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Duel2 - Arena 93 Newsletters

A compilation of Noblish Island Articles


How to Keep Your Head Above Water

Way back when I first started Duelmasters, I was helped immeasurably by an article written by an experienced manager whose name escapes me now. I regret that now, because that article is largely responsible for my current success in Duelmasters. At least, it kept me interested and competitive until I knew enough to develop my own strategies and styles. What I would like to accomplish with this article is to give enough advice on the various styles that a beginner can put together a decent fighter. I feel for those managers struggling with a 20 or 30 percent winning record. I was once one of you (in Cliffhome). With that in mind, I will briefly discuss each fighting style and my recommendations. So here goes:

AIMED BLOW: I've never designed one, so if you're set on having one, I'm not going to be much help to you. A setup for a good AB will produce a GREAT PR. But if you still want one, try something like this: 11-9-9-17-15-6-17. You need wit and deftness and the 11 strength will give you a longsword or quarterstaff. Great against TP.

BASHER: A pretty good style for the beginner, and easy to produce. Bashers come in a variety of shapes and sizes, from the small, fast type to the dreaded "scum basher." You need ST of 13 for a WH. It's the best basher weapon. The more speed he has, the less constitution he needs. ST & SZ should equal about 25. Example: 15-7-10-17-13-11-11 or 15-17-10-13-17-5-7.

LUNGER: Good choice for the beginner. Many people make lungers too small. At least SZ 9 so he can use a LS vs. heavy armor. Try high WL and SP and if you have the deftness, try a LO. Don't worry too much about CN. Run 10-10-10 to start. Use only one weapon. Ex: 13-5-12-15-15-17-7.

PARRY-LUNGE: My favorite style. Try 11-10-12-16-16-6-13, increase WT & WL to 17. Run 3-3-3 first minute, then more offense and activity after that. Be patient with the parry types. It takes time to develop their skills, but once you do, they are the best and most entertaining designs. Use LO/DA and light armor.

PARRY-STRIKE: Set up similar to PL, but may have more ST for heavier weapons. Could also use more CN. He can use a variety of weapons well. Ex: 13-13-9-16-15-5-13.

PARRY-RIPOSTE: Arguably the best style once fully developed. WT and DF should be 17 with one or two stat raises. ST of 9 okay, but 11 better (it give you LO against heavier armor). Size should be small, although I was once successful with a size 14 PR. PR needs a fair amount of CN. Ex: 9-15-5-17-15-6-17.

SLASHER: I haven't been too successful with these, but some people have been. They need to be able to take a few hits, so keep CN around 10. ST of 13 gives you a GA against heavy armor. Keep size down. Ex: 13-10-6-16-11-11-14.

STRIKER: There are two basic styles of striker: High speed and deftness and enough strength to handle weapons of choice, and large strikers with low SP and DF. Regardless, keep the WT high and CN low. They are naturally decisive, so take advantage of that. Use only one weapon at a time. Ex: 13-5-13-17-15-15-9 or 13-7-17-15-17-7-7.

TOTAL PARRY: Some TPs are carelessly made, figuring that it isn't really a skillful type, but those fighters don't last long and they're boring! A good design for a TP is 13-13-8-17-15-5-13. This would also make a very good PS or PL! Run 3-3-3 P for a couple of minutes, then 4-3-4 or 5-3-5 for a minute or two. A good choice of weapons is SH/ME; ACM/H. You can get by with less WT or ST and he can be larger, but keep CN, WL, and DF fairly high. You will be insulted, because some styles just can't last for more than a minute or two. But this is your real strength.

WALL OF STEEL: A good style. ST & CN & WL should equal 45 or so. I like at least size 9 so he can use a QS. SP isn't really important. Run defensively for a minute or two, then offensively after that. Ex: 15-12-9-13-17-5-13.

GENERAL NOTE: Often, the specific stat levels will depend more upon your weapon choice than it will your fighter's style. If you want to use a great axe, you will need a ST of 13 and DF of 11. Lungers using SS or LS need ST of 11. LO needs WT and DF. A WH needs ST of 13 but only a DF of 7. Some weapons require a size 9 fighter. So, when designing your fighter, think about the weapon you want him to use before you finalize your selections. Also, remember that you can raise each stat (except size) two points without too much trouble (unless your WL is very low) while you're fighting in the arena. Be patient with your fighter and develop him gradually. Few great fighters start out that way! Good luck in the arena!

-- Fritz of Battle Pets (225), Sloven 22