapons will also help for slowing them down to keep it from attacking a lot.
Green Smiley Fish
  • LP: 300 · Level: 17 · EXP: 200 · Gold: 80 · Qty: 33 · Range: 80
  • Drops: Bronze Medal 1
  • This enemy has considerable range, power, and speed. It should not be underestimated, as they are especially lethal when combined with the large swarms their tan cousins appear in. Thunder type weapons work well against this enemy, as well as high-speed and/or high-damaging melees. An Ice type weapon should help slow it down so player can pursue it easily without rushing all over the screen.
White Boss Smiley Fish
  • LP: 3000 · Level: 18 · EXP: 1000 · Gold: 700 · Qty: 1 · Range: 150
  • Drops: Reflection Card 1, Iron Medal 2
  • The projectiles of this boss are able to change trajectory (acting like a homing missile), even after being released. Therefore, this boss should be handled with utmost caution. Note, however, that the max damage of each projectile is 5, which can be negated to a large degree with a Priest's defense aura and/or a Silver Crystal. The Bait strategy works against this boss, but it will be rather difficult to avoid all the projectiles. An Ice type weapon will greatly help against the boss to slow it down completely, making hits on it much easier. The boss can often be in a cluster with other enemies, so it may be best to take out other enemies first before facing the boss, though slowing it down beforehand is recommended to lower the damage taken.
[CG] Castle Gate (4)
White Skull Stickman
  • LP: 200 · Level: 14 · EXP: 100 · Gold: 60 · Qty: 66 · Range: 20
  • Drops: Diamond 1
  • The White Skull Stickman appears in moderately large-sized mobs throughout the Castle Gate stage, and can pose a threat if they are not handled carefully. Skilled players should have no trouble handling these enemies. The bait strategy can be applied to fight them by dragging a weak character above the enemy. Watch out for the Red Skull Stickman when doing this, as its fire can cause some trouble with attacking characters. The Gunner's Laser Gun 2, the Gladiator's Flame Sword 2 and Frozen Sword 2, and the Angel's Ice Ring 1, is also very effective due to the quantity of this enemy and the rather level terrain. Due to the fact that they drop Diamond 1s , which can be sold for a relatively higher price than normal, they are very handy for killing and also great for earning money rather quickly.
Red Skull Stickman
  • LP: 240 · Level: 15 · EXP: 200 · Gold: 90 · Qty: 12 · Range: 150
  • This enemy spits four balls into the air, which fly in an arch and aimed at characters. Upon collision with the ground or a character, the projectiles erupt in fire, which can deal even more damage. However, due to the low AT of the projectile, this enemy is not very difficult for skilled players. However, it can be quite annoying, as it can attack bait while baiting the White Skull Stickmen and Orange Smiley Wheels , since this enemy has an upward attack. A Freeze type weapon, such especially the Magician's Freeze 2, is recommended against this enemy to keep it from attacking the bait. Elsewise, an Ice or Poison type weapon will make short work of this enemy, such as a Poison Glove 1 on a Boxer, or an Ice Ring 1 on an Angel.
Orange Smiley Wheel
  • LP: 160 · Level: 14 · EXP: 100 · Gold: 60 · Qty: 8 · Range: 150
  • This enemy is literally a small-sized Orange Boss Smiley Wheel . It has the exact same attack style, but the attacks it fires come much more slowly. It is so slow, it attacks with one fire at a time. It should not be underestimated, however, because they'll fry the team's LP if they all stay in the fire. As always, use the bait strategy with a melee character to avoid getting high amounts of damage. An Ice type weapon will also make short work of this enemy. High-damaging Boxers will also defeat it within a matter of seconds.
White Boss Skull Stickman
  • LP: 2000 · Level: 16 · EXP: 1000 · Gold: 500 · Qty: 1 · Range: 40
  • Drops: Critical's Card 1
  • Sub-Castle Boss , the former name of this Stick Ranger enemy, redirects here. This enemy is only as strong as half of the original Castle Boss , and it can be considered as a stronger version of the White Skull Stickman , only with a vertical attack, instead. While he can only shoot the red Two Arrow attack, he is not to be underestimated, as he has a big amount of health and attacks fairly fast. Keeping some distance between this enemy and letting the team attack him with ranged attacks will prove to be useful. Surprisingly, this enemy gives a large amount of experience to juvenile Stick Ranger characters. The Dodge strategy or the Hit and Run strategy may help to beat this boss. Another strategy that is useful is the bait strategy. Ice type weapons will also help against the boss to slow down the fast firing rate. A Sniper's Quad Arrow 2 will be a great Physical type weapon to use against this boss, and a Priest's Lightning Staff 2 helps magically. Players can often grind this boss for EXP if the Castle Boss seems too hard. It is also recommended to grind for its Critical's Card 1, as it greatly helps melees against the Castle Boss.
[C] Castle (1)
Castle Boss
  • LP: 5000 · Level: 20 · EXP: 1000 · Gold: 1000 · Qty: 1 · Range: 200/40
  • Drops: Vampire's Card 1, ONIGIRI's Card 1
  • The Castle Boss is a large stickman with a very light grey head. It shoots 12 projectiles into the air when a character is within range. These projectiles leave a fire residue upon collision with either a character or the ground. Both the projectiles and fire residue inflict minimal damage. The boss will also drop red two-arrows when a character is within melee range. This boss can be described as a strong combination of the Red Skull Stickman (CG) and the White Boss Skull Stickman (CG) , both found in the Castle Gate . This is the first mega boss in the game, as well as the first enemy in the game to have two different attacks. Trying to avoid getting too close to the boss is important, as its two-arrow attack can be very dangerous. It is easier to simply have one character attack. This way, the player can focus on avoiding the boss's projectiles. Fighting the boss is easier if the character is using a weapon with a long range , such as the Triple Shot . However, the fight will take longer because most long-range weapons deal relatively low damage compared to close-range weapons.
Realm 2 (49)
[S1] Seaside 1 (5)
Green Roundhead Walker
  • LP: 300 · Level: 21 · EXP: 200 · Gold: 80 · Qty: 30 · Range: 40
  • Drops: Emerald 2
  • This is the first Roundhead enemy introduced to players. Like the Smiley Walkers , they use melee attacks, making them easy to take down with ranged attacks. However, this enemy is continuously in large groups of other enemies. A high-damaging melee character can defeat this enemy easily, especially when slowed by an Ice attack. Due to the stage's heavy enemy clusters, a class with an Area of Effect weapon, such as a Gladiator or Sniper, may be needed to attack this enemy. This is essentially a highly improved version of the Green Smiley Walker from Opening Street .
Cyan Roundhead Walker
  • LP: 300 · Level: 22 · EXP: 200 · Gold: 80 · Qty: 23 · Range: 40
  • This is the stronger cousin of the Green Roundhead Walker , and essentially a much stronger version of the Cyan Smiley Walker from Opening Street . The only difference between this and its green cousin is that it is one level higher, can do up to 5 points of extra LP damage, and resists Physical attacks by only a tiny bit. Despite this, they should be treated exactly the same as its green cousin, however, it is best to watch out for melees' LP due to the heavy enemy clusters of the stage. Ice and Fire type weapons, along with Area of Effect weapons, will greatly help against this enemy within a tight group.
Red Roundhead Walker
  • LP: 600 · Level: 23 · EXP: 400 · Gold: 120 · Qty: 7 · Range: 120
  • This enemy is quite strong, as it has unusually high LP (higher than the Opening Street boss ), and its AT is also rather high. Its attack is akin to the Explosion attack, as it creates a fiery cloud which deals splash damage. This enemy is most dangerous when hiding among a crowd of Blue Roundhead Trees , as a character needs to clear away most of the trees to reach the enemy, while it can keep attacking the character due to its high range. This enemy is usually placed farther away from the left side of the screen, however, so clearing out the left side of the screen for Onigiris is wise before trying to attack this enemy. A high-damaging Area of Effect weapon is needed in order to take this enemy down before it does a high amount of damage beforehand. Once surrounding enemies are cleared away, a Freeze type weapon followed by high-damaging melees is recommended in finishing it off. Players who defeat this enemy also get a unusually high EXP giveout, with up to 400 EXP given instead of 200.
Blue Roundhead Tree
  • LP: 400 · Level: 22 · EXP: 200 · Gold: 90 · Qty: 30 · Range: 80
  • For the Stick Ranger 2 variant, see Blue Roundhead Tree (Stick Ranger 2) . Like the Trees found in Grassland 5, 6, and 7, these Trees often appear in groups. Their attacks go straight at the stickmen , and have a high range and attack power, making them a very serious threat. However, their vision of attack isn't terribly high, and if characters are positioned correctly, they can hit the trees without taking damage, such as hiding under a water pocket, where the enemy attacks a corner of the terrain, rather than the attack entering the water. This may require a Pierce's Card , or a weapon that goes directly to the enemy and can either ignore terrain, such as the Gunner's Laser Gun 2, or appears somewhere else, such as the Magician's Thunder 1. This enemy can also be considered a stronger cousin of the Pink Skull Trees found in the Lake .
Grey Boss Roundhead Walker
  • LP: 4800 · Level: 24 · EXP: 2000 · Gold: 900 · Qty: 1 · Range: 150
  • Drops: Critical's Card 2, Big Card 2
  • Inexperienced players might find themselves in a very harsh situation with this boss, due to its quick attacks and high range. This is essentially a much stronger version of the Grey Boss Smiley Walker . Its attack is very similar to the Sniper's Triple Shot , as there are 3 arrow attacks shooting directly at the characters. A Priest with about 50 or more DEX is useful when fighting this boss to lower the damage. Another option is to have a Sniper with Triple Shot and a large range , which can be achieved by using the Catapult's Card and/or raising STR , but this option will take some time due to the weapon's low AT. Since this Boss doesn't move very much, the team can stay in a safe distance, and ranged characters will have enough time to fight it down. A long-ranged Magician with Volcano 2 can work too, but the player must be alert, as the boss can still move. It is highly recommended to have more than 180 range on a ranged character, as it can attack several times while not having to worry about the character's sudden movement for a time. Also, the bait strategy is possible by waving a character over the boss from side to side.
[S2] Seaside 2 (5)
White Roundhead Snake
  • LP: 330 · Level: 22 · EXP: 200 · Gold: 80 · Qty: 45 · Range: 40
  • This enemy appears in rather large mobs. Despite this, they can be easily defeated by a Gunner with a Bazooka 2, as 1 to 2 shots are enough to kill one. Without one, an Ice or Freeze type weapon should be used against it, while melee characters beat down this enemy while it is slowed of frozen. The Red Roundhead Snake is the stronger version of this enemy, while this enemy is an upgraded version of the Tan Skull Snake .
Red Roundhead Snake
  • LP: 660 · Level: 23 · EXP: 400 · Gold: 120 · Qty: 8 · Range: 40
  • This enemy is the stronger version of the White Roundhead Snake found in Seaside 2 . Although there's only a few in each area, they can deal very high damage and usually hide in mobs of White Roundhead Snakes, so they can be rather hard to get rid of, and thus can kill inexperienced players almost instantly, while they also greatly annoy more experienced players. Because this enemy is with a large group all the time, and Area of Effect weapon is useful. The Gladiator's Frozen Sword 2 and the Magician's Blizzard 2 can help against this enemy and any other enemies that can be surrounding it. The Angel's Ice Ring 1 can also help if it has a good amount of DEX and/or a Ring's Card.
White Roundhead Bat
  • LP: 280 · Level: 22 · EXP: 200 · Gold: 70 · Qty: 45 · Range: 40
  • For the Stick Ranger 2 variant, see White Roundhead Bat (Stick Ranger 2) . This enemy has a decent attack power and range. They appear in large crowds, making them very dangerous, especially when paired with the Red Roundhead Bat . The range, however, is about as much as a Whipper, so using an Ice Whip 2 could help against this enemy when in range. Otherwise, a different Ice or Freeze type weapon should help against this enemy, instead. It is also recommended to have an Area of Effect weapon as well, since this enemy is numerous.
Red Roundhead Bat
  • LP: 440 · Level: 23 · EXP: 400 · Gold: 110 · Qty: 8 · Range: 40
  • A stronger cousin of the White Roundhead Bat . Although it has the same range as its white cousin, it shoots 5 Pellets at once, allowing it to deal 20-40 damage in one shot. Like the Red Roundhead Snake , it doesn't appear in large numbers and usually hides among crowds of White Roundhead Bats , making it a great annoyance. As with its white cousin, an Ice or Freeze type Area of Effect weapon is extremely useful, since enemies are numerous.
Grey Boss Roundhead Snake
  • LP: 5200 · Level: 25 · EXP: 2000 · Gold: 900 · Qty: 1 · Range: 150
  • Drops: Explosion's Card 2, Knockback's Card 2
  • This boss has a very strong attack, where it launches 5 arrows with high speed in fast succession. It also moves more quickly, unlike its walker cousin . A good way to defeat it is with a Sniper with a long range, preferably with the Oct Arrow 2 or Double Poison 2, which can be achieved by attaching a Catapult's Card 2 and a Red Stone 2. Otherwise, the Triple Shot 1 or Quint Shot 3 and about 30 STR will suffice without the boss attacking constantly. Having a Priest with a high DEX or using Ice type weapons to slow down its attack speed and movement speed can also help. Unfortunately, the Bait strategy doesn't work on it, as the projectiles fall back to the ground two seconds after being fired into the air. This is the first boss to have more LP than the Castle Boss , and it is also is one of the hardest bosses in the game because of it's attacks.
[S3] Seaside 3 (4)
Cyan Gel Snake
  • LP: 340 · Level: 23 · EXP: 200 · Gold: 80 · Qty: 30 · Range: 40
  • This enemy can be dangerous when paired with a Pink Gel Tree . They do lots of damage when they are in mobs, but the uneven landscape of the stage usually prevents this enemy from overrunning the characters in contrast to the Snakes at other stages. Fire type weapons will be helpful against this enemy, which such type can be found throughout the stage. This enemy can be considered as an very slightly improved version of the White Roundhead Snake in Seaside 2 , as both have the same AT strength, same attack type , and the same range . However, the Cyan Gel Snake has slightly more LP (340, as compared to the White Roundhead Snake's 330).
Cyan Gel Dragon
  • LP: 220 · Level: 23 · EXP: 200 · Gold: 80 · Qty: 45 · Range: 80
  • This enemy uses an attack similar to Magician's Blizzard 2 and Thunder Storm 2 attack. It can be dangerous if present in large groups and a Pink Gel Tree . Ice and Freeze type weapons will help against this enemy since it flies, but it can still be defeated rather quickly. It is a smaller version of the Cyan Boss Gel Dragon .
Pink Gel Tree
  • LP: 800 · Level: 25 · EXP: 800 · Gold: 150 · Qty: 7 · Range: 150
  • This enemy is extremely dangerous due to its strong triple fire attack. It has a long range, which is about as long as the Triple Shot 1 's range, and its attacks pierce through the terrain. This enemy is also considered more dangerous than the actual boss . The rough terrain of the level also makes it hard to attack it with a more powerful weapon, such as the Gunner's Bazooka 2 . However, a Hit and Run strategy with a Sniper wielding a Poison Arrow 1 or Double Poison 2 equipped with a Peridot 2 or 3 may work well against them. Ice and Freeze type weapons do great against this enemy in order for melees to bring it down quicker. A Boxer with a Poison Knuckle 3 with a Peridot 2 or 3 also does very well against it. The outrange strategy does exceptionally well against this enemy, as well. The Bait strategy also works against them if there are no Cyan Gel Dragons nearby. This enemy's large amount of LP can also be a problem. Surprisingly, the fire attack used by this enemy is stronger and faster than the Submarine Shrine Boss 's fire attack, but it only has half the range.
  • Trivia: This was the first enemy to have its level, gold drop, and EXP upgraded. Before ver4.4, this enemy gave 600 EXP , dropped 120 Gold , and was LV 24.
Cyan Boss Gel Dragon
  • LP: 4800 · Level: 26 · EXP: 2000 · Gold: 900 · Qty: 1 · Range: 80
  • Drops: Bullet's Card 2, Ice Charm 2
  • This boss is a more powerful version of the Cyan Gel Dragon . However, this boss is not very strong compared to other Seaside bosses, and most players consider the Pink Gel Tree to be a more dangerous enemy in this stage . One strategy to use on this boss it to pile the characters on a very small area to take minimum damage. Using Ice type weapons will surely bring the boss to a halt while it is being attacked. A Sniper's Double Poison 2 also helps bring this boss down. What makes this boss even easier is that it tends to hover very close to characters when attacking them. Because of this, it is possible to hit it with melee characters, even Boxers .
[S4] Seaside 4 (4)
Green Gel Walker
  • LP: 300 · Level: 24 · EXP: 150 · Gold: 40 · Qty: 80 · Range: 150
  • Drops: Silver Crystal 1
  • This enemy is slow-moving and fire pellets at characters. It can be rather annoying and deadly in large groups if confronted by an unprepared team. An unprepared team should attack this enemy first, due to the long range, high firing rate, and the fact that there are 20 in every screen with them. They are very good for leveling up for high level teams, as they are found in moderate amounts. With a high DEX Priest and Fire type weapons, the player can take them all out with minimal damage. However, the player might have some problems getting rid of them if the player's team is weaker than it is supposed to be.
Green Roundhead Bat
  • LP: 200 · Level: 24 · EXP: 150 · Gold: 40 · Qty: 80 · Range: 80
  • Drops: Silver Crystal 1
  • This flying enemy shoot 2 low-damaging needles at characters. It can cause some trouble, but it can be dealt with by an experienced team. It is found in moderate amounts, like the other enemies in the stage. Poison, Ice, and Thunder type weapons will kill this enemy very quickly, as they have very little LP. However, they come in moderate swarms, allowing heavy damage to possibly occur. To counteract this, a high DEX Priest will help negate a lot of the damage.
Tan Star Stickman
  • LP: 400 · Level: 25 · EXP: 300 · Gold: 80 · Qty: 40 · Range: 60
  • Drops: Silver Crystal 2
  • This enemy may not pose a big threat alone, but it can be dangerous in mobs. Fortunately, the only serious mob is in the boss stage of Seaside 4 , whereas there are only 5 of this enemy in the other screens of the stage. Poison type weapons work well against this enemy, but Fire and Ice type weapons are the way to go when dealing with this enemy. Its attack is similar to the Magician's Thunder Storm 2 , so players must watch where the thunder will hit in order to react fast enough to dodge it.
Tan Boss Star Stickman
  • LP: 6000 · Level: 27 · EXP: 2000 · Gold: 900 · Qty: 1 · Range: 40
  • Drops: Berserk Card 2, Reflection Card 2
  • This boss is accompanied by 20 Tan Star Stickmen . It is very dangerous to try fighting against all of the enemies at once. However, the enemies do not have an attack against characters far above their heads, so the bait strategy can easily be used to attract most of the enemies while the rest of the team can fight against a few of them. Boxers with a Sonic Punch 2 and Magicians with a Delta Explosion 3 or a Volcano 2 are quite effective in fighting this boss and its minions due to the splash damage. Fire type weapons in general are also quite effective. A Magician's Freeze 2 can help stop this boss' minions for a long period of time, allowing melees to dispose of its minions easily. Once the minions are gone, this boss is rather easy to deal with, especially when hit by an Ice or Poison type weapon.
[MG1] Mist Grove 1 (4)
White Roundhead Mushroom
  • LP: 800 · Level: 29 · EXP: 200 · Gold: 120 · Qty: 42 · Range: 500
  • Drops: Diamond 3
  • As with the other Mushroom enemies, this enemy will only attack when provoked. When provoked, it shoots six pellets that do little damage around the enemy. Fire type weapons are the most effective against this enemy, as it is weak to Fire. Physical type weapons should only be used if it has enough to do more than 1 damage, since this enemy is stronger to Physical attacks than usual at this point in the game. Status-inducing weapons are not recommended, as it is immune to Poison and will immediately attack after the Freeze time expires. Ice type weapons, however, may work to an extent. As both them and the White Roundhead Tree do not move, Volcano 2 is an excellent weapon against them. Mist Grove 1: 2 is the best spot to farm them for experience and gold at the point in the game it is available, as there are large groups of both without pesky Green Gel Bats that fire weapons struggle to deal with.
White Roundhead Tree
  • LP: 800 · Level: 29 · EXP: 200 · Gold: 120 · Qty: 34 · Range: 80
  • Drops: Aquamarine 3
  • This enemy usually appears in moderately-large groups of itself and White Roundhead Mushrooms . It has quite an unusual attack for a tree at this point in the game; it shoots one arrow in a huge arch and deals a decent amount of damage. However, due to the time that it takes for the arrow to hit the ground, they miss easily. If the characters proceed fast enough, there is no need to worry about this attack. Like its mushroom cousin, it is weak to Fire, so Fire type weapons are recommended in destroying groups of this enemy. Physical attacks do normal damage, but its mushroom cousin is resistant to it. As both of them also do not move, Volcano 2 is an excellent weapon against them. Mist Grove 1: 2 is the best spot to farm them for experience and gold at the point in the game it is avaiable, as there are large groups of both without pesky Green Gel Bats that fire weapons struggle to deal with.
  • Trivia: This is the first enemy that is strong to Poison, but not completely immune to it.
Green Gel Bat
  • LP: 300 · Level: 31 · EXP: 400 · Gold: 90 · Qty: 24 · Range: 80
  • Drops: Peridot 3
  • This enemy approaches characters and emits poison clouds like that of the Green Cap Mushroom , only from up above instead of left or right. Those poison clouds travel through the air for about 8 seconds and drain any character's LP by 50 upon contact. However, the attack is very slow and it can be dodged easily. This enemy is probably the most ironic of all the game's enemies; although it attacks with Poison, it is not resistant to Poison type weapons. As a result, using Poison type weapons on them should work nicely, but Physical attacks should be enough to get rid of them. Players with Boxers on their teams should grind this enemy for its drops, as the Poison Knuckle 3 and the Peridot 3 makes a great combination.
White Boss Roundhead Mushroom
  • LP: 11000 · Level: 33 · EXP: 2500 · Gold: 300 · Qty: 1 · Range: 500
  • Drops: Long Sword's Card 3, Big Card 3
  • This boss may be difficult to defeat because of its immense LP , its very high AT , and its diverse strengths. Because the attacks are spread out, and hit the exact same places every time, a good tactic is to place all characters between the places of impact in their range to avoid any damage at all, while using Fire type weapons to damage the boss effectively. Players must constantly adjust all characters because with each attack, they move a little in one direction. The exceptions are the Magicians , Angels , and Priests , which do not move at all, regardless. Melee characters with Fire type weapons can also apply the Dodge strategy to defeat this boss easily. Only Physical type weapons with a high AT (such as a Long Sabel 4) and Freeze type weapons can cut through its defenses without Fire type weapons, as this boss is weak to Fire. The Magician's Volcano 2 , the Angel's Charge Ring 2 , and the Priest's Staff of Flame 3 should put this boss out of commission without having to worry about getting a Game Over, assuming the bats with it are gone, as well.
[MG2] Mist Grove 2 (4)
Yellow Roundhead Bat
  • LP: 400 · Level: 30 · EXP: 200 · Gold: 50 · Qty: 35+¤ · Range: 40
  • Drops: Ruby 3
  • Although weak individually, they may pose a threat in large groups due to their multiple needle attack, which can stack up to deal very large damage even with or without the Yellow Roundhead Dragons . In small numbers, Physical and Poison type weapons should be enough to waste them. If the continuous spawning of this enemy becomes a hassle, an Area of Effect Freeze type weapon should be enough to keep most of them at bay.
  • Trivia: This is the first enemy that can be spawned in the game.
Yellow Roundhead Dragon
  • LP: 400 · Level: 31 · EXP: 200 · Gold: 50 · Qty: 10+¤ · Range: 60
  • Drops: Garnet 3
  • This enemy is extremely dangerous in swarms due to its multiple needle attack. Even though the attack is weak, characters are severely damaged when numerous amounts of these dragons attack them at once, particularly in the boss area. When attacking them, it is recommended to have a Priest with about 50 DEX and/or a Green Stone, Silver and Black Crystals, and an Area of Effect Freeze type weapon that has a long initial time (such as the Magician's Freeze 2) with a Diamond. In smaller groups, or if the weapon also has an Area of Effect, Poison type weapons are very effective against this enemy. Players may have to hold themselves at the far left of the screen upon facing the boss due to this enemy spawning in groups of five, so one should come prepared with a high amount of gold if a large swarm of this enemy surrounds them.
  • Trivia: This is one of only two enemies that is spawned from a boss. The other is the Green Big Gel Bouncer in Forest 4 . This is the only normal enemy in the game that can appear in Mountaintop .
Orange Roundhead Tree
  • LP: 800 · Level: 31 · EXP: 400 · Gold: 100 · Qty: 9 · Range: 500
  • This enemy has the ability to slowly spawn Yellow Roundhead Bats . It can be dangerous in a larger group because it can create large numbers of these bats if it is not killed quickly, but there is a maximum number of 100 enemies that can be on the screen. After reaching this limit, this enemy will simply stop spawning and do nothing, rendering it completely defenseless. With patience, they are also a good way to get great amounts of money, items, and EXP for very little effort. By using the Lure strategy and having the auto move off, characters can simply stay at a corner and kill the spawned Yellow Roundhead Bats with ease. Upon wasting the bats, Physical attacks are all that is needed, as it is defenseless.
Orange Boss Roundhead Tree
  • LP: 8000 · Level: 34 · EXP: 2500 · Gold: 300 · Qty: 1 · Range: 500
  • Drops: Berserk Card 3, Fire Spirit 3
  • This boss can be extremely dangerous because it has the ability to spawn Yellow Roundhead Dragons in fives, but there is a maximum number of 89 dragons that the boss can spawn. After reaching this limit, it will simply stop spawning, rendering it completely defenseless. A way to defeat this boss and achieve the boss's spawn limit is to shut the auto move off and let the dragons approach the team in small amounts. Always have an Area of Effect Freeze type weapon with a long initial time prepared in case the dragon amount gets too massive for the team to handle. Another way to defeat this boss is to immediately position all of the characters directly under the boss. This can be enhanced by using the Explosion's Card , preferably 3. Using Freeze type weapons in general, along with Fire and Poison type weapons, can also clean the boss area easily. It is recommended to have Silver & Black Crystals ready in case the number of attacks go overboard. In such a case, players should be prepared with a large amount of gold in order for the survivability chance to stay high.
