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- Set 1: Eyetrack Orbitars
- Ranged: ***- / Value: 284
- Melee:
- Health +2 / Forward-dash ch. shot +4
- Burning +2 / Forward-dash cont. fire +4
- Stamina +1 / In-peril autododge +3
- Lv. 1 Black Hole, Lv. 2 Quick Charge, Lv. 3 Homing Boost, Lv. 1 Slip Shot, Lv. 1 Random
- Standard Eyetrack Orbitars strategy: Pressure with no-clip super-homing bullets. Black Hole to lock the Angel in place and assault him, Random because it's better than the other options.
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- Set 2: Aquarius Blade
- Ranged: *** / Value: 289
- Melee: **-
- Overall defense +2 / Item attack +3
- Weakening +1
- Dash cont. fire +3
- Lv. 4 Mega Laser, Lv. 4 Reflect Barrier, Lv. 3 Bumblebee
- A set based mostly on dragging people into long one-on-one fights to distract them from the real powerhouses. Reflect Barrier helps to directly defend my allies, and the Dash cont. fires are actually very potent. A successful one-on-one assault leaves the target frozen or weakened, easy to pick off with the ranged allies.
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- Set 3: Upperdash Arm
- Ranged: ***- / Value: 259
- Melee: ***-
- Shaking +2 / Knockback recovery +1
- Speed +2
- Bkwd-dash cont fire +1
- Lv. 1 Mega Laser, Lv. 3 Virus, Lv. 3 Lightweight, Lv. 2 Transparency
- My pride and joy, this is my absolute best set at infiltrating an enemy stronghold and immediately causing heavy damage. Look for an opening, slap on Lightweight, slap on Transparency, summon a Virus, and Melee Dash Attack for a quick kill. The bullets are just the right speed and homing to fight in one-on-one combat, with Shaking able to turn the tide of any combat. Mega Laser is a trump card that pushes opponents into corners for an easy assault.
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- Set 4: Arlon Orbitars
- Ranged: **** / Value: 286
- Melee: ***
- Health +1 / Full-health boost +6
- Forward-dash ch. shot +4 / Heart Bonus -2
- Side-dash cont. fire +1
- Lv. 1 Mega Laser, Lv. 4 Black Hole, Lv. 1 Autoreticle, Lv. 2 Quick Charge, Lv. 1 Invisible Shots
- A set built for heavily damaging opponents from long range. A single Forward-dash ch. shot will almost kill anybody instantly, letting a machine gun ally finish them off. The large bullets provide decent protection from other bullets for my teammates, and the natural Bkwd-dash cont. fire is very potent at warding off melee assaults.
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- Set 5: Phosphora Bow
- Ranged: ****- / Value: 288
- Melee: ****-
- Knockback defense +1 / Melee combo +1
- Health +1 / Full-health boost +2
- Confusion +2
- Lv. 1 Reflect Barrier, Lv. 3 Quick Charge, Lv. 2 Slip Shot, Lv. 2 Lightweight
- While not exactly the strongest set, it can provide amazing support on maze-like areas. Between its naturally high charge time, Quick Charge, Slip Shot, Paralyze, and Confusion, this thing is amazing at pinning enemies down for the OHKO melees to finish. Even so, this weapon alone can 3HKO most opponents. Plus, I'm a Phosphora fanboy. Can't lie.
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- Set 6: Compact Arm
- Ranged: **** / Value: 288
- Melee: ***-
- Speed +3 / Melee combo +4
- Dash ch. shot +1 / Health -1
- Standing cont. fire +2
- Lv. 2 Invisible Shots, Lv. 3 Trade-off, Lv. 3 Playing Dead
- While better suited for picking off kills in FFA, its purpose in LvD is to get into where it covers the most area, turn on all the powers, and just blast everybody to death or near-death. It takes around 2 seconds, if even, for its gatling to kill somebody, and anybody that wants to screw it up still eats a very heavy Melee Combo.
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- Set 7: Electroshock Arm
- Ranged: ****- / Value: 288
- Melee: ****
- Confusion +3
- Shot homing +1
- Running speed +4
- Lv. 4 Reflect Barrier, Lv. 3 Heavenly Light, Lv. 3 Energy Charge, Lv. 1 Random
- While it looks a little awkward on paper, it functions wonderfully in practice. It's an all-around close-range weapon that has two amazing close-range statuses on it, dishes a lot of hurt, and blocks a lot of shots with Bkwd-dash cont. fire. The extra homing and running speed really let me put an amazing assault on whoever I feel like, with Heavenly Light making sure I get some damage in close-range, and Energy Charge powering up for a kill while seeking them out. Reflect Barrier helps keep the Energy Charge alive, and one thing I've noticed is that this thing has an absolutely wonderful Melee Combo range to it, so all I have to do is get the paralyze on.
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- Set 8: Crusader Blade
- Ranged: *****- / Value: 291
- Melee: *
- Overall defense +1 / Running speed +3
- Poison +4 / In-peril autododge +1
- Shot homing +2
- Lv. 1 Angelic Missile, Lv. 2 Quick Charge, Lv. 3 Tempura Attack, Lv. 1 Darkness, Lv. 1 Lightweight
- This has quickly risen to be one of my favourite sets when it comes to serious matches. This thing outright nullifies any bullet it wants, making it one of the best support weapons in the game. The wide myriad of powers and bonuses allow to function however it needs to. While naturally its weak point is in its less than stellar close quarter combat, Darkness and Angelic Missile serve to let it escape those situations, or make the best of them. When either confronted with the Angel or a standard Taurus Arm, Quick Charge + Tempura turns on to make anything they want to do pointless, as the Angel will take a very solid beating and Tempura pierces Trade-off. Lightweight lets me take chase when either the Angel or who I want to be the Angel is trying to make an escape.
