Miscrits Relic Setup Strategy Guide

Miscrits Relic Setup Strategy Guide by Mikey Yalung

Sunfall Kingdom

Introduction:

I’ll keep this short. This is meant to be a strategy guide for the many Miscrits in the game that always had the potential to become incredibly powerful. So what exactly makes a “powerful” Miscrit? It’s a pretty simple equation, actually. There are two things that constitue a good Miscrit. One is good stats, the other is a good skill set. Back in the old Miscrits, good stats are really highly stressed. Rule of thumb is, if it has bad stats it won’t survive in the brutality of the Battle Arena. The ugly truth of the BA. This had some members of the community complaining about the lack of support of some of the more unfortunate Miscrits.

But with the advent of Volcano Island, along with its menagerie of new cool updates such as Enchantments and Relics, Miscrits with good skills (but without the stats to support it) should probably be highly favored now. This guide aims to shine the spotlight on those Miscrits. Some of them are a bit questionable (but I’ll be putting enough reason to them), and some of them may turn out to be be incredibly familiar faces that you may see everday. But nonetheless, this strategy guide wants to show you that even common of Miscrits can become an overwhelming presence in the Miscrian Arenas, with the right strategies and setups incorporated with their use. Majority of the Miscrits in this strategy guide will include Miscrits with incredible skill sets that can provide them with acceleration, meaning to say that these Miscrits can either support themselves against rares with good stats when played correctly. They can do this by boosting their own stats or reducing their opponent’s, or even both. The Miscrits listed here can support your team by having specific skill combinations that are useful and flexible, that might even rival that of an opponent’s rare Miscrit. This guide will only discuss Sunfall Kingdom Miscrits, and will be used as future references for another guide I’m planning to make.

This guide will discuss.

  1. Optimum Relic Setups.
  2. Moves to be Enchanted with the Relic Setup.
  3. Strategies regarding how to use the Miscrit in the Arena.

I’m a big fan of the Sunfall Kingdom so I’ll be starting with the Miscrits here first. But eventually I’ll be making a similar one for the Volcano Island expansion as well. I hope you guys enjoy reading and make use this small past-time of mine!

This guide will include…

  • Miscrit Reviews.
  • Relic Setups.
  • Strategies.
  • List of Good Skills.
  • Difficulty Ratings Per Setup.

For information about Miscrit stats, skills, skill enchantments, and where to catch Miscrits, please go to World of Miscrits. It’s the number one compendium for game information outside the forum. Very trustworthy site.

Table of Contents

(Just use the Search Function or CTRL + F, and input the code of the Miscrit you wish to find.)

Nature

  • Part 1
    • Cubsprout – (NA.1)
    • Dark Flowerpiller – (NA.2)
    • Echino – (NA.3)
  • Part 2
    • Elefauna – (NA.4)
    • Grubbean – (NA.5)
    • Quirk – (NA.6)
  • Part 3
    • Treemur – (NA.7)
    • Tulipinny – (NA.8)
    • Weevern – (NA.9)

Water

  • Part 1
    • Dark Prawnja – (WA.1)
    • Hydroseal – (WA.2)
    • Snorkels – (WA.3)
  • Part 2
    • Orcatide – (WA.4)
    • Snortus – (WA.5)
    • Waddles – (WA.6)

Fire

  • Part 1
    • Hotfoot- (FI.1)
    • Sparkitten – (FI.2)
    • Sparkupine – (FI.3)

Earth

  • Part 1
    • Digsy – (ER.1)
    • Eggy – (ER.2)
    • Mumbah – (ER.3)
  • Part 2
    • Craggy – (ER.4)
    • Sledgehog – (ER.5)
    • Fossilia – (ER.6)

Wind

  • Part 1
    • Equestrion – (WD.1)
    • Jack – (WD.2)
    • Winnebeargo – (WD.3)
  • Part 2
    • Flutterpat – (WD.4)
    • Leggy – (WD.5)

Lightning

  • Part 1
    • Arigato – (LI.1)
    • Jellyshock – (LI.2)
    • Luna – (LI.3)
  • Part 2
    • Sparkspeck – (LI.4)
    • Thundercracker – (LI.5)
Nature

Cubsprout
(NA.1)

Review: Cubsprout has always been a powerful Miscrit. Not in terms of stats, but for the incredible potential of its skills. It can be viewed as one of the most balanced and flexible Miscrits for the Nature element, particularly because of its last two skills, Ferocity and Wicked Willow. Both skills deal a base amount of 25, and can be turned into incredible attacks when Enchanted. The presence of Laser Focus also gives it incredible support. Not only does it boost your accuracy by 20% (which by chance you do not need), it also heals it 15 HP when Enchanted. The presence of Merciless in its skill pool makes it an incredible source of damage. Using a Cubsprout is simple and it acts simply like a Flowerpiller, a fast attacker that deals damage. But instead of dealing incredible amounts of damage just like the Flowerpiller, Cubsprout aims to be more flexible as it can deal 2 types of damage, elemental and physical. And at strong amounts at that. Cubsprout was meant to be Offensive rather than Balanced, but it all boils down to the player’s needs and his playing style.

Pros and Cons:

  • Pros: Fast, two 25 AP moves at level 30, +15 healing move with 20% accuracy.
  • Cons: Moderate Defenses (but can be fixed with Relics).

Skills to be Enchanted: Merciless, Laser Focus, Wicked Willow, Ferocity = 25000 Gold.

Optimum Relic Setups:

  • Balanced Cubsprout: Apollo Nox Parchment, Leggy Eggs, Dragon Shackle = 450 Platinum.
  • Offensive Cubsprout: PoL Fragment, Apollo Nox Parchment, Eternal Falls Mushroom = 300 Platinum.

Balanced Cubsprout: This setup aims to give your Cubsprout balance and optimum survivability. ED and PD Relics help you decrease the damage you take while you concentrate on exploiting your opponent’s Archetypal weaknesses, which is either Physical Attacks or Elemental Attacks. Given the ability to heal using Laser Focus, this Cubsprout might be able to work really well in a potion war with your opponent.

Offensive Cubsprout: This setup aims to allow your Cubsprout to deal the maximum amount of damage it is able to do. PA and EA Relics give it the capability to deal the most damage to your opponent’s Miscrits while the HP Relic helps it stay for an extra turn or two in the battlefield. This Cubsprout takes more damage than the Balanced Cubsprout and as such it is favorable if it takes on the role of a Sniper for your team, dealing incredible damage to your opponents, just enough to finish it off. And after this Cubsprout finishes off the opponent, your opponent might attack you. But that extra HP you got from the HP Relic will provide you with some extra leeway to switch your Cubsprout to a Blocker, a defensive Miscrit with loads of defenses, in order to set up your next attack.

Difficulty of Use:

  • Balanced Cubsprout: Moderately Easy.
  • Offensive Cubsprout: Moderately Hard.

Dark Flowerpiller
(NA.2)

Review: Dark Flowerpiller, since ancient times, has been an incredible source of damage. Most people covet it particularly because of its incredible EA and double poison combo. As of late, no tank can fully escape the wrath of a good Dark Flowerpiller, giving a whole new meaning to “Floats like a butterfly, stings like a bee.” Dark Flowerpiller stings more than a bee. It’s more like a rocket launcher in terms of damage. It just blows stuff up. And with the advent of Volcano Island this has been stressed even further. Its 27 AP level 30 skill, Dark Bugs, has been given an extra +5 AP when enchanted, making its elemental attacks much more deadlier. Not to mention its double poison combo has been made much more viable. Toxic and Venom now gets Accuracy boosts when enchanted by 5% and 10% respectively. Now you no longer have to be afraid of missing your attacks when you feel the need to use it. One of the darker purposes of Dark Flowerpiller is its affinity for Magic. Dark Flowerpiller is the lord of Magic in Sunfall Kingdom and it will deal the maximum amount of Magic damage it can squeeze out with your scrolls! Be wary. In order to fully stress out how dangerous DFP can be, it can also secure itself in the arena using Thrive which boosts your defenses for +10 when enchanted. When combined with Double Poison, you will be able to dish out a decent amount of damage while boosting your defenses. It’s a pretty monstrous combo. Dark Flowerpiller is just versatile and a very good choice for any team.

Pros and Cons:

  • Pros: Very fast, double poison combo, incredible EA and affinity for Magic.
  • Cons: Moderate Defenses (but can be fixed with Relics).

Skills to be Enchanted: Dark Bugs, Venom, Thrive, Toxic, Confuse = 25500 Gold.

Optimum Relic Setups:

  • Balanced Dark Flowerpiller: Eternal Falls Mushroom, Dragon Shackle, Leggy Eggs = 375 Platinum.
  • Offensive Dark Flowerpiller: Apollo Nox Parchment, Magicite Amulet, PoL Fragment = 300 Platinum.

Balanced Dark Flowerpiller: This Dark Flowerpiller aims for balance, and would allow it to be able to pull off the double poison combo much more safely particularly because of the presence of all the defensive Relics, HP, ED, and PD Relics. Although it may not deal as much raw damage as an Offensive-type Dark Flowerpiller, this setup will give it maximum flexibility and defense. Meaning to say that it will be able to fit in well into much more sticky situations such as being put in a Mumbah-deadlock, or getting faced with a well-defended Violimp. It can also take down those other water-types fairly swiftly, but not as quick as the Offensive-type Dark Flowerpiller. The best pro of this setup is the increased viability of the double poison combo. If you like this combo, this is the setup for yo.

Offensive Dark Flowerpiller: A truly powerful “force of nature.” This setup gives it the capability to deal 1 hit KO’s to the undefended water Miscrit, and an incredible amount to all those with moderate ED. If you need that added support for your Dark Flue for those pestering Snorkels hovering around it, release a DFP on it via Sniping, and watch it go down like a fly. This Relic Setup is fairly direct. It has one purpose, which is to go in swiftly, take things down, leave quickly by switching to a defensive Miscrit in order to set up your next attack. But the darkest purpose of this setup is that it makes DFP a very viable cannon for Magic. If you don’t have a lightning Miscrit in your team, and you see Mun Kees as pests, release the terror of this DFP on it and make it feel your wrath via Lightning Magic. Watch it go down quickly… like a fly, once more. DFP is the boss of Magic. Enough said. Go in quick, release a nuclear bomb. And win. Those are the steps to using this Setup.

Difficulty of Use:

  • Balanced Dark Flowerpiller: Moderately Easy.
  • Offensive Dark Flowerpiller: Very Easy.

Echino
(NA.3)

Review: Echino is one of the “slow but steady” types of Miscrits in the game. It functions well as a defensive tank and a blocker to set up attacks for snipers. It’s a really good Miscrit but often overshadowed by the incredible potential of Sunfall Kingdom’s own Kelpa. Echino wasn’t really used much back then because of that. It can deal a fair amount of damage, and can be further increased with Relics and Enchantments. Hyper Power works incredibly well in conjunction with Echino’s incredible defenses (which can be boosted further with the right Relics). And with a simple healing potion, you can turn this slow and steady Echino into a bulldozer of ultimate power. One more notable skill of Echino is its level 30 attack, Saguaro Strike, which has the ability to Wreak Havoc (-5 to all stats except HP and SP) when Enchanted. Enchantments and Relics will allow this little guy to make some big damage with offensive moves. Together with Toxic and Hyper Power, taking down an opposing Miscrit or two won’t be too much trouble.

Pros and Cons:

  • Pros: Very slow, great defenses and HP, makes very good use of Hyper Power.
  • Cons: Moderate Attacks (but can be fixed with Relics).

Skills to be Enchanted: Saguaro Strike, Wallop, Hyper Power, Toxic = 22500 Gold.

Optimum Relic Setups:

  • Offensive Echino: Apollo Nox Parchment, Leggy Eggs, Dragon Shackle = 450 Platinum.
  • Defensive Echino: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.

Offensive Echino: This Echino prefers to play the role of a tank while dealing an ample amount of damage using Toxic and Saguaro Strike. Since it will be attacking most of the time, it will benefit the most from the Enchantment of Saguaro Strike which is Wreak Havoc. If you’re lucky (which is pretty easy with 20% chance to proc it), this setup might turn out to be a real game-breaker for you.

Defensive Echino: This is the setup which is most recommended for Echinos. 1 particular reason is that Echinos with this setup will be able to cast Hyper Power even more. If you can cast it for five consecutive times and take your attacks to unbelievable heights, you basically have a sweeper with you; a Miscrit that is able to attack using both types of damage, physical and elemental. After buffing up this Echino, Magical Heal will nurse it back to full health, ready to dish out some havoc on your opponents. This strategy is a bit risky, but the rewards are great.