[MG3] Mist Grove 3 (4)
Green Gel Wheel
  • LP: 80 · Level: 31 · EXP: 200 · Gold: 130 · Qty: 70 · Range: 20
  • Drops: Emerald 3
  • These enemies have bizarrely low health, just having the same LP as the Grey Smiley Snake from Grassland 1 . As a result, they can be taken out quickly and easily. However, they can be dangerous in large groups because of their moderately-high poison damage. The lure strategy and the bait strategy work well with these enemies. If Poison becomes a nuisance, Ice and Freeze type weapons hold them off, leaving them very vulnerable. They are basically grounded versions of the Green Gel Bat , only with lower LP.
Olive Roundhead Stickman
  • LP: 180 · Level: 32 · EXP: 200 · Gold: 140 · Qty: 35 · Range: 60
  • Drops: Sapphire 3
  • These enemies launch an attack similar to the Red Skull Stickman (CG) , but they only launch one at a time. However, these attacks are much stronger. The attack is similar to the Magician 's Volcano 2 and the Gunner 's Grenade 2 and Grenade Launcher 4 , but it leaves only 5 fire residues on the ground. Like the other olive coloured enemies in this stage, it is weak to Physical attacks. Strangely, the pellet and the fire are not magical attacks, and the Priest's Defense Aura and any Silver Crystals will reduce the damage from this attack. Blocking or dodging this attack is highly recommended, because it can do 40-55 damage if it hits a character directly. Likewise with its weakness, Physical attacks should be enough to waste them, as their LP is considerably low. Magic-wise, an Ice or Freeze type weapon should be considered to lower the chances of it attacking.
Olive Star Mushroom
  • LP: 300 · Level: 32 · EXP: 400 · Gold: 150 · Qty: 30 · Range: 500
  • Drops: Topaz 3
  • These enemies fire two needles in a diagonal path toward characters . However, these attacks have homing capabilities, and can also pierce through terrain. A good strategy is to put the attacking character right next to this enemy, so the needles will curve around the character and the character will not take damage. Also, a ranged character can hit them without taking a hit, as it would be out of the needles' homing range. It is a combination of the Green Gel Wheel and the Olive Roundhead Stickman strength and weakness-wise, so Poison type weapons are not recommended, but Physical attacks should be enough to waste them. Magic-wise, Fire type weapons are effective against them.
Olive Boss Star Tree
  • LP: 9000 · Level: 35 · EXP: 2500 · Gold: 400 · Qty: 1 · Range: 200
  • Drops: Critical's Card 3, Poison Charm 2
  • Although this boss has a very high AT for this point in the game, it is not as dangerous since it comes alone and has a slow fire rate. The projectiles it fires have a wide spread, making the dodge strategy and bait strategy applicable. It is weak to Physical attacks, so a Gladiator with a Long Sabel 4 equipped with attack-boosting compos should destroy this boss quickly. Physical weapons in general would make the fight easier, and an Ice type weapon would allow the boss to barely attack. Silver Crystals may not be as recommended, but it is worth it if a character takes a hit from this boss.
  • Trivia: This is the first boss whose species does not appear on early levels in its stage. Before ver8.5, this boss dealt the highest single-hit Physical damage in the game. It is now third, behind the White Boss Vampire Fish and the White Boss X Walker . It is one of the four biggest Trees in the game.
[???] ??? (2)
Pink Gel Spider
  • LP: 1000 · Level: 33 · EXP: 300 · Gold: 10 · Qty: 159 · Range: 20
  • Drops: Black Crystal 3, Iron Medal 3
  • This is the first Spider enemy introduced to players that find this stage. They are able to jump, have very high LP , and can appear in large groups, especially in the boss area. Bait strategy tactics work very well with these enemies. They have a very weak attack but it is very rapid, and in a large group, characters will quickly lose all their LP if nothing is done. A Boxer with a Freeze Knuckle 4 equipped with a Vampire's Card and an ONIGIRI's Card is effective in taking down large groups. A Magician with enough DEX can also use Big Icicle 4 equipped with a Quick's Card 3 and a Diamond 3 to stop the horde of spiders effectively. Fire type weapons will also make good work against this enemy in a large group. A Black Crystal can help lower the overall damage taken, but a Silver Crystal or the defensive aura of a Priest will not, as damage cannot be reduced to below 1.
Pink Boss Gel Spider
  • LP: 10000 · Level: 36 · EXP: 3000 · Gold: 10 · Qty: 1 · Range: 200
  • Drops: Quick's Card 3, Guide's Card 3, Knockback's Card 3
  • Although the damage of this boss is very low, it shoots out 7 needles at a very fast rate with a large range. Together with the mob of 99 Pink Gel Spiders , it can be a real pain. Fire type weapons, the Boxer's Freeze Knuckle 4 , and/or an Explosion's Card will work well against this boss. It is also recommended to use a Vampire's Card and an ONIGIRI's Card . The Gunner's Laser Gun 2 equipped with a Guide's Card also works well in killing the mass amount of spiders. A Magician with a Big Icicle 4 equipped with a Diamond 3 and/or a Quick's Card with about 30 DEX can also freeze a large amount of spiders constantly. A Priest with a Staff of Flame 3 is also useful, as it can attack multiple enemies. A Fire Spirit or Thunder Spirit also helps when it activates.
  • Trivia: This is the first boss in the game that is not resistant to Freeze . The second is the Pink Boss Coconut Germ . This boss has the same gold drop as the regular enemies that appear in the level ???. It also has the lowest gold drop out of all bosses in the game. This is the only boss to drop 3 compo items that are all cards (Quick's Card 3, Guide's Card 3, and Knockback's Card 3).
[SM1] Submarine 1 (4)
White Roundhead Fish
  • LP: 400 · Level: 26 · EXP: 200 · Gold: 90 · Qty: 50 · Range: 40
  • Drops: Blue Stone 3
  • This is the first Roundhead fish in the game. Its high AT makes it a dangerous enemy for unprepared players, especially in the moderately-large swarms it normally appears in. In most cases, taking these fish out is crucial to get towards the eels that could be with them. Thunder type weapons should be suitable against this enemy, particularly the Magician's Thunder Storm 2 for a wide range, or a Boxer's Thunder Knuckle 3 or Gladiator's Lightsaber 2 for close-range kills. Ice type weapons, especially the Magician's Blizzard 2, should also prove to be useful. Wide-range weapons should also primarily be used in order to take down the massive swarms it comes in before it drains the team's LP before getting to the boss.
Pink Roundhead Eel
  • LP: 300 · Level: 26 · EXP: 200 · Gold: 90 · Qty: 45 · Range: 80
  • Drops: White Stone 3
  • This is the first Eel introduced to players, and it is currently the only non-Boss Roundhead Eel in the entire game. In large swarms, they can be a threat to unprepared players, but they should be easily taken care of by players who have gotten this far. On single eels, a Boxer's Poison Knuckle 3 with a Peridot 2 or higher should do some heavy damage. For swarms, Thunder type weapons should prove to be useful, especially if it is an Area of Effect weapon. Ice type weapons will also help if it becomes a nuisance, especially when the team is attempting to attack something else.
Pink Gel Eel
  • LP: 450 · Level: 28 · EXP: 400 · Gold: 130 · Qty: 10 · Range: 150
  • The Pink Gel Eel shoots mines , damaging any characters that touch it. Despite their rather threatening LP and AT , these enemies suffer from a rather pitiful range, only firing a few pixels in front of them. Players should try to prevent the characters from wandering into the mines, however. Since they are uncommon, a Poison type weapon, especially the Boxer's Poison Knuckle 3 with a Peridot 2 or higher, should take care of it. An Ice or Freeze type weapon may also be helpful if the amount of mines it throws becomes annoying. This is the first enemy to use mine attacks.
Tan Boss Roundhead Eel
  • LP: 7000 · Level: 29 · EXP: 2000 · Gold: 900 · Qty: 1 · Range: 150
  • Drops: Pierce's Card 3
  • This boss appears to be one of the most dangerous bosses due to its rather high LP and AT . It is similar to the Pink Gel Eel , as it fires mines which stop in mid-air. A good strategy is to lure the boss using the weakest stickman the player has. Long-ranged weapons are also crucial to defeating it, as it fires mines at a high speed, and it makes it very hard to dodge, as a result. However, the mines are not harmful while they're moving; they only damage when they stop moving, resulting in the boss creating a "damaging shield" for it. Another good strategy is to have a high-damaging character, such as a Boxer , and drag it directly to the boss. As the boss moves about, one must drag it to keep up. This way, the projectiles it fires miss the character attacking. This strategy may need good reflexes to succeed, but an Ice type weapon should ease this to a degree. If it is trapped on the floor or border, melee characters will not take any damage, allowing an easy victory, especially with a Boxer using a Poison Knuckle 3 with a Peridot and a Yellow Crystal to create a faster win.
[SM2] Submarine 2 (4)
Green Gel Tree
  • LP: 400 · Level: 27 · EXP: 150 · Gold: 90 · Qty: 140 · Range: 80
  • Drops: Green Stone 3
  • This enemy can be defeated rather easily with a ranged character, even if they do not have a very large range. The attacks of this enemy are rather slow, making it easy to apply a Hit and Run strategy . Despite this, they always appear in large groups, creating many attacks and thus making it much more difficult to dodge all of the attacks. Despite being underwater, a Fire type weapon should put this enemy out of commission easily since it is an immobile enemy. Thunder type weapons and the Sniper's Double Poison 2 or Triple Poison 4 (if the player was skillful/lucky enough to complete the Mist Grove stages) can also make short work of them. Due to the large amount of this enemy in every screen, it can be great for Onigiri and gold grinding.
Pink Roundhead Fish
  • LP: 420 · Level: 27 · EXP: 200 · Gold: 100 · Qty: 14 · Range: 40
  • Drops: Red Stone 3
  • This enemy uses a One Arrow attack on characters who close in on it. Although it deals rather high damage, the attack is close-ranged. As a result, it shouldn't be much of a threat. However, the Green Gel Trees with it can cause huge LP drops before the player can attack this enemy. A Thunder, Poison, or Freeze type weapon should make short work of this enemy. Physical attacks should work as well.
Pink Gel Walker
  • LP: 480 · Level: 29 · EXP: 400 · Gold: 130 · Qty: 11 · Range: 150
  • Drops: Black Stone 3
  • This enemy fires Bullet attacks at characters. The projectiles have a high range, travel quickly, and are rather powerful if not dealt with. They are somewhat dangerous in larger groups. Bait tactics are recommended. These enemies usually hide among Green Gel Trees . A Freeze type weapon is recommended against this enemy. Poison should also help drain its LP down to a point where it can disposed of rather easily. Strangely, the colorization of this enemy is almost exactly the same as the Pink Gel Eel from Submarine 1 , only its feet are slightly different. The color of their attacks are also the same, along with their range, AGI, and AT. They also share the same EXP provided, and amount of gold they drop. The Walker, however, has 30 more LP and a level higher than the Eel, despite these similarities.
Red Boss Gel Tree
  • LP: 8000 · Level: 30 · EXP: 2000 · Gold: 900 · Qty: 1 · Range: 180
  • Drops: Bullet's Card 3, Ring's Card 3
  • This enemy is a much more powerful version of the Green Gel Tree . It fires 15 consecutive wave attacks that deal rather high damage. The projectiles move at a low speed, but slightly faster then the Green Gel Tree's attack, giving the player the advantage of dodging, if the player can do so, as the boss's waves spread at a 120 degree angle with a moderately-high firing rate. A hit and run tactic using high-powered and high-ranged weapons, such a Gunner equipped with a Bazooka with a Catapult's Card and a Critical's Card works well against it. Ice, Fire, and Poison type weapons also take care of it easily.
  • Trivia: It is the one of the four biggest Trees in the game, and it is the only one among them that is in an underwater stage .
[SM3] Submarine 3 (4)
Blue Roundhead Fish
  • LP: 400 · Level: 28 · EXP: 150 · Gold: 90 · Qty: 100 · Range: 60
  • Drops: Purple Crystal 3
  • This enemy is literally invisible in the water. Its body has the color of the water and its head is only two color values different from it. Only its eyes can be seen throughout the stage. Despite its camouflaging, this doesn't make it any more difficult, as characters still auto-attack them anyway, and their attack power and range is quite low. Status-inducing attacks, which come from Poison, Ice, and Freeze type weapons, will make them visible and work well against them. However, strong Thunder type weapons will allow the player to make short work of them.
Grey Smiley Fish
  • LP: 500 · Level: 28 · EXP: 200 · Gold: 100 · Qty: 18 · Range: 80
  • Drops: Black Crystal 3, Silver Crystal 3
  • This enemy uses a Spear attack, and has very high damage and range, making them rather dangerous enemies. The bait strategy may work against them, preferably with a Thunder type weapon. Status-inducing weapons also work considerably well. This is the first enemy in the post- Castle stages that uses pre-Castle head , but the only normal enemy past the Castle with a Smiley head.
Orange Mask Eel
  • LP: 500 · Level: 30 · EXP: 400 · Gold: 150 · Qty: 7 · Range: 150
  • Drops: Red Crystal 3, Yellow Crystal 3
  • This enemy's fire attack travels great distances, can pierce through walls, and deals very high damage. As a result, it a very dangerous enemy. Players will possibly end up fighting this enemy a lot since it drops the Red Crystal 3 and Yellow Crystal 3, which are very useful AT compos at this point in the game. These eels seem to be rather shy, as they will quickly move away in the opposite direction when a character comes close, so ambushing it with a melee is recommended. When possible, they can be trapped by jumping onto dry land, allowing the player to destroy it easily. A long-lasting Freeze type weapon, such as the Magician's Freeze 2, will help bring it down considerably. A Poison type weapon will also drain its LP quickly, especially when a Peridot is equipped.
Blue Boss Roundhead Eel
  • LP: 2000 · Level: 31 · EXP: 1000 · Gold: 300 · Qty: 5 · Range: 180
  • Drops: Catapult's Card 3, Freeze Charm 2
  • This enemy is an improved version of the Blue Roundhead Fish . Like its smaller minion, this boss camouflages with the background. As a result, it can only be seen by its multiple eyes. It fires two Bullets , each dealing very high damage and range. This makes it a potentially dangerous enemy, especially as there are five of them. The Bait tactic works against them. They are also shy, just like the Orange Mask Eel , and so, like the Orange Mask Eel, ambushing it with a melee is recommended to nearly stop it in its tracks. Ice type weapons work well, but Thunder and Poison type ones are the way to go. It is also recommended to attack the five eels one at a time, as its LP is low. Players are extremely recommended to grind for its Freeze Charm , as the next boss has a Freeze attack, saving the player from a lot of trouble when they face it.
[SM4] Submarine 4 (4)
Yellow Roundhead Fish
  • LP: 500 · Level: 32 · EXP: 250 · Gold: 150 · Qty: 30 · Range: 20
  • Drops: Gold Medal 3
  • For the Stick Ranger 2 variants, see Yellow Roundhead Fish (LC3) or Yellow Roundhead Fish (LC6) . Players should not worry too much about this enemy, as it is weak and has a very close range attack. Attacking from a distance will almost guarantee that little to no damage will be taken. This enemy also only appears in one screen, but unfortunately, said screen has a group of 30 of this enemy, which can cause some trouble if one does not pay attention. This enemy can also be a trickster, as all other enemies in the stage are weak to Thunder, whereas this enemy is strong to it. Physical and Poison type weapons should be suitable in taking the group out quickly, especially when the weapon has an Area of Effect. Also, due to the Thunder type attack, their attack cannot be blocked by a Silver Crystal or a Priest 's defense aura, since the attack pierces through. As a result, players should try to be careful if any melee characters are using Berserk Cards .
Grey Mask Fish
  • LP: 600 · Level: 32 · EXP: 250 · Gold: 120 · Qty: 60 · Range: 80
  • Drops: Bronze Medal 3
  • This enemy uses a Bullet attack that deals low damage and has a short range. Players with experience will have almost no trouble with these enemies unless they attack in large mobs, which is seen in some parts of the stage. It is weak to Thunder attacks, so Thunder type weapons are recommended in defeating it. Otherwise, an Area of Effect weapon should be used instead, especially if it is a high-damaging Physical or a Poison type weapon.
Grey Big Mask Fish
  • LP: 800 · Level: 33 · EXP: 500 · Gold: 200 · Qty: 7 · Range: 150
  • Drops: Silver Medal 3
  • This enemy fires Bullets similar to those of the Grey Mask Fish , but are larger, deal more damage, and can pierce through terrain. They also have decent LP and range , so attacking them from a distance is advised. It can deal a good amount of damage to players that do not notice the bullets piercing the terrain. One might soon be pelted by this enemy because of all of the Grey Mask Fishes or Yellow Roundhead Fishes that could be surrounding it. Likewise with its smaller cousin, it is weak to Thunder, so Thunder type weapons are recommended in wasting them. Otherwise, an Ice or Poison type weapon should be suitable against it.
Grey Boss Mask Fish
  • LP: 12000 · Level: 36 · EXP: 3000 · Gold: 999 · Qty: 1 · Range: 180
  • Drops: Explosion's Card 3, Thunder Spirit 3
  • This boss can be troubling due to its very high LP and its powerful attack. It shoots a very large Bullet that deals massive damage, and explodes on contact with a solid surface or character , which launches 9 clouds in a spread similar to that of a Gunner's Bazooka 2. If a character gets hit directly, it will take between 110-220 damage. The boss also has numerous Grey Mask Fish and Grey Big Mask Fish surrounding it, so the large amount of enemies might also be a problem. The boss only attacks if a character is close; however, the bullet will usually go across the screen. A Hit and Run strategy might work well against this boss, especially with a Thunder type weapon, as this boss is weak to Thunder, much like its smaller cousins. A Magician's Big Thunder 3 (assuming the player survived Mist Grove 2 to get it) with a Topaz and a Catapult's Card combination may also help due to this boss's weakness to Thunder and the Big Thunder's large amount of damage. If a player does not have one, the Magician's Thunder Storm 2, the Priest's Lightning Staff 2, and the Boxer's Poison Knuckle 3 (with a Peridot ) will make short work of the boss.
  • Trivia: This is the largest fish boss in the game.
[SSh] Submarine Shrine (1)
Submarine Shrine Boss
  • LP: 40000 · Level: 40 · EXP: 4000 · Gold: 4000 · Qty: 1 · Range: 300/200
  • Drops: Vampire's Card 3, Gold rush Card 1
  • Like the Castle Boss , the Submarine Shrine Boss has ridiculously huge LP and two attacks: a triple Fire attack with low damage but a huge range, and a Flake attack (with less range) which can home in on characters and freezes them for 5 seconds upon contact. A good strategy would be to use the Dodge strategy with a Sniper with a Triple Poison 4. Another good way to kill it is by dragging melee characters directly to the boss 's head so that it is close enough to it to not get hit by the Flake or Fire attacks, while the ranged characters add more damage to it. Cornering it so that it will not move allows extra damage to be given. The Flake attack's effect can also stack, but since the attack is weak, the characters have a somewhat decent chance of escaping if another character draws the boss' attention. Without the Flake attack, this boss would be very easy. A Freeze Charm 2 will almost always block the freezing effect, which makes melee classes more effective on this boss. A Sniper with a Quint Shot 3 with a Red Stone 3/Freeze Charm 2 combination is an almost infallable way to defeat it, but this is extremely time-consuming due to the Quint Shot's pitiful damage.
  • Trivia: This is the second mega boss , the first being the Castle Boss. This is the only boss to have been weakened. Before ver6.7, this boss' Flake attack had an AT of 20-40 with a bigger homing range, while its Fire attack had an AT of 4-6. If this boss was not weakened at all, there is a good chance that it would have been considered much stronger than even the Pyramid Boss . This boss has the fourth highest gold drop in the game, behind the Blue Big Shield Eel , the Ice Castle Boss , and the Yellow Shield Eel / Mountaintop Bosses/ Hell 5 tie.
Realm 3 (49)
[D1] Desert 1 (4)
Tan Box Spider
  • LP: 600 · Level: 38 · EXP: 300 · Gold: 150 · Qty: 75 · Range: 20
  • This is the first Box enemy introduced to players. While it has a fairly low attack, it appears in moderately-large groups, like their snake cousins . The lure strategy should be considered when pits in the terrain are around, as these spiders do not often jump high enough to get out of said pits. In larger amounts, an Ice or Freeze type weapon will be helpful in slowing them down.
Tan Box Snake
  • LP: 600 · Level: 39 · EXP: 300 · Gold: 160 · Qty: 65 · Range: 80
  • This enemy deals very low damage, but its attack comes in fives. They can also appear in moderately-large mobs, so one must be careful if individual characters get surrounded by these and Tan Box Spiders . Unlike their spider cousins, and sometimes Grey Box Walkers , the lure strategy does not work as well on this enemy when pits are around, as they will jump out easily. Fire and Freeze type weapons are recommended in wasting an entire group of snakes. Ice type weapons are not as recommended, since a group of this enemy is often too clustered to hit a significant amount of them. An exception, however, is the Magician's Ice Meteor 4, as it is able to hit several at a time, thereby giving the team a better advantage.
Grey Box Walker
  • LP: 1000 · Level: 40 · EXP: 500 · Gold: 200 · Qty: 16 · Range: 200
  • This enemy barely moves and shoots fairly slowly, however, its attacks have piercing capabilities, have a high range, travel an infinite distance, and deals moderate damage. This enemy should be avoided in groups, but fortunately, the largest has five. The Priest 's defense aura cannot block this attack, since it is a Thunder type attack. The bait strategy may work well against this enemy. It has a resistance to Physical attack, so any non-Physical weapons should be used against it. The Magician's Ice Meteor 4 deals a large amount of damage to it, which can greatly help get rid of this enemy more quickly.
Grey Boss Box Walker
  • LP: 15000 · Level: 42 · EXP: 3000 · Gold: 1000 · Qty: 1 · Range: 250
  • Drops: Quick's Card 4
  • With its ridiculous speed and LP , this boss can be slightly difficult for those who haven't developed a strategy for it yet. Although its firepower does only 1 damage, it can be quite lethal over long periods of time. The good strategy to use on this boss is the bait strategy . It is very hard to dodge all the attacks, due to the boss's extremely low AGI, so it is recommended to use an Ice type weapon on it to slow down its rate of fire, preferably the Magician's Ice Meteor 4 with a Sapphire or Aquamarine for its AT and Slow percentage. It also may not matter to teams who have gotten this far, as their LP may be high enough for not using this strategy at all. Another strategy is to use a Boxer with a Mach Knuckle 3 or a Poison Knuckle 3 (with a Peridot ) equipped with a Vampire's Card so the LP lost is negated by the LP gain. Any Black Crystals or Purple Crystals are another way to avoid being heavily damaged by both the Grey Box Walkers and the boss. Another Boxer weapon that may be useful is the Freeze Knuckle 4 . With 20 DEX, at least 15 MAG, and a Diamond 3 , this can also freeze the boss rapidly and prevent him from attacking.
  • Trivia: This enemy has the second lowest AGI of all enemies in the game, along with the White Boss Box Stickman and the Pink Boss Coconut Germ . The one with the lowest is the Grey Boss Triangle Tree .
[D2] Desert 2 (4)
Tan Box Bat
  • LP: 400 · Level: 38 · EXP: 200 · Gold: 150 · Qty: 90 · Range: 20
  • This enemy isn't terribly difficult. They can appear in swarms of 30, but they have a weak attack, regardless. This enemy has the shortest range of all bats in the game, and they are basically an airbone version of the Tan Box Spider . Physical attacks should be enough to defeat one of them, but when confronting a swarm of them, an Area of Effect weapon may be necessary. The Magician's Big Icicle 4 should also waste the entire swarm without too much trouble.
Red Box Dragon
  • LP: 500 · Level: 41 · EXP: 500 · Gold: 160 · Qty: 15 · Range: 120
  • Drops: Red Stone 4
  • These is a fairly dangerous enemy . They have a somewhat strong Laser attack that pierces characters and is fired in groups of nine. It is best to take care of these enemies first, as their attack can be a major threat towards characters. Their attacks are also magical attacks , so a Priest cannot shield them, but Purple Crystals and Black Crystals can block some of the attacks. This is the only enemy in the entire game that is weak to Freeze . Because of this, and the fact that it is also weak to Ice, the Magician's Ice Meteor 4 and Big Icicle 4 can easily destroy this enemy without much of a hassle. Despite its weaknesses, Physical attacks could be enough if it is near the ground.
Grey Box Wheel
  • LP: 1000 · Level: 41 · EXP: 300 · Gold: 200 · Qty: 25 · Range: 20
  • Drops: White Stone 4
  • These enemies are rather difficult to take down, as they are resistant to all elements but Thunder , and have a lot of LP. It's best to distract them with bait and have a ranged character using weapons of type Thunder for maximum damage. Another way to defeat them is to bait them into a pit and use a Gladiator or Whipper to dispose of them. These enemies can be considered stronger versions of the Yellow Smiley Wheel .
Grey Boss Box Walker
  • LP: 15000 · Level: 43 · EXP: 3000 · Gold: 1100 · Qty: 1 · Range: 250
  • Drops: Bullet's Card 4, Ice Charm 3
  • This boss has the exact same appearance as its Desert 1 counterpart . Unlike that boss, this boss has a radically different attack; it launches 30 arrows in the air, similar to those of most bows . Since the arrows move so quickly, bait is hard to pull off from above. However, it works very well when the bait character is on the ground. The Dodge strategy with a melee character works very well against this boss, but be careful with the 2 Red Box Dragons . Ranged characters should attack the dragons beforehand, as it makes this boss more trivial to deal with. Likewise with its counterpart, the Magician's Ice Meteor 4, the Gladiator's Lightsaber 4 , and the Whipper's Thunder Chain 3 or Ice Chain 4 does massive damage to the boss. A Boxer's Poison Knuckle 3 with a Peridot will also drain its LP considerably.
