Sonny
Fritsle May 1, 2017 @ 4:46am
Legend run for full experience?
As i remember it, The original flash games both had a few extra zones which could only be unlocked by doing a legend run up to the very end. I've been doing a legend run thusfar in this game, but only because i'm afraid that i won't experience the full game if i don't. To be honest, it's frustrating me rather much, and i'd really like to know if legend run is necesary for some hidden content or zones (please don't spoil what it is. A simple yes/no will do).

And if yes, can anyone tell me what the ridiculously powerful frost/lightning build is so i can respec and burn through the game? Currently stuck at the 7th blackhall fight
(1st wave: 1xPlague Assassin,
2nd wave: 1xPlague Assassin, 1x Ghost healer)
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Showing 1-2 of 2 comments
Lurker May 1, 2017 @ 5:18am 
There's no extra content for a Legend run; it's just for the satisfaction. And even that's screwy, because the game doesn't save any record of you doing a Legend run, so if you do any post-game fights for fun, your save slot will no longer be marked Legend.

If you're Lightning/Frost, you can just stun-lock everyone with Ice Wall permanently. It's incredibly silly. Ice Wall stuns the entire team for two turns, which is vastly stronger than its tooltip says and easily the most broken move in the game. Just max out Sonny's Speed with items, use Ice Wall, and spam abilities in order to end Ice Wall's cooldown before your opponents have escaped, so you can reapply it. Use Kara and Herregods as allies because they both ignore target defense (with Shadow Blade and Herregods' broken basic attack), so the extra defense of Ice Wall doesn't matter.

The easiest method is to pack:

Ice Wall (core)

Supercharge (makes you even faster; second priority for upgrading after Snap Kick)

Break (for anyone who manages to slip past the Ice Wall for a moment)

Snap Kick (to reset Ice Wall and Break; upgrade it to max if you don't wanna rely on Evolving Fury)

Frost Charge (a mostly-better Snap Kick; prioritize using this on Warp Strike or Snap Kick for optimum extra-turn-spam)

Warp Strike (basically gives you an instant turn, thus dropping all your CDs for free; Evolve it with Fury if possible for a truly instant turn like Frost Charge)

Shockwave (basically gives you another turn, cuz everyone's back to 0 Focus and you're faster)

Energize (Hasting yourself briefly basically gives you another turn, again)

So you just end up dropping Ice Wall, then spamming extra turns by Frost Charging it and Energizing and Breaking the first guy who escapes and then Ice Walling the whole team again and Snap Kicking your Ice Wall and Energizing yourself and Shockwaving everyone and Warp Striking the first guy who gets out and Breaking the second and Ice Walling everyone again and......

It's pretty gross. And Kara and Herregods just kill everyone while you're doing that. You also ignore most enemy tricks thanks to Kara and Herregods' Ignore Target Defense effects; for example, who cares how much Defense the Baron builds up? And Chroma Shell is similarly useless against you.

There's only one caveat about using the build properly: you have no non-CD moves, so don't be afraid to skip a turn or even two while your opponents are frozen. As long as you have Ice Wall available on the turn that one or more of your opponents is breaking out, there's nothing to fear. Just think of a skipped turn as a chance to drop your CDs for free. Cuz that's what it is, which is why Speed is broken in this game.
Last edited by Lurker; May 1, 2017 @ 5:35am
Fritsle May 1, 2017 @ 7:58am 
Thanks for the reply! i think i'll opt to use my good bit weaker build which has made it easy sailing thusfar. Good to know there no extra content bound to legend this time around, without the right build Legend can be quite hard, after all.

if i ever get too stressed i'll be sure ot just pick that build up and easymode the rest of the game.
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