Difficulty of Use:

  • Offensive Echino: Easy.
  • Defensive Echino: Moderate.
Nature: Part 2

Elefauna
(NA.4)

Review: A personal favorite of mine. I used Elefaunas a lot back when I was in my newbie days and just absolutely loved it. One word that best describes Elefauna is “self-sustaining.” Okay, maybe two words contracted into one, but you get the message. It has good defensive stats and good skills to give it offensive capabilities that work well in conjunction with those stats. Elefauna has often been overlooked particularly because of its lack of good stats. But quite frankly its skill set makes it an incredible offensive player even without the offensive stats. So what more can it dish out when given the correct Relics? Elefauna’s skill set is comprised of a balanced mix between buffs and debuffs. Some of Elefauna’s best skills are also its low level skills, which is Pollen and Acid, two very powerful debuffs. Pollen is best used when your opponent is the type of player that likes using moves such as Confuse, Sleep, or Deep Sleep. When fully debuffed, your opponent’s attacks will have a significantly increased chance to miss, and that can prove to be an invaluable defensive tool for you. It gets even better when Enchanted since it has 20% probability of Wreak Havoc. Aciid is another one of Elefauna’s incredible low level moves. It subtracts -11 to your opponent’s Miscrit’s Elemental Defense. -11 is a lot and trust me that will add a lot of damage to your attacks. When enchanted, it subtracts -13 instead of -11. 2 to 3 uses of Acid will pracically make any Miscrit vulnerable to elemental attacks. Add up Merciless and that will increase by a few more inches of damage to your opponent’s armor. Acid also makes Harvest a viable move. It heals you +10, and adds +5 when Enchanted. You get to heal and damage your opponent at the same time. Elefauna is a strategic Miscrit, and a very good one at that.

Pros and Cons:

  • Pros: Very slow, great defenses, and self-sustaining.
  • Cons: Moderate Attacks (but can be fixed with Relics).

Skills to be Enchanted: Massive Tusks, Venom, Harvest, Merciless, Acid, Pollen = 32500 Gold.

Optimum Relic Setups:

  • Defensive Elefauna: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.
  • Offensive Elefauna: Apollo Nox Parchment, Magicite Amulet, Leggy Eggs.

Defensive Elefauna: This setup for Elefauna aims for maximum self-sustainability using the Acid + Harvest combo, and Venom. Those 3 skills will be imperative for this Elefauna. It can also make full use of the effects of Pollen which decreases your opponent’s ACC by 10% per hit; with a 20% probability of reducing your opponent’s stats by 5 when enchanted. Mercilless and Acid will be your main source of damage boosts, Venom will give you that extra kick you need for more damage, and Harvest will mitigate the damage you take from attacks. Almost foolproof, but is moderately hard to control.

Offenive Elefauna: This setup plays a more direct role. It aims to deal damage, and deal it in huge amounts while taking blows that is minimized using its defenses. The main skills for this setup is Venom and Massive Tusks, an EA move that deals 31 AP damage when enchanted. Both skills deal an incredulous amount of damage when used together and works very well against most Miscrits. Because Venom will damage your opponent (more or less 14 x 3) regardless of their defenses, this makes Elefauna and great source of damage that might be able to take down a Miscrit or two with you. Merciless and Acid will be able to help you boost your offensive capabilities for Massive Tusks. Pollen will provide you with added defense that come in the form of reduced accuracy for your opponents.

Difficulty of Use:

  • Offensive Elefauna: Easy.
  • Defensive Elefauna: Moderate.

Grubbean
(NA.5)

Review: Grubbean is arguably one of the best tanks in the game. It is one of the VERY few tanks in the game that has Confuse, a very useful skill for tanks because they have the defenses and HP to help them reduce the damage they take if by any chance Confuse misses. Confuse can be seen both as an offensive and a defensive stats debuff. And giving a tank this skill, we can pretty much consider Grubbean as OP. It can simply spam Confuse to its heart’s content, and not worry. Why, you ask? Grubbean also has Terraform. A powerful elemental attack that heals you 10 per use. General rule of thumb for Grubbean is to cast Confuse. You have more or less 50% chance to proc it and once it does, Terraform does a decent amount of damage while healing your Grubbean, effectively healing back most of the damage it took from failing to cast Confuse. But it doesn’t end here, no. Grubbean is a truly powerful Miscrit with lots tricks up its sleeves. It has Toxic, a moderately effective Poison-type debuff that deals damage to your opponent irregardless of its defenses. It makes a good anti-tank because of this, and Confuse. Grubbean is able to dish out 3 types of damage as well. It has inherently strong PA, and Destruction; a move that never misses when enchanted and is effective for dealing with Miscrits with low PD. It has Terraform for those with moderate defenses for ED. Last but not the least, it has Toxic. Which is effective against practically any Miscrit. Did I also mention that it’s one of the few Miscrits in SK that has Intimidation? You’ll rarely see tanks with this skill. It’s just incredible in reducing how much damage your opponent does to you. 1 or 2 of these will make Terraform’s healing capability incredible. Grubbean is another one of those self-sustaining Miscrits. It can stand alone, and it can take down 2 of your opponent’s Miscrits for sure when played correctly.

Pros and Cons:

  • Pros: Great defenses, great skill set, flexible attacks, self-sustaining.
  • Cons: Moderate HP (but can be fixed with Relics).

Skills to be Enchanted: Terraform, Destruction, Intimidation, Confuse, Toxic = 33000 Gold.

Optimum Relic Setups:

  • Defensive Grubbean: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.
  • Offensive Grubbean: Eternal Falls Mushroom, Apollo Nox Parchment, Magicite Amulet = 300 Platinum.

Defensive Grubbean: This setup relishes on the presence of its 2 very effective status debuffs, Confuse and Toxic. Because of its incredible defenses and HP, you will have little to no problems if by any chance you fail to cast Confuse successfully. If by any chance you do get hit when you miss on a Confuse, the damage will be mitigated to the bare minimum. You can simply keep on spamming the Confuse skill until you do it successfully. Once you do get to proc it, you can simply heal back the HP you lost,, use Intimidation, Toxic, Terraform, you name it. Grubbean’s skill set is incredibly diverse. It is able to deal all 3 types of damage and the effects of Confuse may add more to that.

Offensive Grubbean: This plays a more direct role for Grubbeans. You want to deal a decent amount of damage while still being able to defend yourself. Terraform will have a slightly higher damage than Destruction for this setup, which is better for a Grubbean. You’ll be able to heal +10 per use of Terraform and dish out an ample amount of damage. Toxic will also enhance the damage-dealing capabilities of your Grubbean. It can still perform the functions of the defensive Grubbean but not as well as it can. Missing a Confuse might prove to be catastrophic if incorrectly timed. Use it sparingly if possible. But all in all this Grubbean can take down possibly 2 Miscrits when played correctly.

Difficulty of Use:

  • Offensive Grubbean: Easy.
  • Defensive Grubbean: Moderately Hard.

Quirk
(NA.6)

Review: Quirk has always been a pretty quirky Miscrit. Often overlooked because of its pretty much average stats. But with Relics its stats can turn from average into a vengeful, smoldering pit of wrath waiting to be released upon those who looked down upon it before Relics was released. That’s right, Quirk can now be considered special. One of the best things about Quirk is its “scissor-like” skill combo, which is comprised of Sludge and Fury. Quirk is one of the VERY few Miscrits in the game that has this skill. It effectively increases your PA by 13, and that increases to 16 when Enchanted. +16 to PA is huge. Physical attacks are valued because of its simple way of dealing damage. Elemental attacks may get critical hits, but they can be resisted. Physical attacks are the opposite. They never get critical hits, and they never get resisted. It’s valued because of its neutrality to elements. Quirk has 2 skills directly related to increasing physical damage, and it’s not afraid to use it.

Pros and Cons:

  • Pros: Fury/Sludge combo, good PA.
  • Cons: Moderate Defenses and HP (but can be fixed with Relics).

Skills to be Enchanted: Smackdown, Fury, Mother Nature, Sludge, Sleep = 35500 Gold

Optimum Relic Setups:

  • Balanced Quirk: Eternal Falls Mushroom, Leggy Eggs, Eternal Ice = 300 Platinum.
  • Offensive Quirk: Leggy Eggs, Eternal Ice, Growliath Mace = 265 Platinum.

Balanced Quirk: This setup aims for maximum acceleration for stat boosts and stat debuffs. The extra HP allows you to cast Fury and/or Sludge in succession. One Fury and one Sludge, use a healing potion, and you can halve most of your opponent’s HP like this. This scissor-like skill combo can prove to be handy against Miscrits of any type since Quirk’s main attacking skill of choice is a Physical attack.

Offensive Quirk: This Quirk has more offensive capabilities that the balanced version of Quirk. It also gets a bit more defense from elemental attacks from the ED Relic. 2 PA Relics will take the PA of this Quirk to max or beyond it, and would allow its Fury and Sludge to offer it more damage dealing capabilities. It gets the job faster than the balanced Quirk but at the same time can go down faster more than a balanced Quirk.

Difficulty of Use:

  • Balanced Quirk: Moderately Easy.
  • Offensive Quirk: Moderately Easy.
Nature: Part 3

Treemur
(NA.7)

Review: Treemur, another very underused Miscrit. But it is effective against one type of enemy in particular, and that is nukes. When faced with an opposing nuke, Treemur has an ability that is the bane of all nukes that don’t have an enchanted Merlin’s Beard. Treemur is one of the very few Miscrits in this game that has the skill Stilled; a debuff that deducts -13 (-16 when enchanted) to an opponent’s EA. That’s a pretty huge debuff that allows it to not take much damage when taking blows from enemy Miscrits. To complement this even further, this guy also has Unbreakable. Can you think of what happens when you use Unbreakable with Stilled? Yes, that’s correct! This will increase the gap between your ED and your opponent’s EA! Meaning to say that once your opponent is caught in this deathtrap, you can safely say that you’re Treemur is invincible. And this is no exaggeration. Skill combos like these are VERY rare. And with Relics its viability for Treemur can be boosted even further! Adding defense will give it more time to set up its deadly trap, just enough until you can heal yourself with an enchanted Tribal Terror; which heals 10 HP per use. This is one of the few reasons why Treemur can support itself with only these skills. For added damage, it also has Feebler, which is a moderate-type debuff that subtracts -8 (-10 when enchanted) to your opponent’s defenses. Treemur is one flexible Miscrit with Relics, and its skill set complement that.

Pros and Cons:

  • Pros: Rare skill combo, self-sufficient, works as a good anti-nuke.
  • Cons: Weak HP, moderate PD (can be boosted with Relics)

Skills to be Enchanted: Tribal Terror, Stilled, Unbreakable, Feebler = 26600 Gold.

Optimum Relic Setups:

  • Defensive Treemur: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.
  • Offensive Treemur: Eternal Falls Mushroom, Apollo Nox Parchment, Dragon Shackle = 375 Platinum.

Defensive Treemur: This setup makes full use of its rare skill combo, Unbreakable + Stilled. What you want to do with this Treemur is to boost your defenses for a few times, then heal back the HP you lost using a potion. After which, you can cast 1 single Stilled to turn your opponent’s attack into something akin to a smack to the wrist. That’s right, this combo is that effective. The higher you separate the gap between your ED to your opponent’s EA, the lower their attacks become. A combo like this is just a gold mine of pure defense. Take advantage of it further by using Tribal Terror to damage your opponent while healing yourself an extra amount of HP. This is the main reason why we only used 1 HP Relic for Treemur and not 2. It doesn’t need much HP because of Tribal Terror.

Offensive Treemur: This type of Treemur wants to rush things a bit. The offense setup for Treemur might not be able to make use of its skill combo, but it does a good job at dealing a bit more damage. Not as exciting and rewarding as the “slow and steady” defensive Treemur, but this one can get the job done with the correct strategy. You want to use 1 Unbreakable and use Stilled on your opponent’s nuke. After which, just whittle away your opponent’s HP. If they switch, use this as an opportunity to cast Unbreakable or Stilled. It’ll get a bit more buffed after each use.

Difficulty of Use:

  • Defensive Treemur: Easy.
  • Offensive Treemur: Moderately Hard.

Tulipinny
(NA.8)

Review: There is a very good reason why Tulipinny is rare, and has moderately common stats. This little dude also has a particular skill combo that may prove devastating in conjunction with the right Relics. It has a similar skill combo to that of Quirk’s, a scissor-like skill combo that affects EA instead of PA, and that is Merlin’s Beard + Debilitate. With just a few buffs of Merlin’s Beard and one single debuff of Debilitate, you can safely kill most Miscrits in 2 hits. Tulipinny specializes in piercing armor-like defenses for ED, and it does a good job at that. Only a few Miscrits get to receive this particular skill combo, and most rares do not have it. This is the one perk that common Miscrit has against rares, and that is the incredible skill set that most commons possess. Tulipinny also has Confuse which can be useful in sticky situations. And last but not the least, it has Flower Power! Pretty and deadly at deadly at the same time. It can heal you +15 HP per use when enchanted, and deals damage equivalent to that of a raging truck when buffed with Merlin’s Beard and Debilitate. You can never go wrong with a Tulipinny’s skill set.

Pros and Cons:

  • Pros: Merlin’s Beard + Debilitate combo, self-sufficient.
  • Cons: Moderate HP and PD (can be fixed with Relics).

Skills to be Enchanted: Flower Power, Merlin’s Beard, Debilitate, Confuse = 25500 Gold.

Optimum Relic Setups:

  • Balanced Tulipinny: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.
  • Offensive Tulippiny: Eternal Falls Mushroom, Apollo Nox Parchment, Dragon Shackle = 375 Platinum.

