User:AzureBolt/Arle no Bouken Stuff

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All my homies hate Dies

This page is free to edit if you notice a mistake or just want to add stuff that can help someone looking to play the game! I myself, uh, haven't really been playing it (as of 1/5/22). Not since I beat it. Whoopsies.

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Arle's Spells

Trust me, this is useful. Also a general guide on how I'll do tables on this page.

Move Name (Fan Translation) Description Move Type/Element MP Cost
Fire Default fire spell. Hits 1 enemy at short range. Magic/Fire 0
Ice Storm Default ice spell. Hits 1 enemy at short range. Magic/Ice 0
Lightning Stronger than the default spells. Hits 1 enemy regardless of range. Magic/Elec. 16
Heal Heals self or an ally. Magic/Spell 6
Diacute Boosts an ally's (or self) attack by 10. Magic/Spell 10
Purify Cures any status ailment of self or an ally. Cannot cure stat changes. Magic/Spell 5

What Jewels Do

  • Life Jewel: HP up
  • Spirit Jewel: MP up
  • Power Jewel: Power up
  • Magic Jewel: Defense up (bit of a misnomer if I do say so myself)
  • Skill Jewel: Skill up (not actually sure what the skill stat does in this game... probably deals with accuracy?)
  • Quick Jewel: Speed up (priority in turn order?)
  • Inferno Jewel: Fire Power up, Ice Power down
    • Basically, power of and resistance to fire spells goes up, while power of and resistance to ice spells goes down. It's like this for the rest of the elemental jewels too.
  • Blizzard Jewel: Ice Power up, Electricity Power down
  • Voltage Jewel: Electricity Power up, Earth Power down
  • Quake Jewel: Earth Power up, Wind Power down
  • Tempest Jewel: Wind Power up, Fire Power down
  • Radiant Jewel: Holy Power up, raises stats of jewels placed near it
    • Latter only applies to Life, Spirit, Power, Magic, Quick and Skill Jewels. It works like this; if a monster has a placement of o o o, where the italicized Os are Life Jewels and the bolded is a Radiant Jewel, the monster would gain an extra HP buff in addition to the one the jewels by themselves grant.
  • Shadow Jewel: Dark Power up, lowers stats of jewels placed near it
  • Chaos Jewel: Normal Power up
  • Awaken Jewel: Teaches the monster a new move that replaces an old one (i.e: On Orclet, having one Awaken on it teaches it 1-2 Combo. Having 2 teaches it Poka Punch.)
    • The move that is affected is based on what row the jewel is placed in. 1st = 5th move, 2nd = 3rd move, 3rd = 2nd move, 4th = 4th move, 5th = 6th move.
  • Morph Jewel: Pokémon Evolution. Stat boosts and other changes, level up (which may be an issue if Arle is a lower level than said monster, as it can become disobedient), and may even teach the monster a new move (i.e when Mangut becomes Pompocoon, Unlucky (accuracy down for opponent) becomes Diacute (attack up for any ally).)

There are other intricacies to tuning that I can't exactly place down (i.e. stats lowering based on what jewels are placed and where), but this is a good general guide, I'd hope...

Note that Arle cannot be tuned with jewels because she, of course, is not a monster card. So if you're like me and don't have the patience to fight enemies, she'll probably end up being the weakest link due to her stats being tied to her level. Also depending on your luck in battle, she'll likely have to be the healer of the group, so make sure you have monsters with high HP to keep her safe!

Type Advantages/Disadvantages (Generally)

  • FIRE: Strong against wind, weak against ice.
  • ICE: Strong against fire, weak against electricity.
  • ELECTRICITY: Strong against ice, weak against earth.
  • EARTH: Strong against electricity, weak against wind.
  • WIND: Strong against earth, weak against fire.
  • Holy and Dark are strong against each other, like yellow and purple cards in Quest.

I say generally because, as mentioned, resistances to attacks (even those sorted as Normal) are actually determined by a stat; the higher the stat is, the less damage an attack of that element will be. These stats can be modified with the jewels mentioned above. We'll look at one of my endgame monsters as an example...

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(I think her name is supposed to be Feather Folk and not Fork, so I'll call her that.)

Looking at this, one can determine that Earth and Holy attacks are her resistances (in the fan translation, it'll say "Feather Folk was hardly affected!"), while Fire, Electricity and Dark attacks are her weaknesses ("Feather Folk was badly damaged!" (if one of the stats was 0 it'd say "Feather Folk was heavily affected!")). Ice and Normal attacks will be regular ("Feather Folk was damaged!"). But what of the Wind stat? As a Birdman (requiring me to unequip the Morph Jewel), the stat would be at 100 ("Birdman was not affected at all!" and it deals only 1 damage), but now it's so high that any Wind attacks she receives will heal her. It also glitches out the screen, but that just might be an issue with me getting a pre-patched version of the translated game or maybe my emulator. I also have visual glitch issues when using the elevator to the Wind Garden, so uh... maybe you, humble reader, will have better luck than me.