  • Trivia: This is the second boss whose species does not appear on early levels of its stage. The first one is the Olive Boss Star Tree .
[D3] Desert 3 (4)
Green Diamond Cactus
  • LP: 400 · Level: 39 · EXP: 300 · Gold: 50 · Qty: 85 · Range: 500
  • Drops: Green Stone 4
  • This is the first Cactus enemy introduced to players. They fire a group of needles in a semicircle, but they are very weak and do not pierce terrain. It should not be very difficult to handle. Because the needles cannot pierce terrain, it is possible to take this advantage and attack it from behind the terrain. Physical attacks should be enough to waste them, but in a large group, an Area of Effect weapon should be more considerable.
Pink Diamond Cactus
  • LP: 400 · Level: 39 · EXP: 300 · Gold: 50 · Qty: 75 · Range: 500
  • Drops: Blue Stone 4
  • This enemy is not much different from the Green Diamond Cactus except for its amount of projectiles and that it shoots them right at the player instead of an arc. Regardless, they are still very weak. Likewise with its green cousin, Physical attacks should be enough to waste them, but a large group of them should be attacked with an Area of Effect weapon.
Orange Box Cactus
  • LP: 600 · Level: 42 · EXP: 500 · Gold: 200 · Qty: 17 · Range: 500
  • Drops: Black Stone 4
  • This enemy fires a laser that pierces terrain and characters, usually hitting the same one multiple times. Though this enemy is also weak, it is much stronger than the two preceding enemies of the stage. A Purple Crystal may be helpful in negating some of the damage, since this enemy has a magical attack. Again, Physical attacks should be enough to waste them, but a Freeze type weapon, primarily the Magician's Big Icicle 4, should put them on hold until they are destroyed by the rest of the team.
Yellow Boss Diamond Cactus
  • LP: 2500 · Level: 44 · EXP: 1000 · Gold: 800 · Qty: 5 · Range: 500
  • Drops: Critical's Card 4
  • This enemy fires a fast Thunder shot right at the player. Bait and dodge strategies are recommended as well as taking down one enemy at a time. However, these enemies are very weak compared to the other Desert bosses , so players shouldn't have too much trouble. Their attack is weak, but can be fired at an extremely fast rate. A Priest using the Staff of Poisoner 4 can take down this boss easily because only the poison effect is activated. Fire type weapons are not recommended unless when the bait strategy or dodge strategy is used, or when a character with a Freeze or Ice type weapon is supporting. Due to its height, pellets from the Time Explosion 5 do not explode on this boss. It is best to attack this boss with Area of Effect weapons, as Physical attacks should be enough to waste the entire group. For melees with high STR, it's a good idea to grind for this boss' Critical's Card, as it can do massive damage when activated.
  • Trivia: This is currently the only Cactus boss in the game.
[D4] Desert 4 (4)
Orange Box Bat
  • LP: 500 · Level: 40 · EXP: 300 · Gold: 180 · Qty: 46 · Range: 40
  • This enemy is similar to the Orange Fairy Bat , except this enemy's attack pierces and does not float upwards. While they may be annoying in mobs due to their piercing fire attack with moderate damage, they have very little LP and will go down in a few blows. The Magician's Ice Meteor 4 is more than capable of putting a dent into it's LP, and most ranged characters should be able to drive them down soon after. Freeze type weapons should also be helpful, especially the Big Icicle 4 , since it's capable in tearing through an entire mob of this enemy due to its large attack size.
White Diamond Cactus
  • LP: 450 · Level: 40 · EXP: 300 · Gold: 50 · Qty: 45 · Range: 500
  • This enemy is a slightly stronger cousin of the Pink Diamond Cactus from Desert 3 , and at least one of these enemies will appear in each screen. It has the same attack with max AT higher by 1, and it almost has the same LP (higher by 50). This is barely an upgrade, however, so they can be killed with ease. In large mobs, though, their multiple needle attacks can do a fair amount of damage. Poison or Fire type weapons will clear out a mob of this enemy with ease, but the latter is significantly more dangerous to use, since it will cause more needles to be fired. To counter this, Freeze type weapons should be put to use when a Fire type weapon is being used. Despite this, defeating this enemy should be incredibly easy if the player has went through Desert 3 before.
Orange Diamond Spider
  • LP: 1000 · Level: 43 · EXP: 500 · Gold: 200 · Qty: 33 · Range: 150
  • This enemy shoots pellets that leave Fire residue just like the Red Skull Stickman (CG) and the Olive Roundhead Stickman . Unlike them, however, this enemy shoots pellets much faster and the Fire residue does not disappear upon contact, making them quite a problem, even though it's pretty weak. Since they usually come in large groups, characters can easily be overwhelmed if they're not careful. The Priest 's Defense Aura also cannot reduce the damage taken, since the damage is magical. Purple and Black Crystals will deal with the damage, instead. Freeze type weapons should be considered when taking down mobs of this enemy. The Magician's Big Icicle 4 should be enough to hold them in place, where the rest of the team can destroy them with ease. Fire type weapons may also help against large groups of this enemy.
Orange Boss Diamond Spider
  • LP: 16000 · Level: 45 · EXP: 3000 · Gold: 1200 · Qty: 1 · Range: 150
  • Drops: Catapult's Card 4
  • This boss may not be too hard to the players that came this far, but it can prove to be a big threat if characters stay too long in the fire residue. The Bait strategy may not work well on this boss, because the fire residue can still affect the characters not used as the bait. The Outrange and Dodge strategies work best for this boss, the Outrange strategy is harder to use because this boss has a good range, unless a Sniper is using a Quint Shot 3 for some odd reason. The Dodge strategy with a Sniper's Triple Poison 4 or Quad Iron Arrow 4 will work well in draining its massive LP pool. Hitting it with Ice type weapons should also be considered. Its attack also isn't that powerful, so some characters can take the full blunt of the attack without taking much damage. The nearby Cacti can also be killed for Onigiri so the characters can survive longer. Although the boss can spread its attack to a degree, if characters have a Black Crystal on them, it may be a cakewalk.
[D5] Desert 5 (4)
Red Big Diamond Spider
  • LP: 8000 · Level: 44 · EXP: 3000 · Gold: 1500 · Qty: 7 · Range: 200
  • Drops: Red Crystal 4
  • These are large, formidable enemies, and their large LP and powerful attack doesn't make things much better. These enemies are quite powerful, and shoot 3 fire Bolts that pierce terrain and characters. Using Black Crystals should help negate some of the damage taken from it. It is suggested to outrange them and drain their massive LP with Poison type weapons. Constantly using Freeze or Ice type weapons against them makes them rather easy to defeat. The Bait strategy can also be applied to direct the bolts away, preferably with a melee character. This enemy used to have the largest gold drop of any non-boss enemy of the game, before ver8.8. The first one to break this record was the Tan Big Box Snake .
Yellow Big Diamond Cactus
  • LP: 9000 · Level: 44 · EXP: 3000 · Gold: 500 · Qty: 7 · Range: 500
  • Drops: Yellow Crystal 4
  • This enemy can be moderately dangerous, but their low attack speed and low fire rate makes them mere dodging skill practice. However, getting hit by their attacks repeatedly can result in a large LP loss. To counter this, Silver and Black Crystals are recommended in nullifying some of the damage, especially if the player obtained the now-found Level 4 Black Crystals. The Magician's Ice Meteor 4 should put a dent into its large LP pool. A Gladiator's Lightsaber 4 is also more than capable in taking off a chunk of this enemy's LP. Poison type weapons should also be considered to drain this enemy's LP a considerable amount. Surprisingly, these enemies are much more powerful than the Yellow Boss Diamond Cactus .
Cyan Box Eel
  • LP: 1000 · Level: 41 · EXP: 300 · Gold: 100 · Qty: 0-39* · Range: 80
  • Drops: Black Crystal 4, Purple Crystal 4, Freeze Charm 3
  • Like the Fish enemies in the Caverns , these enemies will only spawn if there is sufficient water. They are weak, with their only trait being fairly large LP. On the 5th screen, however, there is a strangely large group when compared to the much smaller amounts of the rest of the stage. This large group should be helpful in EXP, gold, and Onigiri farming. Under normal circumstances, Physical attacks should be enough to remove them, but with the large group, it's advised to try to stay out of the water and attack from a range. Like the other enemies of the stage, the Magician's Ice Meteor 4 should take off at least a sixth of it's LP, and its Big Icicle 4 has the potential of freezing the entire group. The Sniper's Triple Poison 4 should also be enough to lay waste to the group, especially when given a Peridot .
White Boss Box Stickman
  • LP: 1000 · Level: 46 · EXP: 300 · Gold: 200 · Qty: 50 · Range: 80
  • Drops: Silver Crystal 4, Berserk Card 4
  • This enemy can be lethal due to their presence in a large mob and their projectiles, which are released at a high rate. The lure strategy is effective at taking down this large group of the bosses. The enemies by themselves are very weak, and their attack can be buffed out by either the Priest's Defense Aura and/or a Silver Crystal 3 . Some characters just may be strong enough to take the blunt of the attack and keep fighting. Weapons with a high damage rate, such as a Super Volcano 4 , and weapons with piercing capabilities, like the Laser Beam Gun 4 , are highly effective against them. Having a Boxer with a Poison Knuckle 3 equipped with a Vampire's Card can kill the mobs quickly and easily, although damage intake can be sporadic without a Silver Crystal , as well. The Magician's Ice Meteor 4 is capable of dealing a great amount of damage to some of the mob. A Sniper's Quad Iron Arrow 4 with a Bullet's Card 4 and either a Yellow Crystal or a Critical's Card combination should also take a large amount of LP of the enemies.
  • Trivia: This is the first small-sized boss in the game. This is the third boss whose species does not appear on early levels in its stage. The first one is the Olive Boss Star Tree , and the second one is the Grey Boss Box Walker in Desert 2 .
[O] Oasis (4)
White Box Eel
  • LP: 600 · Level: 42 · EXP: 300 · Gold: 150 · Qty: 40 · Range: 80
  • Drops: Bronze Medal 4
  • This enemy can be considered as a miniaturized version of the Submarine Shrine Boss , but without the Fire attack. It attacks just as fast, but with 10 times shorter freeze time, therefore the characters still have the chance of landing a hit. However, if a character is attacked by more than one of this enemy, it can lead to problems due to the immobility effect. Any Freeze or Ice type weapons are ineffective against this enemy, as both the slowing effect and the freezing effect on both types are completely eliminated. Regardless, Freeze type weapons still do their respective damage. It is best to attempt to attack this enemy from a range in order to clean up the screen for melees to attack. Poison and Thunder type weapons are best against it.
Green Diamond Eel
  • LP: 700 · Level: 43 · EXP: 300 · Gold: 180 · Qty: 40 · Range: 100
  • Drops: Silver Medal 4
  • This enemy uses a weak Poison type attack in a quick, consecutive stream. The may be dangerous when the attack comes from groups of this enemy or over time, since the Poison can stack. Alone, this enemy shouldn't a problem for characters, however in groups, attacking from a range should be considered. Freeze, Ice, and Thunder type weapons should be enough to put them out of commission. This is the only Diamond Eel in the game so far.
Red Box Eel
  • LP: 800 · Level: 45 · EXP: 300 · Gold: 200 · Qty: 40 · Range: 50
  • Drops: Gold Medal 4
  • This enemy fires piercing, fiery cloud attacks in a quick manner, which balances the low AT of the attack. They can be dangerous in the groups of 10 found throughout the stage. A Gladiator's Frozen Sabel 4 with a Diamond 4 and/or a Quick's Card 4 on it can kill them rather quickly. Freeze and Ice type weapons in general are the most effective against this enemy, although Thunder type weapons also work considerably well.
Yellow Boss Box Eel
  • LP: 18000 · Level: 47 · EXP: 3000 · Gold: 200 · Qty: 1 · Range: 250
  • Drops: Iron Medal 4, Thunder Spirit 4
  • This boss shoots a large ball at characters. The ball also leaves a trail of mines, making it irritating if the boss shoots quick enough. A Hit and Run strategy with a Sniper's Triple Poison 4 is an effective way to defeat this boss . Although it boasts a large amount of LP , it can be easily defeated with a little skill. It is also advisable to prevent this boss from shooting its projectiles into nothingness, as it leaves mine residue, which are very hard to dodge if they occur almost everywhere. Another strategy is to drag a character around the boss in a circular fashion up close to its head. This will make the boss aim for the character, but the projectiles will miss as the character moves. However, this strategy may not work as well if the boss is able to hit a ranged character attacking the boss. Ice and Poison type weapons are most effective against this boss. It is also more effective if only one melee character attacks the boss, in the case if the player wants to circle around the boss with it, the player won't have to worry about making more than one melee dodge.
  • Trivia: This is the first enemy to have a compo item directly modeled after its attack. That compo item is even dropped by this enemy itself.
[D6] Desert 6 (4)
White Roundhead Zombie
  • LP: 1200 · Level: 44 · EXP: 300 · Gold: 66 · Qty: 58 · Range: 20
  • This is the first Zombie enemy. They wander into characters and fire Mines as a melee attack. It has a range nearly equal to that of a Boxer , but their high AT poses a threat to characters if present in larger groups. Due to their weakness against fire, it is useful with certain Fire type weapons, such as the Gladiator's Flame Sabel 4 , ythe Whipper's Explosion Chain 4 , etc. to fight these enemies. An alternate would be any status-inducing weapons, like the Magician's Ice Meteor 4 or the Priest's Staff of Poisoner 4 . This is the first enemy that uses a Mine attack that does not swim as well as the first Roundhead enemy introduced to the Desert stages.
White Skull Bat
  • LP: 1000 · Level: 44 · EXP: 300 · Gold: 66 · Qty: 52 · Range: 40
  • This enemy shoots a needle that does moderate damage to characters. This is the first airborne enemy which is weak against fire. As a result, wailing on it with Fire type weapons is recommended, such as a Priest's Staff of Flame . An alternate would be a Freeze type weapon against them. They may be annoying enemies to deal with due to its large LP, even more so than its earlier boss counterparts. This is also the first post-Castle Skull head enemy revealed to players.
Red Gel Zombie
  • LP: 666 · Level: 46 · EXP: 500 · Gold: 666 · Qty: 7 · Range: 500
  • Drops: Poison Charm 3
  • These enemies have a dangerous poison attack, but it is easy to avoid since they only release it at any time and stays there. They wander around the area, emitting stationary poison clouds as a melee attack at a high rate, so it is recommended to use either Fire weapons (since they're weak to fire) or ranged characters to defeat this enemy. They also use this attack at any time, even if characters are out of it's range of sight. The poison clouds also tend to stick behind and act as psuedo-mines, so be careful of those as well. Fortunately, there are only 7 of them in the whole stage, and they are ironically vulnerable to poison and weak against fire, making such enemies easily beaten by ranged attacks. They also have rather low LP compared to the other enemies in this stage. Disturbingly enough, their health, at 666, is a well known religious symbol tied with Satanic purposes. This is also the first Gel head to appear since Mist Grove 3 .
White Boss Skull Zombie
  • LP: 18000 · Level: 48 · EXP: 3000 · Gold: 666 · Qty: 1 · Range: 500
  • Drops: Long Sword's Card 4
  • This boss can be extremely strong and fierce. Its attack consists of 6 extremely strong Poison clouds. These attacks can travel slow but very far. Fortunately, the attack's AGI is very high, causing a long delay between attacks. The Bait strategy may help, but the boss can still approach the attacker. Using the Dodge strategy or the Hit and Run strategy with a melee character on the boss is also effective. Poison Charm 3s can also be used to reduce the chance of being poisoned, but don't try to rely on it, as the consequences of failing will usually result in death for the character with the charm, due to the massive damage being enough to kill a character under normal circumstances. Like the Red Gel Zombie , this boss drops 666 gold . It is recommended to use ranged attacks, especially the Sniper's Triple Poison 4 . Fun fact quoted from the Dan Ball forums: " The Boss shoots 6 clouds of poison. The poison does a damage of 6 per frame for a duration of 66 frames. So each cloud does a damage of 396. That should be survivable by some rangers, but somehow it appears that you can be infected twice. " The same applies to the Red Gel Zombie , along with all other Poison type enemies.
  • Trivia: Before ver10.3, it was the enemy with the highest single damage. It is now beaten by the White Boss X Walker in Snowfield 1 (maximum of 500 damage) and the Grey Big Box Snake in Forest 6 (maximum of 9999 damage)
[D7] Desert 7 (4)
White Box Zombie
  • LP: 1200 · Level: 44 · EXP: 300 · Gold: 66 · Qty: 30 · Range: 40
  • This enemy is very similar to the White Roundhead Zombie in Desert 6 . They appear in large mobs and their Laser attack is dangerous. Taking them out from a distance with any Fire type weapon, especially the Magician's Super Volcano 4 , makes the fight a lot easier, as they are weak to fire. Alternately, the Magician's Big Icicle 4 and the Sniper's Triple Poison 4 also helps. Watch out when they are paired with Blue Diamond Bats , as they are capable of freezing and a mob of this enemy can be really damaging. To avoid this, clear the area of any bats before attacking these zombies.
Blue Diamond Bat
  • LP: 800 · Level: 45 · EXP: 300 · Gold: 200 · Qty: 60 · Range: 40
  • Although they are very weak, this enemy is frustrating to deal with due to its triple Freeze attack, in which it stacks up to keep your characters frozen for a while. It's even worse when this enemy is in mobs, as they can easily gang up on a character and completely destroy him mainly because they can keep him frozen constantly. Taking them out from a distance is a must. Anyone that gets close will be bombarded by freezing Needle attacks. One good strategy is to use a character as bait and use a ranged character, such as a Sniper with a Triple Poison 4 (especially with a Peridot ) or a Magician with a Thunder Spear 4 to kill them. This is the first enemy to use Freeze type attacks that is not a snowflake (needle) and the first non-waterborne freezing enemy.
Orange Diamond Snake
  • LP: 1200 · Level: 47 · EXP: 500 · Gold: 300 · Qty: 16 · Range: 500
  • These enemy has a very unusual attack for a snake: dropping Fire attacks on the ground. It drops fire even when the player is not in the range of sight. They take several hits to go down, and are moderately dangerous. Fortunately, they are not very common. Freeze type weapons work well on this enemy, as it stops them from dropping fire when in a cluster. This is the first snake to use Fire attacks in the game.
Orange Boss Diamond Snake
  • LP: 19000 · Level: 49 · EXP: 3000 · Gold: 666 · Qty: 1 · Range: 500
  • Drops: Explosion's Card 4, Fire Spirit 4
  • This is not a very difficult boss, even though looks suggest so. Like its smaller counterpart, it jumps around the stage constantly emitting stationary heat clouds. It emits heat attacks even when the characters are on the other side of the screen. Using the lure strategy in order to kill the minions first is recommended, as they can all cluster and kill characters easily. Hitting them with Ice type weapons should be suitable in case the boss is within them. Once they are dead, merely stay away from the boss's attacks and use a Magician with an Ice Meteor 4 and/or a Sniper with a Triple Poison 4 . It is also recommended to use the bait strategy by dragging one of the stickmen above them. This boss drops 666 gold , strangely, even though nothing else about the boss has a figure of 6.
[D8] Desert 8 (4)
Yellow Roundhead Spider
  • LP: 1000 · Level: 45 · EXP: 300 · Gold: 150 · Qty: 50+¤ · Range: 20
  • This enemy is very similar to the Pink Gel Spiders , but just have a higher AT. These may prove to be a pain to ranged characters because they move quickly. If players have no difficulties at ??? , they should be able to defeat them easily. However, killing the Orange Big Roundhead Spider which spawns this enemy first may also be a good strategy. Freeze and Fire type weapons are recommended for taking out a mob of this enemy. This is especially recommended to do at the boss screen.
Orange Big Roundhead Spider
  • LP: 5000 · Level: 48 · EXP: 1000 · Gold: 300 · Qty: 5 · Range: 500
  • Just like the Orange Roundhead Tree and it's Boss cohort from Mist Grove 2 , it spawns Yellow Roundhead Spiders . Its spawn rate is somewhat higher than those trees, so a character that deals great DPS could be safe from the spider flow. Again, when the spawning limit (100 enemies) is reached, it will just walk around defenseless. This spider is strong against every type except Freeze , so using a Freeze type weapon, such as the Magician 's Big Icicle 4 or the Boxer 's Freeze Knuckle 4 , is effective to stop the spawning while dealing decent damage. These enemies' biggest threat obviously comes when combined with other powerful enemies, such as the Red Boss Box Tree . In that case, killing it first is essential to survival, as both the Grey Box Tree and the Red Boss Box Tree have very long range attacks that have high AT. The strategy there is to throw 3 characters on the spider, and have a 4th character, preferably a melee so it can attack, draw the Tree's fire until the spiders die. While it has only half the LP of the Pink Boss Gel Spider from ???
Grey Box Tree
  • LP: 1200 · Level: 47 · EXP: 500 · Gold: 300 · Qty: 6 · Range: 200
  • This tree could pack a punch to melee characters. Outranging them with a Sniper works wonders here. Freeze, Poison, and Thunder type weapons also do well on them. The stronger and more elusive version of this enemy is the Red Boss Box Tree . They may prove to be a pain when it comes with the Orange Big Roundhead Spider . Killing that enemy first is recommended to prevent taking serious damage.
Red Boss Box Tree
  • LP: 18000 · Level: 50 · EXP: 3000 · Gold: 1500 · Qty: 1 · Range: 500
  • Drops: Pierce's Card 4, Knockback's Card 4
  • This boss has the same level as the Pyramid Boss , but attacks the same as its lesser counterpart . The range is almost unlimited, so outranging it is impossible. If the ball attack makes contact with the character or the ground, it releases 10 heat clouds which can do up to 170 damage directly. A high DPS (damage per second) melee character with the Dodge strategy will take care of it. Alternatively, the Bait strategy can work very well with if using ranged characters. Ice type weapons also help in bringing this boss down. The biggest threat during this boss screen comes from the Orange Big Roundhead Spider , which will continuously spawn Yellow Roundhead Spiders . Killing that first is almost essential. The best strategy for that is to merely throw 3 characters on the Orange Big Roundhead Spider to make quick work of it while the 4th character distracts the boss. Preferably, this 4th character should be a melee so that it deals greater damage than a ranged character used for the same purpose would to the boss, assuming the Dodge strategy is in use. Once the Orange Big Roundhead Spider is dead, the players can focus on the boss without worry of enemy reinforcements.
[B1] Beach 1 (4)
Orange Skull Spider
  • LP: 800 · Level: 47 · EXP: 350 · Gold: 200 · Qty: 65 · Range: 60
  • Drops: Ruby 4
  • This enemy is not that much of a threat. However, a team focused on Physical AT may have some trouble with this enemy, especially when in a cluster. It is quite resistant to physical attacks, but hitting them with Freeze or Fire type weapons works best against groups of this enemy. For single spiders, Thunder type weapons will be suitable. They merely serve as a distraction from the actual threat of the stage .
Olive Gel Dragon
  • LP: 800 · Level: 48 · EXP: 350 · Gold: 300 · Qty: 43 · Range: 200
  • Drops: Topaz 4
  • This enemy is the stronger cousin of the Cyan Gel Dragon . However, they shoot bullets at characters instead of pellets. They are not difficult to deal with, but melee characters are advised not to stay underneath them, as they will take unnecessary damage, especially when a large group of them is present. They act a lot like the Green Skull Dragon and the Red Big Skull Dragon from Grassland 3 , as it, too, drops projectiles to the ground, so ranged characters might not have huge problems. Ice and Thunder type weapons are helpful against groups of this enemy, and physical attacks should be enough for single ones. This is also the first Olive enemy not to be weak against physical attacks, and it has the same amount of LP as the Orange Boss Skull Dragon .
White Big Vampire Fish
  • LP: 3000 · Level: 49 · EXP: 550 · Gold: 500 · Qty: 11 · Range: 40
  • Drops: Sapphire 4
  • This enemy can be difficult due to the high AT of its attack and LP. However, the shock-based attack will only deal damage to the characters once it flashes and then vanishes/disappears. Melee characters can take advantage of this by simply moving out of the shock-based attack before it vanishes. A Hit and Run strategy / Dodge strategy with a melee can be useful. The Bait strategy would help, too. but the player needs to hang a melee on top and slightly closer of this enemy's head. A more powerful version of this enemy is the White Boss Vampire Fish . Physical attacks and Thunder type weapons are best against this enemy. This is the first enemy with a -50% freeze time resistance, while other enemies have freeze resistants of either 80%, 90%, or 100%.
White Boss Vampire Fish
  • LP: 20000 · Level: 51 · EXP: 4000 · Gold: 1500 · Qty: 1 · Range: 300
  • Drops: Guide's Card 4, Ring's Card 4
  • This boss is a devastating one, as its attack can be extremely dangerous. The attack acts like a mine, and once it disappears, it deals damage to all characters inside the attack. Even if characters are on the border of the mine, it will still deal damage. Since the shock-based attacks act like a mine, players can take advantage of this by simply using the Hit and Run strategy / Dodge strategy on the boss, since they will chase the boss around while damaging it and avoiding the attacks that only damage when they stop/vanish. Having a high DPS also ensures the team will not take too many hits before taking this boss down. The White Big Vampire Fishes in the area can also be a problem, so it's recommended to clear the screen of them before taking on the boss. As with its lesser counterpart, Thunder type weapons are best against it. Poison type weapons will also be suitable.
[B2] Beach 2 (4)
Cyan Fairy Bat
  • LP: 900 · Level: 48 · EXP: 350 · Gold: 250 · Qty: 35 · Range: 80
  • Drops: Emerald 4
  • This enemy is just like the Blue Fairy Dragon , but can shoot in any direction. Melee characters are advised not to stay near them, as they will take unnecessary damage, especially when a large group of them is present. Ranged characters might not have huge problems fighting with these. The attacks move fairly slowly, so they are easy to dodge at long range. Ice and Thunder type weapons are best against this enemy. When in a large cluster, ranged Freeze type weapons like the Magician 's Big Icicle 4 will put them to submission.