Balanced Tulippiny: This setup aims to allow Tulippiny to give itself a few boosts using Merlin’s Beard and healing with a potion once you think it’s enough. After healing, using one to two Debilitates can give you the capability to 2-hit kill an opposing Miscrit, which won’t give your opponent the opportunity to heal the damaged Miscrit. What’s more, Flower Power can heal back some of the damage you took from your opponent’s attacks. This makes Tulipinny self-sufficient even though it doesn’t have much HP. This setup can turn Tulipinny into a key player for any team.

Offensive Tulipinny: This is a more direct version of Tulipinny and aims for one thing alone, that is to damage your opponent heavily and without fail while trying to keep itself alive and ready to dish out even more pain for your opponents. This setup won’t give you much time to boost and debuff, which is why 1 single Merlin’s Beard is enough to get this guy going for the kill and thrash at your opponent with Flower Power. Not the most recommended setup for Tulipinny, but it gets the job done.

Difficulty of Use:

  • Balanced Tulipinny: Moderately Easy.
  • Offensive Tulipinny: Moderately Easy.

Weevern
(NA.9)

Review: Weevern. This Miscrit is just absolutely amazing. It used to have strong ED, but people found it too overpowered that the admins had to nerf its ED from Strong to Weak. Pretty unfair, but it didn’t impede Weevern’s incredible ability to dominate in the Arena. It was hailed as the highest damage-dealing Miscrit for the nature element in Sunfall Kingdom, but recently Kelpa took that spot with its 36 AP Garbage Heap. But still, Dual Dragon is incredibly powerful and there’s no doubt about that. When enchanted, it adds 10% Accuracy, making Dual Dragon the only 32 AP move in the game that NEVER misses. Works very well in conjunction with its powerful EA. Weevern also has a menagerie of other good skills such a Toxic, to add an extra oomph to your attacks. Rejuvenate, a very useful healing skill that can get you out of tight situations. And last but not the least, Tickle and Merlin’s Beard; 2 very useful skills that work very well in conjunction with one another. Tickle reduces your opponent’s attacks by 8, and adds 2 more when enchanted. Tickle is really useful for last Miscrit scenarios because it reduces the damage Weevern takes, and Rejuvenate heals back the very minimal damage you take from your opponent’s attacks. Merlin’s Beard works incredibly well with Weevern’s Dual Dragon move. Dual Dragon never misses, and is incredibly powerful. What more if buffed by an enchanted Merlin’s Beard? You can literally one-hit KO a Snorkels using a buffed Weevern.

Pros and Cons:

  • Pros: Powerful level 30 move that never misses, balanced skill set, self-sufficient.
  • Cons: Weak ED, Moderate PD (Can be fixed with Relics).

Skills to be Enchanted: Dual Dragon, Merlin’s Beard, Tickle, Rejuvenate, Toxic = 32500 Gold.

Optimum Relic Setups:

  • Balanced Weevern 1: Skyline Peak Gem, Apollo Nox Parchment, Leggy Eggs = 375 Platinum.
  • Offensive Weevern: PoL Fragment, Apollo Nox Parchment, Magicite Amulet.

Balanced Weevern: This Weevern aims to take it slow and steady. Take your time to cast Tickle for a few turns to reduce the damage your opponent dishes out, and use Merlin’s Beard to buff yourself accordingly. Heal when necessary, and unleash unrelenting chaos when you feel like it. This setup can turn Weevern into a key damage-dealing player for any team. Use Rejuvenate to heal back the damage you took while your opponent is under the influence of heavy doses of Tickle.

Offensive Weevern: This setup for Weevern aims to give it the same capabilities as a Dark Flowerpiller, and possibly better because of this guy’s increased accuracy. It never fails to dispatch those with weak to moderate ED, or water Miscrits that have yet to negate their weaknesses against nature-type Miscrits. The added speed gives it capabilities of a Sniper, allowing you to get the jump on slower water Miscrits that needs to be taken care off like Snorkels and Dark Prawnja. The added EA gives it the capability to one-hit kill those water Miscrits if possible. The main task of this setup is to dispatch water Miscrits. Might prove to be of use if you have a slow fire Miscrit that acts as a key player for your team. This Weevern will protect that Miscrit from any water-type invader. The increase in SP will allow it to not get hit if by any chance your opponent chooses to switch a fire Miscrit against it.

Difficulty of Use:

  • Balanced Weevern: Moderate.
  • Offensive Weevern: Hard.
Water

Dark Prawnja
(WA.1)

Review: Good old Dark Prawnja. It has always been considered as one of the best tanks in the game, and it possibly holds a staggering amount of users in the game. What makes it good is that it’s the only water-type tank Miscrit that has Overwater with the stats to match up the benefits of having overwater. In the old game, this allows Dark Prawnja to take blows from physical and elemental attackers alike. What’s more is that it has two 25 AP moves at level 30, namely Dark Clamp and Hydro. Both attacks are incredibly powerful when enchanted, and would do even more damage with the right Relics equipped. Hydro is particularly useful against fire Miscrits in general, as most of them usually take the first slot for many team builds. Not to mention that they cannot negate their own weaknesses aside from 1 particular Miscrit. This makes Dark Prawnja a very flexible Miscrit, not only terms of attack but also in defense. It has the skill Unbreakable which is particularly useful for increasing resistances against both physical and elemental attacks. It’s usually a good practice to use its skill Acid Rain while casting Unbreakable in order for you to dish out a little bit of damage as you are buffing yourself up.

Pros and Cons:

  • Pros: Two 25 AP moves, incredible HP, flexible skill set, ability to negate weakness.
  • Cons: Moderate ED, Moderate EA (Can be fixed with Relics).

Skills to be Enchanted: Dark Clamp, Hydro, Unbreakable, Acid Rain, Sleep = 31500 Gold.

Optimum Relic Setups:

  • Balanced Dark Prawnja: Apollo Nox Parchment, Leggy Eggs, Skyline Peak Gem = 375 Platinum.
  • Defensive Dark Prawnja: Leggy Eggs, Skyline Peak Gem, Dragon Shackle = 375 Platinum.

Balanced Dark Prawnja: This Relic setup takes advantage of Dark Prawnja’s incredibly flexible skill set. It makes Hydro a force to fear, not to mention it gives DP the ability to tank out a bit more elemental damage. 1 single Unbreakable can boost its defenses to the “max” standards, and after which you’re free to choose your weapon of choice. Would you like a watery death with Hydro, or deal agonizing pain with Dark Clamp? There’s also the choice of killing your opponent’s slowly with Acid Rain. Dark Prawnja can deal with all 3 types of tank archetypes and that’s what makes it incredible!

Defensive Dark Prawnja: A Dark Prawnja that aims to absorb damage. This setup for your Dark Prawnja aims to abuse Sleep, Unbreakable, and Acid Rain. This is the typical build for Dark Prawnjas which aim to become effective blockers, a special archetype that focuses on the goal of absorbing damage and setting up attacks for your Miscrits. And with Dark Prawnja’s skill set, you can’t ask for anything more. It has Sleep, a particular status debuff that is the main focus for the beauty of Dark Prawnja as a blocker. Say you took the 2nd turn. Sleep provides your Dark Prawnja with the ability to transfer 2 extra turns to your sniper, instead of 1. This gives your sniper the opportunity to do some buffing before going in for the kill. It can use buffs like Merlin’s Beard, Fury, or the ever useful Mythical Enchant. This setup also makes the Unbreakable + Acid Rain combo incredibly effective. While you’re buffing your Dark Prawnja up, you get to hurt your opponents in a slow and steady manner. You’ll then be free to swallow them up using the appropriate attacks, Hydro or Dark Clamp.

Difficulty of Use:

  • Balanced Dark Prawnja: Moderate.
  • Defensive Dark Prawnja: Moderately Hard.

Hydroseal
(WA.2)

Review: Alright! You might be wondering… “Hydroseal, really now?” And trust me, I myself have mixed feelings about this guy. It has the most wonderful move set, that at the same time it looks pretty trashy. But you can’t dismiss the fact that with enchantments and Relics this guy can become a pretty competitive novelty Miscrit, as long as you find the right moments to use it. Hydroseal has the capability to become a sweeper particularly because of its moves, Freak Out and Flood. Flood is a very powerful move that heals you +15 HP when enchanted. This gives Hydroseal a bit more self sufficiency because +15 per use is a lot. Even if you miss you still heal yourself. You get to do 2 things at the same time with this move; damage your opponents and heal yourself. Which, by chance, also doesn’t give Hydroseal the need for HP Relics unlike most Miscrits. Self-sufficiency is a big thing in this game, and this guy right here has it. Its second attack is Freak Out. It’s a physical attack that deals 10 AP and hits THRICE. That’s right, it’s a 30 AP attack move that has 85% chance of hitting. It’s viable and powerful with the right Relics. But that’s just half the story because Freak Out, when enchanted, gives us +1 Repeat. An you know what that means, right? Correct! 40 AP!!! Hydroseal is the only miscrit in this game to ever surpass Kelpa’s 36 AP move, Garbage Heap! This will take out a big chunk out of any Miscrit. Hydroseal is fast, deadly, but also equally flimsy. But with the right Relics it can perform and function well as a decent sniper, just like Cubsprout. It also has Sweet Lullaby, which is basically sleep rehashed. It’s useful when trying to switch out to other Miscrits faster than your opponent’s. This will give them the ability to strike back at the Miscrit you just switched to. And last but not the least, Hydroseal’s cutest move… Tears. Yep, it’s that dirty. Tears is merely Feebler rehashed. Again. Hydroseal just loves to rip out moves from other Miscrits and name it his own. Lol.

Pros and Cons:

  • Pros: Very powerful level 30 moves, Freak Out and Flood. When I say very, I mean VERY.
  • Cons: Hyper-incredibly Flimsy and Squishy.

Skills to be Enchanted: Flood, Freak out, Tears, Sweet Lullaby = 23500 Gold. Pretty cheap huh?

Optimum Relic Setups:

  • Offensive Hydroseal: Dragon Shackle, Leggy Eggs, Eternal Ice = 375 Platinum.
  • Full Offense Speed-Type Kamikaze Hydroseal (On Steroids): Eternal Ice, PoL Fragment, Eternal Falls Mushroom = 225 Platinum.

Offensive Hydroseal: This type of Hydroseal likes to play safe. It is ashamed that it has flimsy defenses. And as such, it likes to cover itself with the appropriate defensive relics to mitigate its flimsiness against both type of attacks. It also likes to Freak Out as much as it likes to cause Floods. This type of Hydroseal is self-sufficient, healing +15 HP whenever it causes Floods in different arenas. Although it’s cute, it has really bad manners and is obstinate. It has a PA Relic to help it cause much more damage when it feels like Freak-ing Out. It’s sensitive and overreacts too much, yes… but it all roots down from its incredibly harsh childhood where its friends Cubsprout and Sparkupine would choose to play with Waddles instead of the original cute water-type Miscrit in Azore Lake. It is also basically a sniper. It likes to lie in wait behind its Blocker pals, and when it sees an opportunity to attack… WHAM! Freak Out and Flood galore! Hydroseal likes to see this as a revenge against the society that considered it as an outcast.

Full Offense Speed-Type Kamikaze Hydroseal (On Steroids): This is the psychopathic Hydroseal. It has cast out all the remaining kindness in its heart, and has strayed to a path of self-destruction. It doesn’t give value to its life, nor the harm that comes with fighting. It leaves itself completely defenseless against any type of attack, and as such, has devoted itself entirely to causing pain and anguish to all those it encounters… and this is what makes it dangerous! It makes full use of its sniper capabilities, and has Freak Out and Flood as its weapons for mass destruction. It aims to cause the most harm it can do, and doesn’t care about what happens next. It typically goes after opponent’s that are down to 2/5ths of their lives, so that Hydroseal’s attacks, filled with all the anger and hate that the world caused him, can take out any Miscrit in one shot. A true assassin, but it doesn’t have much protection to allow it to see what tomorrow looks like… that is why after killing a Miscrit, it goes on a rampage by causing Flood which gives it extra time fighting and Freaking Out, which ultimately destroys Miscrits with its emotional power.

Difficulty of Use:

  • Offensive Hydroseal: Moderately Hard.
  • Full Offense Speed-Type Kamikaze Hydroseal (On Steroids): Use at Your Own Risk.

Snorkels
(WA.3)

Review: Snorkels packs quite a punch for its elemental attacks, and is equally fast as it is deadly. It also has the capability to become one of the strongest tanks in the game with its Random PD. This makes it a very viable counter against powerful physical hitters like Dark Flue, and sometimes even the feared Ignios. Snorkels is pretty easy to use and can be pretty flexible. It has Feebler and Tickle, two very useful moves that allows it to reduce the opponents Attacks and Defenses respectively by 8, and by 10 if enchanted. Meaning to say that not only can it perform heavy damage roles, it can also play supportive roles in its own way. It also has a very powerful EA buff, Merlin’s Beard. Merlin’s Beard and Feebler work incredibly well together. A few buffs of Merlin’s Beard and one to two debuffs of Feebler can turn your attacks into incredible sources of damage, allowing Snorkels to 2-hit kill most Miscrits when done correctly. And last but not the least, it has Fin Wave, a 25 AP water-type move that becomes 30 AP when enchanted. 30 AP is nothing to scoff at and provides your Snorkels with incredible damage-dealing capabilities. All in all, Snorkels is pretty much direct and performs very well in any team. You can never go wrong with a Snorkels. And just for reference, the standard for a good Snorkels is 65 – 70+ PD and 90 – 100+ HP, without Traits or Relics.

