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    Myamsar Guide by Molivious

    Version: 2.0.2 | Updated: 05/18/17 | Search Guide | Bookmark Guide

                                TON. CHIN. KAN. FIGHT!
    
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    /====================-------------------------------------====================\
    |                                Introduction                         |[N-tro]|
    \====================-------------------------------------====================/
                                         
    Hello guys, this is Molivious. I present to you this in-depth guide for the 
    class I've absolutely adored since Day 1. It's a compilation of all information
    about Myamsar that I have gathered over the years and I hope that you find it 
    helpful and as fun to read as I have had while writing it.
    
    /====================-------------------------------------====================\
    |                               Update History                        |[U-pd8]|
    \====================-------------------------------------====================/
    [05/18/2017]
    - a few corrections and notes added, many thanks to MegaPixlz.
    - it has been noted that Ravenous is still missing in the PVP section. I'm 
      still working on that.
    
    [04/22/2017]
    - small fixes to formatting that made it look weird.
    
    [04/20/2017]
    - Replaced the "???" values in the attack damage section.
      - Windmill Power, Big/Fish in a Pond and Peerless Fish now have presumably
        complete info. "Presumably" because even after testing them intensively,
        they're still just my best guesses. Big/Fish in a Pond alone took a whole
        day of testing to "confirm."
    - Old "links" section removed.
    - Identified more enemy types (tested for shelled, salamanders, ice golems,
      and fenrir), which should now be mentioned in the comments of the Monster 
      Slayer build. Still not a complete reference, but probably the best around.
    
    [04/16/2017]
    - Revised + added lots of stuff.
      - edited many sections. Some parts corrected, some reworded, and some 
        further expanded for more context.
      - new formatting which I hope makes sense. It should be easier to scan and 
        grab key/important info behind walls of text.
      - now covers PvP as well. Most of the new content is PvP-related, actually.
      - added helms and shoulderguards to the equipment section. Also included 
        a preview of their stats.
    - Finished writing everything and was supposedly to be submitted by the next 
      day, but I wanted to do a few more tests and make minor adjustments (see 
      changes above).
    
    [03/10/12]
    - First release. 
    - A PvE-only Myamsar guide.
    
    /====================-------------------------------------====================\
    |                              Table of Contents                      |[T-his]|
    \====================-------------------------------------====================/
    
    To jump through different sections, you can use the search tags aligned to the
    right side of each item on the list. Just press CTRL+F and type away.
    
    ===============================================================================
    Intro ----------------------------------------------------------------- [N-tro]
    Update History -------------------------------------------------------- [U-pd8]
    Table of Contents ----------------------------------------------------- [T-his]
    Terminology ----------------------------------------------------------- [T-erm]
     ================================== Basics ===================================
    Getting Started with Myamsar ------------------------------------------ [N-ewb]
    Myamsar's Class Skills ------------------------------------------------ [C-skl]
    Myamsar's Set Skills -------------------------------------------------- [S-skl]
    Myamsar's Hero Mode --------------------------------------------------- [H-ero]
    Skill Setups & Equipment Builds --------------------------------------- [B-ild]
     ============================== Advanced Topics ==============================
    Optimizing Myamsar ===========================================================
         Attack Movement & Position --------------------------------------- [A-mov]
         Attack Speed & Animation Limits ---------------------------------- [A-spd]
         Attack Damage ---------------------------------------------------- [A-dmg]
         Balancing Myamsar's Stats [PvP]----------------------------------- [A-bal]
    Tips and Strategies [PvP] ====================================================
         Commands, Cancelling and High-level Competition ------------------ [T-ips]
         Team Synergy & Compatibility ------------------------------------- [T-syn]
         Team Hazards ----------------------------------------------------- [T-haz]
         PvP Matchups ----------------------------------------------------- [T-pvp]
     ================================= Equipment =================================
    Enchantments ---------------------------------------------------------- [E-nch]
    Myamsar-Related Sets -------------------------------------------------- [E-set]
    Weapons ======================================================================
         Blades ----------------------------------------------------------- [E-bld]
         Daggers ---------------------------------------------------------- [E-dag]
         Shivs ------------------------------------------------------------ [E-shv]
    Armor ========================================================================
         Helms ------------------------------------------------------------ [E-hlm]
         Shoulderguards --------------------------------------------------- [E-grd]
     ================================= Tutorials =================================
    DoJ Myamsar ----------------------------------------------------------- [D-o-J]
     ================================ Other Stuff ================================
    Distribution ---------------------------------------------------------- [C-opy]
    Credits --------------------------------------------------------------- [C-red]
    ===============================================================================
                 Warning: "Advanced Topics" also means "walls of text." 
                        Tip: Use the search tags to skip them!
    
    /====================-------------------------------------====================\
    |                                 Terminology                         |[T-erm]|
    \====================-------------------------------------====================/
    
    Measure - The full length of command input or execution. (Lasts for about 2.1s)
            - "Pon Pon Pata Pon" (1 Measure) > Executes attack command (1 Measure)
    		- an equivalent of 4 "rhythmic beats" in the game.
    		
    Cancel Command - others refer to the idea as "Fever-/Combo-cancelling."
                   - is used to break the chain/combo of your commands manually. 
                   - By default, combo-cancelling can only be done by not pressing 
                     any drums or by pressing off-beat during command input. 
                     However, an option in the title menu settings can be enabled 
                     to allow you to interrupt (via cancel command) an action while
                     it's still being performed.
    			   
                    -Example-------------------------------------------------------
                    (Command)Don Don Chaka Chaka ---> (Action)Don* Don Chaka Chaka!
                    -----This is your "turn"----------->This is your army's "turn"-
    				
                    '*' is where you insert your cancel command. It can be any drum
                    button, and can be done anytime during the entire measure of an
                    action.
                    
                    The example above is known for opening lever-controlled doors, 
                    where one must use the jump command and then interrupt it half-
                    way through the jump so he can execute a march command before
                    the door closes. Without the Cancel Command, lever-controlled 
                    doors would be more complicated (not impossible) to get through
                    without a specific setup or a second player's help. Other uses
                    for cancelling include position-control, immediate attack-
                    evasion and	grenburr-launching (speedrun tactic).
    
    Seeing Eye - Patapon term for the range in which a unit starts spotting enemies
                 from a distance; the range in which they start moving to attack.
               - Different heroes have different Seeing Eyes, and some classes may 
                 even ignore their seeing eye's range. Kibaddas and Guardira can 
                 charge forward, and Hero Modes like Cannogabang's and Pyokorider's
                 allow the Hero to attack without any targets in sight.
    
    OMKO - One-measure KO. If you defeat an enemy with a SINGLE 999999-damage 
           attack - say, a charge attack from Tondenga - that is a OHKO. But if
           you require the entire measure to kill (Myamsar vs Dongora), then that
           is a OMKO. Myamsar relies on its swift, multiple attacks to OMKO.
    
    UH/DH - Uberheroes/Dark (Uber)Heroes
    
    DoJ - Depths of Jealousy; the final dungeon, unlocked by selecting the ending's
          second choice.
    
    PvP - Player versus Player. VS has different modes - missiles, races, and face-
          offs. The guide will usually refer to the latter when using the term PvP.
    
    PvE - Player vs Environment. When used in this guide, it generally means 
          dealing with anything outside of VS.
    
    HP/Health/Stamina - all refer to the same thing and are used interchangeably in
                        this guide.
          
    /====================-------------------------------------====================\
    |                         Getting Started with Myamsar                |[N-ewb]|
    \====================-------------------------------------====================/
    
    Alright. First of all, you might want to focus on Myamsar LAST if you really 
    want to take him seriously. Why? That’s because his strength relies on several 
    lvl25-lvl32 set skills. You’d have to train a lot of heroes to 25 first, and 
    even grind Tondenga’s (as well as Myamsar’s) own set skills. Doing all of these
    will require you to invest at least 20+ hours, and that still doesn't count how
    long it would take for you to get decent gear for it.
    
    ...you still here? Then let’s list down Myamsar’s ups and downs, shall we?
    
    =----=
    |Pros|
    =----=
    - Has a good selection of equipment and ability to equip 6 skill slots grants 
      some versatility:
      - Top-tier damage dealer capable of OMKO-ing most bosses (DLC or no) and 
        heroes (PvP).
      - Able to inflict most types of damage or status ailment/effects, allowing it
        to take up the role of support if ever needed.
    - Has the ability to become immune to all status effects while defending, 
      attacking, or performing Hero Mode. A free and better Peerless Deer+Backbone
      passive that is among the best class skills in the game.
    - Immunity to Critical Hits (thanks to Crono Riggers).
    
    
    =----=
    |Cons|
    =----=
    - Requires a lot of time investment and specific equipment to become decent.
    - Quite weak on its own. Relies heavily on critical hits and borrowed skills to
      gain increased damage. Myamsar generally has troubles with stone golems and
      structures because of this.
    - Myamsar's weapons yield a variety of attack elements, so any enemy with 
      resistances to two or more of its attack elements may easily reduce its
      damage significantly - especially shield-wielding heroes (PvP). Even with its
      superior shieldbreaker capabilities, Myamsar can't do much if, say, both 
      slash and stab damage are significantly reduced.
    - Quite squishy, even with Crono Riggers equipped. At its best bulk build, you
      can only think of it as an HP sponge...like Chansey. You know Chansey, right?
    - Short melee reach is disadvantageous against burst-damage ranged heroes, or 
      fellow melee heroes that outrange its blades (e.g Tondenga in Hero Mode or 
      Buzzcrave's pike-charge). The short reach also makes it suffer against groups
      of enemies that aren't next to each other.
    
    Don't let this list discourage you from reading. Overall, Myamsar is quite a
    decent class. In fact, I highly suggest that you read the entire guide to learn
    how you can overcome some of Myamsar's weaknesses. Perhaps you can even apply 
    some of those tips to other heroes as well.
    
    
    /====================-------------------------------------====================\
    |                           Myamsar's Class Skills                    |[C-skl]|
    \====================-------------------------------------====================/
    
    Myamsar is perhaps the easiest hero to grind for Class skills. It takes even 
    less than 2 hours if you do things right. However, not all are that simple to 
    level up. You may even want to get Peerless Sheep and/or Peerless Dragon first
    to make grinding less of a hassle.
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
    It is highly recommended to grind all Myamsar's class skills to max if you plan
    to start using it competitively. This is so you can receive its Welcome Bonus,
    which basically doubles its damage output.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    =-----------=
    |Poison Hide|
    =-----------=
    
    How to train: Be hit by melee attacks. Slash, Strike, Stab – as long as they’re
                  live/moving units. 
    
    Where to train: Any area with melee attackers, preferably bonedeth missions. 
                    One fine area to train though, is at the level 19 free mission 
                    [Bonedeth and the Oasis of Eternal Sleep], although you might 
                    need a bit more HP for this or be required to use Peerless Tree
                    or Peerless Sheep if you want to keep Myamsar alive.
    
                                            “Why here?”
    
                    The dragon pups have melee attacks which they use frequently. 
                    They are also pretty weak, making them great grinding buddies
                    for long sessions. Either way, this CS should take no longer 
                    than 30 mins to max out.
    
    What’s the effect: There is a chance for the poison status to be inflicted
                       whenever an enemy melee attack makes contact on you. Poison
                       rate is based on your poison rate (not a fixed/random 
                       chance) and has a weird situation of not working on some 
                       not-immune-but-highly-resistant-to-poison enemies such as
                       dragon pups and reapers (you can actually poison these 
                       monsters if you attack).
    
    
    =------------=
    |Doppelganger|
    =------------=
    
    How to train: Be hit by any kind of status effect – while attacking, defending,
                  or in hero mode. The more status effects given to you per second,
                  the easier it is to grind.
    
    Where to train: Defense Training. In the last level, the cannonballs are so 
                    many that your Doppelganger triggers more than 5 times per 
                    second. Easiest CS to grind. 15 minutes is more than enough, I 
                    think - it only took me two full defense training sessions!
    
    What’s the effect: A combination of the Cannassault's Backbone class skill and
                       Peerless Deer; you are immune to all types of status effects
                       - which also includes the rare tumble status - while 
                       attacking, defending and staying in Hero Mode.
    
    =-----------=
    |Poison Bomb|
    =-----------=
    
    How to train: Die repeatedly. I know, dumb. It’s easier to train this CS if you
                  have Peerless Sheep and Peerless Dragon equipped.
    
    Where to train: Preferably in the ai-controlled VS missions in story mode or
                    areas with a lot of grass and fire. Dark heroes should be
                    strong enough to OHKO you without anything equipped, of course.
                    If available, equip Fertilizer (Bowmunk Set skill) so you can 
                    keep Chin(shield pon) alive. Speaking of which, gear Chin up 
                    too when you grind this skill. 
    
    What’s the effect: Remember how salamanders mock you as they die? They explode
                       right in your face, right? Well, Myamsar mimics this...not!
                       While Myamsar creates an explosion as he dies, it only can
                       deal meh damage, if the explosion even reaches the enemy.
    
                       Explanation: Myamsar moves backwards whenever it dies, so 
                                    even if it explodes, the Area of Effect won't 
                                    even touch the killer.
    
    =-------------=
    |Natural Enemy|
    =-------------=
    
    How to train: Keep stabbing Shield-wielding bonedeths/Uberheroes. No, it 
                  doesn’t gain any exp if you try it on Slogturtle. Easiest way to 
                  do this is to equip default weapons then pump up some HP boosts, 
                  Defense, and Peerless Sheep/Tree.
    
    Where to train: Any area with bonedeths. Though I highly suggest that you train
                    in Depths of Despair (DLC map). The bonedeths there are HIGHLY 
                    buffed up. So it will take forever to kill (and forever to 
                    stab) them. This is easily the best place to grind for this CS.
    
                              “But those guys keep OHKO-ing my cat!”
    
                    Simple solution: Peerless Sheep. Yes, none of them should even
                                     be able to touch once you have already put up
                                     your hero mode. If you're still worried about 
                                     losing your Hero Mode, equip Peerless Rabbit 
                                     or reclass Kan into a Wonda.
    
    What’s the effect: You gain an astounding 8X DAMAGE against Taterazay and 
                       Guardira foes - this includes Slogturtle. When maxed, you 
                       also receive a welcome bonus that permanently doubles your 
                       attack speed.
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
    As an important reminder, make sure to keep an eye on your Myamsar's attack 
    speed or welcome bonus at all times! There is a bug where after playing online,
    you may lose your welcome bonus and the only way to fix it is through hacking. 
    In case you find yourself under this misfortune, there are tutorials out there 
    teaching you how to fix it.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    /====================-------------------------------------====================\
    |                           Myamsar's Set Skills                      |[S-skl]|
    \====================-------------------------------------====================/
    
    Myamsar has only 1 set skill slot by default, and gains its next and last at
    level 20. However, it is able to inherit Tondenga's class skills, which will
    expand this further by up to 4 slots - giving it a maximum of 6.
    
    =------------=
    |Cornered Rat|
    =------------=
    
    Acquire at Level: 9
    
    Effect: When you have 25% or less remaining health (aka when your health bar 
            is red) you gain 4x attack damage. Yes, 4x.
    
    =--------------=
    |Poison Package|
    =--------------=
    
    Acquire at Level: 15
    
    Effect: Adds a fixed amount of poison rate. 20% for melee weapons, 4% for
            ranged. One of the most useless skills in the game, but it does quite
            help a bit at times, especially in story mode and while you still 
            have no poison shivs.
    
    =--------------=
    |Shield Breaker|
    =--------------=
    
    Acquire at Level: 25
    
    Effect: Gives a flat 20% increase in the shield breaker stat. 
    
            If you haven't read about Shield Evasion yet, what it does is ignore
            physical damage completely at that rate while a shield is equipped 
            (i.e 50% shield evasion means 50% chance of taking no damage from 
            physical attacks). Now what Shield BREAKER does is subtract it's amount
            from the enemy's Shield Evasion stat, making shielded units easier to
            hit and more vulnerable to your attacks.
    