Blue Fairy Dragon
  • LP: 900 · Level: 49 · EXP: 350 · Gold: 250 · Qty: 41 · Range: 200
  • Drops: Aquamarine 4
  • This enemy is the stronger cousin of the Olive Gel Dragon . Melee characters are advised not to stay underneath them, as they will take unnecessary damage, especially when a large group of them is present. Ranged characters might not have huge problems fighting with these. Once in a while, they will travel underwater, making them an easy target for melee characters. As with the Cyan Fairy Bat , Ice and Thunder type weapons are most suitable against this enemy, but when a cluster is around, a ranged Freeze type weapon will quickly decommission them.
White Vampire Eel
  • LP: 1000 · Level: 50 · EXP: 550 · Gold: 500 · Qty: 25 · Range: 150
  • Drops: Diamond 4
  • This Eel shouldn't be a big threat to many experienced players. However, especially in the 5th screen, a huge number of these Eels will appear and they can pelt down characters one by one with their rapid attacks. This enemy is bizarre, as it is an airborne enemy, even though it is supposed to be waterborne. It also has an unusually long Range of Sight , but it is not unlimited. Like the other enemies of the stage, Ice and Thunder type weapons are most suitable against this enemy. When a cluster is around, however, a ranged Freeze type weapon can easily punish them.
Orange Boss Vampire Eel
  • LP: 3000 · Level: 52 · EXP: 1500 · Gold: 1000 · Qty: 10 · Range: 150
  • Drops: Peridot 4, Garnet 4
  • This boss is very aggressive compared to most other enemies in the game. This may cause fighting them to be hard, as there are ten of them and they shoot lasers in a rapid succession. The attacks can damage the team heavily because the attack pierces characters and cannot be reduced in damage through Silver Crystals or the defense auras of Priests . Purple Crystals , however, can nullify this to a minor extent. A Sniper with a Triple Poison 4 or any melee characters with a high DPS are effective on this boss. They also have terribly low LP compared to bosses this late in the game. The dodge strategy works very well on this boss.
  • Trivia: This is the second small-sized boss in the game, with the first one being the White Boss Box Stickman of Desert 5 . This is the first boss to share the same size, face and body with another enemy, that being its cousin, the White Vampire Eel . This is the first small-sized Eel boss in the game.
[B3] Beach 3 (4)
Tan Big Box Snake
  • LP: 2000 · Level: 51 · EXP: 550 · Gold: 2000 · Qty: 5 · Range: N/A
  • Drops: Freeze Charm 4
  • These giants will surprise unsuspecting players, but they merely wander around the field. Getting close to them has no ill effect, except for the fact that it takes an insane amount of time to kill them, as they can be very annoying when another enemy that can attack is present, as said enemy will "hide" inside this enemy's size to act like a shield. It is recommended to try and kill the boss first at the boss stage, because when the boss is killed, the snakes themselves represent no threat at all, and is just a time-consumer. Like the Yellow Fish in the Cavern series ( Skull , Smiley and Fairy ), it is immune to almost all types of damage, excluding Freeze, where only the time is nullified. This enemy is merely used as a distraction or a barrier against the characters mainly because of its huge size, and its ability to take all the damage and let the other enemies attack characters. It is best to ignore these enemies and drag the characters away from them unless they want some more experience. Weapons that can do splash damage or can pierce (such as Fire type weapons and the Magician 's Big Icicle 4 ) are effective against enemies under its protection.
  • Trivia: This is the first enemy to be 9x the normal size, a trend that would continue later with the White Big Vampire Snake and White Boss Castle Snake from Snowfield 7 . The picture of this enemy in the Book is smaller than the actual size of it (actually, the picture in the Book is shown in a 4x the normal enemy). This is intentional so that a larger portion of this enemy can be shown. This is the first enemy to not attack at all. Due to this enemy's monstrous size, its movement looks incredibly choppy.
Cyan Box Fish
  • LP: 1100 · Level: 49 · EXP: 350 · Gold: 250 · Qty: 30 · Range: 60
  • These fish can be very troublesome if the Tan Big Box Snake comes into their path. Other then that, these enemies have nothing substantially noteworthy to note about, except that they have the first Bolt attack that isn't related to Fire . Thunder and Freeze type weapons can defeat them quickly.
Green Vampire Tree
  • LP: 1400 · Level: 50 · EXP: 350 · Gold: 250 · Qty: 30 · Range: 200
  • This enemy is the only enemy Tree in the Beach series. It uses projectiles that cause short bursts of poison damage. It isn't a strong enemy, but they always come in large clusters, so their high LP might pose a threat to inexperienced characters, especially if they are found with Tan Big Box Snakes . Fire, Ice, and Thunder type weapons are most suitable against this enemy, however, if the chance of more than two appear near the same spot happens, Freeze type weapons may be the more helpful choice.
Yellow Boss Vampire Eel
  • LP: 5000 · Level: 53 · EXP: 4000 · Gold: 1500 · Qty: 1 · Range: 300
  • Drops: Big Card 4, Reflection Card 3
  • Even though it's small compared to the Snakes that are present on the boss , this enemy can be dangerous. However, it has a very low LP compared to the other bosses in this part of Stick Ranger . Its Thunder attacks, like all Thunder attacks, has a very large AT range, so attacks can either be harmless or threatening. There is a serious problem, however, that can easily hinder players in this boss fight - the Tan Big Box Snakes . They can literally cover the boss, allowing it to attack players while they are forced to get the snakes out of the way. The best strategy if something like this happens is to watch where the thunder comes from and throw the stickmen to the source, so that maybe some attacks will hit it (piercing attacks work well for this). Otherwise, use piercing or splash-damaging attacks (such as a Gladiator 's Flame Sabel 4 or Lightsaber 4 ). When it is in the open, however, physical attacks and Ice type weapons can quickly put this boss into submission, leaving the player to the snakes afterwards.
  • Trivia: This is the first small-size single boss in the game. This is the fourth boss whose species does not appear on early levels in its stage. The first one is the Olive Boss Star Tree , the second one is the Grey Boss Box Walker in Desert 2 , and the third one is the White Boss Box Stickman . This is the second small-size Eel boss in the game, with the first one being the Orange Boss Vampire Eel .
[P] Pyramid (1)
Pyramid Boss
  • LP: 80000 · Level: 50 · EXP: 6000 · Gold: 3000 · Qty: 1 · Range: 500/60
  • Drops: Vampire's Card 4, Zombie's Card 4
  • This boss has immense LP and two attacks, like the Castle Boss and Submarine Shrine Boss : a heat cloud attack that can deal immense damage if all the projectiles hit but has a short range, and a Spear attack which has a range of nearly the entire screen (making the Outrange strategy completely useless), poisons characters and leaves poisonous cloud residue. It's probably best to use the Dodge strategy with a Sniper using a Triple Poison 4 or melee classes that deals high damage in a short time. Even when using melee characters, the boss still uses poison Spear attack at close range, and if the fire attack is used, move away quickly, or the melee character can be killed. Ice weapons, such as Magician's Ice Meteor 4 , help on reducing the frequency of the attacks. The bait strategy is also possible for taking this boss down, but the boss can still approach the attacker. When using the bait strategy, try to keep the bait very close to the boss. This should make the boss use mostly its fire attack, which can be easily dodged. Putting the bait on the ceiling also causes the poison spears to crash on the ceiling and helps reduce damage taken.
  • Trivia: Along with the Pink Big Triangle Walker and the White Boss Triangle Walker , this enemy throws out the largest number of projectile attacks (50 for heat cloud), making the Green Boss Coconut Spider in Inferno 3 the runner up (40). Before ver8.2, this boss's spear attack had a lower minimum AGI (50) but a higher expected AGI (142.09). The cloud attack had higher minimum and expected AGI (350 and 352.32). This is the third mega boss . This is the first enemy to have a weapon directly modeled after its attack. This is the second enemy to have a compo item directly modeled after its attacks, with the first one being the Yellow Boss Box Eel (Oasis) .
Realm 4 (64)
[CV4] Cavern 4 (5)
Grey Shield Bat
  • LP: 1200 · Level: 51 · EXP: 400 · Gold: 300 · Qty: 220 · Range: 50
  • Although having weak attacks, these enemies have decent LP and come in increasingly large groups. Fire type weapons like the Gladiator's Flame Sabel 4 or weapons with piercing capabilities work very well on them. Thunder and Freeze type weapons, especially the Magician's Big Icicle 4 , can also help in destroying several of these enemies at a time. The amount this enemy appears in will become more annoying as the player progresses through the stage, so an ONIGIRI's Card can help for a compo item to nullify the damage the group may cause.
Red Shield Bat
  • LP: 1400 · Level: 53 · EXP: 400 · Gold: 300 · Qty: 6 · Range: 80
  • This enemy uses a Laser attack similar to the Magician's Atomic Ray , which can pierce characters . Piercing attacks are a safe way of taking them down. Freeze type weapons make a great alternate against them. It is also highly recommended to take these enemies down before dealing with the large mobs of Grey Shield Bats , as they will just be more annoying.
Green Shield Dragon
  • LP: 1400 · Level: 53 · EXP: 400 · Gold: 300 · Qty: 6 · Range: 200
  • This enemy has a very strong poison attack that can easily kill players with low LP . Fortunately, only a maximum of 6 of these can be found in the level, and their attacks travel very slowly. Fire and Freeze type weapons as well as strong Physical attacks are highly recommended. If characters' attacks can pierce through terrain like rings and bows with a Pierce's Card 4 (except the Pierce Arrow 5 , which automatically has piercing), players won't have to deal with these deadly attacks. Otherwise, a Purple Crystal 4 or a Poison Charm 3 can reduce the Poison damage taken effectively.
  • Trivia: This is the only Dragon found in the Cavern series. This is the first Dragon with a Poison attack in the game.
Red Boss Shield Bat
  • LP: 22000 · Level: 55 · EXP: 5000 · Gold: 1500 · Qty: 1 · Range: 80
  • Drops: Critical's Card 5
  • This boss uses a triple laser attack which can pierce characters and bounce off terrain. This boss is essentially a stronger cousin of the Red Shield Bat . The terrain of the boss area is set up to cause more damage than this enemy should, resulting in taking a lot of damage and making it more difficult to dodge. Ice and Thunder type weapons work best against this boss. For projectile attacks, have a Guide's Card ready, so that the attacks will be more likely to hit. This is the first Bat boss after the Castle and is the first flying boss after Submarine Shrine , if the Orange Boss Vampire Eel is not considered as flying.
Blue Shield Eel
  • LP: 1000 · Level: 52 · EXP: 400 · Gold: 300 · Qty: 0-16* · Range: 60
  • Drops: Ice Charm 4
  • This enemy only exists if enough water is found in the stage. It shoots 4 mines which can bounce when they come in contact with the terrain. They are not very tough opponents on their own, and Ice, Thunder, and Freeze type weapons will make short work of this enemy. However, this enemy can be much harder to defeat in later stages due to the increasing amount of Grey Shield Bats . This is the first Eel found in the Cavern series.
[CV5] Cavern 5 (5)
White Shield Bat
  • LP: 1400 · Level: 52 · EXP: 400 · Gold: 300 · Qty: 220 · Range: 50
  • This enemy is essentially a slightly stronger cousin of the Grey Shield Bat in Cavern 4 . Again, they come in massive swarms and can definitely prove more of a nuisance. Fire or Ice type weapons would be a good choice. Poison type weapons can work well, also. When attacking the rather dangerous Blue Big Shield Eel , these enemies can distract your characters from attacking the eel. Along with the Grey Shield Bat , they are currently one of the most represented enemies (220 in total), even beating the Pink Gel Spider (159) in ??? , but beat out by the White Triangle Germ (300) in Hell 2 . These enemies also make it hard to drag the characters straight to the "Next" signs repeatedly to go straight to the "BOSS" screen without taking a heavy amount of damage in the process. Although the damage they deal is low, the sheer number of almost all 220 attacking at once can cause a rather insane amount of damage in total by the time the player reaches the "BOSS" screen, possibly making it easy for the boss and its zombie minions to finish the team off.
Pink Shield Zombie
  • LP: 3600 · Level: 53 · EXP: 400 · Gold: 66 · Qty: 38 · Range: 20
  • This enemy can deal a good amount of damage to melee characters, especially when within the horde of White Shield Bats . However, with its weakness to Fire , Fire type weapons such as the Gunner's Laser Gun or the Gladiator's Flame Sabel are quite useful. When facing the boss , it's better to clear out these enemies before attacking it. This enemy is essentially a stronger version of the White Roundhead Zombie in Desert 6 .
Green Shield Zombie
  • LP: 3666 · Level: 54 · EXP: 600 · Gold: 666 · Qty: 4 · Range: 500
  • Like the Red Gel Zombie from Desert 6 , it emits poison clouds rapidly even if not in his vicinity. The poison clouds only cause 6 damage per cloud. However, due to the mass amounts, the amount of time the clouds last and the clouds actually travel towards the characters, it can do a massive amount of damage. As a result, this enemy is not to be underestimated. Likewise with its pink cousin , it is weak to Fire; therefore, Fire type weapons are most suitable for destroying this enemy in the quickest way possible. Ranged Freeze type weapons can also help to some degree. It is mostly recommended to attack this enemy with ranged characters due to the poison clouds it uses to attack.
Red Boss Shield Zombie
  • LP: 26000 · Level: 56 · EXP: 5000 · Gold: 1500 · Qty: 1 · Range: 300
  • Drops: Guide's Card 5
  • This is a stronger version of the Red Boss Shield Bat . Due to its range, reflecting and ever-lasting lasers, the boss can be absurdly tough especially for melee characters. Poison type weapons are heavily advised to bring its massive LP pool down. A Purple Crystal 4 and Black Crystal 4 combination can also help. It's recommended to get rid of its pink minions first, then start attacking it as a whole. Ice type weapons can also help lower the amount of damage taken from this boss. Despite this, however, it does not fly and it is not the strongest enemy in the stage because the Blue Big Shield Eel has the strength of more than two of these bosses.
Blue Big Shield Eel
  • LP: 55000 · Level: 56 · EXP: 5500 · Gold: 5500 · Qty: 0-1* · Range: 60
  • Drops: Poison Charm 4
  • This titanic enemy is essentially a much stronger cousin of the Blue Shield Eel . It uses a mine attack which can bounce off terrain. This enemy can give severe damage to melee characters overtime. Due to the mass amount of White Shield Bats , they may distract players from this enemy and lead to massive damage taken. This big enemy only appears once in the 5th screen, due to its huge LP and attacks that reach up to 180 damage. Ranged weapons and/or great DPS melees would help to dispose it. Poison and Ice type weapons work fine too. There is actually an easy way to defeat this enemy. First, lure it out of the water as it slides through the terrain. Keep luring it until it reaches the boss sign. It's really vulnerable as it couldn't move any further. During this helpless state, drag a Sniper, Gunner, or Magician (Preferably with Fire type weapons or weapons with piercing capabilities if the ceiling is too low), and defeat the enemy in no time without getting damaged.
[CV6] Cavern 6 (5)
Green Shield Bat
  • LP: 1600 · Level: 54 · EXP: 400 · Gold: 300 · Qty: 80 · Range: 80
  • Drops: Green Stone 5
  • These enemies launch weak poison attacks that travel a good distance. Piercing weapons, such as the Gunner's Laser Beam Gun 4 and Sniper's Fire Shot 4 work wonders against them, as they can damage the whole swarm of them. Otherwise, Freeze type weapons work best against them. In addition, it is also recommended to turn off Auto Move since the poison cloud barely reaches characters at maximum range, and staying in one position may cause the cloud to not hit the target at all. Although they are weak, they appear in a huge mob of 80 in the 1st screen, but only appear on that screen, as well.
Orange Shield Bat
  • LP: 1600 · Level: 54 · EXP: 400 · Gold: 300 · Qty: 80 · Range: 80
  • Drops: Red Stone 5
  • Although weak, these enemies are more dangerous then the Green Shield Bats , as they are immune to most piercing weapons , as most piercing weapons are Fire type. It is best to draw a small amount of them at a time to an open space, if possible. They fire a pellet in a straight line which leaves a fire residue upon contact with ground, so another strategy is to lure the pellets away from walls so the pellet will only deal minuscule damage and not leave fire residue. Freeze type weapons are best against the mob of this enemy, specifically, the Magician's Big Icicle 4 . They appear in a huge mob of 80 in the 2nd screen, but only appear on that screen. It is also recommended to use Pyramid Arrow 5 , possibly with a Pierce's Card , to poison as many of these enemies as possible.
Yellow Shield Bat
  • LP: 1600 · Level: 54 · EXP: 400 · Gold: 300 · Qty: 80 · Range: 40
  • Drops: Blue Stone 5
  • Piercing weapons work good against this enemy. They lack the Fire resistance of their orange brothers just like their green brothers , so Fire and Freeze type weapons is best for taking them down, although they are now strong to Thunder . Their attacks are also weak, so they are not a big threat. They appear in a huge mob of 80 in the 3rd screen, but only appear on that screen.
Red Boss Shield Tree
  • LP: 28000 · Level: 57 · EXP: 5000 · Gold: 1500 · Qty: 1 · Range: 300
  • Drops: Bullet's Card 5
  • The same pattern from the Red Boss Shield Bat and the Red Boss Shield Zombie is applied, but with higher LP , shooting seven lasers, and the fact that this boss is alone. The Outrange strategy might not be possible since the boss will be located near the center of the stage, catching most area for attack. Despite this, this is probably the easiest of the bosses among the second half of the Cavern series as it cannot move and is unaccompanied by other enemies . Ice type weapons are most suitable for slowing down the amount of damage taken, but Thunder and Poison type weapons are best against it in order to defeat it quickly.
Yellow Shield Eel
  • LP: 1000 · Level: 53 · EXP: 400 · Gold: 9999 · Qty: 0-3* · Range: N/A
  • This enemy is similar to the Yellow Fish in Caverns 1 , 2 , and 3 , but does not have an attack, like the Tan Big Box Snake . It has the highest gold drop in the entire game, along with the Mountaintop bosses, the Hell 5 enemies, the Green Boss Coconut Spider , the Brown Boss Box Germ , the White Boss Skull Stickman (HG) , and the Hell Castle Boss . With four Gold Medal 7s (+400% gold), the gold drop can reach up to 49995. Likewise with all enemies that resist Freeze time, it does not reduce Freeze damage. For this, Freeze type weapons are recommended when attacking it. If it manages to escape the water it swims in and run across the ground, Fire type weapons will also become more effective due to its reduced mobility.
[SF1] Snowfield 1 (4)
White Roundhead Snake
  • LP: 2000 · Level: 55 · EXP: 500 · Gold: 300 · Qty: 160 · Range: 40
  • These enemies are simply a mob-rush enemy, and a weak one at that. If they're paired with the Cyan X Walkers , they can swarm over slowed characters and take them out before players can drag them away. Under normal circumstances, Fire and Freeze type weapons are best against this enemy. However, they should be taken down without much effort.
Grey X Walker
  • LP: 1600 · Level: 56 · EXP: 500 · Gold: 500 · Qty: 7 · Range: 150
  • Drops: Black Stone 5
  • This enemy launches a ball attack in the same way as the Purple X Walker , only with a significantly higher amount of damage. This enemy also has a strong resistance to physical attacks. In this case, status-inducing weapons like Poison and Freeze will work best against this enemy. They are harder to deal with when it is grouped with Cyan X Walkers , however, due to their Ice attacks.
  • Trivia: This is the first enemy to have an X head since Hill Country 1 .
Cyan X Walker
  • LP: 1600 · Level: 57 · EXP: 500 · Gold: 400 · Qty: 12 · Range: 150
  • Drops: White Stone 5
  • These enemies are dangerous due to their Ice attacks , something players are not used to outside of VS Mode. They have a high range, but it does low damage. However, they can leave characters open to faster enemies, such as the White Roundhead Snake . During the boss stage, they'll prove to be absolutely horrible. This enemy is the very first which uses attacks of the Ice type . Because of that, the Ice Charm finally has a purpose outside of VS Mode, and is effective to resist the cold effects to an extent. Fortunately, it is not resistant to Ice or Freeze, so a Magician's Ice Meteor 4 or Big Icicle 4 can hold them at bay until melee characters can deal with them. Poison and Thunder type weapons make suitable alternates to this enemy.
White Boss X Walker
  • LP: 30000 · Level: 59 · EXP: 6000 · Gold: 2000 · Qty: 1 · Range: 300
  • Drops: Long Sword's Card 5
  • This is a horrendously powerful boss enemy that appears in the end of the Snowfield 1 . This boss launches extremely powerful balls that slide along the ground after landing, usually surprising most players. The Cyan X Walkers surrounding the boss simply make matters worse. It is highly recommended to eliminate the Cyan X Walkers quickly. If the team has a Sniper, try to keep him alive. After most of the Walkers are dead, apply the Dodge strategy with the Sniper, either by dragging over or under the balls, or use a melee character or two (both) with extremely high LP and with a Black Crystal 4 equipped. In the latter's case, drag the melee character to distract the boss so that the Sniper will remain unharmed, while the melee character can also distract the balls to the other side and attack. Thunder and Poison type weapons are best against this boss. Overall, this is simply a big upgrade of the White Boss X Walker from Hill Country 1 . To compare, the weaker version has 900 LP, while this boss has 33.3x as much LP, it also has 10x the min AT and over 20x the max AT, has double the range, and balls can slide while the other cannot.
  • Trivia: This is the third-most damaging enemy in the game and second-most in terms of physical damage. The first two are the Hell Castle Boss and the Grey Big Box Snake , both of which have a max AT of 9999.
[SF2] Snowfield 2 (4)
White Castle Stickman
  • LP: 1100 · Level: 56 · EXP: 500 · Gold: 100 · Qty: 180 · Range: 40
  • These enemies appear in large mobs, especially at the boss screen, where 80 await the player. However, they are very weak, and their attacks do low damage, so they are a low threat to players who have gotten this far. This enemy can be compared to the White Boss Box Stickman , as they have the same AT and almost the same LP . One of the main differences is that this enemy has half the range of the White Boss Box Stickman. Fire and Freeze type weapons can easily clear a horde of this enemy without much effort.
Grey Big Castle Stickman
  • LP: 2200 · Level: 57 · EXP: 500 · Gold: 200 · Qty: 32 · Range: 80
  • Although they are big enemies , they are surprisingly weak. Their ball attack , which goes in an arc, can do moderate but fixed damage. However, it is easy to avoid, and the enemies themselves have low LP . Despite being big enemies, however, they can appear in large groups, as seen in the 3rd and 4th screens. In the first two screens, physical attacks should be enough, but when in the later screens, it would be best to switch to Fire and Freeze type weapons to clear out the group.
Pink Big Castle Stickman
  • LP: 3300 · Level: 58 · EXP: 1000 · Gold: 300 · Qty: 11 · Range: 160
  • This enemy is the larger-still cousin of the White Castle Stickman and the Grey Big Castle Stickman . They shoot their projectiles in the same way as the Grey Big Castle Stickman, but these projectiles do twice as much damage and can bounce off terrain. However, they still have low LP , and the projectiles are easy to avoid. Watch out for their decent range, however. Unlike the other enemies, this one doesn't appear in large groups, so physical attacks should be enough to get rid of this enemy.
White Boss Castle Stickman
  • LP: 33000 · Level: 60 · EXP: 6000 · Gold: 500 · Qty: 1 · Range: 320
  • Drops: Catapult's Card 5
  • This boss is a ramped up version of the White Boss X Walker from Snowfield 1 . Although it has an averaged-out AT from the previous boss, the damage will always be fixed at 300, meaning that its ball attack hits hard. However, it bounces like the Pink Big Castle Stickman 's ball, so it is actually easy to avoid - simply slide the characters under the ball as it goes up. However, this boss is also supported by a swarm of 80 White Castle Stickmen that players can kill for onigiris . Still, it also has a large range . Like the White Boss X Walker, the Freezing effect is reduced by 90% instead of the normal 80%. Despite its high damage and number of minions, this is not a difficult boss to overcome. Fire and Freeze type weapons are recommended against the group at first. Once most of the White Castle Stickmen are gone, switching to Thunder and Poison type weapons should bring this boss into submission.
[M1] Mountain 1 (4)
Red Diamond Tree
  • LP: 2000 · Level: 57 · EXP: 500 · Gold: 300 · Qty: 55 · Range: 80
  • Drops: Red Crystal 5
  • For the Stick Ranger 2 variant, see Red Diamond Tree (Stick Ranger 2) . This enemy attacks with a barrage of pellets that do low damage. However, the only way to easily kill these enemies is with either Freeze or Fire type weapons, as everything else does only 1 damage. These enemies appear in mobs, which may prove to be a pain. In groups, the Boxer's Charge Punch 5 and Magician's Super Volcano 4 are great against the group Fire wise. Using weapons that have a high Freeze damage are also recommended, although they are more scarce.
Olive Diamond Tree
  • LP: 2000 · Level: 57 · EXP: 500 · Gold: 300 · Qty: 55 · Range: 80
  • Drops: Yellow Crystal 5
  • This enemy is a derivative of the Red Diamond Tree . It rapidly launches pellets in 5-way arcs in the air. Due to the spread it will eventually go in, simply staying near them will ensure characters not get hit. As with the Red Diamond Tree, it's highly recommended to use Freeze and Thunder type weapons to destroy them.
Blue Diamond Wheel
  • LP: 1000 · Level: 59 · EXP: 1000 · Gold: 1000 · Qty: 8 · Range: 200
  • Drops: Purple Crystal 5
  • This is a rather annoying enemy that rushes around leaving a trail of heat clouds . As with the other enemies, use Freeze and Ice type weapons to destroy them. They're a bit easier to deal with than the rest of the enemies, as they have lower LP . Since it is a wheel enemy, the bait strategy should be used when facing a group of this enemy in the third screen of the stage. In other circumstances, there is only one amongst the two trees with it. In this case, lure it to an area that isn't infested with trees and kill it off quickly.