Pros and Cons:

  • Pros: Incredible potential to become great physical tanks, good source of damage, good skill set.
  • Cons: Moderate ED, 2 Randoms Stats that can be too much of a gamble.

Skills to be Enchanted: Fin Wave, Merlin’s Beard, Feebler, Merciless = 24500 Gold.

Optimum Relic Setups:

  • Balanced Snorkels: Leggy Eggs, Apollo Nox Parchment, Skyline Peak Gem = 375 Platinum.
  • Sniper Snorkels: Apollo Nox Parchment, Magicite Amulet, PoL Fragment = 300 Platinum.

Balanced Snorkels: This Snorkels aims to become a good elemental tank as much as it is as a physical tank. 2 ED Relics give it the capability to tank out some elemental attacks while it deals damage or debuffs in appropriate moderation. This guy right here can play both supportive and offensive roles in a balanced manner and can dispatch opponents in a few turns.

Sniper Snorkels: This setup provides Snorkels with more power and speed to take out fire Miscrits quickly, or other Miscrits with little to moderate ED in their arsenal of stats. This setup can destroy Blazebit, Dark Flue, and Ignios in a matter of 2 turns. And when this guy deals damage, it deals a lot of it. Double turns can be very favorable for this Snorkels. So if you’re the type of person who’s confident in your team setup and doesn’t switch much, this guy’s for you.

Difficulty of Use:

  • Balanced Snorkels: Fairly Easy.
  • Sniper Snorkels: May require some experience.
Water: Part 2

Orcatide
(WA.4)

Review: Ah, Orcatide. A Miscrit underrated as it is unused. You’ll rarely see this guy in the Battle Arena back then, and most probably even today. One of the most obvious points of Orcatide is that it was meant to become one of the most powerful tanks in the game. Sadly not many people saw that as Snorkels and Dark Prawnja usually take the spotlight as powerful “offensive” tanks. Orcatide can be pretty offensive as well as it can be defensive. With the right stats, an Orcatide can take blows, upon blows, upon blows and remain standing. Possibly even taking out the opposing Miscrit. The trick to playing Orcatides is in its skill combo, Venom + Unbreakable. How exactly does it work, you ask? Venom is a 14 AP Poison-type Debuff that does 14 x 3 damage after 3 turns pass; which amounts to 42 AP. If you look at its end result, it does a pretty big damage to your opponents. What you want to do is to cast Venom as soon as you can, and while it’s dealing damage, you want to use Unbreakable to buff up your defenses. VERY few Miscrits in the game has a similar combo, and Orcatide does this the best so long as it has the ideal defenses of 70+ per defense without Traits or Relics. Unbreakable does +14 to both defenses when enchanted, and Venom can have the accuracy of a normal attack (90%) when enchanted as well. This gives you the capability to attack WHILE defending yourself from future threats. The only thing you have to look out for are Miscrits with Fury or Merlin’s Beard as they can outweigh the boosts Unbreakable gives to your Orcatide. But Venom will still take its toll on those crits. What’s more is that Orcatide also has Merciless and Feebler, two very effective buffs/debuffs in terms of dealing increased damage. Once you get huge enough defenses, you can proceed to give yourself an extra boost in attack with Merciless, and then attack your opponent for huge damage! Feebler increases this damage by a whole loads more, by the way. Its level 30 skill Whale Whammy isn’t really anything special. Although it has 25 AP and 10% chance to confuse your opponent when enchanted, Orcatide doesn’t have good PA to give it the punch that it needs to do some real damage to your opponents. Venom does much more. Not to mention 10% Confuse isn’t really much of a benefit for us to spend 10000 gold to enchant it.

Pros and Cons:

  • Pros: Effective skill combo Venom + Unbreakable, possibly incredible defenses, supportive buffs/debuffs.
  • Cons: Lacks offensive stats, too fast to be an effective strategic pivot.

Skills to be Enchanted: Unbreakable, Venom, Merciless, Feebler = 20000 Gold. Cheapest so far.

Optimum Relic Setups:

  • Full Defense Orcatide: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.
  • Balanced Orcatide: Eternal Ice, Leggy Eggs, Dragon Shackle = 375 Platinum.

Full Defense Orcatide: Tank turning into a bigger tank. This setup for Orcatide is actually quite the opposite of its name. For Orcatide, Full Defense can also mean Full Offense. This increases Orcatide’s meaty capabilities to tank out damage while dealing a decent amount in the process. A buffed Orcatide has more chances to cast Merciless to buff its attacks to even higher states. Orcatide can pretty much conquer an entire team with its potentially powerful skill set. Although this strategy requires some time to pull of and an adequate experience in using buffs/debuffs, the rewards for Orcatide’s skill combo, in conjunction with this Relic setup is just solid gold.

Balanced Orcatide: This type of Orcatide wants to damage your foes the direct and easy way; good old physical attack. Whale Whammy all the way! If you’re going to use this setup you might as well spend the 10k gold to enchant Whale Whammy since you’ll be using it for quite a lot of times. This setup for Orcatide is definitely easy to use, but compared to the Full Defense Orcatide this setup doesn’t have much innate potential, other than turning your Orcatide into a meat tank that aims to take on blows from your opponents.

Difficulty of Use:

  • Full Defense Orcatide: Relatively Hard. Requires a lot of experience in battling.
  • Balanced Orcatide: Very Easy. Smash and bash… not much to it.

Snortus
(WA.1)

Review: Snortus has always been, in the eyes of some veteran players and mine, a powerful and potentially destructive tank. It has an incredible move set and the somewhat correct stats that support those skills. But with Relics, that compatibility may be increased even further with the right setup. Snortus has two powerful moves at level 30, namely Hydro and Turtle Terror. When enchanted those skills provide higher damage of +4 and +5 respectively. Turtle Terror works very well in conjunction with its strong PA, Hydro on the other hand falls a bit back in terms of damage because of Snortus’ moderate EA. With Relics that can be increased to sweeper standards, thus turning it into a much more offensive Miscrit. Snortus was made to become offensive, and its Hyper Power skill proves that even further. Another of its skill combos are Confuse and Lull. Confuse, as everyone would already know, afflicts the opponent with the confuse status debuff. Lull on the other hand, negates your elemental weakness and can cast Sleep on your opponent. Having 2 status debuffs in one Miscrit can be deadly when used with defensive and HP Relics. Right now Snortus only has 2 viable paths. But both can be equally powerful when used correctly.

Pros and Cons:

  • Pros: Two powerful moves at level 30, two status debuffs.
  • Cons: Moderate ED and EA. Does not work well with skills.

Skills to be Enchanted: Turtle Terror, Hydro, Hyper Power, Lull, Tickle, Confuse = 32500 Gold.

Optimum Relic Setups:

  • Defensive Snortus: Eternal Falls Mushroom, Leggy Eggs, Skyline Peak Gem = 300 Platinum.
  • Offensive Snortus: Apollo Nox Parchment, Magicite Amulet, Leggy Eggs = 375 Platinum

Defensive Snortus: This setup for Snortus gives it the capability to spam Lull and Confuse. Once it is able to successfully cast one, he should either switch or buff himself. If by any chance he buffs himself, Snortus should try to cast the status debuff that the opponent isn’t immune to. If it succeeds then it’s rinse and repeat. If it doesn’t, that means the immunity for the opponent will be reset, and the Snortus is free to choose from Lull or Confuse once more.

Offensive Snortus: A setup that plays a more direct role. This Snortus wants to deal the most damage it is able to while still being able to defend itself properly. Two EA Relics will give it strong to max EA, and it will be able to take down quite a few fire Miscrits when played correctly with an enchanted Hydro. Turtle Terror is a powerful physical attack when enchanted and it will deal powerful damage against the right opponents with moderate to low PD. Overall, this setup for Snortus is like a toolbox that is ready to take on anything that comes to its way.

Difficulty of Use:

  • Defensive Snortus: Moderately Hard.
  • Offensive Snortus: Easy.

Waddles
(WA.1)

Review: Waddles is cute, cuddly, and really fat. It’s also colored yellow and is unbelievably cute. If BBS released one of these guys a plush toy, I’d totally buy one. Oh and it also has 2 very powerful moves, namely Sleep and Confuse. Aside from being cute and cuddly, Waddles can also be considered as the ultimate gambling Miscrit. It’s one of the very few Miscrits in the game that can play with Confuse fairly well. It has Sleep and Confuse, and it allows Waddles to effectively minimize the chances of being hit when missing Confuse. It basically works like this. Waddles casts Confuse until it hits. Once it does activate, you cast Sleep. If successful, you can use one of its debuffs, Tickle and Debilitate. If it doesn’t succeed, keep casting Sleep until your opponent runs out of Confuse Immunity. There’s also a good chance that your opponent might hit himself. If you fail to cast Sleep, and Confuse Immunity is over, cast Confuse all over again. Then Sleep. Debuff or Buff. After that it’s rinse and repeat. It might require some luck, but when pulled of successfully it’s really effective. Just attack your opponent after its been debuffed with Debilitate after a few turns. With Waddles that will be very possible. Quack Attack also deals +6 damage when enchanted, meaning its 25 AP move will do 31 AP base damage once you get the cash to enchant it. It’s like a semi-dark Miscrit move. That’s how much Waddles wants you to use him. He might be cute but he’s equally deadly. Waddles also has an interesting debuff combo, which is Tickle and Debilitate. Tickle can reduce your opponent’s attacks, Debilitate can reduce your opponent’s defenses. You can basically use Waddles as an end-game Miscrit, where you can debuff your opponent beyond the helping of potions. Use Tickle first, then go for Debilitate for a humiliating kill. Waddles may be tricky to use at first but after a few practice runs you can command Waddles like a pro.

Pros and Cons:

  • Pros: Good skill combos.
  • Cons: Can be tricky to use, Mod HP and PD (can be fixed with Relics).

Skills to be Enchanted: Confuse, Sleep, Quack Attack, Debilitate, Tickle = 26000 Gold.

Optimum Relic Setups:

  • Defensive Waddles: Eternal Falls Mushroom, Leggy Eggs, Dragon Shackle = 375 Platinum.
  • Offensive Waddles: Eternal Falls Mushroom, Apollo Nox Parchment, Dragon Shackle = 375 Platinum..

Defensive Waddles: This setup for Waddles gives it the capability to tank hits while trying to cast Sleep and Confuse successfully. It’s basically the optimum setup for Waddles as it was made to become a tank with good skills for “switching around” in battles. Basically you can take blows while trying to cast Confuse. After casting successfully, you switch to one of your faster Miscrits that has the opposing element of your opponent, deal tremendous damage. Waddles basically makes Sniping much easier and effective. It’s like a Pachydo that needs more tuning. Tickle works really well with this setup.

Offensive Waddles: Waddles can also deal good damage but not as well as the other Miscrits can do. Quack Attack can be particularly powerful with good Relics and a few hits of Debilitate. This setup for Waddles allows it to become more of a key player than a supporting player. It attacks instead of setting up attacks like the Defensive Setup for Waddles. Rule of thumb is “Debilitate is important.” Cast it whenever possible. Confuse and Sleep combo might prove to be very useful as well so use it when you find the opportunity, then cast Debilitate in between. Hit Quack Attack after casting Debilitate 2 – 3 times.

Difficulty of Use:

  • Defensive Waddles: Fairly easy and direct.
  • Offensive Waddles: Moderately hard
Fire

Hotfoot
(WA.1)

Review: Hotfoot was plain horrible back then. Absolutely overshadowed even by Flue, simply because of weak HP. Actually Hotfoot still has horrible stats. But skills, hands down. This guy is a potential sweeper with two 25 AP moves, Balefire and Rocket Punch. Balefire is basically a staple 25 AP fire-type move and Sparkupine also has one. Rocket Punch on the other hand is a 25 AP physical attack that deals an extra +6 when enchanted. That’s like a Dark Flue’s Dark Mighty Bash with -1 AP. And together with its Max PA, this guy can deal a lot of neutral physical damage. Irresistible by others aside from physical tanks. When it comes to offensive potential, Hotfoot has a lot of that. Another good feature of Hotfoot is the presence of Confuse. Confuse basically changes the overall flow of a match when played correctly with luck. Not only that, it also has Body Blocker. The most powerful PD boosting buff in the game. This makes Hotfoot an invaluable source of PD buff acceleration. And last but not the least, Max Power increases its overall sweeping capability by boosting both EA and PA at the same time.

Pros and Cons:

  • Pros: Two 25 AP moves, sweeper-type capabilities, decent skill setup.
  • Cons: Weak HP and Mod ED/EA. Can be fixed with Relics.

Skills to be Enchanted: Rocket Punch, Balefire, Body Blocker, Max Power, Confuse. = 31500 Gold.

Optimum Relic Setups:

  • Sweeper Hotfoot: Eternal Falls Mushroom, Apollo Nox Parchment, Magicite Amulet = 300 Platinum.
  • Balanced Hotfoot: Eternal Falls Mushroom, Leggy Eggs, Apollo Nox Parchment = 375 Platinum.

