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Ultimate Vindictus Guide by Seitsutae
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Ultimate Vindictus Guide by Seitsutae
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==Your Hero Upclose and Personal== ===~Lann~=== [[File:Lann creation.png|120px|center|link=]] ---- ---- ====Lann: The Nimble Swordsman==== ---- '''Key Notables''' <br /> '''Role:''' Primary Attacker <br /> '''Dodge Skill:''' Nimble Dash/Gliding Fury (GF )<br /> '''Stat Priority:''' Strength/Will/Agility/Intelligence <br /> '''Skill Priority:''' Slip Dash Proficiency, Combat Respiration, Smash Mastery, Critical Hit, Glide Fury/Lightning Fury, Strength Mastery, Thousand Needles, Double Crescent, Will Mastery, Agility Mastery <br /> '''Hero Summary''' <br /> To a Sword Lann, the battlefield is simply a floor where he can dance on. Having the ability to constantly dodge attacks while staying on the offensive is definitely a useful skill to have, especially as the bosses increase in difficulty. .17seconds (A Slip Dash Proficiency) may not seem like a lot of time on paper, but on the battlefield, it's an eternity. Mastering your timing is the key to your success.<br /> '''Fighting Tips''' <br /> ---- *'''Mr. Invincible:''' Learning to time your Slip Dash is the key to every battle, mastering is the difference from getting utterly dominated to winning without a scratch. *'''DC not Disconnect''' Dual Crescent maybe weak for a smash, but the high KD ratio and ability to link with Slip Dash makes it the most useful in your arsenal. *'''Gliding Finish:''' Finish off all your attacks with Gliding Fury. Not only does it have a good chance to KD the boss, the invincibility frames are also very handy in sticky situations. *'''Five & Done:''' I don't have to tell you that you don't actually stab enemies a thousand times with Thousand Needles. Five is all it takes to maximize your damage. ---- '''Personal Comments & Overall Thoughts'''<br /> At a glance, one may have thought Spear Lann completely outclass Sword Lann, I mean having arguably flashier skills and better DPS Skills, what's the point in wielding Dual Swords? Sorry to say Spear fans, the "Complete Dominance" is all but a mirage. Although Sword Lann lacks the flashiness or a 'stun-protection' of his counterpart, Sword Lann does indeed have a niche over every other heroes. Thanks to Slip Dash, Sword Lann can always be on the offensive instead having to distance himself and look for an opening. To Sword Lann, every second is an opening for him to strike, thus allowing him to constantly dish out damage. That in my mind makes him truly the "Pure DPS Hero" ====Lann: The Shining Blur==== ---- '''Key Notables''' <br /> '''Role:''' Primary Attacker <br /> '''Dodge Skill:''' Roll/Gliding Fury (GF)/3690 Hurricane (3690) <br /> '''Stat Priority:''' Strength/Agility/Will/Intelligence <br /> '''Skill Priority:''' Fury Infusion, Combat Respiration, Smash Mastery, Critical Hit, Glide Fury/Lightning Fury, Strength Mastery, Will Mastery, Agility Mastery <br /> '''Hero Summary'''<br /> Til this day, I still question myself, "How the heck do you slash someone with a Spear?" Anyways, back on topic. With the fastest attack speed and the highest Critical Hit Ratio in the game, it is no wonder why Spear Lann is considered the "King of DPS". But for a king he sure takes a lot of crap from his subjects. Although his survivability skills are questionable, they are indeed underrated. Spear Lann is definitely easy to play but difficult to master. Are you going to be just a spinning meat shield or the Tier one DPS machine? <br /> '''Fighting Tips'''<br /> ---- *'''Keep Your Distance:''' Having separation between you and the boss when using 3690 makes it a lot easier to maneuver around. Take advantage of your spear's range. *'''Gliding Finish:''' Finish off all your attacks with Gliding Fury when possible. Not only does it have a good chance to KD the boss, the invincibility frames are also very handy in sticky situations. *'''Too Much Spinning Leads to Dizziness:''' Unless you want to fit into the generic Spear stereotype, don't expect to dominate with just 3690. *'''Holy Lance:''' Fury Infusion is what transforms you into complete monster, always have this activated. ---- '''Personal Comments & Overall Thoughts'''<br /> ---- ===~Fiona~=== [[File:Fiona Standing.png|140px|center|link=Fiona Concept Art]] ---- ---- ====Fiona: The Holy Protector==== ---- '''Key Notables''' <br /> '''Role:''' Tank/Burst Damage<br /> '''Dodge Skill:''' Roll/Block <br /> '''Stat Priority:''' Strength/Will/Agility/Intelligence <br /> '''Skill Priority:''' Guard, Heavy