Grey Boss Castle Wheel
  • LP: 35000 · Level: 61 · EXP: 6000 · Gold: 500 · Qty: 1 · Range: 80
  • Drops: Black Crystal 5, Silver Crystal 5
  • This boss initially seems quite dangerous. It, like the other enemies in the stage, is almost completely immune to all weapon types except for Physical ones. For Freeze type weapons, only the effect is eliminated and the weapon still gives damage as usual. Therefore, most Physical or Freeze type weapons can help deal more damage to this boss such as the Gladiator's Frozen Sabel 4 , the Boxer's Mach Claw 5 , the Magician's Big Icicle 4 , and the Gunner's 3-Round Burst 5 . The boss' attack consists of launching mines in the air (but with a lower arc than the Olive Diamond Tree ) that will land on the ground. However, the saving grace to this is that it behaves like other mine attacks - it will not damage until it has appeared for some time. Use that to get away when it launches attacks. It can be defeated easily by the Bait strategy , which has been a common strategy for the Orange Boss Smiley Wheel . However, watch out for its backup Red Diamond Trees and Olive Diamond Trees. Characters that have a low AGI are recommended in bringing this boss down. Priests with over 75 STR are very helpful against this boss, as well.
[M2] Mountain 2 (4)
Red Roundhead Copter
  • LP: 1500 · Level: 61 · EXP: 500 · Gold: 500 · Qty: 110 · Range: 60
  • Drops: Topaz 5
  • These enemies drop pellets at a fast rate, which turns into fire when they hit the ground. Although the fire does minimal damage, they stay for a decent amount of time. Therefore, they may be dangerous considering they usually come in groups of 50. Because they are resistant to everything except Physical attacks, a Boxer's Mach Claw 5 and a Sniper's Nonuple Arrow 4 are the most recommended weapons to attack this enemy with. With the Mach Claw 5 having at least a Critical's Card 4 and another attacking compo item like a Yellow Crystal or a Berserk Card , and the Nonuple Arrow 4 having a Guide's Card and either a Critical's Card or a Bullet's Card 4 , the weapons should deal enough damage to kill this enemy off easily before its fire attack becomes a problem, although the other enemies of the stage will still pose an issue with their own Fire attacks. A Black Crystal 4 is recommended for all characters because of this.
Grey Castle Stickman
  • LP: 2500 · Level: 61 · EXP: 500 · Gold: 500 · Qty: 110 · Range: 80
  • Drops: Garnet 5
  • These enemies usually come in groups of 50 and attack by dropping fire attacks on the ground. They are also usually around Red Roundhead Copters and the occasional Grey Big X Walker . The bait strategy does work to an extent, but it is more recommended to use when there aren't any Copters due to the aerial fire attacks they do. Likewise with the rest of the stage, it is nearly immune to everything except Physical attacks and Freeze damage. The Boxer's Mach Claw 5 is largely recommended for damaging single targets, and a Gladiator's Blade 5 for clustered groups. Since the Magician only has its starting weapon as a Physical weapon, a Big Icicle 4 or Freeze Explosion 6 will make the class more suitable. Since this enemy, along with its allies, can cause the entire screen to be filled with their Fire attacks, Black Crystals are highly recommended as a means of defending against the fire.
Grey Big X Walker
  • LP: 35000 · Level: 63 · EXP: 5000 · Gold: 5000 · Qty: 5 · Range: 200
  • Drops: Ruby 5
  • This enemy shoots balls that act like the Magician's Super Volcano 4 when they hit the ground. The balls are not shot often, so they're easy to dodge. Like the other enemies , this enemy is nearly immune to every Type except for Physical attacks, and for the Freeze type, only the freeze effect is eliminated. Its high LP may cause trouble to classes, like the Magician , that do not have strong Physical or Freeze weapons. Although this enemy has higher LP than the stage's boss , its mostly stationary nature makes it easy to defeat with the bait strategy. The Boxer's Mach Claw 5 with a Critical's Card and a Black Crystal is most effective against this enemy.
Red Boss Roundhead Copter
  • LP: 30000 · Level: 65 · EXP: 6500 · Gold: 5000 · Qty: 1 · Range: 80
  • Drops: Peridot 5
  • The boss is a combination of its smaller brethren and the Grey Big X Walker . It drops a ball which will burst into flames like the Magician 's Super Volcano 4 . The ball is more lethal for the touch than the Grey Big X Walker's, and the flames last much longer, so it is ill-advised for characters to stand/walk below it. It also drops the balls quicker than the Grey Big X Walker, so that melee characters will barely avoid its attack while they attack it. Characters with high range like Snipers will ensure no harm. However, the boss is strong against every type except Physical attacks, so Physical Bows /ranged weapons will aid in the battle. A Knockback's Card might be a viable compo item for some ranged characters to keep the boss from getting in range to attack. The bait strategy is somewhat effective, but be prepared to move characters, as the boss will occasionally make sudden movements to the left or right, which can cause more harm than good. The Sniper's Nonuple Arrow 4 with a Bullet's Card 4 and a Guide's Card is a great weapon to use against this boss, especially from a far enough range.
[MT] Mountaintop (4)
Red Boss Smiley Eel
  • LP: 20000 · Level: 70 · EXP: 8000 · Gold: 9999 · Qty: 1 · Range: 60
  • This is one of the 4 bosses of the Mountaintop. This boss uses a heat cloud attack similar to those from the Pyramid Boss , but with reduced AT and projectile count. Ice type weapons work very well against this boss, as the boss may not be able to attack for a long time. Thunder and Poison type weapons should also be considered. Fast-attacking and high-damaging melees and ranged characters can easily defeat this enemy as long as the Blue Boss Fairy Eel has not frozen them.
  • Trivia: As with its allies, the Red Boss Smiley Eel's head-species combination is unique. As well as with its allies, the Yellow Shield Eel of Cavern 6 , the Hell 5 enemies, the Green Boss Coconut Spider , the Brown Boss Box Germ , the White Boss Skull Stickman (HG) , and the Hell Castle Boss , it has the highest Gold drop in the game. This is the first Smiley enemy to appear since Submarine 3 .
Blue Boss Fairy Eel
  • LP: 20000 · Level: 70 · EXP: 8000 · Gold: 9999 · Qty: 1 · Range: 200
  • Drops: Ice Spirit 4
  • This is one of the 4 bosses of the Mountaintop. This boss uses a freezing attack, which behaves like those from the Submarine Shrine Boss , only with reduced freeze time length and firing rate. Due to the higher speed that this boss attacks from and the fact that it is immune to Ice attacks, this is more difficult boss to defeat compared to the other three bosses . High-damaging ranged characters, especially Snipers and Priests , will work best against this boss, as a melee will only be frozen and destroyed by the other bosses before it has a chance to attack. Poison type weapons are also considerable, especially with equipped with a Peridot . An Indra Arrow 6 is highly recommended for defeating this boss if the player is going through the stage a second time.
  • Trivia: As with its allies, the Blue Boss Fairy Eel's head-species combination is unique. As well as with its allies, the Yellow Shield Eel of Cavern 6 , the Hell 5 enemies, the Green Boss Coconut Spider , the Brown Boss Box Germ , the White Boss Skull Stickman (HG) , and the Hell Castle Boss , it has the highest Gold drop in the game.
Olive Boss Star Eel
  • LP: 20000 · Level: 70 · EXP: 8000 · Gold: 9999 · Qty: 1 · Range: 250
  • This is one of the 4 bosses of the Mountaintop. This uses a ball attack, which behaves like those from the Yellow Boss Box Eel (Oasis) , with reduced minimum damage for the ball and at a lower rate of fire. Ice type weapons work well against this boss, and fast-attacking melees along with high-damaging ranged characters can easily defeat this boss with no trouble, as long as any character is not frozen by the Blue Boss Fairy Eel . The bait strategy will work well to prevent the boss from attacking ranged characters, but this strategy should be done by a slower melee, such as a Gladiator .
  • Trivia: As with its allies, the Olive Boss Star Eel's head-species combination is unique. As well as with its allies, the Yellow Shield Eel of Cavern 6 , the Hell 5 enemies, the Green Boss Coconut Spider , the Brown Boss Box Germ , the White Boss Skull Stickman (HG) , and the Hell Castle Boss , it has the highest Gold drop in the game. This is the first new enemy to use a Star head since Mist Grove 3 . This is the only Mountaintop boss that does not copy a mega boss attack.
Green Boss Cap Eel
  • LP: 20000 · Level: 70 · EXP: 8000 · Gold: 9999 · Qty: 1 · Range: 500
  • Drops: Poison Spirit 4
  • This is one of the 4 bosses of the Mountaintop. This boss uses the poison spear attack, which behaves like those from the Pyramid Boss , but with a reduced rate of fire. Ice type weapons can make this boss rarely attack at all, which can give players a big advantage over this boss. Thunder type weapons should also be considered for use against this boss. High-damaging characters in general can defeat this boss without any problems, unless a character was frozen by the Blue Boss Fairy Eel . An Indra Arrow 6 or Quad Steel Arrow 6 on a Sniper will help kill the boss quicker, and will leave room for Priests to do the rest of the work to defeat it.
  • Trivia: As with its allies, the Green Boss Cap Eel's head-species combination is unique. As well as with its allies, the Yellow Shield Eel of Cavern 6 , the Hell 5 enemies, the Green Boss Coconut Spider , the Brown Boss Box Germ , the White Boss Skull Stickman (HG) , and the Hell Castle Boss , it has the highest Gold drop in the game. This is the first enemy to use a Cap head since Cavern 1 . This is the first enemy to have an exact copy of an attack and AT of a previous enemy .
[SF3] Snowfield 3 (4)
Brown Shield Bat
  • LP: 800 · Level: 58 · EXP: 250 · Gold: 100 · Qty: 123 · Range: 40
  • These enemies appear in large mobs. They're, essentially, a flying version of the Cyan Shield Spider , having exactly the same stats. And, like the Cyan Shield Spider, they have ridiculously low LP, so they tend to go down without much fuss. Freeze and Thunder type weapons can easily destroy the horde that this enemy appears in. Be very cautious when this enemy is paired with the Purple Gel Tree , as it can slow down characters with their long ranged Ice attacks and leave them vulnerable to the horde. Ice Charms can help against this.
  • Trivia: This is the second enemy not to have an item drop outside of Onigiri/gold. The first was the Green Smiley Walker from Hill Country 1 . This trait is also shared with the Cyan Shield Spider in the same stage.
Cyan Shield Spider
  • LP: 800 · Level: 58 · EXP: 250 · Gold: 100 · Qty: 123 · Range: 20
  • These enemies appear in large mobs and deal semi-high damage. Like other mob enemies, they are very weak, especially by this point of the game since they only have a measly 800 LP. Fire type weapons can do large amounts of damage to the group, but when they're starting to cluster, hitting them with a Freeze type weapon will put them into submission. Be very cautious when this enemy is paired with the Purple Gel Tree , as it can slow down characters with their long ranged Ice attacks and leave them vulnerable to the horde. Because of this, using Ice Charms should be considered. As with its flying counterpart , it does not have an item drop outside of Onigiri or gold.
Purple Gel Tree
  • LP: 2400 · Level: 60 · EXP: 2000 · Gold: 1000 · Qty: 8 · Range: 180
  • These enemies are apparently the distant cousin of the Pink Gel Tree (S3) . They behave in a similar fashion by launching 3 moderately damaging projectiles. Unlike the Pink Gel Tree (S3) , however, these have a slowing effect and can do substantial damage quickly, as they have a low AGI. Take them down, quickly, especially when mobs of Brown Shield Bats and Cyan Shield Spiders are with them, as the trees can slow characters down and leave them open to the swarms. Thankfully, like their cousins, they are rare, usually only one appearing in each screen (Although the first and last screen have more than one, also similarly to their cousins). The boss screen also has one, so its best to destroy that enemy quickly before taking on the boss. Outranging them with Physical, Fire, Thunder and Poison weapons will work effectively as they can't move towards characters. Their attacks are unable to pierce terrain so if they spawn above or below a platform, then bait their shots harmlessly into the platform.
White Boss Castle Dragon
  • LP: 38000 · Level: 62 · EXP: 6000 · Gold: 1000 · Qty: 1 · Range: 350
  • Drops: Berserk Card 5, Ring's Card 5
  • If characters with at least 250 range exist in the player's current party, this is a very simple boss to deal with. Its Ball attack does low damage, although it produces a long-lasting fire residue on impact with the ground. Dodge the balls and kill the Purple Gel Tree in the area quickly, and this boss will go down easily. Ice and Thunder type weapons will be especially helpful for ranged characters. Low-range teams, especially melee-only teams, will find this boss much more difficult. It has different AI than normal dragons - this one tends to stay at the top of the area, and has an attack range that spans most of the screen. In addition, the usual Lure strategy does not work well since the boss will not chase stickmen at all. Investment in the Catapult's Card , Big Card and/or Long Sword's Card may be necessary for such teams to get past this boss.
  • Trivia: This is the first Dragon boss to be smaller than the Orange Boss Skull Dragon and Cyan Boss Gel Dragon .
[SF4] Snowfield 4 (4)
Yellow Big Diamond Tree
  • LP: 25000 · Level: 59 · EXP: 5000 · Gold: 999 · Qty: 5 · Range: 180
  • This enemy drop semi-powerful Thunder attacks one by one, similar to the Magician's Thunder Storm 2 . However, the thunderbolts do not go through platforms, so it is extremely easy to find a safe spot where the attacks cannot harm the characters, although the safe spots are not always safe because a bolt may simply spawn just above one of the characters and damage it, as thunderbolts can appear anywhere within the tree's range. However, there are rare chances of the enemy appearing under a platform, making it very easy to gain an advantage on this enemy before it can cause any serious harm. Status inducing weapons are the way to go against this enemy.
Green Big Vampire Mushroom
  • LP: 25000 · Level: 60 · EXP: 5000 · Gold: 2500 · Qty: 6 · Range: 500
  • This enemy produces 32 reflecting poisonous pellets in a circular fashion when provoked. However, the pellets do very minimal damage, so there's not much point to avoiding them. They have a huge amount of LP, though, so Fire type weapons should be used to take them out. Thunder type weapons are also suitable against this enemy.
Grey Big Box Spider
  • LP: 25000 · Level: 61 · EXP: 5000 · Gold: 5000 · Qty: 7 · Range: 60
  • This enemy uses a heat cloud attack similar to that of the Pyramid Boss , but weaker. However, it has a fairly high minimum and expected AGI. Thus, it has very little chance of firing its attack before a melee character finishes it off, although the attack does have fairly devastating potential if it does fire off. Overall, outranging makes this enemy incredibly easy to deal with. Ice and Thunder type weapons are best against this enemy.
White Boss Castle Stickman
  • LP: 38000 · Level: 63 · EXP: 6500 · Gold: 2000 · Qty: 1 · Range: 150
  • Drops: Quick's Card 5
  • This boss fires Two Arrow attacks from a distance like a machine gun. The attacks do low damage, though, so it's easy to tank the damage with high LP characters. Having a Silver Crystal 3 (or higher level versions) or Priests with 20 DEX should reduce the AT to 1, allowing the characters to survive easily. Ice and Thunder type weapons are best against this boss. Poison type weapons are also suitable.
  • Trivia: This is the first small boss to have LP comparable to normal bosses. This is the second small boss that appears on its own, with the first being the Yellow Boss Vampire Eel . This enemy has the second lowest AGI of all enemies in the game, along with Desert 1 's Grey Boss Box Walker and the Pink Boss Coconut Germ . The one with the lowest is the Grey Boss Triangle Tree , with a minimum AGI of 4.
[SF5] Snowfield 5 (4)
Pink Roundhead Dragon
  • LP: 900 · Level: 60 · EXP: 500 · Gold: 150 · Qty: 70 · Range: 100
  • This enemy shoots a pellet which moves slowly towards characters. Its low LP makes it easy to be defeated, despite being found in large swarms. However, the White Big X Walker can easily freeze the characters and make them vulnerable to the pellets. Freeze type weapons are best against this enemy since it appears in large hordes.
Pink Diamond Dragon
  • LP: 900 · Level: 61 · EXP: 500 · Gold: 400 · Qty: 70 · Range: 120
  • This enemy attacks by dropping bullets on characters . Like the Pink Roundhead Dragon , their low LP makes them easily defeatable. However, the White Big X Walker can make characters vulnerable to the bullets by freezing them. Freeze type weapons are most suitable against this enemy, as it appears in large swarms.
White Big X Walker
  • LP: 25000 · Level: 62 · EXP: 5000 · Gold: 5000 · Qty: 4 · Range: 300
  • This enemy fires 9 freezing snowflakes in a high arch, which can freeze characters for a decent amount of time. Also, the spread of the snowflakes makes it difficult to dodge. It is highly recommended to use a Freeze Charm and/or a Purple Crystal to reduce the impact caused by the attack. The Bait strategy may also work. This is a difficult enemy to bring down due to the dragon swarms always with it. A Boxer's Mach Claw 5 is largely recommended against it. Thunder and Poison type weapons are most suitable against this enemy element-wise.
  • Trivia: This enemy has the third longest freeze time for an attack in the game, behind the Hell Castle Boss (3.6s) and the Submarine Shrine Boss (5s).
White Boss Vampire Tree
  • LP: 30000 · Level: 64 · EXP: 6500 · Gold: 3000 · Qty: 1 · Range: 300
  • Drops: Big Card 5
  • This boss uses an attack which highly resembles that of the Angel's Ice Circle 3 . It shoots a harmless ball that pierces characters and bounces off terrain. The ball also produces slowing one-arrow attacks rapidly, which deals low damage. Its high range makes it very dangerous, as characters will take damage rapidly from the slowing arrows. It is recommended to use a Purple Crystal or Black Crystal to reduce the damage caused by the arrows. Using weapons with a high DPS, such as the Boxer's Mach Claw 5 , can take the boss down quickly. An Ice Charm is not recommended because the AT of the attack is not reduced, and the large amount of attacks reduces the efficiency of the Ice Charm. High damaging Poison type weapons with a Peridot 4 or higher will also bring the boss' LP down a considerable amount. Ice and Thunder type weapons are also very suitable against this boss.
[SF6] Snowfield 6 (4)
Pink X Walker
  • LP: 2500 · Level: 63 · EXP: 500 · Gold: 150 · Qty: 100 · Range: 1000
  • This enemy and the swarms it appears in on the screen will fire their projectiles at once, because of the high range covering the entire screen and their constant AGI of 200. They fire a single, medium-damage dealing projectile. Since the projectiles fly so high up in the air, it's easy to drag the characters away before they all impact. Area of Effect weapons are best against this enemy, especially the Gladiator 's Long Blade 6 , which is capable of bringing down several of this enemy at once. With a Gold rush Card , it has the potential to harvest over $15,000 in gold when the card activates.
  • Trivia: Along with its orange cousin , this is the first enemy with more than the necessary amount of range to fire from one side of the screen to the other, with 1000.
Orange X Walker
  • LP: 2500 · Level: 63 · EXP: 500 · Gold: 150 · Qty: 90 · Range: 1000
  • Like their cousins , all of this enemy type appearing on the screen attack in unison. They will also attack in tandem with their pink cousins and Yellow Mask Trees (though differently due to the higher AGI of the latter). However, this enemy fires many more projectiles, but each projectile deals lower damage. Freeze type weapons are the best options against the large groups these enemies appear in, especially the Magician's Freeze Explosion 6 . They are also great for gold and EXP harvesting, due to the the large swarms they appear in.
  • Trivia: Along with its pink cousin , this is the first enemy with more than the necessary amount of range to fire from one side of the screen to another, with 1000.
Yellow Mask Tree
  • LP: 2500 · Level: 63 · EXP: 500 · Gold: 150 · Qty: 45 · Range: 1000
  • This enemy fires bullets towards the nearest character. Like the other two enemies encountered, they will all fire the bullets at once, albeit with much more time in between shots. While melee attacks were effective for the other two, ranged characters are much more effective against these enemies. Melees should be used for mostly baiting. Freeze type weapons are best against this enemy, such as the Magician's Big Icicle 4 and Freeze Explosion 6 . Like the other enemies, they make great gold and EXP harvesters.
Orange Boss Castle Stickman
  • LP: 6000 · Level: 66 · EXP: 650 · Gold: 1000 · Qty: 30 · Range: 1000
  • Drops: Knockback's Card 5
  • This enemy appears in a group of 30 and will fire bullets horizontally. Like the other enemies in the stage, they attack in unison. They can be taken down easily with the bait strategy and Fire type weapons. A Gladiator with a Vampire's Card 4 is enough to keep the enemies occupied, as the Gladiator will rarely die. In addition, the Gladiator can also produce large amounts of gold by itself when using a Gold rush Card .
  • Trivia: This is the third most numerous boss in the game, with the second most numerous being the White Boss Box Stickman in Desert 5 , and the most numerous being the Yellow Boss Box Eel in Volcano .
[SF7] Snowfield 7 (4)
Blue Diamond Mushroom
  • LP: 1000 · Level: 64 · EXP: 550 · Gold: 100 · Qty: 70 · Range: 500
  • Drops: Sapphire 5
  • This enemy fires a freezing Bolt at characters when provoked. This can freeze them for a rather lengthy amount of time compared to most enemies, and is a serious threat when paired with the White Big Vampire Snake . Unlike most Mushrooms , it does not have an immunity to Poison . It shares this trait with the White Boss Vampire Mushroom . Because of this, Poison type weapons are recommended against this enemy. Fire and Freeze type weapons are also suitable.
White Big Vampire Snake
  • LP: 40000 · Level: 65 · EXP: 5500 · Gold: 550 · Qty: 4 · Range: 300
  • Drops: Aquamarine 5
  • This behemoth of an enemy fires a large Bullet that explodes into 50 cloud attacks on impact with the ground, which can seriously damage characters caught in the blast. The explosion resembles that from the Fire Spirit 2 , but the cloud attacks reflect off the terrain instead of piercing through it. These enemies can be horribly dangerous, especially when paired with the Blue Diamond Mushrooms , which can lock characters in place with their freezing attacks. A suitable strategy for dealing with them is to lock them up with freezing attacks, such as the Magician's Big Icicle 4 , since they do not have any immunities to Freeze . Thunder and Poison type weapons are also largely recommended against it. There is another, rather bizarre way to dodge their attacks. If only one character will be hit by the blast, drag the character into the floor constantly. The character will take some damage from the bullet, but the flames will envelop the area around the player, since the heat clouds reflect off of the ground, which in turn leaves a large safespot right in the middle of the blast.
  • Trivia: This is the largest enemy in the game along with the Tan Big Box Snake , the White Boss Castle Snake , the Grey Big Box Snake , and the Grey Boss Box Snake .
Orange Castle Snake
  • LP: 3000 · Level: 63 · EXP: 550 · Gold: 200 · Qty: 99 · Range: 40
  • Drops: Emerald 5
  • This enemy only appears in Snowfield 7's boss screen, accompanying the White Boss Castle Snake in a huge swarm of 99. It can easily destroy characters that are caught within the mob, especially if all characters were frozen by the boss's attack. Even by themselves, they can swarm over characters easily. The combination of this enemy and the boss makes the boss screen very difficult for an unprepared team. Freezing this enemy with the Magician 's Freeze Explosion 6 is a good way to halt their advance on the team, but take care to ensure that the Magician does not get caught in the actual boss's freezing blasts. Fire type weapons are also great against this enemy. It would be wise to bait and distract the boss as well, ensuring that the bait doesn't also attract a large number of these enemies, thus ruining the point and possibly leading to the death of the bait upon a single misstep. If applicable, the Poison Spirit 4 can turn this threatening mob into nothing with little effort.
  • Trivia: From Stick Ranger ver12.5 to ver18.6, this enemy was considered a stage boss, as it fit several criteria at the time. However, with the introduction of the Volcano in ver18.6, a redefinition of a boss eventually revoked this enemy's title as "boss". This is the only non-boss enemy to only appear on a boss screen.
White Boss Castle Snake
  • LP: 60000 · Level: 67 · EXP: 7000 · Gold: 1000 · Qty: 1 · Range: 300
  • Drops: Diamond 5
  • This enemy is essentially a beefed up version of the White Big Vampire Snake . The Bullet attack has been upgraded to fire a bullet that explodes into freezing projectiles on contact with anything. Teamed up with the horde of 99 Orange Castle Snakes , this boss can easily freeze characters and have them destroyed by the horde, making this one of the most difficult bosses in the game. Weapons that deal splash damage, such as the Magician 's Super Volcano 4 and the Priest 's Explosion Staff 5 are strongly advised for this boss. The Sniper's Indra Arrow 6 should also be considered, if the player has one. Another incredibly effective option is using the Magician's Big Icicle 4 (or the Freeze Explosion 6 , if available). It freezes a fair chunk of the hordes, and makes it much easier to kill them. Once the minions are dead, this boss becomes fairly simple to deal with. Alternatively, a viable strategy would be to bait the large snake itself. Drag an inconsequential character combat-wise (Such as the Priest) relatively close to the large snake. Keep it nearby so the snake will not move towards other characters, and avoid the freezing bullets it fires.
  • Trivia: This is the largest enemy in the game along with the Tan Big Box Snake , the White Big Vampire Snake . the Grey Big Box Snake , and the Grey Boss Box Snake .
[SF8] Snowfield 8 (4)
White Shield Snake
  • LP: 2000 · Level: 65 · EXP: 550 · Gold: 150 · Qty: 80 · Range: 200
  • This enemy is a weak one compared to most other enemies in the Snowfield area. Their projectiles have a high range, but do terrible damage. They also have mediocre LP. However, to make up for this, they appear in large mobs. Fire and Freeze type weapons are best suited against this enemy.
