La Tale Holy Order PvP Guide

La Tale Holy Order PvP Guide by MrApo

Intro

Holy Order is the juggernaut of pvp. With incredible Stamina, Defense, and the capability to self-heal and go invulnerable for short periods of time, they can be incredibly hard to kill- nigh impossible when played by a well geared/skilled player. Club Holy Orders in particular are known for high base damage, skill-canceling, and guard breaking.

Skills – Attack

Heavenfall:


Range: long
Speed: slow
Knockback: special (opening holds in place when caught off-guard, final hit causes faceplant)
Damage: high
Number of hits: 4+1
Number of targets: 10
Dispersion coefficient: null (damage will not be affected by number of targets)
Cooldown: Fixed 90 seconds in pvp (cannot be changed through skill-level/parasensory)

Opens by holding all those in front of you who aren’t in skill-animations in place, dealing 4 DOT “hits” before a final strike that will cause immediate faceplanting.
While it may be your ultimate skill, in pvp it’s near useless. The incredibly long and obvious opening makes it very easy to escape, and should an opponent be held by a stun like shield crash, you could most likely get more damage done through other combos. The one time this is very useful is when force-faceplanting an entire team/group in FFAs/3v3s/4v4s. If you get it, I recommend leaving it 1/10, since it will cause a faceplant no matter how little damage it does.

Special Hard Attack (full combo):




Range: medium
Speed: slow
Knockback: high
Damage: medium/medium/high/high
Number of hits: 1+1+1+1
Number of targets: 3/3/4/5
Dispersion coefficient: 2.5/3.0/3.5/5.0
Cooldown: null

A (slow) progressional combo, gaining strength and range with each hit. Uses DP (30+45+55+70=200).
Don’t use this in pvp. It’s good damage but anyone with a brain can avoid it and it’s a total waste of DP.

Power Slam:


Range: medium
Speed: medium
Knockback: guard-breaker (forced kb)
Damage: high
Number of hits: 3
Number of targets: 4
Dispersion coefficient: 3
Cooldown: 12 seconds

The movement style is similar to guard dash, but far more explosive. You push through your targets with two hits, knocking them in the air if you deal damage equal or greater than a certain % threshold, before slamming them back to the ground with the third hit.
This is arguably the best attack skill club has at its disposal. Very high damage, forced kb, mobility- it is the club skill to end all club skills.

Shield Crash:


Range: very short
Speed: medium-slow
Knockback: stun (forced kb)
Damage: low-mid
Number of hits: 1
Number of targets: 4
Dispersion coefficient: 2.5
Cooldown: 30 seconds

Powerfully bash your shield in your opponents face, dealing a 100% stun (duration: skill level x 0.5 seconds).
This skill’s tiny hitbox is its only weakness. However if you can land it, you’re basically free to smack away with your best shots. If maxed, you even have enough time to use Heavenfall (although that may not be the best choice).

Stun Impact:


Range: short-mid
Speed: very fast
Knockback: very high
Damage: medium
Number of hits: 1
Number of targets: 4
Dispersion coefficient: 2.8
Cooldown: 4.5 seconds

Quickly send a single-medium hit directly in front of you. Short range but has a 25% chance of stun on critical hit.
Fast/short animation with solid base damage, this will often be a go-to in many situations. It will cancel even the fattest opponents and can crack many squishier ones from behind.

Chaos Impact:


Range: short-mid
Speed: very fast
Knockback: high
Damage: medium
Number of hits: 2
Number of targets: 4
Dispersion coefficient: 2.8
Cooldown: 6.5 seconds

A two-step attack with medium damage and range similar to stun impact and serial hits. Has a 13% chance of stun on critical strike.
Another fast animation skill that does especially well for keeping a combo up or as an alternate quick-cancel. Also the hitbox is set up in such a way that it’s fairly good at stopping incoming JASing opponents.

Giant Swing:


Range: medium-high
Speed: slow
Knockback: very high
Damage: high
Number of hits: 1
Number of targets: 5
Dispersion coefficient: 2.8
Cooldown: 9.5 seconds

Perhaps the highest basing skill barring Heavenfall. Slow startup is compensated for with fantastic damage. Takes a lot of timing and skill to use properly. Has a 40% chance of stun on critical.
I don’t blame those who choose to avoid this skill. It’s immensely awkward to use and often very risky. If you do choose to use it, master JAS’ing it.

Ruin Impact:


Range: medium
Speed: slow
Knockback: high
Damage: high
Number of hits: 1
Number of targets: 5
Dispersion coefficient: 2.8
Cooldown: 12 seconds

A noticeable startup animation is followed by two powerful hits, the first of which will always knock opponents into the air, canceling them. Has a 15% chance of stun on critical.
Like Giant Swing, this skill takes practice to learn how to use effectively. However, I find this skill very much worth the trouble, as the two hits will chunk a large amount of your opponent’s health and frustrate them to no end if you can consistently land it.

Mystery Rod:


Range medium
Speed: fast
Knockback: low
Damage: low
Number of hits: 5
Number of targets: 3
Dispersion coefficient: 2.5
Cooldown: 5.5 seconds

Sends a flurry of hits quickly in front of you. One of the few mobility skills, as it moves you forward a couple steps.
When you need to cover a good amount of distance through the air while swatting anything that might jump up out of the way, this is your go-to. With enough TDD/minmax stacked, this does a respectable amount of damage too. Not to be underestimated.

Double Crasher:


Range: medium-high
Speed: medium
Knockback: high
Damage: medium
Number of hits: 2
Number of targets: 3
Dispersion coefficient: 2.5
Cooldown: 7 seconds

Does two solid hits, covering larger or equal range as any other non-special club skill.
This is a great way to finish off low-hp opponents from a distance, and also good anti-air when you don’t need mystery rod’s mobility.