Stander, Shield Mastery, Counterattack, Smash Mastery, Campfire, Large Shield Mastery, Critical Hit, Blossom Blow, Amarath Kick, Ivy Sweep, Battle Respiration, Will Mastery, Agility Mastery<br /> '''Hero Summary'''<br /> With the ability to block any incoming attack along with having the highest Knock-Down Ratio in the game, Sword Fiona definitely fits into the role of "Tank" very nicely. <br /> '''Fighting Tips''' <br /> *'''Heavy Stander Cancel:''' After finishing a 4 combo (Amarath Kick), drop down to a heavy stander, and let go of all the keys to drop out of the heavy stander. Not only does this prevent you from getting hit during your vunerable stage (animation of bringing leg back) after the smash, it also stops the animation which allows you to start a new combo immediately instead of having to wait for the animation to finish. *'''Better to be safe than sorry:''' Do not be afraid to guard earlier than the attack, it's always better to be safe than sorry. With time, you will be able to guard with perfect timing. *'''Anticipation:''' If an attack that might land near you is coming, its always best to guard it. Some attacks have a larger range than the animations themselves. '''Personal Comments & Overall Thoughts'''<br /> I don't know why, but I love Sword Fiona's playstyle the most out of all the heroes available thus far. I wouldn't say she requires the most skill or that her Game-Play is as 'technical' as some may claim; but I will say, if I had to chose a hero to solo any Boss in the game, Sword Fiona is my girl. <br /> ====Fiona: The Doom Bringer==== ---- '''Key Notables''' <br /> '''Role:''' Tank/Burst Damage<br /> '''Dodge Skill:''' Roll/Block <br /> '''Stat Priority:''' Strength/Will/Agility/Intelligence <br /> '''Skill Priority:''' Guard, Heavy Stander, Shield Mastery, Counterattack, Smash Mastery, Campfire, Large Shield Mastery, Critical Hit, Stigma Hammer, Butterfly Swing, Battle Respiration, Will Mastery, Agility Mastery<br /> '''Hero Summary'''<br /> A tank like her sword-based sister. Generally the same gameplay and stratagies as Sword Fiona, but with different advantages to each weapon. Sword Fiona does swifter attacks, while Hammer Fiona does slower, but stronger attacks. Sword Fiona's attacks are mainly concentrated on one enemy, while Hammer Fiona's attacks are more of an AOE attack.<br /> '''Fighting Tips'''<br /> *'''Heavy Stander Cancel:''' After finishing a 4 combo (Amarath Kick), drop down to a heavy stander, and let go of all the keys to drop out of the heavy stander. Not only does this prevent you from getting hit during your vunerable stage (animation of bringing leg back) after the smash, it also stops the animation which allows you to start a new combo immediately instead of having to wait for the animation to finish. *'''Better to be safe than sorry:''' Do not be afraid to guard earlier than the attack, its always better to be safe than sorry. With time, you will be able to guard with perfect timing. *'''Anticipation:''' If an attack that might land near you is coming, its always best to guard it. Some attacks have a larger range than the animations themselves. '''Personal Comments & Overall Thoughts'''<br /> ===~Evie~=== [[File:Evie-transparent.png|230px|center|link=Evie Concept Art]] ---- ---- ====Evie: The Devious Witch==== ---- '''Key Notables''' <br /> '''Role:''' Overall Support <br /> '''Dodge Skill:''' Magic Shield/Skip <br /> '''Stat Priority:''' Intelligence/Agility/Will/Strength <br /> '''Skill Priority:''' Magic Mastery, Firebolt, Restoration, Golem Mastery, Magic Critical, Magic Arrow, Intelligence Mastery, Agility Mastery <br /> '''Hero Summary'''<br /> I definitely think Staff Evie is the most underrated hero in the game. She may not obliterate enemies like a Lann or absorb hits like a Fiona, but she is great at what she does, which is supporting a team. The role of "Support" was never as popular as "DD" or "Tank", yet it is as vital if not more vital to the team. Staff Evie is definitely vital to the success a party, especially as missions become more challenging. '''Fighting Tips'''<br /> ---- *'''Where is My Shield:''' NEVER rely on your mana shield. Trying to tank a hit for Firebolt is a no-no! *'''Team Player:''' Since you are able to see the full battle from a distance, you must know when to Heal, use Secondaries or whatever it may be to insure the success of the party. *'''Know where to Hop:''' Skipping is definitely the worst dodge move in the game, but it isn't as bad as some may have thought. Knowing each attack's Area of Effect (AOE), whether it's Linear or Splash will increase the efficiency of your skip. (IE: Side Step for Linear