Yellow Shield Snake
  • LP: 2000 · Level: 66 · EXP: 550 · Gold: 150 · Qty: 80 · Range: 200
  • This enemy drops slow-moving Thunder attacks from the sky. The Thunder bolts themselves do medium damage, but due to the sheer amount of them, damage can rack up fast. Also, when paired with the Orange Big Gel Tree , in dodging the Tree's attacks, characters can go careening into the Thunder, doing impressive damage if the character hits several at a time. This enemy is still easy to beat, regardless. Fire and Freeze type weapons are best against this enemy, as it appears in mobs.
Orange Big Gel Tree
  • LP: 15000 · Level: 67 · EXP: 2000 · Gold: 3000 · Qty: 6 · Range: 500
  • This enemy fires a large "wave" of fireballs, which pierce characters. The balls themselves do relatively low damage, and it's easy for tougher characters to push through. However, combined with the Yellow Shield Snakes , it's possible that in dodging the waves, characters will run into the Thunder attacks dropped by the Snakes, which deal far more damage than the balls do. Characters with high DPS are best against this enemy, such as a Boxer with a Mach Claw 5 . Poison and Freeze type weapons are also best against this enemy.
Yellow Boss Gel Tree
  • LP: 30000 · Level: 69 · EXP: 3000 · Gold: 3000 · Qty: 3 · Range: 500
  • Drops: Reflection Card 4
  • This boss fires large long-lasting bolts that home in on characters. They can easily kill characters if exposed too long, as it lasts a very long time. The Bait strategy is not very effective, as the bolts can just move toward other characters away from the bait. However, the bolts themselves seem to have a lower homing range, making it easy to lead them out of range with another character. The bosses themselves also have relatively low LP compared to other bosses this late in the game, so it is highly recommended to take advantage of this and kill them quickly with characters having a high DPS. Another useful strategy is to move one character around the boss' head in a circular fashion, similar to that of the Yellow Boss Box Eel (Oasis) . This may be time-consuming, though. Ice and Poison type weapons are essential to slowing down the boss and bringing down its LP. Thunder type weapons are also very useful, especially the Sniper's Indra Arrow 6 . Luckily, visibility is not as impaired as on other stages in the Snowfield series as the bolt attacks are a Fire type and can melt the snow, so strategies like the bait can be useful.
  • Trivia: It is one of the four biggest Trees in the game, and the strongest out of all of them.
[FL] Frozen Lake (4)
Blue Shield Copter
  • LP: 3000 · Level: 64 · EXP: 550 · Gold: 500 · Qty: 15 · Range: 500
  • Drops: Bronze Medal 5
  • This enemy bombards the Frozen Lake by raining needles, which inflict slow on the characters. Once these spikes touch the ground, it lingers around, making it a threat if one happens to slip into it. They also prove to be supportive with the White Big Fairy Snakes , so ranged classes are more helpful. They also act differently than the other Copters from Mountain 2 , as these tend to stay in the altitude they're currently at, only making very subtle changes to their altitude, unlike the other Copters, which tend to stay near characters. Thunder and Poison type weapons are best against this enemy, as it is resistant to Ice and Freeze attacks.
White Big Fairy Snake
  • LP: 15000 · Level: 65 · EXP: 550 · Gold: 1500 · Qty: 8 · Range: 500
  • Drops: Silver Medal 5
  • This enemy hurls five pellets at characters. However, these pellets do mediocre damage, but also have high range to make up for it, making them lethal. This is especially when this enemy is teamed up with Blue Shield Copters . Its theme resembles the White Big Vampire Snake from Snowfield 7 . Thunder and Poison type weapons are most suitable against this enemy. Melees with a high DPS are also recommended, as they do not have an exceptionally large amount of LP.
Yellow Big Gel Tree
  • LP: 15000 · Level: 66 · EXP: 550 · Gold: 2000 · Qty: 13 · Range: 80
  • Drops: Gold Medal 5
  • This enemy rains down lasers at its relative position multiple times a second. Melee characters will have major difficulties fighting these due to the damage rate and the unique slipping mechanics of the stage. This enemy also drops an extra onigiri upon death, unlike the White Big Fairy Snake at the same stage. Ranged characters are more recommended to fight this enemy. As with the other enemies in this stage, Thunder and Poison type weapons are best against this enemy, as they resist Ice and Freeze attacks.
White Boss Vampire Mushroom
  • LP: 65000 · Level: 68 · EXP: 7000 · Gold: 3000 · Qty: 1 · Range: 500
  • Drops: Iron Medal 5
  • This boss launches needles in a high arc, which then produces another needle when it hits either a character or the terrain, which falls down and stick to the ground, staying for a while. This boss can cause serious damage, enough to kill the characters if lingered. A ranged character shooting from afar and a melee character using the dodge strategy is recommended. Also, the fact that the boss is not immune to Poison makes it trivial to defeat with a Priest using a Poisonous Staff 6 . Thunder type weapons are also largely recommended in bringing this boss down.
[IC] Ice Castle (1)
Ice Castle Boss
  • LP: 250000 · Level: 70 · EXP: 8000 · Gold: 8000 · Qty: 1 · Range: 500/100
  • Drops: Ice Spirit 1, Ice Spirit 2, Ice Spirit 3
  • This mega boss has two attacks like the previous three: a bullet that deals great damage and produces 15 clouds which deal additional damage, and 2 freezing spears which are shot at fixed angles, have enough range to cover the entire screen, and reflect off terrain. The bullets can be deadly for melee characters if they cannot dodge the bullet on time. As with the Submarine Shrine Boss , Freeze Charms are strongly recommended. A way to beat this boss is to use the Dodge strategy directly underneath it with any character with high enough DPS, such as a Boxer or Angel, while the ranged characters support it from the sides. However, both melee and ranged characters run into some kind of obstacle; Melee characters must be careful around the bullets, as they deal massive damage. On the other hand, ranged characters must constantly dodge the freezing arrows. A Knockback's Card 4 on a Sniper can be helpful to keep the boss at a great distance, so that players only need to think of dodging the arrows, which have nearly identical paths as the boss is cornered by the knockback effect. Unlike other mega bosses, this one is almost completely immune to Ice attacks.
  • Trivia: This enemy has the third largest amount of LP in the game, alongside the Brown Boss Box Germ , the Red Boss Box Wheel and the Pink Boss Triangle Snake . It is behind the White Boss Skull Stickman (HG) , at 300,000, and the Hell Castle Boss at 999,999. This is the first enemy which has different levels of the same compo item as drops. This is the first mega boss whose head and species were encountered before the previous mega boss . This is the first mega boss to have another immunity besides Freeze. This is the first mega boss not to have a fire attack. This is the first mega boss that doesn't drop any cards , thus the first megaboss to not drop a level of the Vampire's Card . This megaboss's battle has a much different feel overall than the previous three. The previous megabosses have an attack that are generally weak and easy to ignore, and another dangerous attack that is more threatening. This megaboss however, fills up the entire room with a fairly dangerous attack which are not focused on specific characters until they get too close, where the boss will start using the bullets.
Realm 5 (89)
[B4] Beach 4 (4)
Pink Demon Fish
  • LP: 3000 · Level: 67 · EXP: 300 · Gold: 300 · Qty: 110 · Range: 40
  • This enemy deals decent damage at close range. It can be very dangerous, as they are always present in large groups. It can also serve to protect the even more dangerous Yellow Demon Eel , as they tend to cover the eel up with their own bodies and protect it from harm. Thankfully, bait tactics work decently against the fish, and can bunch them up under a floating character, while ranged characters eliminate them. Ice and Thunder type weapons are best against this enemy. Watch out for any Yellow Demon Eels that act as support, however. In such a case, Poison type weapons will be more suitable, along with any Thunder type weapons that can hit multiple targets.
Red Coconut Spider
  • LP: 5000 · Level: 68 · EXP: 450 · Gold: 300 · Qty: 70 · Range: 80
  • This enemy shoots pellets towards characters. It can be very dangerous due to its low AGI and the fact that they exist in one large group. Fire type weapons are ineffective against this enemy, but an Area of Effect weapon should be able to clear the group. Silver or Black Crystals should also be helpful in providing a suitable defense against this enemy, in addition to a Priest with a fair amount of DEX.
Yellow Demon Eel
  • LP: 6000 · Level: 69 · EXP: 600 · Gold: 300 · Qty: 10 · Range: 250
  • This enemy shoots 10 shock attacks, which will fly out in an arc and deal damage only after 1.2s where the shock attack turns from pale yellow to bright yellow. These enemies are very sparse, but can easily dish out a large chunk of damage to characters with their high-speed projectiles. A good tactic against them is to get up close with melee characters, as the projectiles act similarly to Mines , in that they won't damage for a brief period of time. The shots themselves also seem to activate after different periods of time. Thunder and Poison type weapons are most suitable against this enemy.
White Boss Demon Eel
  • LP: 75000 · Level: 72 · EXP: 6000 · Gold: 3000 · Qty: 1 · Range: 500
  • This boss wanders around, dropping its mine attack to the bottom of the stage. The mines only deal damage after 1.6s where it turns from light grey to dark grey. This boss, although possessing a large sum of LP, is fairly trivial to deal with if characters merely hang out above the boss. Ranged characters will have no problem avoiding the boss's attacks, and melee characters only need slightly careful watch to make sure they stay above the boss while dishing out their attacks. However, this boss is aided by three Yellow Demon Eels , which can act as support. The important thing in this fight, as such, is to eliminate the eels first to reduce the threat by a great deal. Once they're gone, the boss is easy pickings. Thunder and Poison type weapons are best against this boss. A Boxer with a Poison Claw 5 equipped with a Peridot or a Priest with a Poisonous Staff 6 with the same compo items can deal large amounts of damage to the boss at a time. The Sniper 's Indra Arrow 6 is also a useful weapon against it.
[F3] Forest 3 (4)
Orange Roundhead Tree
  • LP: 9000 · Level: 69 · EXP: 600 · Gold: 400 · Qty: 60 · Range: 200
  • Drops: Red Stone 6
  • This enemy fires an arc of 10 pellets at characters. It usually appears in large groups, and the density of the pellet attacks from each enemy can mean a quick kill on the player's side. However, except in very few circumstances, these trees tend to spawn a decent distance away from characters, well out of range of their damaging attacks. Ranged characters have no issue in taking them down. That being said, if a ranged attacker isn't available, it's possible (though very difficult) to get in close and utilize the Dodge strategy to take them down. This is a less than optimal plan, however, given that the trees are usually in large, tight bunches, causing them all to usually attack the characters at once. A Gladiator with a weapon containing a Vampire's Card 4 and a Silver or Black Crystal of high level is very useful against the large groups, as the compo items make the Gladiator almost impossible to kill. Fire type weapons are best against this enemy, although an Area of Effect Freeze type weapon like the Magician 's Freeze Explosion 6 can also be a major help.
Pink Roundhead Mushroom
  • LP: 9000 · Level: 69 · EXP: 600 · Gold: 400 · Qty: 60 · Range: 500
  • Drops: White Stone 6
  • This enemy is literally a stronger version of Mist Grove 1 's White Roundhead Mushroom . Although they are significantly stronger and lack a Fire weakness, they suffer from the exact same issues as that enemy, so similar strategies from them can just as easily apply here. Be mindful of the Copters hovering around, however, as they will cause more damage than this enemy can. Also, getting close to the mushrooms, in certain screens, can set your characters up to be attacked by Orange Roundhead Trees . Fire type weapons such as the Magician's Lava 6 are best against this enemy, especially from a far range.
Pink Coconut Copter
  • LP: 9000 · Level: 70 · EXP: 600 · Gold: 800 · Qty: 7 · Range: 500
  • Drops: Blue Stone 6
  • This enemy drops slow-falling poisoning purple pellets onto the ground non-stop, clearly putting all characters with low-range into high risk due to how sudden the poison damage can damage them. This can be easily mitigated by Poison Charm 4s . It is also highly recommended to take this enemy down with a ranged character quickly, because the pellets can trap and corner characters if not dealt with quick enough. One key thing to note is that this enemy does not resist Freeze attacks. Thusly, a Magician with Big Icicle 4 / Freeze Explosion 6 , a Diamond 5 , a Quick's Card 5 , and about 30 DEX can keep it constantly frozen, and no longer a threat. If frozen, the Sniper's Indra Arrow 6 greatly helps in removing the nuisance. In many cases, this enemy can be even more difficult to defeat than the actual boss itself when having a team of Melee or Ranged Characters without a Sniper or Magician that cannot invest SP into increasing Range (unless a Catapult's Card is used on weapons Like the Hunting Gun 5 and Long Chakram 5 ) due to the nature of the copter species having difficult times bringing them down to lower elevations.
Yellow Boss Coconut Wheel
  • LP: 120000 · Level: 73 · EXP: 6000 · Gold: 4000 · Qty: 1 · Range: 500
  • Drops: Ring's Card 6
  • This boss launches ten poisoning pellets into the air and each creates 3 long lasting poisoning clouds upon contact with the terrain. Simple dodging will work. However, beware of the Pink Coconut Copter and the poison clouds, which could limit the available space for dodging. A Poison Charm 4 can be a very useful compo item against this boss. A melee character can do great things against this boss. Firstly, make sure the ranged characters don't move. Have them deal with the Copter, preferably with Freeze type weapons. With the melee character, simply dodging to the right with him will ensure he doesn't get hit by the poison. Once he reaches the right side of the screen, carry him back towards where he first started; the poison will have faded out by then. Make sure the boss follows the melee character to ensure it doesn't simply outrange the melee character. If it has a Vampire's Card 4 and a Berserk Card , it can cause a lot of damage to the boss while avoiding the poison and recovering any damage it accidentally takes. As for the other characters, Ice and Thunder type weapons are best against this boss. Following this strategy will ensure a relatively quick victory.
  • Trivia: This is the first regular boss to have more LP than the Pyramid Boss . This enemy, along with the Pink Coconut Copter and the Green Boss Gel Bouncer have beaten the White Boss Skull Zombie in poison damage (400 damage over 1 second). However, the White Boss Skull Zombie's attack can deal 2,376 damage if all the six poison clouds hit.
[F4] Forest 4 (3)
Green Gel Bouncer
  • LP: 10000 · Level: 70 · EXP: 600 · Gold: 100 · Qty: 0+¤ · Range: 60
  • Drops: Green Stone 6
  • This enemy never appears by itself, and are only spawned from Green Big Gel Bouncers. They fire a pellet towards characters, which may be dangerous in large hordes. They are weak to Fire type weapons, but in the massive hordes that it can appear in, a Freeze type weapon should also be used. If its larger counterparts are no longer around, this enemy is easy to defeat.
Green Big Gel Bouncer
  • LP: 30000 · Level: 70 · EXP: 600 · Gold: 500 · Qty: 11+¤ · Range: 180/500
  • Drops: Black Stone 6
  • This enemy fires a poisonous pellet in an arc and spawns Green Gel Bouncers when provoked. Fire type weapons are effective in taking these enemies and their spawnlings down, as long as the spawning avalanche keeps a safe distance from the characters. The Magician's Freeze Explosion 6 is extremely effective too, for they freeze up most enemies and also delays spawning. A Boxer with a weapon containing a Vampire's Card 4 and an ONIGIRI's Card can also take out all of the enemies as damage is negated and restored almost every time.
  • Trivia: This is the only enemy to be spawned that can spawn another enemy. This is one of only two enemies that is spawned from a boss. The other is the Yellow Roundhead Dragon from Mist Grove 2 .
Green Boss Gel Bouncer
  • LP: 150000 · Level: 74 · EXP: 6000 · Gold: 5000 · Qty: 1 · Range: 500
  • Drops: Katana's Card 6
  • This enemy fires an extremely poisonous ball in a great arch and spawns Green Big Gel Bouncers when provoked. Unlike its smaller counterparts, it is not weak to Fire type weapons. However, they are still recommended when the mob of enemies becomes incredibly large. The Magician's Freeze Explosion 6 should also work well. A Boxer with a weapon containing a Vampire's Card 4 and an ONIGIRI's Card can also deal significant amounts of damage to the mob, while being able to survive in the middle of it.
[F5] Forest 5 (4)
Orange Roundhead Stickman
  • LP: 9000 · Level: 71 · EXP: 600 · Gold: 500 · Qty: 62 · Range: 80
  • Drops: Red Crystal 6
  • This enemy launches a pellet into the air and creates a fire cloud upon contact with the terrain. They can cause huge LP losses, especially if combined with the Blue Roundhead Stickman , which can slow characters down. Since they're absurdly weak against Fire - their own type, have a character wield a Fire type weapon to dispose of them quickly, along with other characters using their respective weapon types to the other stickmen that will attack them, as well. If a Fire type weapon is not available, a Freeze type weapon such as the Magician's Freeze Explosion 6 will do a fair amount of damage to them.
Yellow Roundhead Stickman
  • LP: 9000 · Level: 71 · EXP: 600 · Gold: 500 · Qty: 62 · Range: 80
  • Drops: Yellow Crystal 6
  • This enemy launches a thunderbolt in an arc. They can cause huge LP losses, especially if combined with the Blue Roundhead Stickman , which will slow characters down. Since they're weak against Thunder - their own type, have a character wield a Thunder type weapon to dispose of them quickly, along with other characters using their respective weapon types to the other stickmen that will attack them as well. If a Thunder type weapon is unavailable, a Freeze type weapon such as the Magician's Freeze Explosion 6 will do more than 1 damage to it.
Blue Roundhead Stickman
  • LP: 9000 · Level: 71 · EXP: 600 · Gold: 500 · Qty: 62 · Range: 80
  • Drops: Purple Crystal 6
  • This enemy launches an ice needle into the air and slows down characters. They are a real nuisance since these will kill the characters quickly. Since they're weak against Ice - their own type, have a character wield an Ice type weapon to dispose of them quickly, along with other characters using their respective weapon types to the other stickmen that will attack them as well. A Freeze type weapon is also useful, as it can completely stop this enemy from moving, as opposed to the others.
Grey Boss Demon Stickman
  • LP: 120000 · Level: 75 · EXP: 6000 · Gold: 5000 · Qty: 1 · Range: 500
  • Drops: Black Crystal 6, Silver Crystal 6
  • This boss erupts out bullets even out of its Range of Sight . These can deal substantial damage to the characters, especially considering it's backed up by two of each of the normal enemies from the stage. The boss is weak to Physical attacks, and magic is almost completely ineffective. If the character attacking the boss is a melee, it should most likely anticipate where the bullet will land and dish out damage by dodging. Otherwise, ranged characters should not interfere with the boss's limited range of its attack. A Boxer with a Mach Claw 5 with a Critical's Card and a Berserk Card , combined with large amounts of STR, can easily destroy the boss. If a Physical weapon is not available, a Freeze type weapon will suffice. If the Blue , Orange , and/or Yellow Roundhead Stickmen get in the way of the boss, have the three other stickmen use their respective types of weapons against them, while keeping one to attack the boss as a distraction. Once the other enemies are out, let the other characters switch back to their Physical or Freeze type weapons.
[F6] Forest 6 (4)
Grey Big Box Snake
  • LP: 8000 · Level: 73 · EXP: 1200 · Gold: 7000 · Qty: 4 · Range: 500
  • This enemy shoots a harmless laser beam which flies in an arc. When it makes contact with the terrain, it then produces a huge vertical laser that cuts through the entire screen, pierces through all characters, and deals random Thunder damage, from pathetically weak to completely impossible to survive by even the tankiest of characters. Because of the extremely large range of attack power, there is a very small chance of survival for each character. Generally, the attack kills characters immediately, causing insta-game overs if all characters are close together. Strategies such as dodging the laser, spreading characters apart, or equipping high level Black Crystals are highly recommended. This enemy is also almost completely immune to every type of attack in the game, save for Freeze , which does normal damage. However, to alleviate this, they have semi-low health for such a large enemy. Using Freeze type weapons is highly recommended to bring them down.
  • Trivia: This enemy can deal the highest amount of damage in the game as well as having the largest AT range in the game, from 1 damage to 9999. In addition, this is the second enemy that can do over 1000 direct damage to any character, excluding enemies that can deal over the amount from the defense reduction by Berserk Cards . The other is the Hell Castle Boss , who has an attack that always hits for 9999 damage. Before ver13.8, the initial laser did not last long, and sometimes it disappears before it lands and produced the large laser. This was changed in ver13.8, where the small laser can last longer so the large laser can always appear.
Tan Box Bat
  • LP: 5000 · Level: 72 · EXP: 600 · Gold: 500 · Qty: 120 · Range: 80
  • This enemy fires a slow moving Needle attack towards characters. They are easy to dodge on their own, but they appear in large swarms backed up by a Grey Big Box Snake . Because of the combination, it is very easy for characters to take a lot of damage by dodging the laser fired from the Snake and hitting the needles. The laser the snake shoots can also be hidden behind the bats and their needles to a degree, making it more annoying to dodge. Once the snake is dead, these enemies become fairly trivial, especially if one has Freeze type weapons, such as the Magician's Big Icicle 4 or Freeze Explosion 6 . Poison type weapons can also be helpful.
Green Box Bouncer
  • LP: 10000 · Level: 72 · EXP: 600 · Gold: 500 · Qty: 120 · Range: 500
  • This enemy drops an upward-facing Needle, acting as an immobile obstacle. These enemies on their own are fairly trivial to deal with, but combined with the Grey Big Box Snake , characters can take a significant amount of damage from hitting the ground-based Needles, especially when they are heavily clustered in the same spot. However, it is easier to discern the Snake's laser from the Bouncer's needles than it is with the Bat 's needles, as they are always on the ground. Once the snake is dead, these enemies are fairly trivial to deal with, especially with Fire or Freeze type weapons.
Grey Boss Box Snake
  • LP: 12000 · Level: 76 · EXP: 6000 · Gold: 7000 · Qty: 1 · Range: 500
  • This boss fires a large, horizontal, Fire type laser that is at ground level at characters. The laser itself is rather easy to dodge, and not nearly as damaging as its yellow-tailed cousin 's attack. Like the non-boss version, this boss is almost completely immune to all forms of attack except for Freeze , damage wise. However, it has a very low amount of LP compared to most other bosses this late in the game to compensate for the resistance, having only a tenth of the amount of LP that other late - game Forest bosses have. Once its backup snake is dead, this boss is particularly simple to deal with. Fire and Freeze type weapons are best against it. A character with extremely high Physical damage, such as a Gunner with Missile 5 and preferably a Critical's Card backed by STR Priests , may be able to overcome the Physical resistance of this boss, allowing them to deal damage or even kill the boss in one hit. This is particularly more doable during the rematch in Volcano and allows a quick disposal of this boss for characters to focus on the other boss in the same screen.
[!!!] !!! (2)
Purple Coconut Germ
  • LP: 10000 · Level: 74 · EXP: 700 · Gold: 70 · Qty: 189 · Range: 100
  • Drops: Bronze Medal 6, Silver Medal 6
  • This enemy shoots a pellet at a semi-high rate which does minimal damage. However, they eventually appear in large groups and have very high LP. They are comparable to the Pink Gel Spider from ??? . Freeze type weapons such as the Magician's Freeze Explosion 6 work very well against them. Fire and Ice type weapons could also be used to good effect, depending on the weapon used.
Pink Boss Coconut Germ
  • LP: 150000 · Level: 77 · EXP: 7000 · Gold: 77 · Qty: 1 · Range: 400
  • Drops: Gold Medal 6, Iron Medal 6
  • This boss shoots pellets rapidly which does minimal damage. The pellets also reflect off terrain. This boss is particularly simple to deal with, especially if high-LP melee characters with a Vampire's Card are available, since the Card will nullify the damage this boss could do because the damage is very low. However, given that there are a huge swarm of 99 Purple Coconut Germs accompanying the boss, just like in ??? with its Pink Gel Spiders , players should be cautious. Magicians with a Big Icicle 4 or Freeze Explosion 6 combined with a Quick's Card and Diamond also work very well in keeping the horde at bay, as well as freezing the boss, who also has no immunity to Freeze.
  • Trivia: This boss has the second lowest AGI in the game, along with the White Boss Box Stickman and the Grey Boss Box Walker . The one with the lowest is the Grey Boss Triangle Tree .
[SF9] Snowfield 9 (4)
Grey Roundhead Tree
  • LP: 9000 · Level: 66 · EXP: 300 · Gold: 300 · Qty: 60 · Range: N/A
  • These enemies do not attack at all, but their high LP proves to be annoying when they are shielding damage for other attacking enemies. If White Roundhead Walkers are hiding in clusters of these trees, then weapons with splash damage will help to eliminate them. A melee character with a Vampire's Card 4 can take advantage of them to regenerate health easily. Fire and Freeze type weapons are best against this enemy.
White Roundhead Copter
  • LP: 2000 · Level: 68 · EXP: 600 · Gold: 200 · Qty: 50 · Range: 200
  • This enemy attacks by dropping a yellow bullet. This attack is simple to dodge but it has a moderate damage output. This enemy always appears in large swarms, which can result in heavy damage. It is highly recommended to keep melee characters out of the fight. Freezing them with the Freeze Explosion orb will disable them, making them rather trivial. If freeze weapons aren't available, then ice weapons will do the trick. Be wary of the White Roundhead Walkers when doing this as they have infinite range. Also, the Grey Roundhead Trees can give protection to them if they fly low so watch out for that.
White Roundhead Walker
  • LP: 3000 · Level: 68 · EXP: 600 · Gold: 200 · Qty: 70 · Range: 500
  • This enemy attacks by shooting an orange bullet horizontally. They have infinite range and an infinite range of sight. Because of this, it is highly recommended to take advantage of the rough terrain of the stage and use a ranged character to take them down one by one. However, the terrain can be used against the player as well, seeing as the walkers can easily spawn on the high ground and force the player to dodge around the swarm of bullets flying overhead, but using a character with high LP equipped with a Black Crystal 5 and a Silver Crystal 5 could work in absorbing all the bullet's damage. Fire , Ice , and Thunder type weapons are best against this enemy.