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- Set 9: Knuckle Staff
- Ranged: *** / Value: 249
- Melee: -
- Shot range +1 / Backward-dash ch. shot +4
- Walking speed +1 / Melee dash attack +1
- Stamina +1 / Knockback recovery +1
- Lv. 4 Warp, Lv. 1 Mega Laser, Lv. 3 Reflect Barrier, Lv. 2 Quick Charge
- After using a OHKO Flintlock for so long, I tested out a Knuckle Staff and immediately fell in love. This thing's Bkwd-dash ch. shot can OHKO at close range and pick off at long range. The large bullet's slight arc and comparatively low speed make it great in light latency, so that it doesn't just pass by things.
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- Set 10: Magnus Club
- Ranged: ***- / Value: 291
- Melee: ****-
- Side-dash ch. shot +1 / In-peril autododge +2
- Melee combo +4
- Melee dash attack +4
- Lv. 3 Black Hole, Lv. 4 Lightweight, Lv. 4 Aries Armor
- A standard Magnus Club, set for killing with whatever it wants to do. The standing club swing is actually so powerful that it destroys every bullet in multiplayer!
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- Set 11: Darkness Bow
- Ranged: ****- / Value: 269
- Melee: **
- Overall defense +2
- Forward-dash ch. shot +4
- Lv. 1 Explosive Flame, Lv. 1 Autoreticle, Lv. 3 Quick Charge, Lv. 3 Slip Shot, Lv. 1 Counter
- A bow designed for trumping other mid-range OHKOs with its own. Explosive Flame is used over Black Hole because I ran out of space. Counter makes up for my poor close quarter combat, and Autoreticle mainly seeks out the Angel when it starts hiding.
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- Set 12: Samurai Blade
- Ranged: * / Value: 272
- Melee: ***
- Petrification +4 / Stamina +2
- Shot homing +2 / Melee combo +4
- Speed +2
- Lv. 1 Mega Laser, Lv. 1 Brief Invincibility, Lv. 4 Lightweight, Lv. 1 Counter, Lv. 3 Transparency
- The result of a lucky fusion, this is my most recent set, and it's great at what it does. Built for getting into close quarters and either petrifying for the drawn out battle or immediately going for the OHKO melee combo. Mega Laser serves the same funtion as Upperdash Arm: A wall of light that puts the opponent where I want and functions as a makeshift group Transparency.
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- Set 13: Rail Cannon
- Ranged: ***** / Value: 297
- Melee: ***-
- Overall defense +2
- Walking speed +1
- Dash cont. fire +4
- Lv. 2 Angelic Missile, Lv. 1 Heavenly Light, Lv. 2 Autoreticle, Lv. 3 Quick Charge, Lv. 1 Homing Boost
- A set built for dealing high-damage rapid-fire assaults. Heavenly Light and Angelic Missile are "get out of combat free" cards.
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- Set 14: EZ Cannon
- Ranged: *** / Value: 260
- Melee:
- Overall defense +2 / In-peril attack boost +5
- Standing ch. shot +1
- Forward-dash ch. shot +4
- Lv. 4 Angelic Missile, Lv. 1 Super Speed, Lv. 1 Mega Laser, Lv. 4 Energy Charge
- While it starts off not too strong (but still potent), it gradually gets very destructive, either through taking heavy damage or being left alone for a while. The Forward-dash ch. shot has the potential, either when In Peril kicks in or Energy Charge completes, to decimate anything in its radius.
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- Set 15: Midnight Palm
- Ranged: ***** / Value: 310
- Melee:
- Freezing +1 / Backward-dash ch. shot +1
- Shot homing +2 / Dash cont. fire +4
- Running speed +3 / Melee dash attack +4
- Lv. 4 Black Hole, Lv. 2 Reflect Barrier, Lv. 2 Slip Shot, Lv. 1 Invisible Shots
- Like most palms, this weapons excels at putting a lot of pressure on its opponents. The Dash cont. fire leaves a really hefty dent when it all lands, and the homing + freezing is just icing. Running speed prevents powerhouses from getting back to opportune locations, and the Bkwd-dash ch. shot lets me block bullets and frame trap the opponent.
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- Set 16: Wolf Claws
- Ranged: **- / Value: 280
- Melee: ***-
- Freezing +4 / Knockback recovery +1
- Forward-dash ch. shot +2
- Melee dash attack +4
- Lv. 2 Autoreticle, Lv. 4 Darkness, Lv. 4 Lightweight, Lv. 1 Health Recovery, Lv. 1 Effect Recovery, Lv. 1 Random
- A very potent CQC set that obliterates anything it manages to get its claws on. Health Recovery and Effect Recovery fill some gaps and increase its longevity between and during confrontations, with Darkness and Lightweight neutralizing opponents for a quick kill. Autoreticle helps with dodgy enemies by just snapping on for the melee combo.
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