            
    =------------=
    |Peerless Cat|
    =------------=
    
    Acquire at Level: 32
    
    Effect: Instantly kills a poisoned non-boss opponent if they suffer a critical
            hit. Non-boss opponents do not include monsters, but UHs and DHs do 
            count.
            
            See it's application with the "Assassin" build in the [B-ild] section.
    			
    
    /====================-------------------------------------====================\
    |                          Hero Mode: Sic 'em Shadow                  |[H-ero]|
    \====================-------------------------------------====================/
    
    Activation: PonChaka Song/Charge Command (Pon Pon Chaka Chaka)
    Combo: PonChaka Song/Charge Command (Pon Pon Chaka Chaka)
    
    No, that's not a typographical error. The in-game description is wrong.
    
    Hero Mode slightly makes Myamsar grow larger and grants it the effects of its 
    Doppelganger class skill - if already unlocked. While Hero Mode is active, 
    Myamsar meditates steadily in its position marker, conjuring a shadow that 
    seeks for the nearest non-monster target. Once locked in, the target will be 
    unable to move (players may still input commands, though) and Myamsar teleports
    to its location and proceeds to a stabbing frenzy until one of them is dead. 
    
    The stabbing may also be stopped by cancel command or commanding another action
    upon which the target shall become free again. If a new command was given 
    instead of a cancel command, Myamsar will not be teleported back to his 
    position marker, but will instead continue fighting/walking from where it last 
    stabbed its target. This makes a good opportunity to perform a swift and more 
    powerful attack if an Attack Command is used right after. 
    
    The shadow does not pass through obstacles, but it may pass through monsters.
    If a monster is in between a target and Myamsar, the target will be teleported 
    to Myamsar's location instead. The stabbing has no splash damage, meaning that 
    any enemy unit that may be standing in the same position or vicinity as 
    Myamsar's target will not receive residual damage. 
    
    In PvP, the lockdown could be useful for supporting allies and getting them to 
    kill the target. However, it isn't possible to increase the shadow's movement 
    speed. Since it already moves sluggishly, it may not be a very good offensive 
    move to rely on. Now, on the bright side...
    
    Myamsar also gains a 1.5x defense boost during Hero Mode, acting similar to the
    effects of the set skill March Defense (50% damage reduction while marching) 
    without having to march. It does stack with other defense boosts, and since 
    Hero Mode also grants immunity to status via Doppelganger, you may take 
    advantage of using it to regain and cover ground. With all things considered, 
    the least this buff can do is make charge attacks and advances less risky.
    
    /====================-------------------------------------====================\
    |                       Skill Builds & Equipment Setups               |[B-ild]|
    \====================-------------------------------------====================/
    
    There are a couple of core Myamsar builds to take note of. Some are open for 
    customization and small changes while others might happen to be strict and 
    specific.
                   ,----------------------------------------------,
                   |                Knife-and-Fork                |
                   +==============================================+
                   | Critical/Lightning Blade / Blade of Astria   |
                   | Your best Dagger/Shiv                        |
                   | Bunny Hood / Lightning Helm [W/En/Me]        |
                   | Crono Riggers                                |
                   +==================Set Skills==================+
                   | Peerless Bovine                              |
                   | Lightning Master / Damage+                   |
                   | Monster Killer / Damage+                     |
                   | Peerless Bow / Damage+                       |
                   | Slash Master                                 |
                   | Stab Master                                  |
                   +----------------Alternative(s)----------------+
                   | Critical+ / Peerless Bird / Demolitionist    |
                   | Cornered Rat + Peerless Mushroom             |
                   +=========Pros=========++========Cons==========+
                   | * Many options to    || * Lesser bulk due to |
                   | increase damage with,|| lack of Holymadda    |
                   | weaker only to some  || shivs.               |
                   | specialized builds.  || * Suffers slower Atk |
                   | * Does not require   || Movement as well if  |
                   | owning powerful rare || equipped w/ no shivs.|
                   | items (Super/Uniques)|| * Having multiple Atk|
                   | * Blades can provide || Elements makes it    |
                   | stagger, burn and    || vulnerable to enemies|
                   | insurance against    || with multiple damage |
                   | P.sheep users(PvP).  || resistances, too.    |
                   '----------------------''----------------------'
    
    A number of the other specialized builds use this as their core guideline, so
    don't be surprised to see that they look almost like copies of each other.
    
    Named from the blade and shiv's resemblance to the knife and fork, this setup 
    ultimately maximizes Myamsar's damage output, giving only Golems and a few DLC
    bosses the slim chance of surviving full blows. If you find yourself in the
    situation where a majority of the skills are still unavailable, replacing them
    with utility ones (such as Stagger+ and Icky Poison) would also work well given
    Myamsar's wide array of status-inducing weapons. Aside from that, you'll have
    to settle for the weaker damage skills you might have.
    
    Lightning Blade works well for Myamsar due to the additional bonuses it gets
    from the 2x Lightning set and Oohoroc's Lightning Master set skill. Its stagger
    and chance to burn is also favored as both provide great convenience whenever
    Myamsar fails to deal enough damage for killing blows. It also works perfectly
    against any player (PvP) that relies on Peerless Sheep, which is one of those
    set skills oftenly overlooked.
    
    For one who wants to increase bulk and survivability a bit, health and recovery
    set skills such as Stamina Boost, Peerless Tree and Peerless Hedgehog can be
    swapped with any of the skills listed alongside Damage+.
    
                             Bunny Hood vs Lightning Helm
                             
    Both have the same attack speed bonus. That leaves us with Bunny Hood increases
    critical rate and damage, while a Lightning Helm in general offers defensive
    and set bonuses. For one, Lightning Helm prevents you from burning too often 
    and offers much more HP. The Lightning Helm also has the ability to reduce 
    damage significantly through its enchantments. Lastly, when paired with a 
    Lightning Blade, the attack speed you'll get will surpass that of the Bunny 
    Hood, granting you an extra attack instead of damage. Without a doubt, the 
    defensive bonuses alone make Lightning Helm a far better choice, especially for
    PvP.
    
    There's one situation where Bunny Hood could be better, though. Lightning Helm
    has no bonus to critical rate, so Bunny Hood might just be what you need for 
    OMKO-ing high-resist bosses like Gheek Dongora. On top of that, once you're
    already sitting at 0.17 attack speed, there's nothing more a Lightning Helm can
    offer in the damage department.
    
                   ,----------------------------------------------,
                   |                Monster Slayer                |
                   +==============================================+
                   | Holymadda Shiv                               |
                   | Lightning/Critical Blade [H/Sl/De/G]         |
                   | Crit/Sleepy Dagger[H/Sl/De/G]                |
                   | Crablessa                                    |
                   | Blade of Astria                              |
                   +---------------------Armor--------------------+
                   | Bunny Hood / Lightning Helm                  |
                   | Crono Riggers/Lonestars (vs Wood/Stone/Metal)|
                   +==================Set Skills==================+
                   | Peerless Bovine                              |
                   | Monster Killer / Peerless Bow                |
                   | Critical+ / Peerless Bow                     |
                   | Peerless Bird                                |
                   | Stab Master                                  |
                   | Slash/Lightning Master / Damage+             |
                   +====------------Alternative(s)----------------+
                   | Demolitionist                                |
                   | Cornered Rat + Peerless Mushroom             |
                   | Peerless Fang                                |
                   '----------------------------------------------'
    
    Before anything else, know that this is only effective in PvE.
    
                                  vs Demons/Undead
    
    The easiest monsters to kill due to their inherent squishiness and Myamsar's
    affinity with Light and damage against Demons and Undead. The monsters under
    this category include Balrogs, Gargoyles, Reapers, Arch Pandara, Bonedeths, the
    Gorls, Fenrir, and Karmen/Karma. When lit by fire, Firetrees also gain demonic
    properties and lose most of their structure-ish defensive bonuses. So as you 
    can see, Demons and Undead are VERY common, proving Holymadda Shivs and 
    [H]-enchanted weapons very useful in general.
    
    2x Holymadda shivs are very effective against some enemies (like Gheek Dongora)
    not only because of their insane 2x attack bonus, but also due to being less 
    resisted (no slash element) by enemy defensive bonuses. On the other hand, it's
    a rather weak pair against anything non-demon/undead as it lacks quite some
    attack speed and raw strength. So if you know you're going up against different
    types of monsters in a mission, consider carrying a strong blade to pair with
    instead.
    
                                      vs Shells
    
    So far, Ciokina/Cioking, Zaknel/Dokaknel and Centura/Darantula are the only 
    confirmed shelled monsters -most of them being just fight-them-alone bosses if
    you haven't noticed- which makes Crablessa look less appealing. However, don't
    let that stop you from using the weapon. At the very least, Crablessa also 
    gives bonus damage against wood, stone, and metal. Crablessa and/or Monster 
    Killer will usually suffice on their own, and there's very little benefit in 
    equipping an extra Crablessa...unless you're up against Cioking. Cioking, the 
    DLC boss in [Desert Deth Squad], is quite resistant to slash and stab attacks,
    and has tons of HP to back it up. So it's best to stick with 2 powerful 
    Crablessas or at least just one attack element when fighting it.
    
                                  vs Dragons/Giants
                                 
    Dragons aren't very hard to identify. You have dragons, their pups, and the 
    dinos/Dodongas primarily. Salamanders are also considered their kin. As for 
    giants, you've got Manboths, Cyclops, Mochichichi and Gigantus. 
    
    Generally speaking, you don't have to go out of your way to fight their kind 
    since they're all squishy and aren't too hard to stagger-lock whenever your 
    damage fails to impress.
                                 
                                 vs Wood/Stone/Metal
    
    Anything you'll find mechanical, firetrees, stone golems, and most obstacles
    and structures you find will fall under these types. Shookle (the plant boss 
    thing) might be wood too.
    
    These types are probably the trickiest to deal with as Myamsar since most of
    them will be immune to critical, or strongly resist slash and/or stab attacks.
    Crablessa and Blade of Astria are good against them, and you can also equip
    Demolitionist on top of that to boost your damage drastically. However, it's
    not a good idea to equip two of each/any at the same time once you start 
    picking up damage boost set skills, such as Lightning Master, Stab Master, and 
    Slash Master. The reason being: you'll just lose more damage because Crablessas
    lack rawpower and Blade of Astrias won't give enough Attack Speed. So only 
    equip one of either weapon and then just pop Demolitionist on if you still lack
    damage. Actually, you can jump to the [A-dmg] section to get an example and
    some insight on how you can optimize your damage best.
    
                   ,----------------------------------------------,
                   |                 DoJ Myamsar                  |
                   +==============================================+
                   | Critical Dagger [H/De] +32~40                |
                   | Lightning Blade [H/De] +32~40                |
                   | Lightning Helm [W] +32~40                    |
                   | Crono Riggers +15~+21                        |
                   +----------------Alternative(s)----------------+
                   | Blade of Astria +17~+21                      |
                   | Poison Shiv [H/De] +32~40                    |
                   | Holymadda +17~+21                            |
                   | Crablessa +19~+24                            |
                   +==================Set Skills==================+
                   | Stab Master                                  |
                   | Slash Master                                 |
                   | Stamina Boost 2 / Peerless Penguin           |
                   | Peerless Tree / March Defense                |
                   | Peerless Bovine                              |
                   | Peerless Hedgehog                            |
                   +===========Set Skills [No Peerless]===========+
                   | Stab Master                                  |
                   | Slash Master                                 |
                   | March Defense                                |
                   | Stamina Boost 2                              |
                   | Demolitionist                                |
                   | Damage+ / Lightning Master                   |
                   '----------------------------------------------'
    
    This is a very specific build which also requires other types of preparations
    and procedures. Because of the lengthy nature of such discussion, further 
    details will instead be found in the [D-o-J] section for those who want to 
    take up the challenge.
    
                              ,-------------------------, 
    ,-------------------------+ [PvP Build] Holy Knight +-------------------------,
    |              Version 1  '-------------------------'  Version 2              |
    +======================================+======================================+
    | Holymadda Shiv x2                    | Lightning Blade                      |
    | Lightning Helm [W/En/Me]             | Holymadda Shiv                       |
    | Crono Riggers                        | Lightning Helm [W/En/Me]             |
    +=============Set Skills===============| Crono Riggers                        |
    | Peerless Penguin                     |==============Set Skills==============+
    | Peerless Tree                        | Peerless Penguin                     |
    | Stamina Boost 2                      | Peerless Tree                        |
    | Stamina Boost 1 / Self Preservation  | Stamina Boost 2 / P. Bovine          |
    | Stab Master                          | P. Dragon                            |
    | P.Dragon / March Defense / P.Robo    | Stab Master                          |
    '--------------------------------------| Slash Master                         |
                                           '--------------------------------------'
    
    Don't laugh at the cheesy name, because it's as tough as it sounds. The Holy 
    Knight build is in fact the most reliable setup to go with in PvP. Holymadda 
    Shiv's bonus stamina allows Myamsar to muscle through heavier attacks, which
    translates to:you have a better chance of not dying before you even land a hit.
    
    However, this is a "bulky" build, and not a "tanky" one, the difference being
    Myamsar relies purely on the bulk of its HP to survive; it cannot reduce any 
    damage further beyond its critical immunity and armor enchantments. Treat it 
    like a "soft wall" and nothing else.
    
    =---------=
    |Version 1|
    =---------=
    
    First of all, if your HP couldn't touch 300k+ with this setup, forget it. You
    will lack stamina as well as damage (aka you need better Holymaddas) to pull it
    off. No kidding, pretty much anything out there will obliterate you and you
    wouldn't even be able to fight back. Remember, Myamsar is pure squish - no 
    shield to protect it. Forcing extra bulk in exchange for wimp damage is making
    it no better than a regular kitchen sponge.
    
             "When should we use Self Preservation over Stamina Boost 1?"
    
    To put it simply, the former handles poke damage better, whereas the latter 
    handles burst. Stamina Boost suits an aggressive playstyle of Myamsar whereas
    Self Preservation does better for a defensive playstyle. Now if you plan to
    ditch both, then you should start looking at version 2.
    
              "Why not use BOTH Self Preservation and Stamina Boost 1?"
    						   
    Sustainability is no longer an issue after equipping one of these, and it's 
    best to spend the slot better on something that has an actual and more useful
    contribution in the battlefield.
    
    Peerless Dragon provides a safety net for multiple deaths, while March Defense
    maximizes your Hero Mode's advancing capability (become a walking wall!).
    Lastly, Peerless Robo saves you a lot of trouble when facing structures (and 
    enemies hiding behind them). If none of those work for you, then P.Bovine
    should be fine.
    
    =---------=
    |Version 2|
    =---------=
    
    An implementation of the Knife-and-Fork and Version 1 Bulk builds. It's a fine
    balance between offense, sustainability and utility for those who want a lot
    of action. You can put Stab Master under lower priority than P.Bovine, but do
    not do the same for Slash Master. You'll need the extra attack speed and attack
    movement speed in PvP.
    
    P.S. If you're a lucky bastard, Pain of Pentavus is an acceptable replacement 
    for Holymaddas. The extra HP from Holymadda Shivs is more preferrable, though.
    
