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Battle Tips

Now, general battle tips is hard to summerize, as different people differs from each other in style. However, in this session I shall at least point out some 'no no's in battle. I would also attempt to give some general advice over moves that ye could choice to use/not use.

First, in One on One Duels.

Note that in either first to flee or fight to deaths, the idea of the duel is 'To inflict more damage to the other person with respect to their health in a given period'. In other words, whoever manages to maintain the balance of offensive/Defensive better is going to win. I should hope this sounds more clear cut as we go along. NOW, let me point out the 'NO's in one on one duels.

  • Do not ever underestimate your opponent.
  • Do not forget to adjust your wimpy to a new desirable.
  • Do not forget to put on your effects.
  • Realize that dirtkick is a lot less effective in duels. Unless pets and charmies are involved.
  • Watch out for area attacks. Do not get other things into your disadvantage.
  • Don't be stubborn. If a move doesn't work on somebosy well enough. Give it up.

Now, some value on the practicallity of moves.

  • Dirt-Kick : People over evaluate the importance of this unless in a PKing situation. Dirt Kick creates a 2-round lag, and it's not garanteed that it will hit. I almost never bother to dirt kick. The only practical use in duels is to create 'a fear' factor. People can't evaluate your wounds, and sometimes get scared after they see they received a HEAVY hit. However, as I said, this is not important in a friendly duel.
  • Nerve : IMPORTANT ! From my experiences, a nerved opponent in general provides 6-8 more rounds of combat. Which is sometimes enough to make a difference in a duel. Always Nerve the duelist as soon as possible.
  • StunningStrike/DeathStrike : Depending from people to people, these moves are sometimes 'Illegal' to use in a duel. But otherwise, if allowed. USE IT. It's Totally to your advantage.
My comments to each school as follow:

Tiger School:
Pounce is your best friend. But don't forget spinkicks. Try both in the beginning of the battle. Stick with whichever that deals more damage. Be careful with the area effect with spin kick though.Against mages, cranes, use Pounce to lower they rate in spells, jumpkicks.

Crane School:
You have the choice between Jump kick or Chi Attack. Be flexible. If your opponent is trying to throw you a lot. Use Chi attack. Otherwise, JumpKicking is the usually quite the choice. Be sure to have mastered all your dodges, it WILL make the difference.

Mantis School:
Do stick with Knockdown, this choice should be quite clear. You could also try to throw you opponent off thinking you will be kicking and then change to Knockdown in 1,2 rounds. This trick sometimes works when you you see your opponent trying to kick you, but instead be heldback by your throws. Do beware, Your opponent could roll out of it if he's a monk.

Dragon School:
Needless to say, have first or not having first attack makes a bug difference for you. If it's not a coin flip start, do whatever you need to lay first hit with IronPalm. If it's not first to flee, flee and wait for them to arrive to palm them in the chest. During the fight, be flexible to choose between throws and kicks. I arguement is the same: It your opponent are using no round lag moves, use throws. Vice Versa.

Snake School:
Quite the unique case, use Dim-Mak. If you have it. This skill creates a HUGE difference in the duels. A snake monk is not really a snake monk without it You can render your opponent confused, weakened or slowed! If you don't have it, Be sure to try poison dust in the begining. (with stunning strike if allowed.) But odds are that your Fang fist will poison them anyways. So try once, if it didn't work, return to kicking to throwing immediately.



Secondly, in Group Battles.

Yes, as you grow up, you will have to participate in group battles more and more. Group Battles are often MUCH more important than a duel in itself. For your behaviour could very much affects the live and death of your groupmates as well. Here are some important tips.

  • THINK , before you act, impulsive actions will make you the weak link of the group.
  • Beware of Area attacks. Your groupmates may have followers that's not in the group.
  • Focus on the weakest enemy first ! In general, it's wise to reduce the number of your opponents ASAP.
  • If it's clear that the group in lead by one person in command, it's a toss up to eliminate the leader or the weak first.
  • Stay in YOUR GROUP. Wandering around alone is asking to be killed.
  • For same reason. Eliminate isolated enemies first.
  • Don't spread out in attacking others. Focus on ONE. 'Hit' the right person.
  • Have a Leader to make quick decisions.
  • Then of course, LISTEN to your leader.
  • Do not flee before you tell the group, you could create panic within our own group.
  • Blind ALL of your opponents if you can. This creates panic and denies your opponents' choice to 'hit' the right person.
  • Rescue your team-mates with YOUR pets. Don't wait for someone to do it.
  • For the same reason, TRUST your groupmates to rescue you, don't flee to safe yourself and not the group.
  • (I will probably add more later)