Serial Hits:


Range: medium
Speed: medium
Knockback: high
Damage: high
Number of hits: 2
Number of targets: 4
Dispersion coefficient: 2.5
Cooldown: 9 seconds

Similar to Double Crasher, but with higher damage and less range.
This skill has very solid base damage and is a great skill in any close range combo.

Crazy Hit:


Range: medium-high
Speed: slow
Knockback: none (holds in place when caught off guard)
Damage: High/medium-high
Number of hits: 1/3
Number of targets: 5
Dispersion coefficient: 2.5
Cooldown: 11.5 seconds

Crazy Hit 1 and 2 are vastly different skills but both worth keeping in your arsenal. The first deals a single high hit after holding your target in place a moment. The second deals three lesser hits but with slightly better range and more overall damage.
Both skills can be difficult to pull off. Catching them off guard to hold them is the main problem (alternatively you can try to time it so they inadvertently jump into your hitbox). After that, they will likely instinctively pvp-counter out of it. Fortunately, CH 1 and 2 combo together very well, so you will likely be able to follow up with your other skill and get the damage done either way. In the event they are a class that has another counter as well (dragoon, saint, etc.) you may not be able to land either skill, but you can at least be happy that both of their counters are now on cooldown.

Gear – Armor

For armor, the number one choice is Sacred Set (130-170 class armor). Alternatively, TAID sets work as well (at least at the time of this guide being written). A general rule for armor enchantments:
Top/Bottom/Helmet: Dual-stat stamina and luck, emphasis on stamina.
Gloves: Dual stat accuracy and critical damage, emphasis on accuracy (presuming this set is purely for pvp). Additional stamina/luck is optional but always helps.
Boots: Level 12 speed. Bare minimum rate I’d accept is 50-59, 60-70+ speed is preferred. Any evasion, stamina, or luck is optional but always helps.

Gear – Weapon/shield

Your club should be a min/max special. Your possible selections include: Goblin Mace, Sandman Hammer, Knight Heavy Hammer, and the Vintor Hammer. Of that selection the two that stand head-and-toes above the rest are Vintor and Knight Heavy Hammer.

Vintor Hammer pros:
Slowdown effect: against highly speed-reliant classes such as Blader and wind EMs, this is absolutely devastating.
Elemental damage: While it’s only a miniscule amount of damage, it bypasses invulnerability skills such as Perfect Shield and Hand of the Holy Spirit and allows your auto-kb skills to take effect, even if they’re only doing 1-3 damage per hit.
Availability: This is easily the cheapest of all special hammers to make too, and can also easily be made triple-stat’d.

Knight Heavy Hammer pros:
Max hp: 5% max hp is a significant boost, enough worth mentioning. Holy Order is all about being the super-tank, and this helps you do that even better.
Accuracy/min damage: 10-19% minimum damage and 6% accuracy is fairly significant.

For shield there are again two preferable options, Coliseum Mountain Kong Shield (the higher level, the better), and the Red Tube Cell Shield.

Coliseum Mountain Kong Shield pros:
Defense: Highest physical defense of any shield in the game in pvp
Enchantments: Capable of Physical Damage Decrease enchants
Availability: Quite easy to get a hold of
Enchant with: Physical Damage Decrease is the biggest deal. Stamina is my second recommendation, but other options include Magic Damage Defense and Physical/Magical Evasion.

Red Tube Cell Shield pros:
HP bonus: +5% max hp and inherent stamina already on it
Bounce effect: Has a 5% chance of bouncing your opponents away when they attack you, not unlike the old Templar Guard Impact. While low chance for activation, it can save your life versus fast CQB-type opponents who rely on fast combos or multi-hit skills.
Enchant with: Stamina. Evasion is suitable if you’re going for that sort of build.

Gear – Accessories

Glasses: Bong Glasses (level 7+ accuracy preferable) or regular glasses with level 10 accuracy
Earring/stocking: Hell Set, earrings preferrably enchanted with stamina and upgraded to level.
Ring: Guild Ring, Tiger Sign, or Goblin Knight Seal enchanted with stamina or dual-stat stam/luck where applicable.
Elemental stone: Any stone with stamina and luck, 40/40 minimum, 50/50+ preferred. In the event of lopsided enchants, favor should be given to stamina.
Bindi: Valhalla Bindi, if you can get one with an opt, even better

Gear – Pet/Title

The top three pets are:
Brownie: TDD and 200 max hp/sp
Wisp: TDD (slightly less than brownie) and small min/max damage boost
White Tiger: Max damage and 300 max hp

As for titles the best choices are
LaTale Wise One: 500 max hp, 20% movement speed, 25% ladder speed – only acquirable through ignate title coupon
Super Spawn Buster: 10% movement speed, 7% back damage – was only acquirable through a past event but can also be gained through ignate title coupon
Webfoot Octopus Salad: 400 max hp (party aura), 5% max damage – only obtainable by books dropped from webfoot mobs, 1/10000 success rate
Lucky Striker: 4% crit rate, 6% max damage – Ladeck spam books (1/10000) or ignate title
Lucky Learner: 3% crit rate, 3% max damage – Ladeck spam books (1/1000) or ignate title
Purchase God: 4% crit rate, 4% accuracy, 15% crit damage activation – spam books (1/10000) or ignate title
Purchase King: 3% crit rate, 3% accuracy – spam books (1/1000) or ignate title
Night Owl: 13% movement speed – quest acquired from Levi after completing the Pandora scenario

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