                   ,----------------------------------------------,
                   |             [PvP Build] Assassin             |
                   +==============================================+
                   | 2x Poison Shiv [Po]/Goliamon's Shiv          |
                   | OR add 1x Critical Blade                     |
                   | Lightning Helm / Samurai Helm                |
                   | Crono Riggers                                |
                   +==================Set Skills==================+
                   | Stab Master                                  |
                   | Peerless Cat                                 |
                   | Icky Poison/Stamina Boost                    |
                   | Peerless Dragon                              |
                   | Peerless Hedgehog/Stamina Boost              |
                   | Peerless Robo/Slash Master/free slot         |
                   +=========Pros=========++========Cons==========+
                   | - Fun build that does|| - ineffective against|
                   | not rely on damage to|| Peerless Deer users, |
                   | take out enemies.    || Crono Riggers users, |
                   | - high atk movement  || Guardira(psn-immune),|
                   | speed with 2 shivs   || and P.Sheep users.   |
                   | equipped             || - you'll have quite  |
                   | - good against dark  || low damage, low HP,  |
                   | heroes.              || or both.             |
                   |                      || - does not work on   |
                   |                      || monsters.            |
                   '----------------------''----------------------'
    
    This is just a gimmick build to try out. It relies on the effects of Myamsar’s 
    OHKO-skill Peerless Cat. While it isn't the best build out there, it sure is 
    funny as hell when people get confused as to why they lost so much health in a
    fraction of a second.
    
    There are 3 things required to pull it off: 1.Poison, 2.Crit, and 3.Kill.
    Alongside comes 2 problems: Tondenga and Myamsars have immunity to critical 
    attacks, so it will never trigger against them. Likewise, Guardira and heroes 
    equipped with Peerless Deer will have immunity of some form to Poison as well. 
    tl;dr Worst case scenario is you might end up looking pathetically useless 
    with your abysmal raw damage.
    
    Putting that aside, a maxed Poison Shiv [Po] instantly gives you a 125% poison 
    rate, and with Icky poison, you get a quick 250%. In VS, 250 is usually good 
    enough for most vulnerable heroes out there. Of course, single-player missions 
    (especially DLCs) may require much more. The main downside of using two shivs 
    is slower attack speed (although you do get decent attack movement).
    
    As for other equipment options, you can go for the superior [H] enchantment 
    or high-level Goliamon's Shiv, although both will leave you at less than 200% 
    poison - which might be cutting too close to end game enemies' and heroes' 
    resistances. Now although 2 Goliamon's Shiv offers Sleep status as well as 
    slightly improved attack speed and attack movement speed, it really lacks 
    some critical rate which can cause problems even after Stab Master. Not only
    will you consider equipping Icky Poison, but crit+ as well. So bottomline is, 
    only use Goliamon's Shiv as an alternative (equipping only one at most), and 
    never a replacement.
    
    Stamina Boost and Peerless Hedgehog help prolong your stay in the battlefield, 
    but are only enough to keep you alive against poke damage. A direct hit means
    death, and that's where Peerless Dragon comes in. Peerless Robo is thrown in
    for utility, but you can swap that for anything. Peerless Penguin is out of 
    the picture as the attack speed penalty really hurts with only a sub-optimal 
    shiv/shiv or shiv/blade setup. In the end, it's a build that's not very easy 
    to work around with, but have fun playing around with it!
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
         GLITCHED SKILL: Peerless Hedgehog will only work if you're hosting!
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    
    ===============================================================================
    -----------------------------Optimizing Myamsar--------------------------------
    ===============================================================================
    
    
    /====================-------------------------------------====================\
    |                     Attack Movement Speed and Position              |[A-mov]|
    \====================-------------------------------------====================/
    
    Positioning is discussed further in detail in the [T-pvp] section, so we're 
    just going to slide through the basics here.
    
    When it comes to dealing damage, attack movement speed and positioning are just
    as relevant as Attack Speed. The farther and the slower you are to reach an 
    opponent, the fewer attacks you are able to inflict. In other terms, speed (as 
    a whole) and positioning are important factors in maximizing Myamsar's damage 
    output.
    
    With high Attack Movement, Myamsar can effectively extend its attack range
    as it allows Myamsar to "walk" while performing his attack animations. In other
    practical uses, attack movement speed also determines the distance and running 
    speed during the Retreat command. In many cases, it is used to avoid potential
    and predictable deaths.
    
    Generally speaking, you don't have to worry too much about your Attack Movement
    Speed, especially when a shiv is equipped. In story, DLC, or co-op missions, 
    attack movement speed can be ignored since monster positions are predictable 
    and you can easily work your way around it even if your Myamsar is slow. 
    But for PvP, you might need a decent amount of AMS to give Myamsar better odds
    of winning trades. Regardless of which, you should always watch your position.
    
    A table is conveniently provided in the following section which lists all 
    equipment that help increase Attack Movement Speed.
    
    /====================-------------------------------------====================\
    |                      Attack Speed and Animation Limits              |[A-spd]|
    \====================-------------------------------------====================/
    
    For Myamsar, increasing attack speed also increases its potential damage -
    although it isn't always the case (we'll talk about this in a bit). For now,
    keep in mind that the calculation for attack speed is simple multiplication. 
    Here's a list of equipment that affect its attack speed and attack movement 
    speed. 
                 ,---------Weapons---------+--AtkSpeed--,----AMS----,
                 | Default Blade           |    0.6x    |    1.1x   |
                 | Critical/Lightning Blade|    0.6x    |    1.1x   |
                 | Tsuyugiri (Blade)       |    0.4x    |    1.3x   |
                 | Murapata (Blade)        |    0.5x    |    1.2x   |
                 | Blade of Astria         |    0.6x    |    1.1x   |
                 | Tsukigiri (Blade)       |    0.4x    |    1.1x   |
                 | Default Dagger          |    0.5x    |    1.2x   |
                 | Critical/Sleepy Dagger  |    0.5x    |    1.2x   |
                 | Crablessa (Dagger)      |    0.45x   |    1.3x   |
                 | Feisho (Dagger)         |    0.4x    |    1.5x   |
                 | Krauser (Dagger)        |    0.5x    |    1.2x   |
                 | Default Shiv            |    0.75x   |    1.4x   |
                 | Poison Shiv             |    0.75x   |    1.4x   |
                 | Heltopay's Kiss         |    0.75x   |    1.4x   |
                 | Goliamon's Shiv         |    0.7x    |    1.5x   |
                 | Holymadda Shiv          |    0.6x    |    1.6x   |
                 | Pain of Pentavus        |    0.5x    |    1.6x   |
                 +----------Armor----------+------------+-----------+
                 | Lightning Helm          |    0.9x    |    1.1x   |
                 | Otherworld Jupiter Helm |    ---     |    2.0x   |
                 | Jirokichi Thief Helm    |    0.75x   |    1.2x   |
                 | Shubaba Gale Helm       |    0.6x    |    ---    |
                 | Bunny Hood              |    0.9x    |    1.2x   |
                 | Tebenos Helm            |    1.2x    |    0.9x   |
                 | Samurai Helm            |    0.8x    |    1.1x   |
                 | Froyola's Spaulders     |    0.6x    |    1.5x   |
                 | Lonestars               |    0.9x    |    ---    |
                 | Crono Riggers           |    0.8x    |    ---    |
                 | Gydeen's Shoulders      |    0.6x    |    1.2x   |
                 +--------Set Skills-------+------------+-----------+
                 | Slash Master            |    0.8x    |    1.1x   |
                 | Lightning Master        |    0.8x    |    ---    |
                 | Peerless Penguin        |    2.0x    |    ---    |
                 | Attack Movement 1       |    ---     |    1.3x   |
                 | Attack Movement 2       |    ---     |    1.5x   |
                 +----------Other----------+------------+-----------|
                 | Welcome Bonus           |    0.5x    |    ---    |
                 | 2x Lightning set bonus* |    0.8x    |    ---    |
                 '-------------------------+------------'-----------'
                   * AMS = Attack Movement Speed
                   * (*) This stacks with the individual multiplier
                     of the lightning helm
                   * Myamsar's base Attack Speed is 2.00
                   * Myamsar's base Movement Speed is 1.08
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
      Notice that Peerless Penguin does not actually reduce damage, but instead
      doubles your attack speed. This means that Hero Modes that ignore attack
      speed - such as Kibadda, Tondenga and Grenburr - are unaffected by Peerless
      Penguin's side-effects. Although Myamsar's hero mode ignores attack speed,
      Myamsar does not exactly rely on it, so Penguin would still apply a heavy
      penalty just the same.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    Due to animation lengths, there is only a certain amount for how many attacks
    each unit can execute in a single measure. Take Piekron’s animation limit for
    example: he can only throw spears twice at max even with the highest Attack
    Movement Speed and Attack Speed due to the length he spends “on air” while
    jumping to launch its attack(s).
    
                       “But why the heck should we know this?”
    
    Well, pumping up on too much atk speed will make you suffer a lot in the damage
    department. For some Uberheroes, it may even be pointless to speed up their
    attacks at all as their Hero Modes may have a fixed attack speed of their own.
    
         vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
           Myamsar’s animation limit peaks at 12 attacks (0.17 attack speed)
         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
                              “But what does that mean?”
    
    It means having 0.05 attack speed will only yield the same 12 attacks, and all 
    the extra attack speed beyond that, which you think would be awesome, will be 
    wasted. Does that make sense? No?
    
    As mentioned before, a full measure in Patapon 3 is roughly 2.10 seconds. So:
    
            ,--------------------[0.17 attack speed]--------------------,
            | 2.10 divided by 0.17 = 12.xx (round it down) = 12 attacks |
            +-----------------[0.04/0.05 attack speed]------------------+
            | 2.10 divided by 0.05 = 42 attacks                         |
            | 2.10 divided by 0.04 = 52 attacks                         |
            '-----------------------------------------------------------'
    
    In-game, those 42/52 attacks will not be performed and you will only get to 
    see 12 damage counters show up, so you’re losing 30+ attacks worth of damage 
    because of this animation limit.
    
                              “So what do we do instead?”
                             
    Keep your attack speed close to 0.17 as you increase your attack damage.
    
    /====================-------------------------------------====================\
    |                                Attack Damage                        |[A-dmg]|
    \====================-------------------------------------====================/
    
    ,--Primary Sources--+---Condition/s for obtaining---+----Offensive Bonuses----,
    | Damage+           |    Train Grenburr to Lv 20.   |       1.5x damage       |
    | Demolitionist     |    Train Destrobo to Lv 25.   | 2x attack bonus to wood,|
    |                   |                               |     stone and metal.    |
    | Desperado         |    Train Alosson to Lv 15.    |       1.5x damage       |
    | Lightning Master  |    Train Oohoroc to Lv 25.    |   1.5x strength, 0.8x   |
    |                   |                               |      attack speed       |
    | Monster Killer    |  Train Cannogabang to Lv 25.  |   1.5x attack bonus to  |
    |                   |                               |    Demons and Undead.   |
    | Slash Master      |    Train Grenburr to Lv 25.   |    2x strength, 1.1x    |
    |                   |                               |  attack movement speed, |
    |                   |                               |  and 0.8x attack speed. |
    | Stab Master       |    Train Piekron to Lv 25.    |    2x strength, 1.2x    |
    |                   |                               |      critical rate.     |
    | Peerless Bird     |   Train Charibassa to Lv 32.  |   2x critical DAMAGE.   |
    | Peerless Bovine   |    Train Grenburr to Lv 32.   |     2.5x strength       |
    | Peerless Bow      |   Train Yumiyacha to Lv 32.   |        2x damage        |
    | Peerless Dog      |  Train Wondabarappa to Lv 32. |     1.05x strength      |
    | Peerless Fang     |    Train Kibadda to Lv 32.    |  2x damage vs airborne  |
    |                   |                               |         targets.        |
    | Peerless Spear    |     Train Yarida to Lv 32.    |  2x the effects of all  |
    |                   |                               | [Weapon] Attack boosts. |
    | [Weapon] Attack   |  Comes from a variety of UHs. |Varies, but 1.25x at best|
    | (Wpn)Enchantments |  From chests or Meden's shop. | See [E-nch] for details.|
    +---Extra Sources---+-------------------------------+-------------------------+
    | Critical+         |   Train Charibassa to Lv 25.  |    1.5x Critical Rate   |
    | Weapon+2/+3       |   Train Oohoroc to Lv 15/20.  | Increases weapon levels |
    |                   |                               |        by +2/+3.        |
    | Windmill Power    |  Train Wondabarappa to Lv 15. |   1.3x Critical Rate    |
    | Wondabarappa Buff |   Wondabarappa with 4th CS.   |      1.05x damage       |
    | Charibassa Buff   |   Charibassa Charge Attack.   |       1.5x damage       |
    | Piekron Buff      |      Piekron Hero Mode.       |    1.2x~3.5x damage     |
    +---Misc Sources----+-------------------------------+-------------------------+
    | Big/Fish in a Pond|   Train Wooyari to Lv 10/15.  |    Bugged! No effect.*  |
    | Cornered Rat      |     Train Myamsar to Lv 9.    |4x damage when HP is red.|
    | Icky Poison       |     Train Jamsch to Lv 13.    |     2x Poison Rate      |
    | Peerless Fish     |    Train Wooyari to Lv 32.    | 1.10x to HP and status  |
    |                   |                               | rates/resistances[team].|
    | Peerless Robo     |    Train Destrobo to Lv 32.   | 15% chance to instantly |
    |                   |                               |   destroy obstacles.    |
    | Peerless Cat      |    Train Myamsar to Lv 32.    |Instantly kills an enemy |
    |                   |                               | if a crit is triggered  |
    |                   |                               |  while it is poisoned.  |
    | Peerless Mushroom |     Train Jamsch to Lv 32.    |Used to activate Cornered|
    |                   |                               |     Rat immediately.    |
    | Poison Package    |    Train Myamsar to Lv 15.    |    +20% Poison rate.    |
    '-------------------+-------------------------------+-------------------------'
     - Strength/offensive bonuses are immediately applied and is displayed in your
       status screen, while "damage" bonuses are calculated in the background.
    (*) In case you thought they had an effect and want to test it yourself, be
        reminded that Fever Mode (which Rain requires) grants a 1.5x bonus to
        most stats alone, which can be easily mistaken for Fish bonuses.
    
                     "Boosts, bonuses, strength - what's better?"
    
    That's a very vague question, but generally speaking, it's best to just solve 
    it with math. Let's say you're trying to compare a [H] blade with a Blade of
    Astria. They both look promosing. But how far is their power gap, exactly?
    Will an [H] blade with Demolitionist be better against stone golems, undead,
    and demons, or will the Astria be better overall with Damage+? (Let's say it's
    a DoJ-related question for the sake of giving it a bit of sense)
    
    A quick glance in the status screen gives me this:
    ,-----------------------------------------------------------------------------,
    | Weapon 1: Blade of Astria +21       | Weapon 1: Lightning Blade [H] +40     |
    | Weapon 2: Default Dagger            | Weapon 2: Default Dagger              |
    | Lightning Helm                      | Lightning Helm                        |
    | Crono Riggers                       | Crono Riggers                         |
    | Atk Speed: 0.22 (9 attacks)         | Atk Speed: 0.19 (11 attacks)          |
    | Strength: 1325-2589 (1957 ave.)     | Strength: 1512-2963 (2237 ave.)       |
    | Golems: 150%                        | Demons/Undead: 150%                   |
    | Damage+ (50% to everything)         | Demolitionist (200% to stone golems)  |
    '-----------------------------------------------------------------------------'
    
    So, using their averages and amount of attacks, here's some simple math:
                 ,-----------------Vs Demons/Undead------------------,
                 | Astria: 1957 * 1.5 * 9 = 26,419                   |
                 | L.Blade: 2237 * 1.5 * 11 = 36,911                 |
                 +===================================================+
                 | Lightning Blade is 1.4x stronger vs Demons/Undead |
                 '---------------------------------------------------'
                 ,------------------Vs Stone Golems------------------,
                 | Astria: 1957 * 1.5 * 1.5 * 9 = 36,629             |
                 | L.Blade: 2237 * 2 * 11 = 49,214                   |
                 +===================================================+
                 | Lightning Blade is 1.34x stronger vs Stone Golems |
                 '---------------------------------------------------'
    
    It's quite clear that Lightning Blade [H] wins in this contest. You can even 
    get better results by swapping Demolitionist for Damage+; you'll lower your 
    damage vs stone golems to nearly the same amount as Astria, but it should 
    result into a larger power gap overall. Main affecting factor? Attack Speed.
    