Pink Boss Roundhead Tree
  • LP: 70000 · Level: 71 · EXP: 6000 · Gold: 3000 · Qty: 1 · Range: 500
  • The boss shoots bouncing pellets in an arch rapidly. Each pellet deals a decent amount of damage, so it can be dangerous in a prolonged fight, as a lot of pellets exist at the same time. A melee character with a high DPS, such as a Boxer with a Mach Claw 5 , is recommended to tear down the boss as fast as possible, but using a character to lure away the pellets also works. Thunder and Poison type weapons are best against this boss.
  • Trivia: This boss might be a reference to the Superball element from the Powder Game series , seeing as the boss is pink and fires small, bouncing, pink balls.
[H1] Hell 1 (4)
White Triangle Stickman
  • LP: 15000 · Level: 74 · EXP: 800 · Gold: 100 · Qty: 240 · Range: 20
  • Drops: Diamond 6
  • This enemy uses a melee spike attack, which generally is not problematic although it always appears in large groups. The bait strategy is effective at taking these enemies down, since all one must do is keep the bait positioned over the heads of the Stickmen, as the attack only aims horizontally. However, the Orange Triangle Stickmen and Grey Triangle Walkers can hamper this strategy to a degree with their attacks. While single-target weapons can tear through these enemies one by one, weapons with splash damage deal far more DPS on average against the crowd of them as whole and can thus easily result in faster annihilation of the crowd than single-target weapons can accomplish.
Orange Triangle Stickman
  • LP: 10000 · Level: 75 · EXP: 800 · Gold: 200 · Qty: 7 · Range: 40
  • Drops: Ruby 6
  • This enemy spews out small heat clouds like those from the Magician's Fire Rise 3 rapidly, which may be dangerous for melee characters. Outranging these enemies is highly recommended, because the combination of the very low AGI and the damage that tends to come and stack with Fire type attacks makes them highly dangerous at close range. Thankfully, they're somewhat rare, with only one or two appearing depending on the screen. However, the fifth screen contains not only three of these enemies, but three Grey Triangle Walkers , making that a highly dangerous screen, with the only leeway being the low amount of White Triangle Stickmen . Physical attacks should be enough to defeat them, but Ice and Poison type weapons are the way to go.
Grey Triangle Walker
  • LP: 25000 · Level: 75 · EXP: 800 · Gold: 200 · Qty: 6 · Range: 500
  • Drops: Garnet 6
  • This enemy shoots a harmless bullet in a high arch which pierces characters, and explodes into 9 fire clouds when it hits the terrain, like the Gunner's M9 Grenade 6 . This enemy can be fairly dangerous, as it has an incredible range, and the flames left by the bullet are close together and can rapidly deal damage. Having a melee character get into attack range and using the dodge strategy is the best way to take them out, preferably with a status-inducing weapon. Another strategy to defeat them is to take advantage of the bullet doing no damage via the bait strategy . Placing a character high in the air slightly in front of the other party members cause the Walker to aim towards that character, but will be unable to deal damage as a result of the bullet itself dealing none. The bullets will also fly over the other characters' heads, as a result of the high arc they fly in towards the bait. Care must be taken to ensure the bait remains in the optimal position to both direct the walker's attacks, and ensure the attacks will not strike the other characters. Just be mindful of the White Triangle Stickmen and the occasional Orange Triangle Stickman .
Grey Boss Triangle Walker
  • LP: 150000 · Level: 78 · EXP: 8000 · Gold: 500 · Qty: 1 · Range: 500
  • Drops: Heal's Card 1, Heal's Card 2
  • This boss is essentially a stronger Grey Triangle Walker . It shoots 3 bullets in a high arch, which pierces characters and each exploding into 9 fire attacks on contact with the terrain. Due to its full-screen range, and the somewhat random trajectory of two of its bullets, its attack can be incredibly dangerous, as the fire residue can deal incredible damage to groups of characters. The best strategy is to have a single melee character distract the boss, while the other characters defeat the White Triangle Stickmen that also inhabit the screen. Also, once they're finished, they'll be out of range for the most part of the boss's attack. Be sure the distracting character avoids the bullets, because the flames can deal a dangerous amount of damage in a short time span. Ice , Poison , and Thunder type weapons are best against this boss. If the character distracting the boss is a melee, a Critical's Card and/or Berserk Card can help become the boss much easier to beat once its Stickmen allies are gone. However, in the case of the Berserk Card, dodging must be more precise.
  • Trivia: This is the second enemy in the game who can drop at least two different levels of the same compo item, the first being the Ice Castle Boss .
[H2] Hell 2 (4)
White Triangle Germ
  • LP: 10000 · Level: 75 · EXP: 800 · Gold: 300 · Qty: 300 · Range: 60
  • Drops: Sapphire 6, Aquamarine 6
  • This enemy always appears in groups of 50, and uses a mid-ranged attack which deals low damage. It has a high chance to drop an extra onigiri, which may prove to be useful in grim situations. Outside of this, however, they are easy to beat and are not much of a threat. In fact, they actually assist characters with dealing with stronger enemies due to the steady supply of Onigiri they provide, and may even be intended to look like Onigiri. Freeze type weapons are best against it, however a melee with a Vampire's Card and an ONIGIRI's Card can fight the entire horde by itself. A Gladiator with a Gold rush Card can hit the entire group for a large sum of gold every time it activates.
Yellow Big Coconut Snake
  • LP: 90000 · Level: 77 · EXP: 800 · Gold: 5000 · Qty: 4 · Range: 40
  • Drops: Topaz 6
  • This enemy throws out 9 spikes which homes in on characters, dealing thunder damage on contact. However, they have very low range, so the best way to deal with them is to simply stay out of their range . Their attack can be horribly devastating, as the arc they fire in is tricky to escape once locked inside. Luckily, they can be very easy to defeat with a Freeze type weapon, especially the Boxer's Freeze Claw 6 . When doing this, watch out for the White Triangle Germs , as if they travel past the snake, ranged characters will aim for them. Vampire's Card users will be able to tank the spikes and recover health fast enough to stay alive. Ice type weapons can slow their attack speed considerably, making them even easier. Poison type weapons are also helpful.
Green Big Diamond Tree
  • LP: 90000 · Level: 77 · EXP: 800 · Gold: 5000 · Qty: 4 · Range: 300
  • Drops: Emerald 6, Peridot 6
  • This enemy shoots lasers towards characters rapidly. It has a large range, which makes it rather dangerous when backed by the group of 50 White Triangle Germs . The best way to deal with them is to either bait the lasers or utilize the terrain to block the lasers, as they do not pierce through. Ice type weapons are helpful against this enemy to slow down the constant laser attacks. Poison type weapons will also be useful against it.
Grey Boss Triangle Tree
  • LP: 180000 · Level: 79 · EXP: 8000 · Gold: 5000 · Qty: 1 · Range: 500
  • Drops: Long Sword's Card 6
  • This boss is essentially a combination of the Green Big Diamond Tree and the Yellow Big Coconut Snake . It shoots homing spikes towards characters constantly and with incredibly little delay. This enemy can prove highly damaging due to its incredible rate of fire, and absolutely no cover to hide behind to avoid the spikes. The best way to deal with it is to use a high-LP character (preferably with a Black Crystal 6 and a Purple Crystal 6 equipped) to bait the boss's shots, utilizing the Onigiri dropped by the 50 White Triangle Germs with it to heal off damage. Slowing it down with an Ice type weapon is also recommended in order to slow down its rapid-fire attacks, although the characters will still be in a constant barrage of spikes. Poison type weapons and especially the Poison Spirit can help take a large chunk of LP off of this boss.
  • Trivia: This boss has the lowest minimum AGI out of any enemy in the game, with a minimum AGI of 4.
[H3] Hell 3 (4)
White Triangle Cactus
  • LP: 15000 · Level: 76 · EXP: 800 · Gold: 300 · Qty: 80 · Range: 500
  • This enemy shoots a spike in a high arch when provoked. They appear in large groups, and can deal decent damage if many of their spikes hit the characters at once. This can be more frustrating if the Cyan Big Triangle Cactus constantly freezes front-line characters. Without it, this enemy is not very difficult to beat. Fire type weapons are best against it, while an area of effect Freeze type weapon is also viable against groups of this enemy. Alternatively, having a character bait the cacti into firing their attacks harmlessly into any of the floating platforms around the area is also a good tactic. A Magician or Priest will be best with this tactic, as they can attack without moving from the platform.
Cyan Big Triangle Cactus
  • LP: 90000 · Level: 78 · EXP: 4000 · Gold: 4000 · Qty: 9 · Range: 500
  • This enemy shoots 5 freezing spikes that reflect off terrain rapidly when provoked. Although the spikes themselves do miniscule damage, they will very easily freeze characters fighting off other enemies in the vicinity, and leave them set up to the Orange Roundhead Snake 's fire attacks. The Bait strategy can be used with a character with a Freeze Charm 4 and Purple Crystal 6 to prevent being frozen, with only a very small chance of becoming such. Once the other enemies on the screen are dead, they're not much of an issue, and are more of an annoyance than anything else. The Priest's Staff of Poisoner 4 can prevent it from launching its attacks, like other Cacti . Outside of Priests, a Magician using the bait strategy from a floating platform will direct this enemy's attacks to it without the Magician getting hit, but only if the enemy is positioned in a spot that can meet those conditions. Thunder and Poison type weapons are best against it.
Orange Roundhead Snake
  • LP: 15000 · Level: 76 · EXP: 800 · Gold: 300 · Qty: 90 · Range: 40
  • This enemy uses a melee cloud attack which behaves like the Magician's Fire Rise 3 . They appear in large mobs and can deal a good amount of damage, but have very low range to compensate for it. They can be very dangerous when paired with Cyan Big Triangle Cacti , however, as the latter's freezing attacks can leave characters open to the snake's attacks. Without it, they are not much of a threat. Status-inducing weapons are best against this enemy.
Orange Boss Roundhead Walker
  • LP: 180000 · Level: 80 · EXP: 8000 · Gold: 6000 · Qty: 1 · Range: 500
  • Drops: Guide's Card 6
  • This boss uses a long-lasting ball attack that always homes onto characters, constantly damaging them when in contact. It is also backed up by two Cyan Big Triangle Cacti . However, the attack does very low damage, and characters with high LP can easily tank the attacks. However, it would be wise to make sure multiple balls don't stack up on one character at once, as that can cause the damage output to increase to a dangerous amount. A Boxer with a Mach Claw 5 or Sonic Claw 6 equipped with a high-level Critical's Card and Berserk Card setup can rip this boss apart in little time. Thunder and Poison type weapons are also best against this boss.
[H4] Hell 4 (4)
Green Roundhead Digger
  • LP: 15000 · Level: 77 · EXP: 800 · Gold: 500 · Qty: 68 · Range: 100
  • This enemy shoots a green pellet towards characters. Despite it's green appearance and attack, it is not actually a Poison type enemy. The pellet does not deal a lot of damage, but the fact that it can hide underground to dodge most attacks while still be able to attack may prove to be a bit of nuisance. However, Priests and any weapons that pierce through terrain have the ability to attack them constantly instead of having to wait for the time to attack. The Priest's Poisonous Staff 6 and Freeze Exp Staff 6 are best against this enemy. In teams without Priests, weapons with a very low AGI are recommended, as the characters will only have a few seconds to strike.
Cyan Triangle Digger
  • LP: 15000 · Level: 77 · EXP: 800 · Gold: 500 · Qty: 68 · Range: 200
  • This enemy is similar to the Green Roundhead Digger . The only difference is that it has double the range, increased AT and the attacks are hurled in an arc. Despite it's blue appearance and attack, it is not actually an Ice type, as one may assume at first glance. Likewise with its green cousin, attacking it can be difficult without a Priest or a weapon that pierces terrain. The Priest's Poisonous Staff 6 and Freeze Exp Staff 6 are best against it. Outside of Priests, characters with low AGI are recommended, as there is only a few seconds of leeway to attack.
Orange Box Digger
  • LP: 15000 · Level: 79 · EXP: 800 · Gold: 1500 · Qty: 23 · Range: 120
  • This enemy spews out heat clouds rapidly that pierces terrain and decelerates. It can be rather dangerous due to the fact that it can burrow itself into the ground to avoid most attacks while still attacking, effectively allowing it to attack for a longer period before its death. However, due to the fact it's attack actively slows down while moving, this makes it to where the attack tends to fade out before it can connect if characters are too far out of its range. Like its cousins , it can be difficult to kill without either a weapon that pierces terrain or a Priest. The Priest's Poisonous Staff 6 and Freeze Exp Staff 6 are best against this enemy. Without a Priest, characters with low AGI are recommended in order to do the most damage possible in the few seconds of when it turns up from the ground.
Tan Boss Diamond Tree
  • LP: 200000 · Level: 81 · EXP: 8000 · Gold: 7000 · Qty: 1 · Range: 500
  • Drops: Bullet's Card 6
  • This boss erupts out 30 bullets in all angles, aimed towards characters. The boss by itself is merely annoying, but due to the irritating mechanics of the unique enemies in the stage, this boss can prove to be a real nuisance. The enemies in the stage often bait attacks from other characters, allowing the boss to constantly spit bullets directly at them. Getting close to the boss is equally dangerous, due to the bullets not being aimed in an arch, and directly at characters. The boss isn't too difficult overall, but highly annoying. The Boxer's Mach Claw 5 or Sonic Claw 6 can be used to try to bait the bullets toward its direction. Thunder and Poison type weapons are best against this boss. Ice type weapons are also very helpful.
[IF1] Inferno 1 (4)
Pink Demon Stickman
  • LP: 20000 · Level: 81 · EXP: 900 · Gold: 400 · Qty: 100 · Range: 30
  • This enemy shoots a two-arrow attack at characters. Although the attack can be devastating, especially when this enemy is always in a fairly large group, it suffers from terrible range and can easily be nullified with a Silver Crystal 5 and/or a strong enough defensive aura from Priests. A Freeze type weapon should be considered on all-melee teams, however using one from a range greatly helps. At range, mob-stopping weapons, such as the Magician's Freeze Explosion 6 , can shut down hordes at once, leaving them wide open to attack. Fire and Poison type weapons are also helpful against this enemy. Be cautious when Pink Big Triangle Walkers are around, however.
White Demon Stickman
  • LP: 20000 · Level: 81 · EXP: 900 · Gold: 400 · Qty: 100 · Range: 120
  • This enemy shoots needles at characters. The groups this enemy comes in are more annoying than their pink cousins , if only due to the fact that they have a greater range than their aforementioned cousins. Once again, players should be very cautious when these enemies are paired with Pink Big Triangle Walkers , as they will hit hard and make the fight more difficult. Silver Crystals and a Freeze type weapon should greatly reduce the damage taken, especially when fighting a group of these with their cousins. Fire type weapons are also effective against this enemy.
Pink Big Triangle Walker
  • LP: 100000 · Level: 82 · EXP: 900 · Gold: 4000 · Qty: 5 · Range: 300
  • This enemy shoots a large amount of spears at characters. In addition, the spears home into them. Although they look Fire type based, its attack is Physical based. Silver Crystals and Priests with 50 DEX or more should be combined in order to raise defence to minimize the rapid damage taken from the spears. Alternately, a Black Crystal should nullify at least some of this damage taken. This enemy should be eliminated quickly, as stickmen may be stuck in one location while fighting the other enemies on screen, and will be quickly killed by the hail of spears. The use of status-inducing weapons, Freeze and Ice especially, should be a priority when taking down this behemoth of an enemy. Thunder type weapons should also be considered. The homing capabilities can also be exploited by either using a bait to absorb all the damage, which can be suicidal, or direct the spears away without getting hit.
  • Trivia: Alongside its boss cousin , this enemy is tied with the largest amount of projectile attacks in the game, along with the Pyramid Boss .
White Boss Triangle Walker
  • LP: 200000 · Level: 84 · EXP: 9000 · Gold: 4000 · Qty: 1 · Range: 1000
  • Drops: Berserk Card 6
  • Like its pink cousin , this enemy hails down a massive amount of spears at characters. The spears also have great homing distance (100) and bounce off terrain, behaving like arrows from a Triple Iron Arrow 3 with a Reflection Card 4 and a Guide's Card . There is a silver lining though: the spears only lasts for 3.2s, and they can be easily safespotted if a stickman is placed in close range. One can also direct the spears away by using a character as a bait until the spears disappear, but this strategy can prove to be both difficult and sometimes suicidal. As with the rest of the stage, a Silver or Black Crystal should be considered before taking down this behemoth to nullify at least a large amount of damage. Poison and Ice type weapons are recommended in taking this boss down. Thunder type weapons are also suitable.
  • Trivia: Like its pink cousin, this enemy is tied for the largest amount of projectile attacks, along with the Pyramid Boss .
[IF2] Inferno 2 (4)
Tan Triangle Tree
  • LP: 20000 · Level: 82 · EXP: 900 · Gold: 900 · Qty: 120 · Range: 1000
  • 100 of this kind of enemy will spawn in the exact same spot upon entering the stage, and will fire a spark into the air at the same time due to unlimited range, along with the same minimum and maximum AGIs. Although there is slight deviation, the shots will likely strike the same area and deal a ton of damage. Baiting the shots and moving away or simply Freezing the cluster with a Magician's Big Icicle 4 or Freeze Explosion 6 (both preferably with a Diamond 6 for more time) will make fighting them many times easier, but any Fire type weapons, which would normally tear them to shreds, will barely do anything, as this enemy nearly nullifies its damage. Ice type weapons may be more of a hindrance this time around, as it can cause the fire rates to distort, which makes dodging much more difficult. Like the other enemies of the stage, they can be great gold harvesters to a melee class with a Gold rush Card . A Gladiator with a GreatSword 7 , for example, can generate upwards of $25000 gold when its Gold rush Card activates. With all characters equipped with a Gold Medal 6, and a Gladiator with a Gold rush Card, gold drops over $100000 can be common.
Cyan Triangle Tree
  • LP: 20000 · Level: 82 · EXP: 900 · Gold: 900 · Qty: 120 · Range: 1000
  • 100 of this enemy will appear in the same spot in the second screen of the stage, similar to the previous enemy. These, however, have unlimited range and fire at varying speeds and direction, resulting in a barrage of spikes coming at the player. Approach these with caution and make good use of bait and dodge strategies. Although still nearly immune to Fire, any Freeze type weapon will work as well as before. Like its tan cousin, they can become massive gold harvesters with a melee class and a Gold rush Card . The Poison Spirit 4 can also be very devastating to the group once activated. In the boss screen, 20 will spawn along with 20 of the Tan Triangle Tree, Purple Triangle Cactus , and the boss . Simply repeat said strategies but be mindful of the additional threats of the area. These enemies, however, tend to spawn in the very back of the screen, sometimes behind the boss itself, making them fairly dangerous since they will attack characters while the latter worry about the other enemies in the screen. Having a melee character bait them while the other characters deal with the remaining enemies is highly advised.
Purple Triangle Cactus
  • LP: 20000 · Level: 82 · EXP: 900 · Gold: 900 · Qty: 120 · Range: 1000
  • Like the past enemies of the stage, 100 of this enemy will spawn in the exact same spot upon entering the third screen and uses the same method of attack. Again, they are nearly immune to Fire, and Freeze type weapons work great here, however if one does not have Freeze type weapons, these can be a pain. They attack fast and can deal huge amounts of damage, enough to instantly kill or severely wound even the most resilient characters. Since they can only attack when hit, however, using a single-target, powerful weapon like the Sniper's Indra Arrow 6 can make the cacti more of an annoyance than an actual threat. Likewise with the trees, this group can become a massive gold farm when a melee class with a Gold rush Card attacks the entire group, such as the Gladiator. The Poison Spirit 4 can also eradicate the entire group once it activates. In the boss screen, 20 will spawn along with 20 of the other enemies and the boss . Ignore this group until the trees are defeated, if possible. They usually spawn in the middle of the area, in between the Tan Trees and the boss.
Yellow Boss Coconut Walker
  • LP: 200000 · Level: 85 · EXP: 9000 · Gold: 9000 · Qty: 1 · Range: 300
  • Drops: Long Sword's Card 7, Katana's Card 7
  • This boss fires a horizontal laser that pierces players and travels slowly. The fire rate is often sporadic, either very fast or slightly slow. Due to other enemies present being a decent threat, splitting up the team to attack both sides can lead to this boss being fairly dangerous. Having one group focus down on the largest threat on the screen to the party, while another distracts the boss (and possibly another enemy) is usually a good way at approaching the boss. The enemies usually spawn the exact same way every time the player enters this area; The Tan Triangle Trees spawn near the left side, the Purple Triangle Cacti spawn around the middle, the boss spawns to the right of them, and the Cyan Triangle Trees spawn to the far right, usually past the boss. Because of this, the biggest threat comes not from the boss itself, but rather, the Cyan trees that fire their fast, long ranged projectiles towards characters while being protected by a tank of a boss. To counter this, baiting the Cyan trees (and possibly the boss) with a melee character tends to work very well to prevent the trees and boss from hassling the other characters as they work on tearing down the enemies.
  • Trivia: This enemy has the second-highest gold drop in the game, under the Yellow Shield Eel , Mountaintop and Hell 5 enemies, Green Boss Coconut Spider , Brown Boss Box Germ , and Green Boss Coconut Spider .
[IF3] Inferno 3 (4)
Orange Coconut Spider
  • LP: 20000 · Level: 83 · EXP: 900 · Gold: 1500 · Qty: 55 · Range: 500
  • Drops: Red Stone 7
  • These enemies generally appear in large mobs (mobs of 40 are the standard, except for the fourth and boss screens). They fire a very slow moving, horizontal fire type Spark attack rapidly, while approaching characters. The projectiles can actually home in on characters if one gets too close. Generally speaking, freezing the horde with a Freeze Explosion 6 works very well. Their attacks generally aren't dangerous until they're right on top of characters. They also have a weakness to poison , though, it's hard to utilize this unless weapons which have potential to poison multiple enemies such as Poison Flail 6 , Oct Poison 7 and Poisonous Staff 6 are used. They are heavily resistant to Fire attacks, so usage of weapons of type fire is not advised.
Yellow Coconut Spider
  • LP: 20000 · Level: 83 · EXP: 900 · Gold: 1500 · Qty: 55 · Range: 500
  • Drops: White Stone 7
  • They, like their orange cousins fire a very slow moving Spark attack rapidly and horizontally and appear in a mob of 40 in their first encounter, and 15 in their last. Unlike their orange cousins, these attacks are of the thunder type and lack a homing capability. Generally speaking, the exact same strategies apply to these enemies as their orange counterparts; Freezing the horde with a Freeze Explosion 6 shuts them down essentially, and they have a weakness to poison . They lack a fire resistance (Instead possessing a thunder resistance), so fire weapons can trim the hordes much more effectively.
Blue Coconut Spider
  • LP: 20000 · Level: 83 · EXP: 900 · Gold: 1500 · Qty: 55 · Range: 500
  • Drops: Blue Stone 7
  • They, like the Orange and Yellow Coconut Spider before them, fire a slow, horizontal Spark attack rapidly. This time, it's of the freeze type, and can freeze (Though it still lacks the homing capabilities of the Orange Coconut Spider). Unlike the last two enemies, slowing these enemies does not work, as they possess a freeze and ice resistance. Thus, other methods to deal with the hordes have to be considered. Blocking their attacks with a tanky character works well enough. Bait strategy and mob-effective weapons such as those of type fire also work.
Green Boss Coconut Spider
  • LP: 200000 · Level: 86 · EXP: 9000 · Gold: 9999 · Qty: 1 · Range: 200
  • Drops: Green Stone 7, Black Stone 7, Catapult's Card 7
  • This enemy, when it draws close to characters, fires a slew of 40 sparks in a wide pattern in front of it. These sparks last quite a long time, and unlike the other three enemies in this stage, these sparks travel at a semi decent speed. They deal an incredible amount of damage (albeit over time, given the low amount of damage per frame). The best way to deal with it is to bait it away from other characters, avoiding the slew of projectiles (and keeping them aimed away from the other characters) while they focus on attacking it, preferably with powerful weapons such as the Electric Shock 5 and Indra Arrow 6 . Poison Charms are also useful in nullifying damage. If a character with extremely high DPS and STR Priests are used, e.g. a Spark Claw Boxer with Bullet's Card 6 and Quick's Card 5 , the attacks from the boss might be not as dangerous as the characters can possibly kill the boss, obtain its drops and leave the stage before the whole poison dose is applied.
  • Trivia: This enemy, along with the Yellow Shield Eel , Mountaintop bosses, Hell 5 enemies, Brown Boss Box Germ , White Boss Skull Stickman (HG) , and Hell Castle Boss , has the highest gold drop in the game.
[BL] Blood Lake (4)
Orange Box Fish
  • LP: 22000 · Level: 84 · EXP: 100 · Gold: 3333 · Qty: 80 · Range: 100
  • Drops: Bronze Medal 7
  • These enemies are rather bog standard. They charge at characters and attack with semi long ranged needle attacks. They're probably the most threatening enemy in this stage, if only for their damage output, which can be three times higher than the Green Box Tree and the Blue Box Copter . Weapons of the type Freeze , especially Freeze Explosion 6 , work very well, especially when they appear in large mobs. They also drop an astonishing 3333 Gold , so they're great for grinding money.
Green Box Tree
  • LP: 22000 · Level: 84 · EXP: 100 · Gold: 3333 · Qty: 40 · Range: 200
  • Drops: Silver Medal 7
  • These enemies fire five weak pellets in a half-circle formation over their own heads when characters get into range. This attack is fairly weak, and not even likely to hit characters if the tree happens to be a taller one, since the lowest shots travel horizontally, and not downwards towards characters. Thus, these enemies become glorified walls when they can't hit characters, and mild nuisances when they can. They're hardly a threat regardless. They also drop an astonishing 3333 Gold , so they're great for grinding money.
Blue Box Copter
  • LP: 22000 · Level: 84 · EXP: 100 · Gold: 3333 · Qty: 75 · Range: 200
  • Drops: Iron Medal 7
  • These enemies drop freezing bullets when they get into range. The bullets are very weak, and barely freeze characters when they get struck regardless. In the stage, they're barely a threat, and can even be frozen. They also drop 3333 Gold , making them useful for grinding money. In the boss screen, they have an tendency to bait characters into attacking them and not the Brown Boss Box Germ in the area, which is by far the bigger threat. Since they have decently high LP, an optimal way to get rid of them is to pound them with powerful attacks to remove them as soon as possible.
