Monster Tactic

December 27th, 2006 by Eva

fighting monsters are about almost the core of this game. I thus create
this monster tactic to give some good advice on how to fight monsters
efficiently. However, every individual have their own style and so need not
take my guide as the best. Discover your own unique tactics if you wish.

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Knockback
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Knockback is the effect of stunning the monster and psuhing it backwards
temporary after you attack it with a spell. This is very important as it help
avoid damage by keeping the monster at a safe distance away. Imagine the
monster zooming towards you unstoppable!

To succesfully knockback, you need:
1) High enough Magic. The level of Magic needed is affected by Intelligence,
Equipment Bonus and temporary boost(Potions, Meditation etc). Hence, if you
cannot knockback, try raising a few levels to get points to put into Int.
Alernatively, use better equipment or drink some potions. The minimum level of
Magic required to start knocking back the monster depends on the level of the
monster you are fighting. The more advanced the monster, the higher your
Magic needs to be.

2) The base damage of the spell. The higher the base damage the higher chance
of knocking back. I got this idea from Croco. My Thunder Bolt with 60 base dmg
can sometimes knockback yet my Magic Claw base dmg 40 cannot even affect the
Croco. This like Magic also depend on the monster in question.

Maybe some other factors influences this too. Welcome anybody to espress their
findings.

Anyway, the direction of knockback depends on the direction that the spell
is shot from. Hence for Magic Claw, Energy Bolt and Fire Arrow etc they will
always push the enemy away from you if successful. For Heal and Thunder Bolt,
the direction of knockback depends on the direction the monster faces. The
monster will always be pushed in the direction its back is facing. So if the
monster’s back faces you, it is likely it will injure you.

=-=-=-=-=-=
Teleport
=-=-=-=-=-=
Later when I discuss specific monster tactics, i will leave out teleport. What
can I say? Teleport always prove useful in escaping from monsters.
Heres some Teleport tactics:

1) Teleport away from fast approaching monsters. Useful against monsters which
run faster than you do. After teleporting turn back and attack!

2) Cross over a monster without jumping over it. Teleport is essential as some
monsters are too large for you to jump over them.

3) Hit & Run. Activate the attack spell then quickly cast teleport. This allow
you to hit monsters within range when you activate the spell yet you get to
teleport away to safety. This will not work if you reverse the process. This is
because there is cooldown after teleport and you cannot cast the atack spell
instantly. This might also bring you out of range of the monster you are
trying to hit. This Hit & Run tactic is effective against monster with range
attack such as Lupin and Umti. You need to hit them and quickly zoom out of
their attack range.

4) Overcome natural obstacles. Teleport can help you access some unapproachable
places where jumping cannot reach. This helps you to use the terrain more
efficiently in fighting monsters.

5) Travelling long distance in a short time. This works wonder if you max out
Teleport and teleporting cost 13 MP only!

=-=-=-=-=-=-=-=-=-=
Specific Monsters
=-=-=-=-=-=-=-=-=-=
*Snail/Blue Snail/Red Snail/Shroom*
These monsters are small and they lack the ability to jump. It is easy to avoid
them by jumping over their head. They are slow as well so you can easily kill
them from a safe distance away.

*Stump/Dark Stump/Axe Stump/Dark Axe Stump*
They are also slow and unable to jump. However, their sheer body size makes it
risky to jump over them. Best tactic is hit it and retreat then hit it again.

*Slime/Bubbling*
These slimes move at reasonable speed and can jump. I have situations where I
attempt to jump over them and they suddenly leap up at me. Therefore, you can
try to leap over them only if you are forced into dire situation.

*Pig/Ribbon Pig/Iron Hog*
Pigs are quite fast and they usually love to rush straight at you. Steady
yourself and attack them, if they manage to get close, jump over them and their
fast speed easily take themselves past you.

*Green Mushroom/Horned Mushroom*
They are small mushrooms and are unable to jump. You can leap over them if they
are walking towards you. Not much tactic as they do not move very fast as well.

*Orange Mushroom/Blue Mushroom/Zombie Mushroom*
These monsters are like slimes. They can jump around and bounce around. One
problem is they are too big for you to jump over. Never try to leap over them.
Instead retreat or steady yourself in face of them.

*Octopus*
They are tall and cannot jump. Similarly you won’t be able to jump over them.
Just attack them as normal. The only problem is that them like to move around
and if theres a lot of them, they will knock into you from both sides.