Battle Contest

After gaining access to the inside of Spirit Island, the stage will be set for the Battle Contest! This is effectively a boss rush of 16 characters, not stopping until Arle is defeated (though you are able to pick back up from where you left off when you do get KO'd). Sasori Man will be blocking the stairs to the stage, so you will have to go into the audience, where Incubus will be up as the referee. After he speaks for a bit, there'll be an option prompt; picking the top one will lead to a battle starting. You will face the following characters in this order:

  • Veneris
  • Kikimora
  • Jovis
  • Kodomo Dragon
  • Saturni
  • Minotauros
  • Mercurii
  • Draco
  • Martis
  • Witch
  • Solis
  • Rulue
  • Lunae
  • Schezo
  • Incubus
  • Satan

Italicized characters are the characters introduced in this game: unlike your first fight with them, they will not be transformed. Which means they have cards with them. Weeee. As to be expected, the difficulty ramps up with each character. However, if you can beat all 16 (regardless of continues), Incubus will reward you with a Morph Jewel! At least, I think it's a Morph Jewel? This part of the game hadn't been translated in the patch I used, so do let me know if this is wrong. But I'm pretty confident in this.

Veneris

Starts with 480 HP and 200 MP, accompanied by a Man'o'war and Thunderay. Also has a Sparkbeast and a Cat Warrior. Her moveset is as follows:

Move Name (Fan Translation) Description Move Type/Element MP Cost
Scratch Default attack. Scratches 1 enemy at short range. Skill/Normal 0
Hurricane Claw Strikes all enemies with a flurry of scratches. Skill/Wind 32
Thunderbolt A strong thunderbolt hits 1 enemy regardless of range. Magic/Elec. 30
Judgement Strong thunderbolts hit 2 enemies at random. May cause paralysis. Magic/Elec. 36
Meow Lets out an endearing meow, lowering the attack of all enemies by 5. Skill/Normal 18
  • Since Ven is Elec. aligned, it's suggested you hit her and her team with Earth-based moves and/or have Earth aligned monsters (or any monster resistant against Earth (see Type Advantages section for details) take in her attacks.
  • It should be noted that her Man'o'war actually takes more damage from Fire-based attacks, so you can take it down with Arle's Fire if none of your monsters are paralyzed (in which case use Purify ASAP because Ven's team will start aiming for the paralyzed monster). It knows Ice Storm and Blizzard, so keep an eye on your monsters weak to Ice attacks.
  • Thunderay is resistant to Earth-based attacks but weak to Ice and Holy-based attacks. Arle's Ice Storm should suffice. It knows Haste (which boosts the evasion rate of anyone on its team), which may make fighting a pain later on.
  • Sparkbeast will restore HP with any Elec.-based moves that hit it. So don't hit it with any. It can cast Regenerate on itself or allies, restoring a bit of HP at the end of a turn; like Haste, this may make fighting a pain later.
  • Cat Warrior knows Ice Blade, so once again keep an eye on monsters weak to that. Otherwise not much of note for now.

Kikimora

Starts with 450 HP and 230 MP, accompanied by a Firefly and Dog Healer. Also has a Lumiqueen and a White Saint. Her moveset is as follows:

Move Name (Fan Translation) Description Move Type/Element MP Cost
Slam Default attack. Hits 1 enemy at short range with her broom. Skill/Normal 0
Flash A bright light damages all enemies and lowers their accuracy by 5. Magic(?)/Holy 25
Holy Arrow Hopefully the name gives it away. Hits 1 enemy regardless of range. Magic/Holy 21
Purify Cures any status ailment of self or an ally. Cannot cure stat changes. Magic/Spell 5
High Healing Heals self or an ally. Very potent. Magic/Spell 10
  • I don't have any monsters with Dark attacks, which is what Holy-aligned enemies like Kikimora are weak to, but she and her monsters have relatively low defenses so there shouldn't be too much struggle if your monsters can resist Holy Attacks.
  • Flash is going to be very annoying on your accuracy. Count your blessings if Lumiqueen uses Dispel.
  • This is an easy fight. You'll be fine.

Jovis

Starts with 500 HP and 220 MP, accompanied by Titania and a Wyvern. Also has Amazon and an Anzoo. His (incomplete(?)) moveset is as follows:

Move Name (Fan Translation) Description Move Type/Element MP Cost
Punch Default attack. Punches 1 enemy at short range. Skill/Normal 0
Hurricane Strong winds attack all enemies. Magic/Wind 40
Aero Cutter A blade made of wind strikes 1 enemy regardless of range. Magic/Wind 21
Sleep Attempts to put enemies to sleep with sheep. Magic/Spell 20
  • Fire attacks are your friend, as Jovis and his team are Wind-aligned. I bet this would be fun if you have Feather Folk (who restores HP with any Wind attack that hits her).
  • Titania is easily the most annoying monster, as not only does she know Silence (which can seal up Arle, who is ALL magic), she also knows Maiden Prayer, a full-party High Healing with Regenerate applied after. Not sure if she knows it in this match, but it's not worth a risk; take her down ASAP.
  • Wyvern is weak to Elec. attacks and can easily be paralyzed.
  • Amazon is a heavy hitter, but easily taken down with a few Fires. Same with Anzoo, I think.

And this isn't a battle tip, but in the rematch he blows in on the wind and says hi to Carbuncle (the only one on stage as Arle and Incubus went to look for him) and I think that's adorable.

Kodomo Dragon

Saturni

Minotauros

Mercurii

Draco

Martis

Witch

Solis

Rulue

Lunae

Schezo

Incubus

Satan