                        There is such a thing as overpowered.
    
    The numbers and math above won't matter if a monsters' HP wouldn't even touch 
    100k in the first place, an amount which Myamsar could easily OMKO with either
    weapon. So do not only look at damage, but also your attack speed and your 
    targets' HP if you want to truly optimize your setup. More often than not, you
    won't actually need "tons" of damage, but just enough. This logic may also 
    apply for things unrelated to damage, such as: If an enemy OHKOs you with or 
    without P.Penguin, you might as well choose something more useful like P.Dragon
    
    
    /====================-------------------------------------====================\
    |                       Balancing Myamsar's Stats [PvP]              |[A-bal]|
    \====================-------------------------------------====================/
    
    There are three main questions involved, all involving some math:
    
    1) How much damage do we have?
    2) How many attacks are we capable of performing?
    3) How many of those attacks are actually required to kill "X" enemy?
    
    For a start, allow me to say that too much damage boosts only make waste of 
    valuable skill slots. Myamsar, unlike many other classes, is capable of 
    throwing 5~7 attacks in average. So if you're dealing 3 million for each stab,
    which is more than capable of killing a 50k-HP opponent, you're putting all the
    extra 4~6 attacks you have to waste. On the other hand, if you only deal 10k 
    each time and need a FULL measure or two to kill your opponent, more often than
    not, you're as good as dead for standing too long on the same spot.
    
                   So how do we figure out the "right" amount? 
    
    First, by looking at the UH/DH's average defensive bonuses. Shield-wielding 
    Uberheroes have Energy Field, which effectively reduces Myamsar's damage to 50%
    by default, or even 25% if you have 2 kinds of weapons equipped. This still 
    does not count other possible means of damage reduction, such as armor 
    enchantments, Crono Riggers, or Shield Evasion. So yeah, Myamsar hates shields 
    - except maybe for Guardira and Taterazay, whom your Natural Enemy CS counters.
    
    Now let's consider the average HP. Ranged classes normally don't have more than
    50k hp, or even half of that, so taking them down is easy. Two exceptions are
    P.Sheep users and Charibassa. The Spear Tree classes is split between squishies
    that match the Ranged classes and those that have shields and mounts (Kibadda,
    Cannassault, Charibassa), where you could expect them to have at least 75k HP.
    Some Cannassaults can even bulk up to as much as 500k HP, almost impossible to
    kill if your strength is too low. Finally, in the shield tree, Myamsar, 
    Tondenga, and Grenburr are expected to always have more than 100k HP. The 
    others fall below that number and fortunately, most of them are fairly easy to
    deal with. As far as Dark Heroes are concerned, Buzzcraves, Ragewolf and 
    Slogturtle are the ones you'll only have to worry about - in that order, 
    written from squishiest to toughest. Maxed Slogturtles in particular can even 
    reach above 300k and have the ability to deflect damage! Yikes!
    
    Truthfully speaking, 20~50k strength at 0.5 atk speed or faster should be more
    than enough (for Myamsar) against the majority that you'll face in PvP - taking
    the effects of critical hits and charged attacks into account. Increasing your
    strength past that is just wasteful, as you will only be completely "walled" by
    Slogs, Dengas and Myamsars at that amount. As I was saying at the beginning
    of this topic, consuming 1 or 2 extra skill slots just to counter 2 opponents
    specifically means you'll just suffer more with the other 20 or so UHs/DHs. A 
    trade such as that simply isn't worth it. Now going for lesser damage does
    make more sense. Only about 3 or 4 more classes begin to wall you at 12~15k,
    but the extra set skill slot can prove to be useful provided you spend it well.
    
                 "How many attacks is actually too much? Too little?"
         
    Requiring a full measure to kill is usually too long, which means you need to
    kill within half a measure in average to meet a "good performance." That means
    you should start your computations with 6 attacks at most. Considering that
    you'll always carry a pair of weapons with blade-like(0.6x) attack speeds, and
    that you'll always be wearing Crono Riggers and a Lightning Helm, you should 
    have an average of 0.26 attack speed with an unlocked Welcome Bonus. That
    equates to a total of 8 attacks for a full measure and 4 for half a measure - 
    good enough. Going faster is ideal, but should no longer be your focus; from
    there, it's mostly just (burst) damage and bulk.
    
                                   Bulk vs Damage
    
    A tricky topic to debate with, but an easy question regardless. Do you have 
    250k HP? If you do, that's enough to compensate for being a squishy melee 
    combatant. Once you're past that mark, the decisions are all up to you. If you
    don't care about HP, then at least equip Peerless Dragon.
    
    
    
    ===============================================================================
    ----------------------------Tips & Strategies [PvP]----------------------------
    ===============================================================================
    
    
    
    /====================-------------------------------------====================\
    |             Commands, Cancelling, and High-level Competition        |[T-ips]|
    \====================-------------------------------------====================/
    
    These elements, alongside stats and a variety of builds, is what separates
    Patapon 3 PvP from a simple game of rock-paper-scissors. What you should
    understand is that before we can think about effective strategies, we must 
    first be aware of how much is actually at our disposal. Yes, we must return to 
    the basics and only then can we advance to the...advanced? No, to their 
    practical uses.
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
     You can pretty much grasp their PvE uses just by knowing the effects, so the 
     rest is more or less catered for those who actually want to get into PvP.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    =--------------=
    |Attack Command|
    =--------------=
    
    Drum Sequence: Pon Pon Pata Pon
    
    Effect: If an enemy is in sight, Myamsar walks towards it and performs a 
            standard attack. Before fever or during imperfect commands, walking
            is slow and you probably will only get a maximum of 50% of your damage 
            potential through. In a perfect fever command, however, you can get as
            much as 70~80% - and that includes running to the target.
    
    Charged attack: Charged attacks are slightly different. Your attack movement
                    and damage is multiplied during a charged attack, so you can
                    easily deliver up to 100% of your damage even if the command is
                    imperfect, and to about 180% otherwise.
    
                    As a melee attacker, the time you spend walking is important. 
                    Classes such as Cannogabang, Yarida, and even Cannassaults 
                    will delete you before you're even halfway through. So to sum 
                    it up, make sure that you have decent movement speeds and 
                    perform perfect beats - at least when attacking.
                       
                    It's also important to know that attacking on sight is not 
                    always the best thing to do; some heroes will simply out-match
                    you. See Defend Command for more insight.
    
    Slide Attack: I have no proper name for it, so let's just leave it at its most
                  literal form. A "slide" occurs as soon as you defeat the nearest
                  target in front of you. Myamsar "walks" slightly forward as it 
                  continues to slash the air with its remaining attacks.
                       
                  With fairly high attack movement, this slide can extend Myamsar's
                  attacking distance by an average of a dagger's full length. 
                  That's like turning your dagger/blade into a greatblade - have 
                  you even noticed that blades already have a slightly longer 
                  reach than daggers and shivs? It may not mean much, but this 
                  could make the difference of reaching a gargoyle or golem hiding
                  behind a Balrag's thick belly or, say, that uberhero hiding 
                  behind a cannon/tower.
    
    
    =--------------=                   
    |Defend Command|
    =--------------=
    
    Drum Sequence: Chaka Chaka Pata Pon
    
    Effect: For a Myamsar and many other heroes, it means that your seeing eye is 
            halved. It also means that you get a boost in damage reduction and 
            still activate your Doppelganger ability. Last - and most importantly -
            you still deliver 100% of your attack power.
                       
            Can you imagine how useful it can be against other melee heroes that 
            also need to approach you? Kibadda, Wooyari, Destrobo, Ragewolf, etc. 
            Against heroes like these, you can effectively increase your 
            survivability by up to 3x or more. You have the advantage of not having
            to attack at all.
    
            ...and that's the amusing part. Probably not because it's underrated, 
            but because it's rare to find players actually defending in a VS match.
            It makes sense if you think about it. For some players, they will
            probably need their Hero Mode active to trigger Peerless Deer, while 
            others probably think it's pointless because their heroes cannot 
            deliver as much attacks as Myamsar and/or are so squishy it wouldn't 
            help more than simply attacking. It's safe to say that Myamsar is one 
            of the few that can fully utilize the Defend Command's effects in PvP.
                       
                               It's not fool-proof, though(!)
                       
            While it does increase your own survivability, it doesn't always mean 
            that it's risk-free. Let's say a Wooyari is approaching you. You'd 
            think that it's a futile move, but what if it's role was to simply
            stall you? What if there was a Yarida following it closely behind? 
            You'll soon realize that you're fu- *ahem* I mean /in serious trouble./
            
                         ,-------------------------------------,
                         |   Defend Command Damage Reduction   |
                         +--------------No Fever-----In Fever--+
                         | Normal    |    80%     |    70%     |
                         | Charged   |    60%     |    40%     |
                         '-------------------------------------'
                          * This multiplicatively stacks with 
                            ALL Defensive Bonuses; 80%=0.8x
                          * These are UNOFFICIAL numbers taken
                            from a few tests.
    
    =---------------=
    |Retreat Command|
    =---------------=
    
    Drum Sequence: Pon Pata Pon Pata
    
    Effect: Your hero runs the opposite direction in attempts to avoid...something 
            you see. It also doubles damage taken (think Peerless Bow) and the 
            running speed is based on your hero's own attack movement speed. 
                       
            An additional feature you get from this is that it also allows you to 
            avoid an enemy's seeing eye. It can be used against target-abusing
            heroes, such as Sonarchy and Ravenous. Fighting those heroes with 
            allies acting like free targets, however, is a different story.
                       
            It's also great against heroes you similarly cannot reach immediately,
            such as Cannogabang or Covet-hiss, although it must be used with
            caution. As mentioned, you take twice the amount of damage while it's
            "active," so if you're under fire by "fast" and "explosive" ranged
            attacks such as Alosson, Charibassa, Naughtyfins or Yarida, you'll be
            at huge risk if you continue running in and out of their range. Same
            goes for when you're against Kibaddas or Buzzcraves. You can easily 
            heal some of your hp back while doing so, but if you time it badly, 
            you're just giving them a free meal.
                      
            Other things to keep in mind is that Doppelganger does not activate 
            while running. The damage multiplier also applies while you're burning
            and running around.
    
    
    =-----------------=
    |Step Back Command|
    =-----------------=
    
    Drum Sequence: Chaka Pata Chaka Pata
    
    Effect: Trace a few steps back, about half of your forward walking distance. 
            No other status bonuses are known, but this command allows you to 
            attack opponents as well with a halved seeing eye - similar to that of
            the defend command. Only useable in multiplayer modes.
    
            Repositioning can mean a lot. It's important to reposition immediately,
            for example, when you notice a Kibadda and Yarida activating their Hero
            Modes from afar. You have a very slim chance of surviving their attacks
            head-on, but if you reposition and prepare for the moment they finally
            reach you, a charged attack or defense might actually turn the tables.
                       
            It's also useful when properly combined with teamwork. A Cannogabang
            could easily save you the risk of dying against the said Yarida and 
            Kibadda if you just walk back until its attack range far surpasses your
            position marker.
                       
    
    =--------------=
    |Charge Command|
    =--------------=
    
    Drum Sequence: Pon Pon Chaka Chaka
    
    Effect: Activates your hero mode (if input perfectly and while in fever mode) 
            and boosts your next attack or defend command.
                       
            Details about hero mode can be found in the [H-ero] section, but if you
            only need to know the important stuff about it, it's that Hero Mode has
            a 1.5x defensive buff and activates your Doppelganger class skill. What
            makes this truly special is that it allows Myamsar to march forward
            with small risk.
                       
            This also means charged attacks and charged defenses less riskier than 
            they should be, as you have damage reduction and status immunity that 
            other heroes normally wouldn't have while charging.
    
    =--------------=
    |Cancel Command|
    =--------------=
    
    Drum Sequence: Interrupt action with a drum beat.
    
    Effect: Hero immediately stops what it was doing and returns to its position 
            marker. Fever mode will also be lost if it was active. Can be used 
            offline.
                       
            There are many uses for it, but in PvP, synchronizing your movement 
            with your allies' and the enemy's attack patterns is what makes the 
            it just as important as any other in application of strategy. Knowing
            when to stop what you're doing and/or shift your timing is one feat
            you must have in high-level competition. Sure, you can always "not 
            press anything," but just never forget that the cancel command exists
            and it allows you to stop mid-way of anything.
    
            Let's say you were burned by a Sonarchy or by Cannogabang's blazing 
            howitzer pellets. You'll probably have to immediately cancel a command
            and perform a party command to get back to your position before an
            ally of theirs swoops in to take a free kill. It's not really a good 
            scenario that fits every situation, but it's just one of the many cases
            where the cancel command is better than nothing.
    
    
    =--------------=
    |Summon Command|
    =--------------=
    
    Drum Sequence: Don Do-Don Do-Don
    
    Effect: Depends on what Djinn you have equipped. Below is a table that 
            indicates the command that is performed while a summon is active.
                                ,--------------------------,
                                | Yarigami: Normal Attack  |
                                | Tategami: Charge Defense |
                                | Soragami: Charge Attack  |
                                | Yamagami: Charge Defense |
                                '--------------------------'
            The effect of the summon itself (Yarigami spear damage, Tategami castle
            travel distance, etc.) also depends on your score. There are guides and
            videos out there showing how to score better, but unfortunately, you 
            won't find any of the sort here.
    
            Summons are double edged swords in PvP, with the sharper end pointing 
            at you - the summoner. For one, it may cause your game to freeze, which
            forces the match to be prematurely ended due to your disconnection.
            Second, you place your entire team at risk by placing everyone in the
            same position/location, making easy prey for heroes like Ravenous or 
            Yarida.
            
            There are cases where summoning is okay, though, even if Myamsar can't 
            do much in it. Cannogabangs are especially good with Soragami, assuming
            they have Peerless Dragon. Tategami is also pretty decent for securing
            an advance if you can score high enough. Yamagami, while many frown
            upon it's abuse, is particularly good at wiping out the enemy team if
            your own lacks the damage to do so.
            
            In the end, there are only 3 things to consider when summoning: your 
            luck, Peerless Dragon, and if the summon will provide a beneficial 
            position AFTER it's duration (aka timing). Discuss it with your team 
            before the match even starts, especially if you plan to use Yamagami.
            As for Myamsar's preference, Soragami is the best way to go. With
            Soragami, you can go double-shivs without having to worry so much about
            P.Sheep users.
            
    Instant Revive Trick: If you manage to perform the summon command before your
                          spawn timer comes up, or as your hero was in the middle
                          of its dying animation, you will instantly spawn back 
                          behind your flag (beside Hatapon in PvE) and ignore the
                          spawn timer altogether. It takes a bit of luck and 
                          precognition to pull off, but it's a useful glitch/trick
                          to abuse regardless. Your spawn timer however doesn't 
                          reset to its default countdown whenever you do this. So 
                          if you didn't equip Peerless Dragon, the next countdown 
                          would still be larger.
    
    
    /====================-------------------------------------====================\
    |                                PvP Matchups                         |[T-pvp]|
    \====================-------------------------------------====================/
    
    For convenience's sake, they're listed from hardest to easiest (some are tied,
    though, but that won't be mentioned). Taterazay also ended up in the middle, 
    but he's top tier too.
    
    =------------=
    | Pyokorider |
    =------------=
    
    Pyokorider is by far the most difficult hero to defend against. Its hero mode
    has a reach farther than Cannogabang's that can be used continuously AND while 
    walking, not to mention powered by Kibadda's class skills. Usually, they are
    also equipped with Fire Lances or Murakumon to render P.Sheep users useless.
    
    So in general, as a Myamsar, the only chance you really have to fight one 
    "fairly" is to have a really good ally(tank) that is capable of reducing Fire,
    Lightning, and Stab damage to dirt...a tag team of Taterazay and Tondenga comes
    into mind. You also can try using Yamagami, but then you're still at a dis-
    advantage because a summon takes longer to prepare than Pyokorider's Hero Mode.
    