*Stirge*
They are very annoying. They fly around so its not easy for you to aim at. If
you manage to anger them but not killing them, they will fly towards you and
stay close to your body. This makes it very hard to hit them. If this happens,
run for a long distance and while they come after you, hit them in their faces.
If you use Thunder Bolt then its no problem at all.

*Jr Necki*
Tiny snakes which you will easily miss at low levels. My advice is hit them
from afar and hold down your attack spell button until you confirm that they
are dead. I know this because at higher levels when I can 1 hit KO them, I
usually press Magic Claw once and sometimes miss! They are fast and if you miss
them, jump over them and continue.

*Wild Boar/Fire Boar*
They are fast, wild and loves to jump! The best tactic is to stand still and
knockback them. If there are too many of them, try leaping over them as they
rush at you, scoring hits as you land. Eventually you can kill most of them.
Sometimes if they jump at the same time as you, you will get hurt too.

*Evil Eye/Cursed Eye/Cold Eye*
They can jump and their body is long, making it difficult to jump over them.
However, they are slow and likes to idle around sometimes. You must be careful
as they can leap at you when they are pretty close. In mid-air, your attacks
may not be able to target them.

*Ligator/Croco*
If you can knockback them, they are easy to kill. If not, they move fast enough
to approcah you before you can kill them. In this case, you need Cold Beam to
freeze them or simply use the Sewer terrain to attack them from adjacent
platforms and watch them stare at you helplessly.

*Wraith/Jr.Wraith*
They drift around quickly and can easily hurt you. In the subway construction
site B2/3, they spawn at random location and you can easily get hurt. Ideal
place for clerics though. Other wizards can try to enter the portal in front
of the ticketing machine and go deep in to find Wraiths and Jr.Wraiths.

*Lupin/Undead Lupin*
They are fairly fast and the most lethal weapon is their range banana attack.
If you can freeze them, they are easy kill. Otherwise, you can hit them then
run for a long distance. Then stand still and wait for them to come into range
and attack them. Do not try to approach them yourself because they can start
throwing bananas faster than you.

*Umti*
Pretty much same as Lupins but they move much slower. They use water spit as
their range instead of banana.

*Lorang/Clang*
These crabs are fast. They can easily catch up with you. They are usually found
in clusters so avoid them unless you have lightning. Their damage is heavy so
try to attack them from adjacent platforms. They can jump pretty high so do not
stay on shells for too long as they can jump up to get you.

*Copper Drake/Drake*
They are pretty massive and even teleport cannot ensure that you can cross over
it. Single them out to attack when you can knockback them, otherwise you will
suffer heavy losses when they gang up on you.

*Red Drake*
Cold Beam works wonder on them. Besides behaving same as other drakes, they
have a fire ball range attack. The fire balls are slow and easy to avoid but it
prevents you from attacking continuosly of cause unless you freeze them solid.
Pretty much not very appetising to other classes.

*Stone Golem/Dark Stone Golem*
Very huge but very slow. Make use of their speed to attack them and running
away occasionally to put distance between you can the Golems. They cannot catch
up with you on a long stretch of clearing.

*Malady*
Pretty like Stirge except they really hurts.The forest where you find them is
made up of platforms so its not easy to run and turn around to hit them. Try to
jump all the way to the bottomost platform to start the fight.

*Mushmom*
Mushmom’s touch is deadly, but its skill is worse. It can do an earthquake
attack if you anger it so jump to avoid it. Best fighting it with a party. Get
a thief to anger it and lure it to the extreme right and turn on Dark Sight to
avoid damage, then people can jump off the rope on the left and start attacking
. Finally return to the rope when Mushmom comes back and repeat the process
again.

*Wild Cargo*  
I attack these creatures from safe spots in Tunnel of Lost Lights II when they
sometimes are trapped between different layers of rocky platform. This is the
safest way because once you reach the Drake’s Meal Table, there will be a horde
of Cold Eyes and Wild Cargo! Scary so get a Lighting wizard and a cleric to do
the dirty work.

*Tauromancis/Taurospear*
Very scary. Can 1 hit KO you if you are at low levels. Best fight them at high
levels or use Cold Beam. If not you will suffer the wrath of their lightning
area range attack. Last time my party went there my party member angers it. The
resulting lightning hurts me too. Ouch.

*Jr.Barlog*
Havent fought it so I can’t comment.

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