Sweeper Hotfoot: One of the worst things about low HP Miscrits is that they don’t have much time to spend on the field. Meaning to say, if you’re going to use a low HP crit, make sure it has a good skill set. Hotfoot has that. HP Relic fixes its HP to Strong, if by any chance you made the correct choice and bought Eternal Falls Mushroom for it. The 2 EA Relics will consequently provide Balefire with the right amount of juice needed to power it up. This will turn Kelpas into a crisp, burning bundle of kelp, while still being able to look out for Miscrits with moderate to low PD. Rocket Punch will deal with em quickly. Use Body Blocker when against physical attackers (which you’ll rarely come across to, if your opponent is smart). Confuse and Max Power basically boosts your Hotfoots winning potential. When played correctly, 1 Confuse and 2 turns of Max Power can devastate at least 2 of your opponent’s Miscrits.

Balanced Hotfoot: Again, low HP and moderate ED can only take a Miscrit so far. Critical hits are an important aspect of every battle. A player must score all the critical hits they can. They play smartly to get them. Hotfoot is pretty much a victim for Snorkels because of Mod ED. That’s why with Relics, we can fix a Hotfoot’s low ED and boost it to at least in the strong area. This setup boosts a Hotfoot’s defensive capabilities by a notch, while still being able to support at least one more Relic to allow Hotfoot the ability to use Balefire more efficiently. Every player practically knows how invaluable it is to have a sweeper in your team, so much that some players even settled to use Blazebit’s Thump as a staple physical move for their Blazebits. Thump-type Blazebits aren’t necessarily good at what they do. Destruction-type Kelpas do the job way better. Ignios, don’t get me started… you basically need 3 PA Relics to make it a decent sweeper. It’s either you already have a monster Ignios that you don’t have any more need for other Relics. That being said, a balanced setup for Hotfoot may be able to provide your team with a tiny bit more boost in terms of flexibility.

Difficulty of Use:

  • Sweeper Hotfoot: Moderate.
  • Balanced Hotfoot: Moderately Easy.

Sparkitten
(WA.1)

Review:

Pros and Cons:

  • Pros:
  • Cons:

Skills to be Enchanted: Skills
Optimum Relic Setups:

  • Relic Setup 1
  • Relic Setup 2

Review 1:

Review 2:

Difficulty of Use:

  • Setup 1
  • Setup 2

Sparkupine
(WA.1)

Review:

Pros and Cons:

  • Pros:
  • Cons:

Skills to be Enchanted: Skills
Optimum Relic Setups:

  • Relic Setup 1
  • Relic Setup 2

Review 1:

Review 2:

Difficulty of Use:

  • Setup 1
  • Setup 2
Earth

Digsy
(WA.1)

Review: Excavior has always been one of the most coveted common earth-type Miscrits in the game. It performs as a really good tank particularly because it can handle both EA and PA attacks very well with its strong defenses. It also dishes out a huge amount of physical damage with its level 30 move that never misses when enchanted, Ruthless Bite. Back in the old game, Digsy’s skill set was particularly static. People would usually choose Unbreakable, Sludge, Sandstorm, and Ruthless Bite as their 4 moves. All of which are really good skills. Everyone knows how useful Sandstorm is, as it negates your own weakness. Very useful against Mun Kees. Sludge also gives us the extra boost in damage that we need to take down other tanks, and Unbreakable makes Digsy even chunkier. But it has one VERY special buff that no other Miscrit has, and that is Double Edged. It’s a really powerful level 13 move back then for it was the only skill in the old game that could boost your attack stats beyond the usual +13 most max single stat buffs has. It gives us the ability to add an enormous amount of attack to our stats with the cost of taking away a measly -5 from your defenses. It’s a good trade off. But Digsy has Unbreakable which can easily take back its lost defenses. 1 use of Unbreakable can support up to 2 Double Edged-s, giving it a whopping +30 to its PA. Digsy can become really powerful because of this particular skill combo.

Pros and Cons:

  • Pros: Very good, supportive, and flexible skill set. Really good stat setup.
  • Cons: Not much. For a tank it’s only lacking HP. That’s all there is to it.

Skills to be Enchanted: Ruthless Bite, Sludge, Unbreakable, Sandstorm, Double Edged = 31500 Gold.
Optimum Relic Setups:

  • Defensive Digsy: HP, ED, PD.
  • Offensive Digsy: ED, PD, PA.

Defensive Digsy: This setup makes Digsy a very good switching pivot. The only problem with this setup are Mun Kees. Digsy is particularly weak against Munks, even if they have Sandstorm. People also do not use much wind Miscrits aside from Mun Kee. But against all others, specially against fast non-wind nukes, Digsy can tank out all the damage they dish out and help you set up for an attack. It’s a really good Miscrit that can also act offensively with a few short buffs. One Unbreakable, 2 Double Edged, and you basically have a solid attacker that can dish out neutral forms of damage. Really good choice for Digsy.

Review 2: This setup for Digsy aims to dish out as much damage as it can with its Ruthless Bite, while still being able to hold its ground against Miscrits of all sizes. Attacks should be done in a steady manner. It’s always a good idea to buff yourself up with Double Edged first before attacking. After that, Sludge also helps cut down your opponent’s defenses, giving you the ability to dish out tremendous amounts of damage. After you take down an opponent, heal up. Don’t let the Double Edged go to waste. Just cast Sludge again and start chomping down on your opponents.

Difficulty of Use:

  • Defensive Digsy: Moderately Hard.
  • Offensive Digsy: Fairly Easy.

Eggy
(WA.1)

Review: Eggy, arguably and positively one of the best SK earth attackers, as well as a potential sweeper. It can take on both defensive and offensive roles for your team. It has a very flexible skill set that can be further increased with the help of Relics. One of Eggy’s best features is the availability of two 25 AP moves at level 30, namely Mudslide and Colossal Bite. Mudslide is really useful against enemy lightning crits, specifically Boltzee. If you hate Boltzee because it takes down your Mun Kee too quickly, and you don’t have a Fennie, you might want to make some space for an Eggy. This guy is good to have for any team. It has Confuse, a very useful skill for any situation. And Sludge, a debuff that can effectively increase your damage output. Eggy is really easy to use. But you’ll need some luck with its random stats, namely HP. If you get that to at least strong, you have a solid Eggy.

Pros and Cons:

  • Pros: Flexible skill set, very simple and direct usage.
  • Cons: Moderate ED and EA, erratic HP.

Skills to be Enchanted: Colossal Bite, Mudslide, Sludge, Body Shield, Confuse = 35500 Gold.
Optimum Relic Setups:

  • Balanced Eggy: PD, ED, ED.
  • Sweeper Eggy: EA, EA, ED.

Defensive Eggy: This one aims for maximum defensive capabilities. Defense isn’t really Eggy’s strongest suit, but it does well in allowing Eggy to stay much longer on the field. If you have an Eggy with max HP and killer PA, this setup may prove to be good. You’ll find yourself using Confuse and then Sludge for most of your battles. Those 2 skills will allow you to cut some of your opponent’s defenses, making him much vulnerable to damage.

Sweeper Eggy: A very favored setup for Eggy. This makes full use of its two 25 AP level 30 moves. It’s a recommended setup for Eggy. Most players would understand the luxury of having the choice between EA and PA attacks in a single Miscrit. It’s always better if the said Miscrit is good at dishing out damage using both attacks. Eggy has the skills but not the stats to back it up. But with a single Apollo Nox Parchment you’ll be finding Eggy to be quite the capable sweeper with its incredible attacks.

Difficulty of Use:

  • Defensive Eggy: Moderately Hard.
  • Sweeper Eggy: Fairly Easy.

Mumbah
(WA.1)

Review: Mumbah, one of the most despised Miscrits in the history of Miscria. If you encounter one in the BA or PA, you better be prepared for a buff war. People say it is an overpowered Miscrit but I beg to differ. Mumbah’s most famous skill combo, Unbreakable + Recompose, has been a very despised combo for many players alike. But just recently Mumbah has been nerfed. Recompose, a 95% accuracy healing move has been replaced with Preserve, a Mumbah exclusive skill that heals 20 HP for 80% accuracy. That seems like a big nerf, right? It means you’ll be missing heals one out of five times. Well, sad to say… not quite. Mumbah is still powerful, even with the nerf. Preserve does an extra +5 heal when enchanted. That means +25 to your lost HP. Compared to the previous 20 HP heal of Recompose, that’s a pretty big boost. But still, 80%, right? Wrong again! Mumbah has High Focus. It is often overlooked particularly because Mumbah didn’t need High Focus. Now that we have the ability to keep all the skills we learn, we get to use Mumbah to its fullest potential. Basically, the highlight of Mumbah is its new combo, High Focus, Preserve and Unbreakable. Those 3 skills can effectively win you an entire game if played correctly. But Mumbah has another trick up its sleeve, which is its level 30 skills, Pharaoh’s Revenge and Destruction. Pharaoh’s Revenge has a percentage of inflicting Confuse. I believe it’s 10%, just like for most skills that inflict Confuse. When enchanted it becomes an even powerful skill with an extra +6 AP to its base damage. It also has Destruction, a move that never misses when enchanted. It’s a perfect skill for those tricky last turn moves where you need to hit only 1 more time and you can’t afford to miss.

Pros and Cons:

  • Pros: Flexible skill set, very powerful combos.
  • Cons: As a tank, it doesn’t have a status debuff, and a negate element move. Moderate HP, PD, PA.

Skills to be Enchanted: Pharaoh’s Revenge, Destruction, Unbreakable, Preserve, High Focus = 33000 Gold.
Optimum Relic Setups:

  • Defensive Mumbah: 1 HP, 1 ED, 1 PD
  • Offensive Mumbah: 1 EA, 1 PD, HP.

Defensive Mumbah: This setup for Mumbah is one that anyone could think of. It’s a fairly obvious setup for a Miscrit like Mumbah, because it’s a defensive Miscrit. The main focus of Mumbah is defense and self-sufficiency. And as such, a setup like this would benefit it greatly. It provides Mumbah with the extra initial defense it needs to buff itself up and cast High Focus + Preserve. It’s really easy to use this Mumbah, because Mumbah was made for defensive strategies like this. But as for offensive capabilities, we can’t really say the same. It’s pretty much lacking in the attack stats. Buff with potions if you have to because it’ll really find some use with the extra attack boosts from potions.

Offensive Mumbah: This setup for Mumbah pretty much balances both its defensive and offensive capabilities well. It doesn’t perform like its defensive counterpart, but Mumbah already has enough defense on its side with Unbreakable + Preserve/High Focus. So instead of having an extra initial defense, this setup for Mumbah concentrates on having an extra initial offensive boost, while still being able to defend itself fairly well against physical attacks. This gives Mumbah the capability to readily attack in between in its buffing and healing when it finds the opportunity to do so. And when it does attack, it does so in heavy doses. I recommend this setup much more than the defensive setup. It’s a bit harder to control because of lack of defense, but when using Mumbah, you begin by boosting your defense so not much changes.

Difficulty of Use:

  • Defensive Mumbah: Easy.
  • Offensive Mumbah: Fairly Hard.
Earth: Part 2

Craggy
(WA.1)

Review: Craggy is one of the best substitute Miscrits in the game for Fossilia, Dark Afterburn, and other physical hitters. It has an interesting skill set. Not too powerful and not too weak as well. But plain interesting. It has 2 good debuffs, namely Sleep and Bright Lights, and one good buff which is Hyper Power. Sleep works very well when you want to switch to another Miscrit. It can give another one of your faster Miscrits a “double turn” so long as Craggy is at a disadvantage towards speed. Bright Lights lessens your opponent’s accuracy percentage by 10% per use. When this accumulates to 40%, you’ll find your opponent missing 1 out of two or three moves. It’s a really devastating move specially in last round scenarios. It can also force your opponents to switch to other Miscrits because no one likes low accuracy. If you find your opponent being stubborn and doesn’t want to switch, or if your opponent can no longer switch, that means you now have the ability to spam Hyper Power to your heart’s content. Bright Lights is a real godsend in terms of strategy. It has a lot of uses. Craggy’s level 30 move Headbash does nothing special aside from dealing huge amounts of damage. It has a base of 25, and gets +5 when enchanted. It works very well in tandem with its strong PA. Craggy is a special Miscrit because it acts as a tank while having Bright Lights. Bright Lights and Pollen can really change an entire match. If you’re looking for a strategic physical tank, this guy’s a wise pick.

Pros and Cons:

  • Pros: Good skill set, standard stats.
  • Cons: Nothing much special aside from Bright Lights. Standard stats.

Skills to be Enchanted: Headbash, Hyper Power, Sleep, Bright Lights = 19000 Gold. REALLY cheap.
Optimum Relic Setups:

  • Offensive Craggy: 1 HP, 2 PA Relics.
  • Balanced Craggy: 2 HP, 1 ED, Relic.

Offensive Craggy: This setup for Craggy aims to deal as much damage as possible. You’ll find yourself attacking much more than defending, buffing, or plotting up complex strategies. This setup is fairly direct and easy to use. It’s a normal beat stick type of setup and can be used by anyone without much effort. Keep the general rules in using Craggy in mind and you’ll have no trouble with this setup.