Attacks and Backward/Diagonal for Splash Attacks) **'''Freeze!:''' Mana Amber, added with the revamp, will get you out of harm's way in a hurry. Don't let it end too early, though, or you're in for a world of hurt. *'''Shadow of the Golem :''' Although Golems may sometimes be a hindrance to your melee teammates, it ultimately allows you team to get of "Free" attacks. It is up to them to adept adequately. ---- '''Personal Comments & Overall Thoughts'''<br /> I want to be on the record for saying, Staff Evie gets my vote for MVP. She makes life so much easier for her teammates. Having said that, Staff Evie is no miracle worker. Just because she is in your party, doesn't mean you could just 'slack off' (i.e. Don't try to tank hits that are easily avoidable). Don't become reckless just because a Staff Evie is in your party and assume that she will bail you out. Having skilled players along with a Staff Evie can make the most difficult of Bosses seem like a piece of cake. ====Evie: The Death Scythe==== ---- '''Key Notables''' <br /> '''Role:''' Secondary Attacker, Offensive Support <br /> '''Dodge Skill:''' Magic Shield/Skip and Blink <br /> '''Stat Priority:''' Intelligence/Agility/Will/Strength <br /> '''Skill Priority:''' Magic Mastery, Magic Critical, Intelligence Mastery, Blink, Death Label/Bloody Thread, Smash Mastery, Insane Reaper, Agility Mastery, Critical Hit <br /> '''Hero Summary'''<br /> If she was only [http://en.wikipedia.org/wiki/Soul_Eater_%28manga%29 Maka], she would completely dominate with her Death Scythe by her side. This is the world of Vindictus, however, where the crushing Scythe is hindered by its slow attack speed. But fear not Scythe fans, Scythes' sheer raw damage is still enough to make Lann nervous for his supremacy as Top DD. On the defensive end, even with the protection of the magic shield, Evie is still as fragile as hatchling. Not planning wisely will not only disrupt you offensive prowess but could ultimately lead to your demise.<br /> '''Fighting Tips'''<br /> ---- *'''Where is My Shield:''' NEVER rely on your shield, I repeat NEVER rely on your shield. *'''Greed is a Sin:''' Trying to tank a hit to finish an attack (Smash, Extended Smash) is NEVER a good idea. *'''Stamina Awareness:''' Always be aware of your stamina. With Blink having a massive (33 at rA) stamina cost, always spare enough for Blink. *'''Don't Forget to Skip:''' With the access to Blink, you would think skipping is useless. That statement can't be further away from the truth. There are two main benefits to skipping into Blink. #'''Stamina Regeneration:''' Like Staff, Evie still regenerates stamina while skipping. Do I need to say more? #'''Change of Direction:''' Instead of just move in one direction like a Rook, Skip>Blink allows you you to move diagonally like a Queen. *'''Hell Quake (LLR) is Your Friend:''' This isn't the strongest or the fastest smash available to Evie, but in my opinion the Best. Try it out yourself and you'll see why. *'''I Need Those Buffs!:''' Whether it's Spirit Bind or Death Label, always have something to do at the snap of a finger. *'''Air Slashing:''' To compensate for Scythes' slow attack speed, initiating combos before impact is a must. ---- '''Personal Comments & Overall Thoughts'''<br /> Not only is a girl wielding a Scythe really very BA, she is also given flashy moves that will put a smile on your face. There is no doubt that Scythe is a very unique weapon. Not only does it allow Evie to be effective in close range with stronger physical attacks, it also retains strong magic attacks in the form of Extended Smashes like her Staff counterpart. Using both physical/magical spectrum to boost her overall damage, Scythe Evie is definitely the "Offensive" Variation of Evie. ===~Karok~=== [[File:Karok creation.png|200px|center|Concept art of Karok.]] ====Karok: The Sturdy Pillar==== ---- '''Key Notables''' <br /> '''Role:''' Boss Smasher, Grappler <br /> '''Dodge Skill:''' Roll/Clash<br /> '''Stat Priority:''' Strength/Will/Agility/Intelligence <br /> '''Skill Priority:''' (Subject to change) Strength Mastery, Grapple Mastery, Pillar Mastery, Stamina Mastery, Pillar Toss, Unarmed Combat, Clash, Combat Mastery, Critical Hit, Pillar Charge <br /> '''Hero Summary'''<br> Karok is a giant wall of meat. He's bigger than every other character in just about every way. Most of his armors don't even fully cover him. As such, you need to be a bit more aware of the enemies and make certain they don't surround you. Karok is also slower than most of the other characters, even when running, but he has more health to make up for it. He is also able to literally grab every