    
    =----------=
    | Tondenga |
    =----------=
    
    Frankly speaking, you have close to no chance of winning any 1v1 face-off 
    against Tondengas. They have crit immunity, a shield, and an axe that can 
    easily split you into bloody bits. Whatever damage you are capable of doing to 
    them, they'll just return tenfold. Summons and teammates are your best chances.
    
    However, you can't just do nothing while facing one. If you delay your commands
    by no more than 2 beats and keep watch of your position. You can probably sneak
    an attack while it doesn't have its hero mode active. In rare cases, you might
    even be able to attack for free as it marches forward; usually done by 
    unskilled Tondenga players that use Attack-March-March patterns. Some Tondengas
    might even build pretty squishy, and Soragami/Tategami summons will be enough 
    to fend them off.
    
    
    =------------------=
    | Alosson | Yarida |
    =------------------=
    
    Yarida is exceptionally fast at throwing spears. Unlike Piekron who throws at
    the highest peak of its jump, Yarida throws its spears almost at the same time
    as it jumps. The angle is also so low (similar to Charibasa) that it's very
    likely to take each spear (and lightning bolts) right in the face.
    
    Alosson, on the other hand, has openings that you might be able to get through.
    A Retreat-Attack tactic with considerable stamina might just work, although
    one could also use Tategami to do the advancing and damage. Tategami also
    works on Yarida if summoned before Yarida gets into range, but Yama or Sora 
    are more reliable in general. Hey, at least you equipped Peerless Dragon...did
    you?
    
    The advantage usually falls on these heroes' side. Both of them have the 
    ability to "lock" you in or out of their range, meaning that once their are
    already active, they create a "trap" for intruders and runners. If you try to
    run after getting into their melee range, you die. If you try to walk to get 
    into range, you die. They're probably the heroes that require the most careful
    timing to kill (as Myamsar). Either way, if you have a ranged ally or at least
    a Cannassault, it's best to just wait for their assistance.
    
    
    =---------------------=
    | Buzzcrave | Kibadda |
    =---------------------=
    
    Kibadda is another hero with a shield that has explosive firepower. It will
    usually take no more than one measure to kill you, or anything, actually. 
    However, keep in mind that they only have a few set skills to play with, so 
    they'll either lack damage or stamina, or even better, both. 
    
    It's not impossible to beat them unlike the case with Tondengas, but it's 
    possible to make it easier for them to beat you - by making the common mistake
    of being in their range as they activate their hero mode. As you may know, 
    Kibadda's hero mode is activated with a charge attack, and the charge attack's
    damage multiplier WILL apply during that measure. What you must do is hold off 
    all attacks or advances until the Kibadda marches toward you himself, while its
    hero mode is still active. A defend or charged defend command should then make
    it possible to survive and take him out. Always keep your position in check.
    
    Now fighting Buzzcrave is just the same, but with less worry about your trade
    and its defenses. Myamsar can survive its charge attacks twice or thrice longer
    for as long as you defend, and if ever Buzzcrave stops to activate hero mode 
    or charge, it only opens up an opportunity to attack for the kill or advance.
    The only thing you have to keep in mind is not to be delayed. Having up to 2
    beats in advance vs Buzzcrave is manageable, but a delay will severely affect 
    your defense and timing.
    
    
    =--------------------------=
    | Charibassa | Naughtyfins |
    =--------------------------=
    
    These two heroes can be easily underestimated. They may be slower, but they
    pack as much explosive damage as the two mentioned above, and can somewhat 
    stall or wall you longer than you might expect.
    
    Speedy Naughtyfins in particular can almost always just stay in the air, 
    hardly ever touching the ground before you can even land an attack. Her range
    goes farther, too, as she keeps firing her spears; so allies that follow close
    behind might get caught off-guard. Pairing that with her freeze rate makes it 
    difficult for most heroes to even approach her.
    
    On the bright side, once you're past all that, it's an easy kill because her 
    Hero Mode has the same weakness as Grenburr. Also, if you get close enough, 
    consider switching from the attack command to the defend command.
    
    Charibassa on the other hand, is a shield-wielder. If you have two attack 
    elements and lack damage, you most likely won't be able to kill it in a few
    attacks. Heck, even with just one element, it may even take a while because 
    1) it might have Peerless Sheep and you'll only have Holymaddas; and 2) you'll
    need 3 or more set skills to pierce through the shield's defensive bonuses and
    deal considerable damage. Consider leaving the job to your allies when facing
    Charibassa, or stalling until you can call up a summon (Soragami/Yamagami) so
    you and your allies can strike all at once.
    
    
    =-----------------------=
    | Myamsar | Cannassault |
    =-----------------------=
    
    Myamsar and Cannassault are somewhat similar. Both are bulky yet squishy, and
    are capable of juggling through their equipment to go hybrid, bulky, or full 
    damage -- with the latter oftenly ending up in failure. The only differences
    that separate them are their playstyle and Crono Riggers.
    
    Crono Riggers is what makes Myamsar difficult to deal with as a Myamsar. If the
    match isn't a stalemate due to identical builds, it will more or less favor the
    one with an extra set skill dedicated to damage or a Piekron on their side.
    
    Cannassault is a tricky hero to fight, and even the bulky build can catch you
    off guard if you're not bulky enough. The problem is its hero mode, which 
    stalls your approach and allows Cannassault to get free hit(s). Generally 
    speaking, charged attacks are the way to go. Heck, even defense will work if 
    Cannassault gets too close. But the easiest way to bypass the tumble effect is 
    to delay your command input by 3 beats. By the time you press "Pon" for an
    attack (assuming you were in Hero Mode prior, since HM is immune to tumble),
    you will be able to move freely as the Cannassault retreats back into position
    and its user is still pressing for his next command. This also allows you to
    avoid any damage at all if you manage to kill it in one shot.
    
    
    =----------=
    | Grenburr |
    =----------=
    
    The simple counter to Grenburr is delaying your command by 1 beat. During its 
    hero mode, there is a very small vertical distance - a window of opportunity -
    where your blade will be able to touch Grenburr before its blade touches you. 
    If you attack with about 0.26 or better attack speed during Grenburr's descent,
    for as long as you catch it falling while you're stabbing, you'll be able to 
    get a kill without even taking a scratch. 99% of the time(lag might affect it).
    
    Clearly, Grenburr is at a disadvantage against Myamsars. However, some Grenburr
    players can still play smart. If they catch you off-guard and manage to pull 
    off a charge attack while you're in range, it might end up in a draw - both
    heroes die at the same time. Same case if you both attack at exactly the same 
    time (0 beat delay), its Hero Mode against your stabbing. There's also the fact
    that they too have summons.
    
    One important thing to know about most Grenburrs is that they almost always
    have P.Dragon equipped. So if you lose in a draw, unless you have P.Dragon as 
    well, it's still Grenburr actually winning. As much as possible, don't give
    them that chance. Unlike Myamsar, they can sweep the field and end the game
    very quickly.
    
    
    =------------------------------------=
    | Cannogabang | Covet-hiss | Oohoroc |
    =------------------------------------=
    
    Covet-hiss is the underdog among this trio. She (or was it he?) is capable of 
    firing two laser beams in a single measure, but usually it's too weak to kill
    a bulky Myamsar. 
    
    Unlike Covet-hiss, Oohoroc and Cannogabang can actually kill you in one charge
    attack, and unless you delay your commands properly, you will ALWAYS die before
    you reach them. The timing for cannogabang is a 2-3 beat delay, regardless of 
    which weapon it uses. Whenever it charges, march, and after that retreat. Some
    Cannogabangs will sense this and shall attempt to be sneaky; they will charge
    twice before releasing an attack. If they're smart, they'll attempt to attack
    normally. If they're smarter, they'll reset their timing and un-sync your 
    2-3 beat delay, so pay attention to the screen even though you know how to 
    counter them.
    
    As for Oohorocs, Holymist and Darkvenom staves are similar to Pyoko's hero mode
    in which they have an insane amount of range. This is one of those cases where
    March Defense really shines. While it's not for certain that you'll survive
    through it, you'll still have a pretty good chance of doing so with MD. If you
    don't have it, very bulky build can possibly brave through the attacks. A 
    Cannassault positioned at the end of the staves' range and staying 1-beat 
    advanced might also manage to barely tumble Oohoroc before it casts the spells.
    
    Against Volcano-casters, running away is a bad move. It's actually wiser to 
    just march forward or defend and minimize the damage you get from the fire. 
    Personally, I haven't tried jumping, but I doubt that could save you from it.
    
    
    =-----------------------------------=
    | Taterazay | Guardira | Slogturtle |
    =-----------------------------------=
    
    Among the three, Guardira's the easiest to deal with. But don't use that as an
    excuse to get careless. Guardira is still capable of toning your damage down to
    10% with its hero mode and has a lot of defense and shield evasion to squish it
    even further. Generally speaking, you will want to have about 15~20k strength
    while fighting these heroes. Alternatively, provided that you have someone to 
    cover for you, using your Hero Mode against them is effective too.
    
    Meanwhile, Taterazay is even harder to deal with than a Pyokorider. It can 
    literally just sit behind a flag and spam hero mode for the entire duration of
    a match because its hero mode has no range to speak of. And since its hero mode
    grants extra defensive bonuses to all its allies, it becomes harder to even 
    reach Taterazay. The only good counter to this is an ally Piekron, which can 
    nullify Taterazay's defensive buff with its own offensive buff. Summoning 
    Yamagami might also work.
    
    Lastly, Slogturtle is a special case. Most of the time, they shouldn't be a
    problem. While Slogturtle's Hero Mode is active, it takes more damage from
    melee attacks in exchange for nullifying magical damage. You can take advantage
    of this to get rid of it quickly or pin it down for a ranged ally to pluck out
    for you. However, Slogturtle's class skills are the problem. One transmutes its
    minimum weapon strength into additional defense, while another reflects melee 
    slash and strike damage back. This means that if you have too much damage and
    too little Stamina, you'll just end up killing yourself. You can either go for
    pure Stab and stack up to about 30k damage or pursue with a Lightning Blade and
    simply equip P.Dragon. Either way, you should still build some HP as it might
    take a while to get through Slog's defense, stamina and shield evasion. 
    
    
    =-------------------------------=
    | Ragewolf | Wooyari | Destrobo |
    =-------------------------------=
    
    Dumb, dumber and dumbest. What makes these three so easy to deal with is the
    fact that they HAVE to be in everyone's face as much as possible just to be 
    useful. Thus, the simplest and safest way to fight them is just to allow them 
    to approach with whatever attack they want to go with, then use a defend 
    command to counter it. Attacking is an option, but defending can at least
    protect you from the possibility that an approaching enemy/ies coming from 
    behind might snipe you.
    
    Wooyari and Destrobo should die pretty quickly, but a trained Ragewolf could 
    take a while to finish off. In fact, if your damage is too low, Ragewolves 
    might be able to turn the match into a stalemate with the help of DH set skills
    like Critical Parry and Refuse to Lose.
    
    
    =----------------------------------=
    | Sonarchy | Wondabarappa | Jamsch |
    =----------------------------------=
    
    The three are very similar and are dealt with in pretty much the same way.
    Sonarchy, however, is the biggest threat and is actually capable of whittling
    down your HP to zero over time. Wondabarappa comes at a distant second. 
    
    More often than not, this trio will hide behind allies to do what they do best
    -- cause lag or attempt to inflict a status effect. Luckily for Myamsar, status
    immunity is its specialty. Provided that you can take out the opposing team's
    frontline quickly, fighting them should be a breeze.
    
    There's no particular need to adjust/delay your command input, but it is quite 
    necessary to use Charge Attacks when fighting them. They can move around and 
    re-adjust their positions while in hero mode and there's not much you can do if
    you aren't able to reach them before they escape your seeing eye. That's where
    the extra movement speed from charge attacks comes in. Having a Cannassault 
    ally will help a lot, though.
    
    
    =---------------------=
    | Piekron | Yumiyacha |
    =---------------------=
    
    The problem that these heroes face is that there are delays between their 
    attacks that also hit quite inaccurately, which means you most likely will be
    able to slip into their melee range easily.
    
    Piekron isn't so much of a pushover, though. Fast Piekrons equipped with 
    Alldemonium Shields are still capable of one-shotting you if you don't watch 
    your distance properly. Not to mention, if a Piekron fails to match you in
    combat, it can simply wait for its teammates and buff them on the go.
    
    For Yumiyacha, attacking on sight might be good enough, but for Piekron, a
    quick Retreat Command followed by an Attack is usually the safest way to go.
    
    
    =-------------------=
    | Pingrek | Bowmunk |
    =-------------------=
    
    There is very little worry when going against these guys. It might have been
    different if there were organized teams, though. A well-synchronized team of a
    Guardira, Taterazay, Bowmunk and Cannogabang/Pyokorider for example can do 
    well if the players can communicate with each other to time their retreats, 
    defenses and attacks.
    
    Aside from being more or less "pure support" units, another reason why they're
    so easy to deal with is because Pingrek's Ice Castle (Hero Mode) can be 
    destroyed - causing it to stay tumbled for two measures - while Bowmunk usually
    has terrible resistance to fire. Bowmunk is also just all squish behind its HP
    wall, despite being a Shield-class Uberhero.
    
    
    =---------------=
    | Other Hazards |
    =---------------=
    
    Peerless Sheep - If you're following a build that doesn't use Lightning Blade,
                     consider yourself at risk of being useless 20~30% of the time.
    
    Peerless Pig - It's been known that Peerless Pig doesn't decreased damage, but 
                   rather REFLECTS it. There's really no way around it aside from
                   taking the reflected damage head-on and healing it back with 
                   P.Tree or P.Hedgehog. 
                   
                   Equipping P.Dragon might also serve as a simple "stalemate" 
                   solution. But of course, that still doesn't count the user's 
                   actual attack damage and self-healing so don't rely on it.
    
    Summons - Yamagami in particular is a pain to deal with. It has high damage and
              causes burn. However, consider yourself fortunate if opponents are in
              range when they summon, as it's easier to avoid and survive the 
              meteors while attacking (close to none hits the area where opponents
              stand).
              
              The other problem would be Tategami. If the opponents are skilled at
              building up summon scores, you may be sent back to infinity, forcing
              you to slowly advance forward yet again. There isn't much you can do
              to counter this, aside from perhaps summoning your own Tategami and
              returning the favor. Ironically, this can also work against Tategami
              users because if they score too well and the shield/castle pushes 
              forward too much, there's a very good chance for it to "pass through" 
              defending heroes and become useless for the rest of its duration.
    
    The Dice Roll - Sometimes, you just have completely no idea of what type of
                    heroes you'll be up against, or even what type of builds they
                    use. This isn't strictly a Myamsar thing, though, so don't 
                    dwell on it too much. If in doubt, check the [A-bal] section.
    
    /====================-------------------------------------====================\
    |                       Team Synergy and Compatibility                |[T-eam]|
    \====================-------------------------------------====================/
    
    Myamsar favors being teammates with a few Uberheroes over the rest. They 
    complement each other as allies and effectively cover each of their numerous
    individual weaknesses. FYI, this list isn't necessarily restricted to VS.
    
    Cannogabang - The cannogabang is supposed to aid Myamsar in clearing his Melee 
                  Hazards -- Tondenga, Kibadda, and Buzzcrave, to name a few.
    			  
                  It's equally Myamsar's responsibility to stay close to his 
                  Cannogabang when he knows there are such Hazards nearby. The last
                  thing you want to happen in a team of squishies is to have each 
                  of you plucked out piece by piece because a member was too 
                  impatient in holding his position.
    	  
                  Ideal Position: Maintain at least a 1.5~2 walking distance away
                                  from Myamsar. You might have to get closer when
                                  there are (Myamsar) melee hazards defending the 
                                  enemy's frontline, though.
    