Balanced Craggy: This setup for Craggy aims for maximum survivability. It’ll have enough HP to act as a switching pivot, and enough defenses to take on the blows of your opponent’s attacks. With high HP, you’ll have no trouble spamming Bright Lights to reduce the effectiveness of your opponent’s attacks. This setup for Craggy is pretty fun, and pulling off the combos can yield good rewards in your battles. Bright Lights, use Hyper Power to boost your attacks, then dish out damage.

Difficulty of Use:

  • Offensive Craggy: Easy.
  • Balanced Craggy: Moderate.

Sledgehog
(WA.1)

Review: A Cave of Mists Miscrit. This guy is actually one very underrated earth Miscrit. Truth be told I see Sledgehog as a potential killer when used correctly with Relics. One of its strongest highlights is its level 30 move, Quill Kill. Quill Kill does a base damage of 25 AP. Sounds pretty normal, right? But when it gets enchanted it does an extra +7 damage, giving it a resulting base damage of 32 AP. That’s basically just like Dark Afterburn’s damage output. Sapphron isn’t the only good CoM Miscrit in my opinion. Sledgehog does a good job in dishing out damage, and it won’t fail you. As I’ve said, it’s basically just like Dark Afterburn. But imagine Dark Afterburn if it had the ability to readily negate its weakness. Pretty scary, right? Sledgehog can do what Dark Afterburn can’t. It has Sandstorm, a very useful skill in most scenarios since Mun Kees and Flutterpats are pretty common sights in the arena. And last but not the least, it has 2 good debuffs namely Sleep and Sludge. Sleep works well as a switching debuff. So long as you have the speed disadvantage, you can transfer two turns to your faster Miscrit. Sledgehog doesn’t have any worthwhile buffs aside from the non-stackable Sandstorm. That means you’ll most definitely have no problem switching Sledgehog out. Sledgehog also has random HP. Meaning to say, always aim for Max HP. Keep on training one until you get Max HP. It’ll be important for its Relic setups.

Pros and Cons:

  • Pros: Decent skills, decent stats.
  • Cons: Mod ED, lack of strategic skills, erratic HP.

Skills to be Enchanted: Quill Kill, Sludge, Sandstorm, Sleep = 25500 Gold.
Optimum Relic Setups:

  • Defensive Sledgehog: 1 HP, 1 ED, 1 PD Relic.
  • Balanced Sledgehog: 2 PA, 1 HP Relic.

Defensive Sledgehog: This setup for Sledgehog allows it to become incredibly chunky, giving it maximum meatiness and goes well with tomato sauce. Kidding aside, this setup can make Sledgehog really buff. You’ll have no trouble casting Sludge to lower your opponent’s defenses, and go for Sleep when you want another Miscrit to snipe your opponent’s weakness for you. It can’t deal as much damage as its offensive counterpart, but this guy is a real team player.

Offensive Sledgehog: This setup for Sledgehog gives it the capability to dish out Dark Afterburn-ish damage. Meaning to say, this guy packs quite a punch. 32 AP being increased with PA Relics is nothing to scoff at. The extra HP it gets from the Mushroom allows it to take on more hits before it croaks. It’s sort of like a Spartan version of Sledgehog; taking down countless numbers of enemies before it dies. Really manly. If you’re a real man in real life and you’d like to present your incredibly real manliness, this Sledgehog will be your best bro.

Difficulty of Use:

  • Defensive Sledgehog: Moderate.
  • Offensive Sledgehog: Easy.

Fosillia
(WA.1)

Review: Maximum HP, Maximum physical attack. This guy is quite the beat stick. In terms of physical prowess it’s pretty unthinkable for Fossilia to lose. High HP changes things by a lot. More often than not, Fossilia is compared to Digsy for very strange reasons. Those 2 Miscrits are really different from one another. It’s actually pretty debatable. Digsy is a solid tank, Fossilia is simply a tank, plus a beat stick, plus a real man. That’s basically the equation for Fossilia. It’s a real Spartan in terms of power. Really high survivability as well. It has Sandstorm which aids it against wind Miscrits. And it can also deal tremendous amounts of damage using its buffing combo, Merciless + Sludge. The basics to the combo is pretty simple. Cast Merciless for quite a few times, this will give your Fossilia an added boost to its attacks. After which, heal up the lost HP, then use Sludge ONCE on your opponent. Observe the incredible results. Sludge basically takes away a huge chunk of your opponent’s defenses. Even against tanks, no Miscrit can escape from this combo. Its last move, Tectonic Shift, is also pretty useful when enchanted. It’s 25 AP, plus it never misses. Really monstrous, this Fossilia.

Pros and Cons:

  • Pros: Decent skill set, high HP and PA, good speed in terms of being a tank.
  • Cons: Moderate ED.

Skills to be Enchanted: Tectonic Shift, Sludge, Sandstorm, Merciless = 25000 Gold.
Optimum Relic Setups:

  • Balanced Fossilia: 1 ED, 1 HP, 1 PA.
  • Defensive Fossilia: 1 ED, 1 PD/ED (whatever it needs more), 1 HP.

Balanced Fossilia: This setup for Fossilia will give it added flexibility in any scenario. The added defense and offense it gets from its Relics will provide it with the needed boosts to meet the needs of any scenario presented before him. If you need to dish out damage, Eternal Ice will give you the added physical boost. If you need to use Fossilia as a switching pivot, its balanced defenses can give it the ability to take on the blows you need to be taken before you can snipe your opponent. Overall, this Fossilia is flexible and a good team player. A real meat tank.

Defensive Fossilia: This setup for Fossilia can turn it into a one man meat cannon. It can perform the Merciless + Sludge combo pretty smoothly because of the added defense it gets from the Relics. Simply follow the basic strategies towards the combo and you’re pretty much all set. It can also act as a good switching pivot because of the added defenses. So if you need sniping, and you need someone to take on the blows from your opponent, this setup might prove to be useful to you.

Difficulty of Use:

  • Balanced Fossilia: Moderately Easy.
  • Defensive Fossilia: Fairly Easy.
Wind

Equestrion
(WA.1)

Review: Equestrion without any Relics doesn’t do much aside from tanking out damage. And it’s not really the best tank for the said job. Equestrion is like a leveled down version of Echino, Digsy, Grubbean, and other more powerful overall tanks. But, it’s still an overall tank that covers both elemental and physical attacks. Overall tanks are highly prized because of their flexible defenses. With Relics, any overall tank can be improved, and that also includes Equestrion. It has a particularly interesting level 30 skill, which is Lullaby Wind. This attack has a chance to put your opponent to sleep, similar to Pachydo’s of Volcano Island, but with lower probabilities. But the main crux of Equestrion lies in its incredible buffs which increase its strongest suits. It has Unbreakable to increase both of its already high defenses, and Merlin’s Beard to increase the power of its Lullaby Wind. Those two buffs directly increase its offensive and defensive capabilities by a powerful amount. And if that’s not enough, Equestrion also has High Focus which effectively gives it the ability to never miss with just 2 pops of that skill.

Pros and Cons:

  • Pros: Good skill set, good defenses.
  • Cons: Moderate EA, Moderate HP, too high SP for a tank.

Skills to be Enchanted: Lullaby Wind, Unbreakable, Merlin’s Beard, High Focus = 27500 Gold.

Optimum Relic Setups:

  • Full Defense Setup: Leggy Eggs, Dragon Shackle, Eternal Falls Mushroom = 375 Platinum.
  • Balanced Setup:Leggy Eggs, Dragon Shackle, Apollo Nox Parchment = 450 Platinum.

Full Defense Setup: This setup aims to increase Equestrion’s defensive capabilities to amazing heights. With full defensive traits, Equestrion’s raw defenses can go as high as 90+. It would be good if your Equestrion had that much ED and PD. The added HP from the Mushroom will give it max HP, probably around 125+ – 130+. The strategy for this setup would be to use Unbreakable for a couple of times, heal when your HP goes down for a bit, then use Merlin’s Beard to setup your killing move. If you manage to find the time to use High Focus, do so. Only 2 uses of that skill is enough to make your attacks 100% accurate. The main beauty of this setup is in its ability to take on a lot of damage. It can also be used to set up attacks for powerful snipers that go well with Equestrion such as Fennie. Wind Miscrits would usually meet Boltzees and Beelz. Avoid them and use your snipers to get a jump on them with a free hit.

Balanced Setup: This setup has similar defensive capabilities of the Full Defense Setup, but it has lower HP. Equestrion’s moderate EA will advance to a minimum of strong with the use of Apollo Nox Parchment. This will give your Equestrion an added kick to its attacks, allowing you to use your enchanted Lullaby wind much readily. Since you’ll have the ability to tank damage, you can concentrate on attacking your opponent. And once your Lullaby Wind procs, you can heal, buff, or simply switch to another Miscrit. This setup takes advantage of Lullaby Wind. Although costlier, it can be much more effective than the Full Defense Setup.

Difficulty of Use:

  • Full Defense Setup: Moderately Hard.
  • Balanced Setup: Moderately Easy.

Jack
(WA.1)

Review: I just don’t know where to start explaining as to why Jack is such an amazing Miscrit. It can act offensive and defensive roles, and can do so with ease. It has an amazing skill set, one that works very well with Relics and enchantments. But we should probably start with the crux of Jack’s amazing skill set, which is Body Blocker and Sacred Stones. These 2 skills increase your PD and ED by 13, and when enchanted it gets increased to 16 for both skills. Jack is really good against Miscrits that specialize against one type of damage. For instance, you encounter a Winnebeargo. Winnebeargo is a really powerful physical attacker. The logical move to defend against it would be to use Body Blocker to increase your PD by 16. This way Winnebeargo won’t be able to catch up to the rate of increase of your PD, giving you increased defenses against physical attacks. But then he switches to a Flutterpat. Now all Jack has to do is use Sacred Stones until it gets the defenses it needs to block the opponent’s attacks. Jack specializes against fighting Miscrits that concentrates on one type of attack, but it’s particularly weak against Sweepers, Miscrits that are able to use both types of attacks with equal power. But it doesn’t mean it can’t defend against it. Jack will simply have a hard time setting up its defenses. To combat against this, Jack has an amazing debuff up its sleeves, namely Tickle. This move decreases your opponent’s attacks effectively and works VERY WELL with Sacred Stones and Body Blocker. Using both in conjunction with one another will result into an effective method of reducing the damage your opponent deals to you. That’s the beauty of Jack’s skills. And last bust not the least, it also has Confucius. A level 30, 20 AP move that adds +6 AP when enchanted. As the name suggests, it can inflict Confuse to your opponent, but the probabilities are yet to be known. It’s rather useful when the skill procs.

Pros and Cons:

  • Pros: Decent skill set, probability of having high HP and SP.
  • Cons: Moderate defenses, erratic HP and SP.

Skills to be Enchanted: Confucius, Body Blocker, Sacred Stones, Tickle = 28000 Gold.

Optimum Relic Setups:

  • Balanced Jack: Leggy Eggs, Dragon Shackle, Apollo Nox Parchment = 450 Platinum.
  • Offensive Jack: PoL Fragment, Apollo Nox Parchment, Magicite Amulet = 300 Platinum.

Balanced Jack: This setup aims for maximum flexibility. It can attack and use its Buff/Debuff combos very well. The added defenses give it an extra initial boost to its defenses which will allow you to spam it much more than usual without taking much damage. Heal when necessary because you don’t want to end up having your buffed up Jack dying due to carelessness.

Offensive Jack: This setup aims for maximum offensive capabilities. Since Jack doesn’t have any offensive buffs to increase its EA, it’ll rely on the extra initial boosts to its EA that its Relics give. It can still use its special buff combos well, but it might require much more healing than usual. This setup for Jack allows it to specialize in sniping earth Miscrits. Fennie, Digsy, Eggy, won’t be much of a problem for a Jack of this setup.

Difficulty of Use:

  • Balanced Jack: Moderately Easy.
  • Offensive Jack: Fairly Hard.

Winnebeargo
(WA.1)

Review: Winnebeargo is an amazing Miscrit. Hands down to this guy for being the first Miscrit to ever have a skill that could increase all your skills by a good amount. It has good ED and that’s very useful since most players tend to put more elemental attackers in their team than physical attackers. Its PA also allows it to deal a fair amount of neutral damage to many Miscrits without strong/max PD. The combination of its strong ED/PA makes it a very good anti-nuke, a special archetype that specializes in dispatching the usual nukes (strong EA, strong ED, mod PD). And last but not the least, its max HP makes it incredibly chunky and hard to take down. With Relics it can be made even more incredible. It also has a very amazing skill set. First and foremost, its key feature Well-Rounded, increases its stats by 8 but it has low accuracy of 65%. It can be increased to 75% however when enchanted. But with Laser Focus you won’t even need to enchant it. Simply using Laser Focus for 2 times will give you +40% accuracy to your skills, meaning to say you won’t ever miss ever again with +40% accuracy, and the same goes to Well-Rounded. That’s how incredible this guy is. You can simply keep on spamming. Your opponent won’t know which to debuff first, attacks or defenses. It’s a really good Miscrit and can become a key player in any team. To aid it in its buff spamming, it has Tickle which reduces your opponent’s attacks. Once you get at least 2 – 3 Tickles to your opponent, spamming Well-Rounded + Laser Focus will be an easy job. Your stats will be accelerating so fast that your opponent won’t be able to keep up. Another of its good skills is Body Shield. It can increase your moderate PD higher if the need arises. Very useful against physical hitters. And last, but not the least, Lightning Rod. Boltzees and Beelzebugs won’t be any trouble after one pop of this guy.