creature in the game in some way or another. For trash mobs like spiders, wisps, diggers and vampires, this means insta-kill when successful; with bosses, this means either punching them when they're down or holding them for a while before someone gets hit and then hurting them. '''Fighting Tips'''<br> ---- *'''I'll Tear You Apart''': Use his grappling skills to deal out massive damage. When he's ripping wisps apart or tearing out hemdrills, he seem to be immune to other damage. Plus, it gets rid of one mob. *'''Stop Right There!''': Watch for the grab icon on the bosses. Be quick to use it, as it keeps the boss from doing damage and can do a massive amount of hurt while they're vulnerable. *'''Gotta Catch My Breath''': Even with one of the highest stamina pools, Karok can still burn through it quickly even without running. Don't forget about it, and be ready to recover it when it gets low. *'''Bowl You Over''': Since Karok is so huge, he can literally walk over anything in his path. Pillar Charge means that you can damage enemies while running into them while even his dodge move does some damage. Don't be afraid to duck and roll if you need to get out of there. ====Karok: The Fist of Power==== '''Key Notables''' <br /> '''Role:''' Boss Smasher, Grappler <br /> '''Dodge Skill:''' Weave<br /> '''Stat Priority:''' Strength/Will/Agility/Intelligence <br /> '''Skill Priority:''' (Subject to change) Strength Mastery, Grapple Mastery, Stamina Mastery, Blast Mastery, Weaving, Weaving Attack, Blast: Terror Force, Blast: Crushing Strike, Blast: Destroyer, Cestus Mastery, Clash, Combat Mastery, Critical Hit, Big Bang Attack<br /> '''Hero Summary'''<br> To be honest, Karok doesn't change his role much with the new weapon. He's still a massive mound of muscle, looking to smash open faces and grab foes when he can. His '''style,''' though, changes dramatically. Smart Karok players will be able to take full advantage of the cestus's true powers, while the pure smashy types will want to stick with the pillar. Absorb Damage all but disappears, as the attack window is now the glove on Karok's right hand instead of a massive pillar; however, the entire damage gets soaked into the cestus instead of damaging Karok and restoring slowly. It will be more common to soak up the damage Karok's blast damage gets a good AoE and finishes off most mob enemies. Be careful if you want to kill a certain type of enemy a certain way for either titles or BP, as it's easy to misjudge how much damage that sucker is packing on your arm. Mastering the timing on your Weave, the length and duration, will be important as the bosses hit harder and many times. The buffs from Karok's blasts are nice, but should be seen as a temporary bonus than something you want to keep up all the time. '''Fighting Tips''' ---- *'''Business as Usual''': Karok's role doesn't change that much. Keep smashing and grabbing as you did back you had the pillar, but be more aware as the attacks come in. *'''Float Like a Butterfly''': Weave, weave, weave... Weave is your friend to avoid damage. If you get hit by an attack as you do so, even better as you charge up the blasts. Don't save it too long, though, or it goes away. Also, don't go looking to get hit; that's suicidal. *'''Boom Goes My Fist''': Use the blast attacks frequently at the end of attacks. Whether there are many or just a few enemies, they will all take massive damage and most mobs will be dead. Blasting unleashes boosts if you have a charge, so you can't lose, but it has to hit a live fomor to work. **Big Bang Attack is a good Firebolt substitute, but most of the time, it just locks you in place while you charge it up. Use sparingly, if ever. '''Personal Comments & Overall Thoughts''' [[Rognik]]'s thoughts: Those who enjoy Clash and want to use it a lot should max out stamina as soon as they can. After the initial grab, Karok's stamina starts to slip away. For lower level bosses, this gives you plenty of time to hold them while everyone else smashes like crazy; on the higher level bosses, this means you want to be attacking quickly or you'll lose this round. Having Stamina Endurance is also good, so that it can be fully restored at the start of each crash. <!-- Space left for Seitsutae to weigh in, if ever. --> ===~Kai~=== [[File:Kai Concept Art 2.png|200px|center|Kai Concept Art 2.]] '''Key Notables''' <br /> '''Role:''' DPS <br /> '''Dodge Skill:''' Dodge roll, Dodge Grapple<br /> '''Stat Priority:'''place holder<br /> '''Skill Priority:'''Combat Mastery, Critical Mastery, Dodge Grapple, Eagle Eye Assault, Magnum, Battle Respiration, Headshot
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