    Guardira - Anything that Cannogabang cannot reach is Guardira's responsibility.
               Guardira can somehow block Pyokorider, Buzzcrave, Ravenous, and 
               cannon/howitzer Cannogabangs from the opposite team, giving Myamsar 
               a chance to slowly work his way closer to them.
    
               The only problem with Guardira is that Myamsar's melee hazards are
               just the same as his. So without a sniping/ranged unit like 
               Cannogabang, or a proper ally to match the crisis with, both Sheep
               and Cat will be useless in the face of their nemeses.
    
               Ideal position: In front of the Myamsar, not more than a full 
                               walking distance away.
    
    
    Cannassault - Cannassault makes a decent wall and is wonderful UH to pair with 
                  Myamsar. Kill-or-be-killed situations can be overturned with a 
                  good Cannassault teammate utilizing its hero mode correctly.
    
                  The Cannassault's role here is to tumble enemies just before they
                  connect an attack with Myamsar, or simply to create an 
                  opening after such attacks. This requires precise timing and a 
                  lot of intentional delaying/beat-cancelling to synchronize WITH 
                  THE OPPONENTS rather than with Myamsar. A few examples are:
                   - vs Naughtyfins, a timed tumble just as it lands on the 
                   ground after an attack. 
                   - vs Kibadda, a 2 to 3-beat delay from it's user so you will be 
                   able to tumble the guy just as his attack ends and starts 
                   retreating. A 2-beat delay is basically starting your "Pon Pon 
                   Pata Pon" while the enemy is in the middle of his own "Pon Pon
                   (sync here) Pata Pon"
    
                  So not only must a Cannassault be quick-witted, but he must also
                  be observant. For the Myamsar user: it is your responsibility in 
                  return to time your attack accordingly, specifically during the 
                  moment Cannassault's blade/axe falls to the ground.
    
                  This support class is almost necessary whenever a glasscannon 
                  Myamsar is present.
    			  
                  Ideal Position: 1 walking distance away or a little bit more if
                                  your Cannassault's Hero Mode goes past Myamsar.
    
    =------------------=
    |Honorable mentions|
    =------------------=
    
    Piekron - The 2~3.5x buff that Piekron bestows allows Myamsar to hold back in 
              offensive set skills and throw in more bulk or Peerless Dragon. While
              it is true that Piekron makes a smaller impact for Myamsar than the 
              other three previously mentioned, one can argue that its overall 
              contribution to the team is simply far better.
              
              Piekron is also a good counter-hero for Taterazay.
    
              Ideal Position: Behind Myamsar or structures.
    
    Alosson,		 
    Yarida & 			
    Charibassa - These three heroes will do fine staying behind Myamsar, and may 
                 take Cannogabang's role as melee-hazard-deleter. Charibassa is a 
                 bit weaker than Yarida, but its ability to take much more poke
                 damage than the other two must be considered.
    
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
    The following Heroes are frowned upon by the competitive community due to some 
    overpowered Hero Modes or equipment. However, they ought to be mentioned as
    they are equally -if not better- just as good as all the previously mentioned.
    Doesn't hurt to consider that even if PvP fails, co-op may still prevail.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
    Taterazay - Taterazay's Hero Mode buff is nearly impenetrable, bringing the 
                bulky Myamsar builds to the heights of immortality. 
    
    Pyokorider/Oohoroc - Both serve the same role as Cannogabang. But are easier to
                         work with due to the insane range of Pyokorider's Hero 
                         Mode and Oohoroc's Holy- and Dark- staves.
    
    
    /====================-------------------------------------====================\
    |                              Teammate Hazards                       |[T-hzd]|
    \====================-------------------------------------====================/
    
    Below is a small list of what classes to avoid while playing PvP with or as a
    Myamsar. If the conditions are met and your teammates are refusing to change,
    it might be wise to think twice about using Myamsar along with their selected
    heroes. It's not always gonna end up badly, though - so you can still work out
    a plan. You can totally ignore this for PvE.
    
    Myamsar - there's just no room for two Myamsars in the battlefield, especially
              against knowledgeable opponents.
    
    Guardira - without ANY ranged support, you're in a losing team if joined by
               a Guardira. As mentioned before, Guardira is as easily killed as
               Myamsar by the very same opponents that Myamsar avoids. Their
               synergy works well at times, but its effectiveness requires
               conditions to be met.
    
    Wooyari & Grenburr - similar to a fellow Myamsar, they take up pretty much the
                         same role. Or at the very least, they'll be just as easily
                         shut down by Myamsar's Melee Hazards. Not saying that 
                         they're bad heroes on their own (they're not, really), but
                         you will have a hard time working with them in general.
    
    Yumiyacha, Pingrek, Destrobo - they're just not reliable, unless your team has
                                   some sort of grand plan to troll or make them
                                   useful.
    
    
    
    ===============================================================================
    -----------------------------------Equipment----------------------------[E-qip]
    ===============================================================================
    
     == Notes ====================================================================
      * Daggers unlock at Level 10
      * Shivs unlock at Level 15
     -----------------------------------------------------------------------------
      * For reference, Myamsar's base Attack Movement Speed is 1.08, Attack Speed 
        is 2.0, and HP is 64056 @Lv40.
      * The following stats (~0.1% margin of error) were taken at these levels:
        vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
             Uniques @ +24 / Super Uniques @ +21 / Upgradable items @ +40
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
      * Upgradable items us the [Po/W] enchantments as base for their HP/strength
        because they are rather easy to acquire and comparable to Super/Uniques.
        vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv    
         Stats for upgradable items DO NOT include other enchantment bonuses.
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
      * Status effect rates are further reduced by an enemy's unseen resistances.
        Likewise, an attack bonus of 100% may still be reduced by the target's 
        defensive bonuses (e.g Stone Golems resist Stab)
      * Attack and Defensive Bonuses, unlike most of the other stats, stack 
        MULTIPLICATIVELY. So if a [H]-enchanted weapon has 150%(1.5x) bonus vs
        Undead and Demons, equipping two will result into 225%, not just 200%.
      * Weight and Knockback power were purposely not included in the stat tables.
     =============================================================================
    
    /====================-------------------------------------====================\
    |                            Enchantment Bonuses                      |[E-nch]|
    \====================-------------------------------------====================/
    
    ,-----------------------------------------------------------------------------,
    |    | Weapon Str | Crit | Atk Spd | Atk Movemt | Status Bonus | Atk Bonus/es |
    +----+------------+------+---------+------------+--------------+--------------+
    |[Fl]|   +46.7%   |  --  |   ---   |    ----    |   +25 Burn   |     ---      |
    +----+------------+------+---------+------------+--------------+--------------+
    |[St]|    +60%    |  --  |   ---   |    ----    |     ---      |     ---      |
    +----+------------+------+---------+------------+--------------+--------------+
    |[Po]|   +73.3%   |  --  |   ---   |    ----    |  +25 Poison  |     ---      |
    +----+------------+------+---------+------------+--------------+--------------+
    | [H]|   +86.7%   |  +5  |   ---   |    ----    |     ---      |  150% Undead |
    |    |            |      |         |            |              |  150% Demons |
    +----+------------+------+---------+------------+--------------+--------------+
    |[Sl]|   +100%    |  +10 |   ---   |    ----    |     ---      | 250% Dragons |
    +----+------------+------+---------+------------+--------------+--------------+
    |    |            |      |         |            |              |  110% Demons |
    |    |            |      |         |            |              |Undead,Giants,|
    |[De]|   +113.3%  |  +15 |   0.9x  |    1.1x    |     ---      |  and Dragons |
    |    |            |      |         |            |              | 150% Shells, |
    |    |            |      |         |            |              | Wood, Stone, |
    |    |            |      |         |            |              |  and Metal   |
    +----+------------+------+---------+------------+--------------+--------------+
    | [G]|   +140%    |  +30 |   0.8x  |    1.2x    |     ---      |     ---      |
    '-----------------------------------------------------------------------------'
     * Weapon strength bonuses are BASE WEAPON strength multipliers - they don't
       include Myamsar's base strength in the formula.
    
    ,--------------------.---------Resistances------------.-----------------------,
    |    | Stamina | Def | Crit/KB/Stag | Brn/Frz/Slp/Psn |   Defensive Bonuses   |
    +----+---------+-----+--------------+-----------------+-----------------------+
    |[Hp]|  +300   | --- | ---/---/---  | ---/---/---/--- |          ---          |
    +----+---------+-----+--------------+-----------------+-----------------------+
    |[Ar]|  +500   | +10 | +10/---/---  | ---/---/---/--- | 90% Slash/Strike/Stab |
    +----+---------+-----+--------------+-----------------+-----------------------+
    | [W]|  +1000  | +15 | ---/+10/+10  | ---/---/---/--- | 80% Slash/Strike/Stab |
    +----+---------+-----+--------------+-----------------+-----------------------+
    |[Ic]|  +2000  | +20 | ---/---/---  | +20/---/---/--- |        50% Fire       |
    +----+---------+-----+--------------+-----------------+-----------------------+
    |[En]|  +5000  | +25 | +5 / +5 / +5 | ---/---/---/--- |       90% to all      |
    +----+---------+-----+--------------+-----------------+-----------------------+
    |[Cu]| +10000  | +30 | ---/---/---  | ---/---/---/+20 |       50% Poison      |
    +----+---------+-----+--------------+-----------------+-----------------------+
    |[Me]| +20000  | +50 | +10/+10/+10  |  +5/ +5/ +5/ +5 |       85% to all      |
    '-----------------------------------------------------------------------------'
     * Stamina bonuses are BASE ARMOR stamina multipliers - they don't include 
       Myamsar's base stamina in the formula.
    12300
      
                                     H/Sl/De vs G
    
    I'll make this easy to digest:
    * [H] is solid ground. In fact, it can beat [G]'s damage output while fighting
      Demons or Undead, and assuming you've already made it to 0.17 attack speed.
    * [Sl] is slightly better than [H], but considering that there are far more 
      Demons and Undead than Dragons hopping around, you might as well just stick
      to [H]. In VS, 
    * [De] is your best man. It gets most of the stuff you need from [G], although
      a bit weaker, but most of all, it also negates your natural weakness to Wood,
      Stone and Metal. By the time you get one, though, that probably doesn't 
      matter anymore. :/
    * [G] can turn Shivs into overpowered Daggers, and Daggers into Blades. Blades
      become...godly. What more can you ask for? A [G] lightning blade, at least, 
      that is! Seriously, though. It's more or less the superior version of [H] and
      [Sl] weapons.
    
    /====================-------------------------------------====================\
    |                            Myamsar-Related Sets                     |[E-set]|
    \====================-------------------------------------====================/
    
    ,-------------------------------------------------------+------Bonus(es)------,
    | 2x Blade of Astria/Holymadda Shiv (you may mix&match) |                     |
    | Samurai Helm                                          | 1.2x Critical       |
    | Froyola's Spaulders                                   |                     |
    +-------------------------------------------------------+---------------------+
    | 2x Feisho                                             | 2x Critical         |
    | Tahla Helm                                            |                     |
    +-------------------------------------------------------+---------------------+
    | 2x Sleepy Daggers                                     | 1.05x Strength      |
    |                                                       | +15 Sleep Rate      |
    |                                                       | +10 Sleep Resist    |
    +-------------------------------------------------------+---------------------+
    | 2x Flame Pieces                                       | +10 Freeze Res      |
    |                                                       | 0.8x Ice Damage     |
    |                                                       |      Reduction      |
    +-------------------------------------------------------+---------------------+
    | 2x Ice Pieces                                         | +10 Burn Resist     |
    |                                                       | 0.8x Fire Damage    |
    |                                                       |      Reduction      |
    +-------------------------------------------------------+---------------------+
    |                                                       | 1.03x Strength      |
    | 2x Lightning Pieces                                   | 0.9x Attack Speed   |
    |                                                       | 0.9x Lightning Res  |
    |                                                       | +10 Stagger Resist  |
    +-------------------------------------------------------+---------------------+
    |                                                       | [Bug] NO EFFECT     |
    | 3x Lightning Pieces                                   | Also removes all the|
    |                                                       | bonuses of having 2x|
    |                                                       | lightning pieces!   |
    '-------------------------------------------------------'---------------------'
     * Only 2x Lightning set makes a good choice here, although the Blade of Astria
       + Holymadda Shiv set can be decent if you have the items at high levels.
    
    
    /====================-------------------------------------====================\
    |                                   Blades                            |[E-bld]|
    \====================-------------------------------------====================/
    
    Blades have high critical rates and decent raw power. But most importantly,
    they give Myamsar access to Slash Master and Lightning Master, which signifi-
    cantly boost its damage. The said set skills also grant extra attack speed and
    movement speed that are just as helpful as damage for Myamsar.
    
    =-------------=
    |Default Blade|
    =-------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |      12-24      |      Slash      |   0.6x   |   1.1x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   |  55% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
    
    
    =--------------=
    |Critical Blade|
    =--------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     809-1559    |      Slash      |   0.6x   |   1.1x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 200% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Enchantments may give it variable status rates and damage. Although, 
         even with just a [Po] enchantment, it shows that its strength can 
         surpass the best Super/uniques/ultimates available to Myamsar.
       - High critical rate; has 25 more critical rate than Lightning Blade.
      
    
    =---------------=
    |Lightning Blade|
    =---------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     809-1559    | Slash,Lightning |   0.6x   |   1.1x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 175% | -- |   155%  |  85% |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Enchantments may give it variable status rates and damage. Although, 
         even with just a [Po] enchantment, it shows that its strength can 
         surpass the best Super/uniques/ultimates available to Myamsar.
       - High critical and stagger rate.
       - Can be paired with other Lightning gear for HP/Attack Speed bonuses
       - Lightning element gives it a small amount burn rate (useful in VS,
         against Peerless Sheep users), and allows Myamsar to gain the full
         effects of Lightning Master. However, gaining lightning element makes
         it ineffective against Lightning-resistant enemies, such as Fennichi.
      
    
    =---------=
    |Tsuyugiri|
    =---------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     265-794     |      Slash      |   0.4x   |   1.3x   |      58%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 171% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Low strength, but its speed bonuses may prove to make up for it,
         especially when you still don't have other speed-increasing set skills
         available.
       - The only non-shiv option (for Myamsar) that has Shieldbreaker.
    
    
    =--------=
    |Murapata|
    =--------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     221-1544    | Slash, Darkness |   0.5x   |   1.2x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 191% | -- |   ---   |  --  |  92%  |   --   |   92%  |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Great overall stats. If you get a strong one, it may even be your
         primary blade weapon of choice while you have yet to find a [H] Blade.
       - Sleep and Poison are a great addition and make it good to pair with
         shivs. Not to mention, Darkness element is also known to give a random
         chance of applying a random status effect.
       - Lowers up to 10% of base HP at +24
      
    
    =---------------=
    |Blade of Astria|
    =---------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     743-1486    |      Slash      |   0.6x   |   1.1x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 169% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  150%  |   150%  |  100%  |  120%  |   150%  |  200%  |
      '-------------------------------------------------------------------------'
       - Decent strength and critical rate.
       - Attack Bonuses give it an edge over Lightning Blade, especially when
         going against structures and golems.
    
    
    =---------=
    |Tsukigiri|
    =---------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     400-1000    |      Slash      |   0.4x   |   1.1x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 250% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - The extra attack speed does make up for its lack of strength, and that's
         still not including its ridiculously high Critical Rate. Unfortunately,
         the synergy between Lightning Blade, Lightning Helm, Lightning Master
         and their set bonus overshadow the assets of this weapon - just as the
         case for others.
       - Ultimate weapons are nearly impossible to find, but good luck!
       
    
    /====================-------------------------------------====================\
    |                                  Daggers                            |[E-dag]|
    \====================-------------------------------------====================/
    
    Daggers are fast weapons that have fairly high critical rates. However, they
    lack rawpower and must oftenly be paired with blades or shivs. You can almost
    consider them as alternative or complementary choices that may help cover some
    of Myamsar's weaknesses, but that doesn't mean they're crap and useless.
    