Brown Boss Box Germ
  • LP: 250000 · Level: 87 · EXP: 1000 · Gold: 9999 · Qty: 1 · Range: 400
  • Drops: Critical's Card 7, Berserk Card 7, Gold Medal 7
  • This boss is essentially an upgraded Pink Boss Coconut Germ , and a combination of all three enemies preceding it; It can fly, like the Blue Box Copter . It fires bullets in a fixed formation, like the Green Box Tree , and in fact is improved upon the tree by having two more projectiles and also being able to actually aim one of the pellets towards characters. And it deals up to 15 damage, like the Orange Box Fish . This boss is particularly annoying, since it can deal a large amount of damage with a hard to avoid attack. It constantly and rapidly sprays seven projectiles outward in a somewhat fixed formation (they rotate to aim a projectile towards the closest character). A large amount of damage can be negated using Silver Crystals and/or a Priest with high DEX, allowing the boss to be fought head on if a character with high DPS is present (preferably a melee). With enough defence, the pellets are nothing more than a minor annoyance. What makes matters worse are the ten Blue Box Copters in the area. They're annoying, not because of their freezing attack, but because they can bait characters into attacking them and not the boss.
  • Trivia: This boss has the third highest amount of LP in the game, alongside the Ice Castle Boss , the Red Boss Box Wheel and the Pink Boss Triangle Snake . It is behind the White Boss Skull Stickman (HG) and the Hell Castle Boss . This enemy, along with the Yellow Shield Eel , Mountaintop bosses, Hell 5 enemies, Green Boss Coconut Spider , White Boss Skull Stickman (HG) , and Hell Castle Boss , has the highest gold drop in the game.
[Vo] Volcano (1)
Yellow Boss Box Eel
  • LP: 99999 · Level: 95 · EXP: 10000 · Gold: 9999 · Qty: 100 · Range: 500
  • Drops: Anger Crown 0
  • These swarms of bosses attack in a mob of 100. This may be incredibly intimidating at first, especially since most likely the characters are weak from the stage before it. However, take note of the fact that they can be Frozen . Thus, the strategy for this boss fight boils down to sitting in a corner, while a Magician with Permafrost freezes parts of the swarm constantly, while other ranged characters deal damage to them. When the bosses start to get close, quickly throw the characters to the other side of the screen and repeat the process. Each boss has an astronomical 9999 gold drop, meaning it's possible to make a lot of money in this stage (If reviving isn't used at all in the stage before it).
[H5] Hell 5 (4)
Grey Big Box Stickman
  • LP: 90000 · Level: 79 · EXP: 800 · Gold: 9999 · Qty: 11 · Range: 100
  • This enemy shoots a large bullet that does heavy damage to characters. It is also resistant to all elemental attacks. As a result, Physical type weapons are highly recommended to take this enemy down. Due to the very high similarity of its two brothers , players must watch to see which one does which attack, otherwise, some heavy damage will come upon the characters. Compared to its two brothers, however, this enemy's attacks are arguably the easiest to dodge, as the bullet is very slow and travels in a semi-high arc.
  • Trivia: This enemy's attack's AT and range are equal to that of the Ice Castle Boss 's melee attack. However, the bullet itself does not create cloud residue and is twice as large.
Grey Big Box Stickman
  • LP: 90000 · Level: 79 · EXP: 800 · Gold: 9999 · Qty: 11 · Range: 200
  • This enemy shoots 10 spears upwards and deals heavy damage. The spears spread about at a great length (approximately 280 range), making groups of this enemy rather dangerous. However, all spears spread horizontally. Therefore, if the player positions all of the characters directly under the enemy, they will all avoid the attacks. Unfortunately, this can become tedious since there are several of this enemy, and attacks can still hit heavily without being prepared. As with its two brothers , it is resistant to all elemental attacks. Therefore, Physical type weapons are recommended to take this enemy down.
Grey Big Box Stickman
  • LP: 90000 · Level: 79 · EXP: 800 · Gold: 9999 · Qty: 10 · Range: 200
  • This enemy fires a homing Two Arrow attack that causes great damage upon hitting a character. This enemy is the most annoying of the three brothers , due to its homing ability on its attack and rather painful damage. As with its brothers, a Physical type weapon is needed to break through its elemental defenses. Due to the similarity of the three enemies, it will be hard to tell which one attacks with which attack. However, this enemy is best taken out with range, since the attack homes in on characters. One thing to note is that the attack, which lasts for 4s, does not deal damage until after 3.4s of its firing. Players can use this to their advantage, but players will only have half a second to react before the attack strikes a character. Beware of multiple attacks by the same enemy, as the multiple two arrows fired off at different times will cause quite the rough guessing game where failure to determine which attack will activate when will most likely result in taking a hit, which in turn can take off a huge chunk of life. A way to deal with the attacks so they don't hit characters as much is to use the Bait strategy .
Grey Boss Box Stickman
  • LP: 50000 · Level: 82 · EXP: 2000 · Gold: 9999 · Qty: 5 · Range: 100
  • Drops: Catapult's Card 6
  • This boss shoots several bullets into the air and cause Freeze damage. These can be annoying due to the high damage the three big stickmen can do. A Boxer with a Mach or Sonic Claw using a Vampire's Card 4 and an ONIGIRI's Card can bait all of the enemies in, but damage intake is sporadic, and can be dangerous to a certain degree with the Freeze time. Ice type weapons are not recommended against this boss at all, not to mention, the stage in general. A Fire or Poison type weapon, however, could work against it. It is best to watch out for the backup stickmen with it. Since all 3 of the minions have very similar appearences, players must know which one attacks with which attack in order to keep damage intake to a minimum.
[H6] Hell 6 (4)
Yellow Triangle Bat
  • LP: 12000 · Level: 80 · EXP: 900 · Gold: 500 · Qty: 123 · Range: 80
  • These enemies fire two sparks in a V shaped pattern. At most, they are simply there to limit the characters' room of movement to avoid other, more dangerous attacks, like the Green Coconut Germ or the Orange Demon Dragon . They do downright pitiful amounts of damage, and although they appear in large swarms, the most they can manage is either the aforementioned trapping ability or acting as meat shields for other enemies.
  • Trivia: Before ver15.5, this enemy had 15000 LP.
Green Coconut Germ
  • LP: 12000 · Level: 80 · EXP: 900 · Gold: 500 · Qty: 68 · Range: 300
  • These enemies unleash a nine-way spread of poison pellets that deal semi high amounts of damage. The pellets themselves travel somewhat slowly, and they tend to fade out before they hit characters, as their lifespan can't survive the max 300 range of the enemy itself. They can deal a semi high amount of damage if they get close, and the Yellow Triangle Bats that share the same screen as them can prove to be mildly aggravating as the latter can act as meat shields for the former. Otherwise, they're not terribly dangerous for a competent team.
  • Trivia: Before ver15.5, this enemy had 15000 LP and a minimum AGI of 200.
Orange Demon Dragon
  • LP: 15000 · Level: 81 · EXP: 900 · Gold: 1500 · Qty: 15 · Range: 200
  • These enemies have a fairly long range, but despite this, their attack travels a ridiculously short distance before stopping in place, meaning that at long range, these guys can't do much to harm characters. However, given the somewhat aggressive nature of Dragon enemies, they can easily close the gap and manage to attack characters. If that winds up being the case, their low-AGI, Fire-type attack can rack up serious damage if a character is unable to get out of its way in time. Be cautious about bunching your characters up, as the fire type attack, as fire type attacks tend to do, pierces characters and can strike multiple at a time. Thankfully, they usually only tend to appear in pairs, with one exception near the end of the stage where they appear in a small group of ten, alongside two of the other enemies in the stage.
  • Trivia: Before ver15.5, this enemy had 20000 LP and an AT of 10-10.
Blue Boss Gel Mushroom
  • LP: 200000 · Level: 83 · EXP: 9000 · Gold: 3000 · Qty: 1 · Range: 1000
  • Drops: Critical's Card 6
  • When struck, this boss spits out a disorganized burst of blaze attacks aimed at the closest character. These attacks can freeze characters for a single second. The attack itself doesn't do a large amount of damage and is somewhat easy to dodge, but if a character gets frozen, they'll be set up to get attacked by the other enemies in the screen, namely the Green Coconut Germ and the Orange Demon Dragon . This boss shares the lack of poison resistance like the White Boss Vampire Mushroom , so a Priest with any Staff of type Poison can be used to eliminate it without fear of retribution once all other enemies are dead.
[CV7] Cavern 7 (5)
Cyan Gel Tree
  • LP: 24000 · Level: 85 · EXP: 900 · Gold: 300 · Qty: 80 · Range: 200
  • These enemies fire a Pellet attack directly towards characters . They have a high range, but deal low damage. Generally, unless one happens to be unlucky, these enemies' attacks will generally be blocked by the rough Cavern terrain. Even if they're not, they do pitifully low damage. But, this is made up for by the fact they can appear in huge swarms, alongside the Pink Gel Tree . This means that they can easily chip a character's health down if it is exposed to the constant barrage of attacks. They also have a weakness to Fire attacks. Thus, the optimal weapon to use against them is a Spread Explosion 7 , especially one powered up by a max level Bullet's Card and Quick's Card .
Pink Gel Tree
  • LP: 24000 · Level: 85 · EXP: 900 · Gold: 300 · Qty: 80 · Range: 200
  • These enemies are, functionally, nearly identical to the Cyan Gel Trees . However, they do have some differences, most notably, the fact they hang upside down from ceilings as opposed to being rooted to the floor. Their projectiles are also fired in an arc as opposed to directly towards characters. Their new, awkward positioning could make it tough to battle them with melee characters, and the terrain could block attack from ranged characters (at the obvious cost of preventing the enemies from attacking as well). However, the Spread Explosion 7 works wonders at clearing the hordes out, if it can hit them.
Orange Diamond Bat
  • LP: 30000 · Level: 86 · EXP: 900 · Gold: 900 · Qty: 6 · Range: 30
  • Drops: Red Crystal 7
  • This enemy could be seen as a somewhat distant relative of the Grey Big Box Spider from Snowfield 4 . They share similarities, such as spewing a large number of Blaze attacks towards characters, and having very high AGI. However, these enemies have added mobility in flight, and they can draw close to deal damage and be a bit more annoying to take down. However, they are incredibly rare, with only a total of six of these creatures in the entire stage.
Green Boss Cap Tree
  • LP: 240000 · Level: 88 · EXP: 9000 · Gold: 5000 · Qty: 1 · Range: 500
  • Drops: Yellow Crystal 7
  • This enemy spews thirty projectiles rapidly in an arc directly towards characters. They deal semi low damage, but come so rapidly, they can easily wear characters down and eliminate them. They are also of the Thunder type. This boss is somewhat similar to the Pink Boss Roundhead Tree from Snowfield 9 , only not alone (as there are two Orange Diamond Bats in the screen alongside it), and one must contend with vision obscuring darkness and tighter quarters when battling this boss. However, similar strategies can be applied here. The best way to beat this boss is to be aggressive with melee characters and get in its face with the Dodge Strategy. Since the boss cannot change its aim between projectiles until after it has fired 30 of them, unlike the Pink Boss Roundhead Tree, melee characters don't have to move away as fast to avoid projectiles and those that hit them will only do 8 to 9 damage unlike the 50-60 from the Pink Boss Roundhead Tree.
Yellow Box Germ
  • LP: 150000 · Level: 86 · EXP: 900 · Gold: 5000 · Qty: 0-4* · Range: 200
  • These enemies attack by constantly spewing three Thunder sparks in very rapid succession. They deal somewhat low damage, but given the sheer tankiness of this enemy and the rapidness of their attacks, any melee character that draws in close to battle them will mostly likely fail the war of attrition between them and the enemy, unless they have severe defense boosting items and LP . They are similar to the rare yellow fish from the original Cavern trilogy in that they only appear if there is sufficient water, and they are yellow and possess a Thunder-type attack. Unlike those enemies, they do not resist every element (only Freeze 's duration), they attack in a much different way, and are of a higher level. They also drop 5000 gold as opposed to 777.
  • Trivia: This is the non-boss enemy with largest LP, along with the Yellow Box Germ (CV8) .
[CV8] Cavern 8 (5)
Yellow Cap Tree
  • LP: 24000 · Level: 86 · EXP: 900 · Gold: 400 · Qty: 100 · Range: 200
  • These enemies are essentially land-bound Pink Gel Trees , having the same LP, method of attack (firing a Pellet in an arc) and damage values. Since they're on the ground, hitting them with melee is much easier. Like the Cavern 7 trees, they have a weakness to Fire . Spread Explosion 7 can tear through hordes easily if they're easily accessible. For trees behind walls, the Electric Shock 5 can hit them.
Blue Cap Tree
  • LP: 24000 · Level: 86 · EXP: 900 · Gold: 400 · Qty: 55 · Range: 200
  • These enemies drop freezing projectiles directly downwards. They have a pitiful projectile range (considering their projectiles drop straight downwards), making outranging them very easy. Just make sure to keep melee characters away from them while the ranged characters deal with them. If they're hiding behind the terrain of the stage, piercing weapons or weapons that simply spawn on top of them (Such as the Electric Shock 5 ) can hurt them. They have a weakness to Fire , meaning if applicable, Spread Explosion 7 can destroy hordes easily.
Red Diamond Snake
  • LP: 30000 · Level: 87 · EXP: 900 · Gold: 1000 · Qty: 4 · Range: 500
  • Drops: Silver Crystal 7
  • These enemies are nuisances. They have range that goes to the edge of the screen, and fire slow moving Fire type lasers. These lasers pierce terrain and characters, and deal a decent amount of damage. They also tend to hide in large hordes of Yellow Cap Trees , making hitting them difficult when not using a splash damage weapon such as the Spread Explosion 7 (an effective weapon against the aforementioned Yellow Cap Trees).
Red Boss Gel Tree
  • LP: 240000 · Level: 89 · EXP: 9000 · Gold: 6000 · Qty: 1 · Range: 500
  • Drops: Purple Crystal 7
  • This boss is similar to the bosses from the previous Cavern series. It fires rebounding Sparks directly above its head that travel rather slowly. They are of the Fire type, and they can deal a surprisingly high amount of damage. However, since it doesn't aim directly at characters, it's easy to spot the pattern of how the lasers will act on the terrain. Not only that, but if high powered weapons are used on the boss, they can kill it before it fires off too many volleys of sparks, making it a minor threat at best. It appearing alone doesn't help it at all.
Yellow Box Germ
  • LP: 150000 · Level: 87 · EXP: 900 · Gold: 6000 · Qty: 0-4* · Range: 200
  • Drops: Black Crystal 7, Guide's Card 7
  • These enemies are nearly the same as their cousins from Cavern 7 . However, they do have some subtle differences. They have slightly different colors, give out 1000 more gold, fire four projectiles instead of three, and each projectile deals 4 damage instead of 3. But essentially, they're the same enemy, so deal with them the same way.
  • Trivia: This is the non-boss enemy with largest LP , along with the Yellow Box Germ (CV7) .
[H7] Hell 7 (4)
Green Box Wheel
  • LP: 20000 · Level: 87 · EXP: 1000 · Gold: 300 · Qty: 161 · Range: 50
  • Drops: Emerald 7
  • These enemies attack by simply summoning a Shuriken where they are, similarly to the Yellow Smiley Wheel and its Shock attack. As a result, they can be easily dealt with by baiting them with a character. A Magician with Permafrost 8 can deal with hordes of them easily. Be wary if they have Brown Big Box Wheels as backup, as the latter can attack the bait if caution is not used.
Brown Big Box Wheel
  • LP: 26000 · Level: 87 · EXP: 1000 · Gold: 400 · Qty: 9 · Range: 500
  • Drops: Peridot 7
  • These enemies attack by very rapidly firing Spears in an arc towards characters, at incredibly long range. As a result, not only can they attack characters that may be baiting the other wheels , but they can even attack without moving, since they have 500 range. Draw in close in order to aggro them, and then lead them to the range of the other characters, preferably including a Magician with Permafrost 8 in order to shut them down. Thankfully they only deal 5 damage per attack at most. DEF auras and Silver Crystals make them trivial at best.
Yellow Big Box Wheel
  • LP: 32000 · Level: 88 · EXP: 1000 · Gold: 500 · Qty: 6 · Range: 250
  • Drops: Topaz 7
  • These enemies are essentially mobile Yellow Big Gel Trees , attacking in nearly identical ways. They can be very dangerous if the Bait strategy is not used to keep them fixated on a character out of harm's way. With the Bait strategy, they become no more dangerous than the Green Box Wheels . Treat them the same way as the latter; Bait, and then Freeze them. They have a weakness, however; their sheer size (being 3x as big as a regular enemy) prevents them from hitting characters at the far edge of the screen (See image on the right).
Red Boss Box Wheel
  • LP: 250000 · Level: 90 · EXP: 10000 · Gold: 600 · Qty: 1 · Range: 500
  • Drops: Diamond 7
  • This boss can be considered a distant cousin of the Yellow Boss Coconut Wheel , as they attack in somewhat similar ways. This boss fires Shurikens in an arc towards characters, with incredibly high range. Unlike the Coconut Wheel, this boss thankfully doesn't deal nearly as much damage directly. The projectiles are of the Fire type, and linger on the ground for quite a long time. It also has one of each wheel enemy from the stage backing it up. Clear out the minions, and then bait the boss with a character while hitting it with powerful weapons. Make sure the other characters don't wander into the lingering Shurikens on the ground; They can quickly tear them up.
  • Trivia: This boss has the third highest amount of LP in the game, alongside the Ice Castle Boss , the Brown Boss Box Germ and the Pink Boss Triangle Snake . It is behind the White Boss Skull Stickman (HG) and the Hell Castle Boss .
[H8] Hell 8 (4)
Cyan Triangle Snake
  • LP: 5000 · Level: 88 · EXP: 1000 · Gold: 500 · Qty: 210 · Range: 50
  • Drops: Sapphire 7
  • These enemies shoot one arrows towards the characters and often appear in large amounts. These arrows have decent AT and move quickly, making them hard to dodge. Without a tank character or proper defence, these enemies can quickly wipe out the characters. Even though they have a Physical resistance, their glass cannon nature will likely cause their downfall before they get close enough to be a threat. Non-Physical weapons will quickly defeat these enemies, such as the Spread Explosion 7 , which is extremely effective for defeating mobs with low LP.
Grey Big Diamond Germ
  • LP: 70000 · Level: 89 · EXP: 1000 · Gold: 700 · Qty: 2 · Range: 300
  • Drops: Ruby 7, Garnet 7
  • This enemy spews decently-high damage dealing Sparks towards characters at a high range. Since this enemy cannot be frozen , characters must endure the relentless assault. Since this stage uses Hell 2 's landscape, characters must bait the shots into either the floating blocks or the sky whilst other characters attack the enemy. Thankfully, there are only two in the entire stage. This enemy can be dealt with similar tactics as for the Green Big Diamond Tree . Weapons like the Spread Explosion 7 take this enemy down quickly because of its relatively small amount of LP compared with other Big enemies and its large size makes a lot of projectiles hit. Slowing down the enemy with type Ice weapons is also recommended.
Grey Big Mask Eel
  • LP: 80000 · Level: 89 · EXP: 1000 · Gold: 600 · Qty: 2 · Range: 300
  • This enemy constantly spews Fire type Clouds towards characters. Although the clouds only travel a fraction of the range, the enemy will constantly move towards characters to attack. Like the Grey Big Diamond Germ , this enemy cannot be frozen, so a character must bait it away from the other characters while they deal with it and the horde of Cyan Triangle Snakes . Again, thankfully there are only two of them in the entire stage. As the attack cannot pierce terrain, one can take advantage of the terrain to block its attacks. Slowing down the enemy with type Ice weapons is also recommended. Keeping them away with a Knockback's Card 4 or 5 is surprisingly effective as it shuts down their method of attacking the team.
Pink Boss Triangle Snake
  • LP: 250000 · Level: 91 · EXP: 10000 · Gold: 1000 · Qty: 1 · Range: 500
  • Drops: Aquamarine 7
  • This boss fires a spike that is at ground level at characters. Although having a large AT, the spike is easy to dodge. All enemies in the boss screen cannot project damage to the mid-air, making the bait strategy very useful. Often, its Cyan Triangle Snake cousins blend in and act as a shield buffer to the boss, but can easily be removed with elemental weapons.
  • Trivia: This boss has the third highest amount of LP in the game, alongside the Ice Castle Boss , the Brown Boss Box Germ and the Red Boss Box Wheel . It is behind the White Boss Skull Stickman (HG) and the Hell Castle Boss .
[HG] Hell Gate (4)
White Skull Stickman
  • LP: 30000 · Level: 89 · EXP: 1000 · Gold: 1000 · Qty: 66 · Range: 20
  • These enemies are essentially highly beefed up versions of the White Skull Stickmen from Castle Gate . And like those enemies, these suffer the same problems; They only attack horizontally with a melee attack. Thus, baiting them is very simple to do. Be cautious when they are paired up with Red Skull Stickmen or Red X Walkers , as they have ranged attacks that can deal a lot of damage to the bait.
Red Skull Stickman
  • LP: 50000 · Level: 90 · EXP: 1000 · Gold: 3000 · Qty: 12 · Range: 150
  • Like their melee cousins , these enemies are much stronger versions of an enemy from Castle Gate , namely the Red Skull Stickman (CG) . These enemies can deal a large amount of damage with their quad- fire ball attacks. They can be easily outranged at this point in the game, however, as their range has not improved at all. They can be mildly dangerous in groups, and they can deal a dangerous amount of damage to characters attempting to bait the White Skull Stickmen present as well.
Red X Walker
  • LP: 50000 · Level: 90 · EXP: 1000 · Gold: 3000 · Qty: 8 · Range: 300
  • This is the only enemy in the Hell Gate that isn't a modified version of an enemy from Castle Gate . These enemies are basically scaled down versions of the Pink Big Triangle Walker from Inferno 1 ; they fire ten bullets in an arc towards characters that have a large homing radius. However, they deal much less damage, and are a touch slower. The safespot strategy used on the Pink Big Triangle Walkers cannot be applied here easily, given their smaller size. However, it's still relatively easy to bait them, until characters can get in range to take them down. Freezing them will also help if those kinds of weapons are available.
White Boss Skull Stickman
  • LP: 300000 · Level: 92 · EXP: 10000 · Gold: 9999 · Qty: 1 · Range: 250
  • Drops: Quick's Card 7, Bullet's Card 7
  • This boss is an incredibly dangerous version of the White Boss Skull Stickman from Castle Gate . It does not attack in the same manner as that boss; While it does summon large, downwards-facing Two Arrows , it summons five of them at once to strike random areas across the entire screen. Thus, this enemy has a nasty habit of summoning an attack right above a character, and it being nearly impossible to get them out of the way quickly. Like the cousin in Castle Gate, it is aided by a few Red Skull Stickmen , and they serve to annoy by either distracting characters from attacking the boss, or dealing heavy damage with their own attacks. Killing them quickly is essential. Once the boss is alone, pound him with heavy attacks, whilst doing as best as possible to avoid his randomized attacks. Powerful weapons such as the Indra Arrow 6 and the Lightning 7 are effective at trimming down his massive 300k health pool.
  • Trivia: This boss has the second highest LP in the game, only topped by the Hell Castle Boss who possesses 999999 LP, over three times as much. This enemy has the highest gold drop in the game, along with the Yellow Shield Eel , Mountaintop bosses, Hell 5 enemies, Green Boss Coconut Spider , Brown Boss Box Germ , and Hell Castle Boss . This enemy's AT is exactly equal to the Gunner's Missile 5 's AT; the weapon with the second-highest base AT in the game.
[HCa] Hell Castle (1)
Hell Castle Boss
  • LP: 999999 · Level: 99 · EXP: 99999 · Gold: 9999 · Qty: 1 · Range: 500/300/100
  • Drops: Imperial Crown 0
  • This is the final boss of the game, able to use 6 different attacks, one for each of the 6 types in the game. The Fire attack consists of 24 balls released in an arc shape formation, constantly damaging characters. The Ice attack summons 10 sparks which fall down while producing mine residues, both of which slow the characters it strikes by 20%. The Thunder attack shoots 6 lasers towards random characters (including dead ones). The Poison attack shoots 20 spears up the sky which creates a cloud residue when hit, both of which will poison characters. The Freeze attack shoots a bullet at extreme velocity that reflect off terrain, freezing characters and creates a large snowflake which may freeze another character who happen to be close to the flake. The Physical attack creates a skull-shaped attack on a random character (including dead ones), instantly killing all characters staying within the projectile after 1.8s. If the last attack just over ~1.2s ago was the 3.6s Freeze Bullet and the skull attack appears on the frozen character, there is no escape as the skull attack will hit at ~3s of the 3.6s freeze time.
  • Trivia: Before ver18.5, the Hell Castle Boss does not have the Ice resistance, making this the second enemy being strengthened after its release. Every stat on this enemy that can be seen in the book consist of the number 9 only. (LV 99, has 999999 LP, gives 99999 EXP, and drops 9999 gold ) As a result from this, this enemy has the most LP and gives the most EXP out of any enemy in the game. Currently a bug exists where the extremely high EXP output may crash the game if the player defeats this boss with several Iron Medals 6/7 due to the EXP gained raises characters' LV by more than one. This enemy's skull attack has the highest physical AT in the game, always doing 9999 damage. The previous record holder for highest AT, the Grey Big Box Snake , does random damage from 1-9999, and now holds the highest elemental AT in the game. Despite this enemy's Skull head looking like a new version of the Skull heads, it is actually a normal Skull head with a crown image attached by a conditional of enemy ID in the game's source code, which can be considered as a new head. This enemy has the second longest freeze time for an attack in the game, behind the Submarine Shrine Boss (5s).
 
Added: 22 Aug 2026 - Released: 18 Jul 2008 (ha55ii - dan-ball)
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