Pros and Cons:

  • Pros: Amazing skill set, really good stats.
  • Cons: Moderate PD, SP too high to become a decent blocker.

Skills to be Enchanted: Mauling Fury, Cyclone, Laser Focus, Well Rounded, Body Blocker, Tickle, Lightning Rod = 39500 Gold. Well Rounded is optional since Laser Focus takes care of the accuracy problems.

Optimum Relic Setups:

  • Defensive Setup: Leggy Eggs, Dragon Shackle, Eternal Falls Mushroom = 375 Platinum
  • Balanced Setup: Leggy Eggs, Dragon Shackle, Eternal Ice = 375 Platinum

Defensive Setup: This setup for Winnebeargo aims for maximum Well-Rounded spamming. First thing you want to do is use Laser Focus once. If you can do it twice immediately, do so. Find an opportunity to use Laser Focus. Then start spamming Well-Rounded. Keep on doing it until your satisfied. Heal in between when your health goes low. After which just chow down on your opponents. Winnebeargo works well with Mun Kee’s Deep Sleep. After 1 Deep Sleep your Winnebeargo should get at least 1 turn to cast Laser Focus. Winnebeargo was made to become a key sweeping player for your team.

Balanced Setup: Here’s the gist of it. It’s completely the same as the defensive setup, only this time you have extra PA for attacking. You’ll also find yourself healing earlier than usual so keep your health in check. This setup for Winnebeargo allows it to attack much earlier in the game. But it’s recommended if you can keep boosting until your opponent can no longer keep up with you.

Difficulty of Use:

  • Defensive Setup: Easy.
  • Balanced Setup: Fairly easy.
Wind: Part 2

Flutterpat
(WA.1)

Review: Flutterpat has always been a big argument whether or not it’s weak or strong. Some players love it, others steer away from it and choose Mun Kee instead. Truth be told I see Flutterpat as somewhere in between strong and weak. It’s not too strong, and not really weak either. It has its good points such as its level 30 skill that never misses. Hits 11 times, and adds another hit after being enchanted. Its debuffs are also good. Flutterpat makes an excellent end game crit, when you’re in a one on one situation with your opponent. It has Bright Lights, a perfect tool to weaken your opponent’s accuracy, making his attacks hit less likelier. It has Feebler, an effective skill in reducing your opponent’s defenses, giving your Aerial Strike a higher damage output. And last but not the least, it has Intimidation. Perfect skill in reducing the amount of damage your opponent dishes out. It’s best to spam these skills in this order; Bright Lights, Intimidation, and Feebler. After which, you can pretty much be convicted for Miscrian murder. Flutterpat also has a very useful skill, Confuse, which can turn the tides to you, or against you. A very fickle skill. Flutterpat’s speed and Max EA makes it a very efficient sniper against Earth Miscrits with moderate to strong SP. Digsy and Fennie are victims to a well endowed Flutterpat. And its random ED gives it the opportunity to become much more powerful in terms of elemental defense than usual, or it can simply turn out horribly. But with or without good ED, Flutterpat is a good Miscrit with a good skill set.

Pros and Cons:

  • Pros: Good skill set, efficient sniper.
  • Cons: Erratic ED, moderate PD and HP.

Skills to be Enchanted: Aerial Strike, Intimidation, Confuse, Feebler, Bright Lights = 24000 Gold.

Optimum Relic Setups:

  • Sniper Flutterpat: PoL Fragment, Apollo Nox Parchment, Magicite Amulet = 300 Platinum.
  • Balanced Flutterpat: Apollo Nox Parchment, Dragon Shackle, Eternal Falls Mushroom = 375 Platinum.

Sniper Flutterpat: This setup for Flutterpat simply increases the capability to Snipe opposing earth Miscrits with ease. If a lightning Miscrit such as Violimp switches in on you, you’re currently too fast to be hit by its lightning element attacks. Thus allowing you to switch out. This setup is fairly direct. It simply increases Flutterpat’s initial capabilities.

Balanced Setup: This setup for Flutterpat gives it much more chunkier defenses. Only use this setup if your Flutterpat has above 70 raw ED without traits or relics. The resulting ED with traits will reach 90+ with 70+ raw ED. That’s why we need to equip Dragon Shackle to decrease the likelihood of your Flutterpat being exploited by physical attacks. The added HP gives it more time on the field to cast its debuffs such as Intimidation and Bright Lights. This is a good setup if you intend to put your Flutterpat on the last slot of your team.

Difficulty of Use:

  • Sniper Flutterpat: Easy.
  • Balanced Flutterpat: Moderate

Leggy
(WA.1)

Review: Leggy has been a preferred Miscrit by many veteran players, particularly because it’s one of the few Miscrits in the game that is fast and is equally sturdy. Leggy has weak HP and PA. But it doesn’t really require much HP because of its incredible defenses. An expert trained Leggy can easily tank out damage while being able to dish out good damage and still be able to switch out when it’s up against a specific archetype it’s not strong against. Leggy is a really good tank because of that. It’s a fast tank that can snipe from afar, switch when at an undesirable position, tank damage, and best of all, survive long matches. Leggy has a particularly useful skill that works in conjunction with its stat setup, namely Sleep. Sleep makes Leggy incredible. It’s a tank, and it’s fast. But usually tanks are supposed to be slow because it’ll be hard for your other fast Miscrits to snipe against your opponents. But with Sleep, and Leggy’s defenses, you can switch to another one of your fast Miscrits to snipe a weakness, or if it fails, your Leggy can still take on the damage your opponent dished out while you continue to spam Sleep until it hits successfully. That’s one of Leggy’s main strategies as a switching pivot. Leggy is also an incredibly cheap Miscrit to enchant. We’ll get to it later. It also has Lightning Rod which removes its weakness against Lightning, and has Safeguard to increase its defenses even further. And last but not the least, its level 30 move, Flamingo Fury, will never miss once its been enchanted.

Pros and Cons:

  • Pros: Cheap Miscrit to enchant, very strategic, very easy to use, really sturdy.
  • Cons: Weak HP, too little good skills.

Skills to be Enchanted: Flamingo Fury, Lightning Rod, Sleep, Safeguard = 18000 Gold.

Optimum Relic Setups:

  • Full-Defense Leggy: Leggy Eggs, Dragon Shackle, Eternal Falls Mushroom = 375 Platinum.
  • Balanced Leggy: Leggy Eggs, Dragon Shackle, Apollo Nox Parchment = 450 Platinum.

Full-Defense Leggy: This setup for Leggy increases its defensive capabilities to a higher level. That means if you fail to cast Sleep when trying to switch out, the damage you’ll be getting would be pretty insignificant. The added HP helps increase its time in the battlefield even more. This setup increases its overall survivability, and is highly preferred amongst all the other setups. Though it’s not as offensive as the other setup, this will help ensure you that Leggy’s original purpose will be empowered.

Balanced Leggy: This setup increases Leggy’s offensive capabilities while still having its defenses in check. Leggy Eggs on a Leggy is pretty redundant but I think it increases its maternal instincts, thus, resulting into increased ED. The Dragon Shackle will help you defend against Dark Flues and Dark Prawnjas. While the Apollo Nox Parchment gives your relentless level 30 move, Flamingo Fury, a higher damage output. The best part is it never misses. So take advantage of it. This setup will allow Leggy to become a decent and uniform source of damage, while still being able to perform its duty as a tank and a switching pivot.

Difficulty of Use:

  • Full-Defense Leggy: Moderately Hard.
  • Balanced Leggy: Easy.
Lightning

Arigato
(WA.1)

Review: It looks as docile as a panda, but it’s not. This Miscrit right here can pack quite the punch. It has the stats of a good standard sweeper, but it wasn’t much use back in the old game. But recently with the advent of both Relics and Enchantments, Arigato can be quite a self-sustaining Miscrit that can deal both physical and elemental damage in good amounts. It may not be as strong as the other more accomplished sweepers such as Kelpa and Sapphron but this guy is one of the very few Miscrits in SK that can heal itself per attack. Arigato’s Charged Charge, a level 30 skill that deals 25 base AP, heals +15 HP per hit when enchanted. It’s similar to Lavarilla and Liquifien, but sadly Arigato doesn’t have Unbreakable. But it does have an arguably better skill that is able to substitute for Unbreakable. Even if Arigato can’t boost its defenses, it can still reduce the opponent’s accuracy with the use of Bright Lights. You only need to use it for 4 times, and that’s it. You can spam Charged Charge. Lavarilla and Liquifien however needs to use a lot of Unbreakables before they reach a level where they can be considered immortal. Arigato just needs to casually use Bright Lights for 4 times. As I’ve said, it’s pretty arguable whether or not it’s better to have Bright Lights or Unbreakable in conjunction with a +15 healing move. Charged Charge is practically Arigato’s biggest highlight. It has Hard Jab as a physical attack. It’s not the best choice for a physical attack but when enchanted it deals almost the same amount of damage as Destruction or Ruthless Bite with 24 AP. That’s pretty decent enough, given the fact that Arigato is a common Miscrit. It also has a good repertoire of buffs and debuffs, namely Hyper Power and Debilitate. This two skills were very well in conjunction with one another as they both concentrate on increasing your damage output. Debilitate works better in increasing damage since it reduces the overall defenses of your opponent, but it can be easily removed by switching out. Hyper Power increases your damage in a more moderate manner, but you retain the boosts you got from using it. That being said, using both in moderation, like 1 Debilitate per 1 Hyper Power, will result in a more balanced method to increase your damage output. Arigato was designed to dish out a lot of damage and it does a good job at it. And last but not the least, it has Sleep. If you have an opponent you need sniped, just use Sleep until successful. After which, switch to a faster Miscrit, and enjoy the free 2 turns you passed on to the sniper. Arigato can become a monstrous player for your team with Relics. So later I’ll be listing down its 2 most optimum Relic setups.

Pros and Cons:

  • Pros: Good skill set, good sweeper stats.
  • Cons: Moderate HP and defenses.

Skills to be Enchanted: Charged Charge, Hyper Power, Debilitate, Hard Jab, Sleep, Bright Lights = 29500 Gold.

Optimum Relic Setups:

  • Balanced Arigato: Leggy Eggs, Dragon Shackle, Eternal Falls Mushroom = 375 Platinum.
  • Offensive Arigato: Leggy Eggs, Dragon Shackle, Apollo Nox Parchment = 450 Platinum.

Balanced Arigato: This balanced setup removes all the cons involved with Arigatos. It basically tuns its moderate HP and defenses into max stats, giving you more time to cast Hyper Power to increase your damage-dealing capabilities. Bright Lights help in setting up your Arigato, and Debilitate can force your opponent to switch to another Miscrit. The added defenses makes the damage dealt to you lower, giving your Charged Charge a much easier time earning back the HP you lost from taking damage. The added HP from the Mushroom gives you an extra leeway in casting Hyper Power, Bright Lights, or Sludge. Depending on what the situation needs.

Offensive Arigato: An offensive setup for Arigato gives it better abilities to use Charged Charge both defensively and offensively at the same time. The added EA gives Charged Charge a much higher damage output, giving you the best out of Charged Charge in terms of damage dealt vs. healing up the damage you took. Although it doesn’t have the extra HP like the one in the balanced setup, this setup for Arigato gets the job done faster while healing up at the same rate as the balanced setup. Basically, this is a much more direct way to use Arigato, while the balanced setup allows you to setup Arigato for bigger kills.

Difficulty of Use:

  • Balanced Arigato: Moderately Hard.
  • Offensive Arigato: Moderately Easy.

Jellyshock
(WA.1)

Review: Jellyshock has often been an overlooked Miscrit in Mount Gemma. It has mediocre stats, and it’s pretty much the same as most physical attackers in the game. If we include enchantments and Relic Setups, though, this guy can be quite the beast. First off is its level 30 move, Super Sting. It deals a base of 25 AP, and heals +10 HP per use when enchanted. Being given the ability to heal while attacking can be a really satisfying luxury. It’s basically the reason why Lavarilla and Liquifien has been despised for quite some time in Volcano Island. In SK however we rarely get crits like those. Jellyshock is one of the good Miscrits that was blessed with this awesome enchantment. To aid it in its defense, Jellyshock also has a middle-classed defensive buff, Safeguard. It’s a pretty nifty buff that increases your defenses by 8, and will increase to 10 when enchanted. A few pops of this skill, heal, then start attacking, is one of Jellyshock’s most basic strategies. But it doesn’t end there. Jellyshock also has 2 skills that aid it in terms of dealing damage; namely Fury, a max buff that gives Jellyshock a +13 boost to its PA, and it increases to +16 when enchanted. The other is Sludge. A favorite skill by old and new players alike. It’s a good skill that reduces your opponent’s defenses by -11 per use, and it increases to -14 when enchanted. When Fury and Sludge are used in a balanced manner, the results may prove to be catastrophic for your opponent.