    =--------------=
    |Default Dagger|
    =--------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |       0-29      |      Stab       |   0.5x   |   1.2x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   |  35% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
      
    
    =---------------=
    |Critical Dagger|
    =---------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |      0-1850     |      Stab       |   0.5x   |   1.2x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 180% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Enchantments may give it variable status rates and damage. Although, 
         even with just a [Po] enchantment, it shows that its strength can 
         surpass the best Super/uniques/ultimates available to Myamsar.
       - High critical rate. Highest among the daggers, and has 25 more than 
         sleepy daggers.
    
    
    =-------------=
    |Sleepy Dagger|
    =-------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |      0-1850     |      Stab       |   0.5x   |   1.2x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 155% | -- |   ---   |  --  |  100% |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Enchantments may give it variable status rates and damage. Although, 
         even with just a [Po] enchantment, it shows that its strength can 
         surpass the best Super/uniques/ultimates available to Myamsar.
       - Arguably a better choice than Critical Dagger for its additional sleep
         rate, especially during the course of story mode.
       
    
    =---------=
    |Crablessa|
    =---------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     221-926     |      Stab       |   0.45x  |   1.3x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 151% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  350%  |   200%  |  100%  |  120%  |   150%  |  200%  |
      '-------------------------------------------------------------------------'
       - Shelled, wood, stone, and metal monsters commonly have natural 
         resistance to Stab. So placing that right next to Crablessa's abysmal
         attack makes it look meh. However, pairing the weapon with a Blade of 
         Astria can turn things around. Together, with the set skills Monster 
         Killer and/or Demolitionist, you can boost your damage way further than
         the standard Knife-and-Fork builds. But then again, that kind of setup
         only works in places  where all of these types of monsters are abundant. 
       - Choosing between Crablessa and the Blade of Astria might look like a 
         tough call, but this becomes an easier decision if you don't plan to 
         "specialize" your build by equipping Monster Killer or Demolitionist.
         In such a case, it would be generally better to go with Blade of Astria
         because you can equip a Holymadda Shiv with it to additionally cover 
         Undead and Demons. Other shivs and daggers also offer better benefits
         than a Crablessa if you compare it to a Blade of Astria vs other blades.
    
    
    =------=
    |Feisho|
    =------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |      0-984      |      Stab       |   0.4x   |   1.5x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 159% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Passable strength, but its speed bonuses may prove to make up for it, 
         especially while you still don't have other speed-increasing set skills 
         available. Upgraded enchanted weapons are still generally better, 
         though.
       - Has a set bonus if paired with another Feisho. However, that doesn't 
         really give more power if you're already constantly dealing criticals.
            
    
    =-------=
    |Krauser|
    =-------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     500-750     |      Stab       |   0.5x   |   1.2x   |      --       |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   ---   | 115% | -- |   ---   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Very disappointing stats. It does have a decent amount of min strength,
         though, and sure looks nice.
       - Ultimate weapons are nearly impossible to find, but good luck!
    
        
    /====================-------------------------------------====================\
    |                                   Shivs                             |[E-shv]|
    \====================-------------------------------------====================/
    
    What shivs lack in attack speed is replaced with defense, attack movement  
    speed, sometimes health, raw damage, and - most importantly - shieldbreaker.
    All shivs are also packed with fairly high stagger rates. This weapon, along
    with Myamsar's Natural Enemy class skill, is what makes it quite effective
    against most shield-wielding opponents.
    
    =------------=
    |Default Shiv|
    =------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |      17-30      |      Stab       |   0.75x  |   1.4x   |      15%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |    5    |  30% | -- |   30%   |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
    
    
    =-----------=
    |Poison Shiv|
    =-----------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |    1120-1948    |  Stab, Poison   |   0.75x  |   1.4x   |      45%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   45    | 150% | -- |   150%  |  --  |  ---  |   --   |  100%  |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Enchantments may give it variable status rates and damage. Although, 
         even with just a [Po] enchantment, it shows that its strength can 
         surpass the best Super/uniques/ultimates available to Myamsar.
       - Seriously, though, those are great stats. The poison element may come
         to bite back later when against poison-resistant enemies, but poison
         gives a lot of DPS even when you lack power - which should not be the
         case if you keep the weapon upgraded. Not to mention, only a few enemies
         are actually resistant or immune to poison.
    
    
    =---------------=
    |Heltopay's Kiss|
    =---------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     772-1323    |      Stab       |   0.75x  |   1.4x   |      49%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   29    | 161% | -- |   126%  |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Highest source of shieldbreaker if you ever feel like you lack it, but
         its overall stats are pretty meh for a shiv.
    
    
    =---------------=
    |Goliamon's Shiv|
    =---------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     520-1672    |  Stab,Darkness  |   0.7x   |   1.5x   |      36%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |   --   |   26    | 114% | -- |   114%  |  --  |  93%  |   --   |   83%  |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Decent overall stats. If you get a strong one, it may even be your
         primary shiv weapon of choice while you have yet to find better Shivs.
         Makes a good Poison Shiv alternative, if anything else.
       - Sleep and Poison are helpful in PvE. Not to mention, Darkness element is
         also known to give a random chance of applying a random status effect.
       - It's basically a Shiv version of the Murapata blade, but without the
         stamina penalty. Pretty low crit rate, though, so you better keep that
         in check. 
    
    
    =--------------=
    |Holymadda Shiv|
    =--------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |     557-1783    |   Stab, Light   |   0.6x   |   1.6x   |      41%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |  23300 |   26    | 129% | -- |   139%  |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  200%  |  200%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Decent overall stats, but what makes it better than most is it's stamina
         bonus - no other Myamsar weapon aside from Pain of Pentavus offers the
         same. With how squishy Myamsar is, this extra health means a lot. Have
         you noticed it's attack speed and attack bonuses yet? Demons and Undead
         are found everywhere in the game, fortunately (quite literally, too).
    
    
    =----------------=
    |Pain of Pentavus|
    =----------------=
      ,-------------------------------------------------------------------------,
      | Weapon Strength | AttackElement/s | AtkSpeed | Movement | Shieldbreaker |
      |    1000-1900    |      Stab       |   0.5x   |   1.6x   |      40%      |
      +==============================Status Rates===============================+
      | Health | Defense | Crit | KB | Stagger | Burn | Sleep | Freeze | Poison |
      |  15300 |   100   | 150% | -- |   110%  |  --  |  ---  |   --   |   --   |
      +=============================Attack Bonuses==============================+
      | Demons | Undead | Shells | Dragons | Giants |  Wood  |  Stone  | Metal  |
      |  100%  |  100%  |  100%  |   100%  |  100%  |  100%  |   100%  |  100%  |
      '-------------------------------------------------------------------------'
       - Great overall stats. The bonus HP and Defense are icing on this cake.
       - Its Stamina bonus might not be as high as that of Holymadda's, nor does
         it have attack bonuses against monsters, but Pain of Pentavus still
         makes its way easily on top of the best weapons for Myamsar - along with
         Lightning Blade and Holymadda Shiv.
       - Good luck finding one!
    
    /====================-------------------------------------====================\
    |                                   Helms                             |[E-hlm]|
    \====================-------------------------------------====================/
    
    =------------=
    |Default Helm|
    =------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |    No Additional    |
      |    --    |   50   |   ---   |    --    |    --    |       Bonuses       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  --  | -- |   ---   | --- ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  ---  |    --    |   --   ||    80%    |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
    
    
    =--------------=
    |Lightning Helm|
    =--------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  13300 |    15   |   0.9x   |   1.1x   |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  85% | 95%|   105%  | 65% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  61%  |    61%   |   61%  ||    80%    |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Enchantments may give it variable status rates and damage, but its extra
         attack speed and attack movement speed are a big bonus. It has a nice
         set to go with, too, which makes it only second to Dolmorn Helm in 
         terms of being the best helm for Myamsar.
    
    
    =----------=
    |Flame Helm|
    =----------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  13300 |    15   |    --    |    --    |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  85% | 95%|   95%   | 61% ||  100% |  100%  | 100% |  100% | 100% | 80% |
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  61%  |    75%   |   61%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Enchantments may give it variable status rates and damage. 
       - It lacks the bonuses that lightning helm offers, but could still be 
         useful in ice missions or simply for the defensive bonuses of the
         [W/En/Me] enchantments.
    
    
    =--------=
    |Ice Helm|
    =--------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  13300 |    15   |    --    |    --    |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  85% | 95%|   95%   | 75% ||  100% |  100%  | 100% |  100% |  80% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  61%  |    61%   |   61%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Enchantments may give it variable status rates and damage.
       - It lacks the bonuses that lightning helm offers, but could still be 
         useful in missions with a lot of fire or simply for the defensive 
         bonuses of the [W/En/Me] enchantments.
    
    
    
    =----------=
    |Tahla Helm|
    =----------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  9010  |    29   |    --    |    --    |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  73% | 73%|   73%   | 73% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  73%  |    73%   |   73%  ||    100%   |   50%  |  50%  |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Tahla Helm is rather common and its balanced overall stats might make it
         a decent choice for a helm in the early half of your game.
    
    
    =----------=
    |Bunny Hood|
    =----------=
      ,-------------------------------------------------------------------------,
      |   Strength  | Health | Defense | AtkSpeed | Movement |  +87% Critical   |
      | 186.5-556.5 |  4120  |   ---   |   0.9x   |   1.2x   |       Rate       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  78% | 78%|   78%   |-19% ||  100% |  100%  | 100% |  100% | 120% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  53%  |    53%   |   53%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Nice strength and critical rate bonus. Its attack and movement speed are
         actually pretty decent, too. In situations where fire and attack speed
         aren't a problem, it would make a very good alternative to the Lightning
         Helm.
    
    
    =------------=
    |Tebenos Helm|
    =------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |    No Additional    |
      |  125-256 |  11600 |   130   |   1.2x   |   0.9x   |       Bonuses       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  83% | 83%|   83%   | 52% ||  80%  |   80%  |  80% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  52%  |    52%   |   52%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - In exchange for slower attack speed and attack movement speed, Tebenos
         provides some really nice defenses against physical status and damage.
         Generally, it's still not a very good idea to use. Hope and go for a
         [W]-enchanted helm instead.
    
         
    =------------=
    |Samurai Helm|
    =------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |    No Additional    |
      |    --    |  13930 |    52   |   0.8x   |   1.1x   |       Bonuses       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  78% | 78%|   93%   | 57% ||  100% |  100%  | 100% |  100% |  80% | 80% |
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  57%  |    57%   |   57%  ||    80%    |   80%  |  80%  |  80%  |  80%  |
      '---------------------------''--------------------------------------------'
       - Pretty nice overall stats, if not only for it's low resistance to ele-
         mental statuses. Nevertheless, it's generally a better alternative for
         Lightning Helm than Bunny Hood.
    
    
    =--------------=
    |Marumenko Helm|
    =--------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |    No Additional    |
      |    --    |  17425 |    78   |    --    |    --    |       Bonuses       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  93% | 93%|   93%   | 62% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  62%  |    62%   |   62%  ||    100%   |  100%  |  50%  |  50%  |  50%  |
      '---------------------------''--------------------------------------------'
       - You'll probably just want to use this helm for its high HP bonus. Its
         not bad, though. If it can be compared to anything, it's a Tahla Helm
         alternative/upgrade.
    
    
    =------------=
    |Dolmorn Helm|
    =------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |Immune to KB,Stagger,|
      |    --    |  11950 |    80   |    --    |    --    |  Sleep, and Poison. |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  90% | xx |   xx    | 60% ||  50%  |   50%  |  50% |  50%  |  50% | 50% |
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |   xx  |    60%   |   xx   ||    50%    |   50%  |  50%  |  50%  |  50%  |
      '---------------------------''--------------------------------------------'
       - Although it has low-ish health and no speed bonuses for Myamsar's
         benefit, you can't really complain after seeing everything else. It's
         broken in every angle.
    
    
    =------------------------=
    |Shubaba Gale + DLC Helms|
    =------------------------=
      ,-------------------------,---------Bonus---------,-Stats (HP+Resistances),
      | Otherworld Jupiter Head | 2x Atk Movement Speed |  Health   | Critical  |
      | Gero Helm of Valor      |   100-100 strength    |    500    |    20%    |
      | Straw Boing Helm        |     +50% Stagger      |-----------------------+
      | Thief Jirokichi Helm    |0.9x Atk Speed,1.2x AMS| Knockback |  Stagger  |
      | Masamune Helm           |  +50% Critical Rate   |    20%    |    20%    |
      | Clown Helm              |   +20% Freeze Rate*   |-----------------------+
      | Karib Rampage Helm      |    +20% Poison Rate*  |   Burn    |   Sleep   |
      | Malevolent Uramus Helm  |    +20% Sleep Rate*   |    10%    |    10%    |
      | Bald Cap                |    +20% Burn Rate*    |-----------------------+
      | Marine Sea Helm         |  +50% Knockback Rate  |  Freeze   |  Poison   |
      | Shubaba Gale Helm       |   0.6x Attack Speed   |    10%    |    10%    |
      '-------------------------'-----------------------'-----------------------'
      (*) These helms grant the user immunity to their respective status effects.
          Along with Shubaba Gale Helm, they also don't have any bonus to HP.
       - These stats are uniform and the only changes across all DLC helms, with
         the exceptions mentioned above.
       - Generally speaking, most of these are rather useful for the purpose of
         giving Myamsar some status-inducing utility or extra attacks(Shubaba).
    
       
    /====================-------------------------------------====================\
    |                               Shoulderguards                        |[E-grd]|
    \====================-------------------------------------====================/
    
    =-----------------=
    |Default Shoulders|
    =-----------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |    No Additional    |
      |    --    |   150  |    20   |    --    |    --    |       Bonuses       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  5%  | 5% |    5%   |  5% ||  100% |  100%  | 100% |  100% | 100% | 80% |
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |   1%  |    1%    |   1%   ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
    
    
    =---------------=
    |Flame Shoulders|
    =---------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  38050 |   195   |    --    |    --    |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  85% | 95%|   95%   | 75% ||  100% |  100%  | 100% |  100% | 100% | 80% |
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  61%  |    61%   |   61%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Enchantments may give it variable status rates and damage. 
       - Very good source of HP, but is also useful in ice missions or simply for
         the defensive bonuses of the [W/En/Me] enchantments.
    
    
    =-------------=
    |Ice Shoulders|
    =-------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  38050 |   195   |    --    |    --    |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  85% | 95%|   95%   | 61% ||  100% |  100%  | 100% |  100% |  80% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  61%  |    75%   |   61%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Enchantments may give it variable status rates and damage. 
       - Very good source of HP, but is also useful in missions with a lot of 
         fire or simply for the defensive bonuses of the [W/En/Me] enchantments.
    
    
    =-------------------=
    |Froyola's Spaulders|
    =-------------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  See set details in |
      |    --    |  15100 |   174   |   0.6x   |   1.5x   |   [E-set] section.  |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  87% | 87%|   87%   | 58% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  58%  |    58%   |   58%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - It has acceptable stats overall, but its high speed bonuses makes it a 
         great option in PvE and early game. It makes shivs in particular a bit
         more wieldy.
    
    
    =---------=
    |Lonestars|
    =---------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |  150% Attack Bonus  |
      |    --    |  30200 |   580   |   0.9x   |    --    | to Wood/Stone/Metal |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  92% | 92%|   92%   | 58% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  58%  |    58%   |   58%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - While easily overshadowed by Crono Riggers, it still has respectable
         defense that could be useful in PvE. Unfortunately, the only time it
         can surpass the other two is when Demolitionist and another source of
         attack bonuses (i.e Blade of Astria/Crablessa) are being used with it.
    
    
    =-------------=
    |Crono Riggers|
    =-------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |      Immune to      |
      |   1.5x   |  29125 |   260   |   0.8x   |    --    |    Critical Hits    |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  xx  | 88%|   88%   | 57% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light |  Dark |
      |  57%  |    57%   |   57%  ||    100%   |  100%  |  100% |  100% |  100% |
      '---------------------------''--------------------------------------------'
       - Decent stats, but it's the critical immunity, attack speed and strength
         multiplier altogether that makes it the king of shoulderguards.
    
    
    =------------------=
    |Gydeen's Shoulders|
    =------------------=
      ,-------------------------------------------------------------------------,
      | Strength | Health | Defense | AtkSpeed | Movement |    No Additional    |
      |  0-1500  |  45000 |   300   |   0.6x   |   1.2x   |       Bonuses       |
      +========Resistances========++=============Defensive Bonuses==============+
      | Crit | KB | Stagger | Brn || Slash | Strike | Stab | Crush | Fire | Ice |
      |  80% | 80%|   80%   | 50% ||  100% |  100%  | 100% |  100% | 100% | 100%|
      +---------------------------||--------------------------------------------|
      | Sleep |  Freeze  | Poison || Lightning | Poison | Sound | Light | Dark  |
      |  50%  |    50%   |   50%  ||    100%   |  100%  |  100% |  100% | 100%  |
      '---------------------------''--------------------------------------------'
       - Has impressive stats, although the lack of critical immunity or physical
         defensive bonuses might prove it to be less useful in PvP. 
       - Think of it as a Froyola's Spaulders upgrade.
         
    
    /====================-------------------------------------====================\
                                  Depths of Jealousy                      |[D-o-J]|
    \====================-------------------------------------====================/
    
    It's not going to be easy. No one told you to do it, either. But if you want to
    try it out anyway, then why not give you a few tips?
    
                   ,----------------------------------------------,
                   |                 DoJ Myamsar                  |
                   +==============================================+
                   | Critical Dagger [H/De] +32~40                |
                   | Lightning Blade [H/De] +32~40                |
                   | Lightning Helm [W/Me] +32~40                 |
                   | Crono Riggers +15~+21                        |
                   +----------------Alternative(s)----------------+
                   | Blade of Astria +17~+21 also work            |
                   | Poison Shiv [H/De] +32~40                    |
                   | Holymadda +17~+21                            |
                   | Crablessa +19~+24                            |
                   +==================Set Skills==================+
                   | Stab Master                                  |
                   | Slash Master                                 |
                   | Stamina Boost 2 / Peerless Penguin           |
                   | Peerless Tree / March Defense                |
                   | Peerless Bovine                              |
                   | Peerless Hedgehog                            |
                   +===========Set Skills [No Peerless]===========+
                   | Stab Master                                  |
                   | Slash Master                                 |
                   | March Defense                                |
                   | Stamina Boost 2                              |
                   | Demolitionist                                |
                   | Damage+ / Lightning Master                   |
                   '----------------------------------------------'
    
    A blade is crucial, and the Lightning Blade is best. Not only does it give you
    a lot of boosting options, but it may also provides some stagger that can stop
    Stone Golems from harrassing you at the second floor. The Blade of Astria is
    a good alternative, but you could end up be walled by Balrags that way just 
    as you would have been walled by stone golems without. Try to bring at least
    one [H]-enchanted blade, dagger or shiv (Holymadda).
    
                                    Enchantments
    
    Anything above [St] should be fine, but De and H are mentioned specifically in 
    honor of their bonus damage to golems and demons, respectively, which are the
    primary obstacles of this challenge...after the swinging axes, that is.
    
    Also, the reason why [En] was skipped was because you need the extra 10% damage
    reduction more than the HP. In [Me]'s defense, at least it has a lot of stamina
    to add.
    
           Crablessa+Astria vs 2x Astria vs 1x either of them + Blade/Dagger
           
    As far as recommendations go, it's best to avoid using two of the unique
    weapons at once. Having a great bonus against golems is good, but what use is
    it if you get walled by Balrags and other things instead? If you also had to
    choose, better stick with Astria than Crablessa. Crablessa has really low 
    strength and has exactly the same bonus damage to golems as Astria. In fact,
    if you compare an [H] blade/dagger directly to Astria/Crablessa, you can 
    potentially gain more than 3x the firepower with a dagger swap as opposed to
    the mere 2x a blade swap would do.
    
                               Holymadda vs other shivs
    
    Holymadda and Pain of Pentavus are the only ones you can really rely on. Shivs
    in general lower your attack speed, which is a lot in damage optimization, and 
    only Holymadda and Pain of Pentavus can justify their use with the stamina
    and blade-like attack speed boost they grant. Not to mention, Holymadda Shiv 
    grants an easy 100% damage boost against Balrog/rags, Reapers, and Gargoyles.
    
                          Stamina Boost 2 vs Peerless Penguin
    
    The latter will work well if you already had about 0.17 attack speed and high-
    ish strength before equipping it. The shortage of attacks can be compensated 
    with a charged attack and the increased HP only means you can stay below axes 
    much longer. If you are lacking severely in both areas, however, it might be 
    best to just stick with Stamina Boost 2 and hope that the extra attacks could
    get you the killing blows which you need more.
    
                            Peerless Tree vs March Defense
    
    Choosing between P. Tree and March Defense shouldn't make too much difference, 
    but I must say that Peerless Tree is noob-friendly while March Defense is for
    the confident man. Walking through axes and exploding salamanders is a pain, 
    but with March Defense, you won’t have to stop and pause mid-level to protect
    or regenerate your HP. On the other hand, Peerless Tree makes good practice for
    those who still aren’t used to the 2F. March Defense cannot cover for many 
    mistakes, but Peerless Tree easily can.
    
         ********************************************************************
                                  Ton, Chin and Kan
         ********************************************************************
    
    Yes, they may look useless, but small changes can actually help shorten the 
    run and/or make things easier for you. While it's strongly advised to consider
    the setup below, it's NOT necessary to follow it to complete a Myamsar DoJ run.
    
    ,----------Ton------------,----------Chin-----------,-----------Kan-----------,
    | Class: Charibassa       | Class: Tondenga         | Class: Wondabarappa     |
    +=========================+=========================+=========================+
    | Romulus Halberd         | Fendus Sword/Thor Hammer| Healixer Tuba           |
    | [W] Helm/Tebenos Helm   | [W] Helm/Bunny Hood     | [W] Helm                |
    | [W] Shield/Octagon Shld | [W] Shield/Allde Shield | [W] Cape                |
    | [W] Chariot             | [W] Shoulders/Crono Rigs|                         |
    +=========================+=========================+=========================+
    | Team Aid 1              | Stamina Boost 1         | Fire Resist             |
    | Team Aid 2              | Stamina Boost 2         | Ice Resist              |
    | Rain Dance              | March Defense           | Antifreeze              |
    | free slot/s             | free slot/s             | free slot/s             |
    '-------------------------'-------------------------'-------------------------'
    
    TON really doesn't do much himself, but if you manage to keep him alive through
    one or two waves in the second floor, you'll be thankful of the bonus damage
    you acquire from his Charibassa buff. It could easily mean OMKOs on golems, in
    fact. 
                   REMINDER: Only charge attacks activate the buff!
                 
    CHIN's role comes in the second floor. His toughness allows him to out-last 
    Myamsar. Should you die unexpectedly, a game over screen shall not meet you 
    immediately, in which case you could wait out until you respawn or take your 
    chances with a summon. As a side note, the right-side recommendations for his
    equipment refer to the Thor Set, which gives a large boost to the user's 
    overall Defensive Bonuses. 
    
          BEWARE: If you stack Chin's damage too high, he might accidentally 
          steal monster kills from Myamsar, meaning you won't be able to heal
                             HP from Peerless Hedgehog!
    
    KAN will almost certainly die under the first axe of the 2nd floor, but if you 
    manage to keep him from dying throughout the first floor, the boosts from his
    (Wondabarappa) Class Skills will help speed up the run.
    
         ********************************************************************
                               Depths of Jealousy: 1F
         ********************************************************************
    vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
     To walk through the iron doors, you will need to perform cancel commands, so 
     make sure that you have it enabled through the options in the title menu.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    
                                 OPENING IRON DOORS
    
    Walk as close as possible to the door. If your lowest movement speed (fever) 
    in the party is 1.09~1.10, three march commands will usually be enough, but
    for consistency's sake, throw in an extra. Once done, use a jump command, then
    IMMEDIATELY cancel, and then start commanding a march command as soon as the 
    following beat comes. So in the span of NINE beats, your command sequence 
    should look (exactly) like this:
    
    >>>>>>> (Don) (Don) (Chaka) (Chaka) (cancel) (Pata) (Pata) (Pata) (Pon) <<<<<<<
    
    If you did exactly as told, your Hero should now be through the doors.
    
                                     FIRST AREA
    
    Within about 6 commands after opening the door, a reaper should finally fall
    into your attack range. Now the dungeon's RNG (or bad command input) will
    occasionally put you in a pinch. A bad case scenario (for the entire floor in 
    general) is you won't be standing on the platform by the end of an attack 
    command, which means that you cannot help Hatapon walk through the iron door, 
    aka you won't be able to advance. There are two ways to solve this:
    
    1) Wait for a Balrog or another Reaper to come into range. Hopefully, after 
       slaying one of them, you will finally be standing on the platform so you
       can finally get Hatapon through the iron door.
    2) Perform another Jump-Cancel trick. You may actually do this immediately 
       after your Hero walks though the door the first time.
    
    Good job if you already did option 2 before reading it here. Either way, going
    through the first area should be a piece of cake, so let's skip to the next.
    
                                    AREA 2 AND 3
    
    Now the first reaper in areas 2 and 3 - almost 100% of time - will momentarily
    pause right above the center of the platform, so even if Myamsar backflips, 
    you're still most likely going to end up standing on it after an attack. Since
    that's the case, you won't have to perform a second jump-cancel trick at all 
    (although you may do so). If you want to continue uninterrupted in the 2nd and 
    3rd areas, here's a good command sequence:
    
     >>>>>>>>> Jump-cancel (open door) > March > March > Charge > Attack <<<<<<<<<
    
    As you may have noticed, it's also 2 commands short of the first area - and the
    reaper can now be killed before it pulls off a "retreat-approach" move.
    
                                     SALAMANDERS
    
    You should already know that areas 2 and 3 have salamanders. Explosive. After 
    killing them, they will explode after 2 more commands. You have two options 
    within this time period:
    
    1) Attack remaining enemies > Charge (Hero Mode)
    2) Charge (Hero Mode) > March (or Defend if an enemy gets close)
    
    Your hero mode's defense buff should prevent you from dying. If in doubt, you 
    can always defend.
    
         ********************************************************************
                               Depths of Jealousy: 2F
         ********************************************************************
    
    There are two walls in the second floor: Balrags and Stone Golems, both capable
    of pushing you back and below swinging axes. If you kill them too slowly, you
    will find yourself in big trouble. With [H] enchanted weapons or a Holymadda
    shiv, it shouldn't be too hard to deal with the former.
    
    Regardless of weapon choice, charge attacks are the best way to deal with them.
    In fact, it's the "safer" option to go with, considering that charging gives
    time for the enemy monsters to group up, which then opens up an opportunity to
    take all (or at least a majority) of them out in one go.
    
    There's a somewhat "safe approach" to fighting the monster waves. Once you're
    at the edge of a platform, stay there until a cyclops gets into range - the
    monsters behind it shouldn't move for as long as Hatapon is on the platform.
    From there, you can kill the cyclops and march twice. Charge, attack, then
    march. This third march should now have placed Myamsar under an axe-free 
    position.
    
    For the more aggressive, walking through the axes immediately also works. But
    without enough firepower, you might find yourself running out of HP quickly.
    Don't panic and try to use a Defend command if enemies get too close. You also 
    have the option of summoning, which should almost always work for getting you
    through a wave and into a safe position for as long as you use it more than 
    halfway past an axe and before hatapon reaches 1/4 past a platform.
    
    There will come a time when you reach red life...and that's likely while under
    one of the two last axes - the ones before and after Libera's "area." This is 
    probably a common scenario for Peerless Tree users. What you can do is try to 
    position Hatapon at the RIGHT end of a switch/platform, not more than 1/4 past
    it, then summon - it should bring your health back to full safely. Or if you
    brought Peerless Tree, just spam "Pata! Pata!" Until you’re fully healed.
    
         ********************************************************************
                         [No Peerless] Build - Differences
         ********************************************************************
    
    The difference between this and the other build is really just your preparation
    and approach. For one, you will have lesser damage - against demons, at least.
    Stone Golems aren't as big a problem with Demolitionist. Second, you're gonna 
    be a bit squishier as well. So with these facts laid out, you can already 
    imagine that having a maxed-out Myamsar (and I mean Level 40 Hero/equipment) 
    makes a big difference.
    
    Performance-wise, you should have no problem going through the dungeon's first
    floor, but for the second, you'll have to use a "safer" approach, as mentioned 
    before. Basically, use a charge attack, then march. If your attack doesn't kill
    everything, still march. The goal is to move Myamsar out of position (attack), 
    and use that as an opportunity to gain ground and minimize axe damage. Of 
    course, it will not always work. Enemy AI can be unpredictable at times, so it
    is best you judge the best move for the situation yourself.
    
    There's also the NEED for a summon. This is very important. You'll certainly 
    die at some point due to the lack of healing, so you need to summon Yarigami(!)
    to kill any leftover monsters. The timing is crucial. Make sure you do it after
    passing more than halfway under the current axe. Assuming Chin is packed with a
    Thor set or something tanky, and that Stone Golems or Balrags don't push you 
    back below an axe, you should be able to finish the dungeon fine. There's some
    luck and quick thinking involved, so good luck!
    
                                        ,     ,
                                       ; \   / ;
                                      ;:; \ / ;:;
                                     :/  \ V /  \:
                                 ';:==,-'//v\\'-,==:;'
                                   ,;;,,//'v'\\,,;;,
                                 .';',__ \'V'/ __,';'.
                                    .:' ''-V-'' ':.
    /====================-------------------------------------====================\
    |                                   CREDITS                           |[C-red]|
    \====================-----------(_)---------(_)-----------====================/
                                         |.-.|
                                         || ||
                                      \.;'| |';./
    
    Thanks to: The topic-starters, video owners, contributors of past discussions, 
               the supporters and visitors of the Pataponzoo, the knowledgeable 
               Europons, and to all others that simply can't get enough of Myamsar.
    
               Pyramid and SIE Japan Studio for the Patapon series.
    
               GAMEFAQS for hosting this guide and many others that I occasionally
               use for reference.
    		   
               The still-thriving community (as of April 2017) for inspiring me to
               update and add more to this guide. The short two weeks it took to 
               write was nostalgia-riffic.
    
               YOU, reader. For even reading this part.
    
    Credits and thanks to Steve "ryz" Haßenpflug <ryzawy@gmail.com> for his
    fantastic and original ASCII work, which I have used and based mine on.
    >>> http://ryzawy.deviantart.com/#/d2hedw9
    
    /====================-------------------------------------====================\
    |                                Distribution                         |[C-opy]|
    \====================-------------------------------------====================/
    
                              Copyright 2011 "Molivious" 
    
    This may be not be reproduced under any circumstances except for personal or 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance and written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright. This FAQ/Walkthrough is currently only authorized to be
    hosted at GameFAQS.
    
    ===============================================================================
        /  /|| //  // || ,'''.  / //   // ,'''.  /  /  /\  //  /'''/'''//''' //
       /| /|||'-';'-';||| '' | /|//   ', | '' | /| /| /:,'//  ;=   //  ;=   //
      //|/|||| //  // || ...' //|/     \\ ...' //|/||//  /,,;/,,, //  /,,, ..
    ===============================================================================
                    Paam-pa-pa-pa-pam Pa-pa-pa-pa-pa-pa-pa-pa-pa-pam

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