Pros and Cons:

  • Pros: Good skills, cheap enchantments.
  • Cons: Stats are too mediocre, it’s hard to give appropriate Relic Setups to it.

Skills to be Enchanted: Super Sting, Fury, Sludge, Safeguard = 30000 Gold.

Optimum Relic Setups:

  • Defensive Jellyshock: Skyline Peak Gem, Dragon Shackle, Leggy Eggs = 375 Platinum.
  • Offensive Jellyshock: Leggy Eggs, Eternal Falls Mushroom, Eternal Ice = 300 Platinum.

Defensive Jellyshock: This setup for Jellyshock increases its capability to tank out damage. It turns Jellyshock into an efficient self-sustaining tank that is both offensive and defensive at the same time. Safeguard does wonders for a Jellyshock of this setup. After a few pops of Safeguard, you can casually increase your PA by 16 with Fury, or spam Sludge to your heart’s content. Jellyshock is fairly direct. You either defend, or attack. No pretensions.

Offensive Jellyshock: This setup for Jellyshock increases its damage-dealing capabilities. Rule of thumb for a Jellyshock using this setup is to attack, attack, and attack. As long as you attack, you heal back some of the damage dealt to you while still being able to heal back some of the damage you took from your opponent. When played correctly, you can take down 2 of your opponent’s Miscrits before your Jellyshock croaks. It’s offense at its best.

Difficulty of Use:

  • Defensive Jellyshock: Moderately Hard.
  • Offensive Jellyshock: Easy

Luna
(WA.1)

Review: Luna is a Miscrit that has experienced a wide variety of changes. It used to be an OP crit just like Mun Kee, but now it’s… well, not too strong. Gotta admit that. But out of the many underpowered lightning Miscrits in Sunfall Kingdom, Luna has a pretty good chance to become strong. It has 3 good stats, namely EA, ED, and SP. Luna has good skills to back her up. Namely Scorched Earth, Toxic, Laser Focus, and Leech Drain. Back then Luna’s best elemental attack was a 20 AP lightning move, Voltage. But with Enchantments available in the game, we can enchant Voltage to make it almost as powerful as a normal 25 AP level 30 lightning skill, with the difference of only 1 AP. Voltage is Luna’s main source of elemental attack. The other less popular move, Leech Drain, is a move that heals Luna for 12 HP. It was the only move back in SK that both healed and dealt damage at the same time. Some players failed to realize the potential of a move that is able to multitask. But with Relics, we can easily increase the potential of the said skill. Luna also has a repertoire of good support skills namely Toxic for added damage, Laser Focus for added accuracy, and last but not the least, Scorched Earth; a skill that allows you to negate your weakness for free while healing you +10 HP at the same time. Same with Laser Focus but with +15 HP this time around. The first thing you want to do once you have your Luna up is to cast Toxic. After that, you can proceed to use at least one Laser Focus, then start spamming Leech Drain. Here’s the good part about Luna; versatility. Because of Toxic’s ability to deal damage no matter how high the opponent’s defenses are, Luna can deal almost an equal amount of damage to any opponent that goes against her. Toxic deals a minimum of 30 damage after 3 turns. And while you deal damage, you get to heal yourself and deal an extra added amount of damage using Leech Drain. But once you find yourself in the need to attack with EA, you have your enchanted Voltage in your skill list, waiting for your command to unleash itself on unwary Mun Kees and Flutterpats.

Pros and Cons:

  • Pros: Verastility, good skill set.
  • Cons: Weak HP, Mod PD and PA. That’s 3 low stats right there.

Skills to be Enchanted: Leech Drain, Laser Focus, Voltage, Toxic, Scorched Earth = 25000 Gold.

Optimum Relic Setups:

  • Offensive Luna: Eternal Ice (or the LV. 30 PA Relic once it’s out), Apollo Nox Parchment, Eternal Falls Mushroom = 300 Platinum.
  • Balanced Luna: Eternal Ice, Eternal Falls Mushroom, Dragon Shackle = 300 Platinum

Offensive Luna: Since Luna can heal itself with Leech Drain, HP and the lack of defenses won’t be much of a problem for you. It would be better to cast Toxic and then buff with items. After which, Leech Drain will do wonders for you. Luna’s ability to deal damage while healing can be a pretty dangerous combo when you reach godly defenses. The added EA from the Parchment gives you the option of dealing elemental damage over its Leech Drain. Very useful when facing wind crits.

Balanced Luna: This setup for Luna aims to decrease the amount of its weaknesses. The same strategies still applies though. You still need to buff and rely on Leech Drain, but this setup for Luna has a better and well-rounded set of initial boosts. This will give you an easier time in buffing, casting Toxic, and going in for the kill.

Difficulty of Use:

  • Offensive Luna: Moderately Hard.
  • Balanced Luna: Moderate.
Lightning: Part 2

Sparkspeck
(WA.1)

Review: Glitterglint. A very, very underrated SK Miscrit particularly because of its very horrible stats for PD and HP. But, it’s one of the few fast lightning Miscrits in SK that is able to snipe a Mun Kee and deal tremendous amounts of damage against it. It completely decimates Mun Kees that are caught off guard. Max EA and strong SP makes it an efficient wind sniper, taking advantage of their un-negated elemental weaknesses. Sparkspeck is also a born nuke killer. It can turn nukes into mush, completely stripping them of their power with its infamous yet unseen skill combo, Stilled + Unbreakable. Stilled reduces the opponent’s EA by 13 and when enchanted, that increases to a -16 EA debuff. It’s simply just like Ignios’s Magic Eraser. A very useful skill in reducing enemy effectiveness in terms of attack. Unbreakable gives Sparkspeck better defenses for both ED and PD. While you cast Stilled on your opponents, Unbreakable widens the gap between your ED and your opponent’s EA. Giving him less effectiveness against your Sparkspeck. Debuffs tend to make your opponents switch out. So it’s best to use Unbreakable even more than Stilled. Because once your opponent has been debuffed enough, he will definitely switch. Remember to only use this against nukes. Against physical attackers Sparkspeck is basically a dud. But with a few uses of Unbreakable, Sparkspeck may be able to properly defend itself against physical hitters. This will in turn, reveal Sparkspeck’s next skill combo, Toxic + Unbreakable. Toxic deals damage irregardless of your opponent’s defenses. So while you deal damage to your opponent, you are able to increase your defenses thus securing you for more time in the battlefield. It’s an effective method to multitask in battles. And last but not the least, Sparkspeck has Sparkler, which deals 25 AP base damage. But when enchanted, it becomes just like a Dark Miscrit’s attack. With an extra +6 AP, Sparkler will get a resulting 31 AP base damage per use. That is a guaranteed devastation to any Mun Kee.

Pros and Cons:

  • Pros: Good skill combos, incredible sniper capabilities since Mun Kees are common sights in the arena.
  • Cons: Bad HP, bad PD.

Skills to be Enchanted: Sparkler, Unbreakable, Stilled, Toxic = 26600 Gold.

Optimum Relic Setups:

  • MK-Sniper Sparkspeck: PoL Fragment, Apollo Nox Parchment, Dragon Shackle.
  • Defensive Sparkpsekc: Dragon Shackle, Leggy Eggs, Eternal Falls Mushroom = 375 Platium.

MK-Sniper Sparkspeck: This setup for Sparkspeck concentrates on only 1 thing, and that is beating down Mun Kees via sniping. Basically, what you want to do is to set up Mun Kee against one of your Weak SP Miscrits. After Mun Kee gets its 2 hits in your weak SP crit, you will be able to switch in against Mun Kee using Sparkspeck and then deal a huge amount of force on the said unfortunate Miscrit. This setup has only one purpose, and that is to kill Mun Kees swiftly. After it completes its goals, you can proceed to use its other combos against the other crits your opponent has. Stilled + Unbreakable, or Unbreakable + Toxic, or Toxic + Stilled. Your choice!

Defensive Sparkspeck: This setup aims to increase Sparkspeck’s time in the arena with the use of its deadly combos. You may find yourself healing with potions whilst trying to increase your defenses. But the results will be worth it. Toxic + Unbreakable can be pretty deadly as there’s only one possible outcome for it, and that is your Sparkspeck accelerating its defenses to incredible heights while your opponent wastes potions. Unbreakable + Stilled + Toxic can be really deadly when used and timed correctly.

Difficulty of Use:

  • MK-Sniper Sparkspeck: Easy.
  • Defensive Sparkspeck: Moderately Hard.

Thundercracker
(WA.1)

Review: (Disclaimer: Only use these strategies if your Thundercracker has above 65 – 70 SP.) Now for the final Miscrit of the guide (so far), Thundercracker has always been seen as a powerful lightning Miscrit because of its good stats and attacks. Truth be told, I find Thundercracker as a valuable ally for any team so long as it has max speed. Max speed changes everything for TC, because it’s one of the few Miscrits in the game that has the ability to snipe opponents not because of their elemental weaknesses, but rather based on the opponent’s PD. Mun Kee is the one Miscrit you want to hit with an angry Thundercracker. There’s also DFP, and other nukes. TC has a special archetype. Basically it’s both a sweeper and an anti-nuke. It has strong ED, PA and EA, and a potentially maxed out SP. It’s a must have for any TC to have max SP in order to make the most out of its random SP. As for its skills, it has a fairly well-rounded skill setup. It has Venom which is useful for any Miscrit, but most specially against sturdy tanks as it pierces your opponents with a 14 x 3 AP move. That’s 42 AP after 3 turns. Really effective in dealing damage. Venom, just like DFP and Orcatide’s skill setups, is best paired with a defense-boosting buff. TC also has Safeguard which increases its defenses by +10 per use when enchanted. It’s really effective for allowing your Miscrits to stay on the field for a prolonged period of time while dishing out damage in the process. So that’s one combo; Venom + Safeguard. But TC’s main point is its ability to deal both EA and PA damage effectively. It has Mace Smash, the key highlight of TC’s wonderful skill setup. Mace Smash, when paired with its potentially (and hopefully) max SP, can snipe opponents from afar and deal neutral physical damage. Very effective when up against nukes as TC also has strong ED which will help defend it against elemental damage. Voltage is now a powerful attack as well for TC, due to the fact that it is able to go up to 24 AP when enchanted. Now you can also use your Thundercracker to snipe Mun Kees with the hope of exploiting its elemental weakness. TC’s well-rounded stats and skills aren’t overpowered, but its flexibility is unmatched in the lighting element for SK. And last but not the least, Sludge increases the effectiveness of your own attacks. Casting Venom and then using Sludge will allow you to multi-task. Venom will deal damage as you cast Sludge to decrease your opponent’s defenses, giving you a higher damage output once you attack your opponent for the kill.

Pros and Cons:

  • Pros: Good skill set, good stat setup, very unique Miscrit, and it’s a monkey.
  • Cons: Low PD and HP.

Skills to be Enchanted: Mace Smash, Venom, Sludge, Voltage, Safeguard = 35000 Gold.

Optimum Relic Setups:

  • Sweeper/Sniper TC: Eternal Ice (or a better level 30 PA Relic once it comes out), Apollo Nox Parchment, PoL Fragment = 300 Platinum (or more).
  • Balanced TC: Dragon Shackle, Eternal Falls Mushroom, Leggy Eggs.

Sweeper/Sniper TC: This setup for TC aims for one thing only, maximum flexibility in terms of sniping. This setup gives TC 2 choices, which is to deal physical damage, or deal elemental damage. This setup is particularly effective against Mun Kees due to the fact that Mun Kees are inherently weak against lightning element attacks and physical damage due to mod PD. But since Mun Kee users tend to use Dragon Shackle to cover up its weakness to physical attacks, Voltage comes in handy even more. But TC isn’t only useful against Mun Kees. Being sweeper, it is able to deal both elemental and physical attacks in high amounts. That means if you encounter a Miscrit with a weakness to either, you’ll be able to conveniently choose between those 2 and snipe your opponents with ease. Thundercracker is like the Squawcat of SK in terms of skills and damage output.

Balanced TC: This setup aims for defense rather than offense. This evens out Thundercracker’s weaknesses and strengths, giving you more opportunities to cast its combos such as Venom + Safeguard or Venom + Sludge. This setup allows more flexibility in terms of situations rather than straight out and direct offense like the first setup suggests. The combination of Venom, Sludge, and Safeguard, ensures you that your TC will stay on the battlefield for a prolonged period of time and hopefully take down your opponent’s menagerie of Miscrits.

Difficulty of Use:

  • Sweeper/Sniper TC: Easy.
  • Balanced TC: Moderate.

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1 Response

  1. angelo says:

    Disclaimer: Only use these strategies if your Thundercracker has above 65 – 70 SP.) Now for the final Miscrit of the guide (so far), Thundercracker has always been seen as a powerful lightning Miscrit because of its good stats and attacks. Truth be told, I find Thundercracker as a valuable ally for any team so long as it has max speed. Max speed changes everything for TC, because it’s one of the few Miscrits in the game that has the ability to snipe opponents not because of their elemental weakn

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