To be the best~ (For Champions)

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Source: http://www.jellyro.com/forums/index.php/topic,102803.0.html
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Disclaimer: This guide may be out-of-date and/or biased and does not necessarily reflect the opinions of the jRO staff or wiki editors. As this is a player created guide, it is based on the opinions and experiences of its author(s). Please do not make any major changes or alter the original intent of the article. Thank you!


The following guide was created by Walts on November 2010


I will try my best to explain everything there is to know about Champions gear-wise and in PVP. I hope you guys like this as much as I enjoyed writing it for you all. :D


Equipment


Basic Equipment

The basic gears you will need to play a champion are pretty much the same as any other class.

Spoiler for Basic Equipment:

Headgears

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Kaho

Provides you with 20 dex, int, and strength, which are three of the main stat points that a champion will utilize. Dex helps you reach instant cast, int provides you with a better heal and more SP for asura damage, strength also aids in asura damage, but it also helps with all the other skills such as Raging Palm Strike, Finger Offensive, and Occult Impaction.

Mid-Gears
(Depending on your preference, but preferably one that gives +str since most of your stats will be put into strength).


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Kiel Evil/Angel Wing Ears

It can be extremely useful, especially when you need to heal 15k of your HP in a short amount of time. Only bad thing is you lose 3 dex points.

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Dark Illusion Evil/Angel Wing Ears
Will provide you with more HP and SP for added asura damage and if you did not stat for instant cast, it also slighty decreases your cast time when paired with a Dark Lord foot gear.


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Evil Snake Lord Evil/Angel Wing Ears

Very useful when fighting professors and high wizards, or anything else that can stone curse you.

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Orc Hero Lord Evil/Angel Wing Ears

Prevents you from getting stunned from skills such as cart termination.

Lower Head Gear


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PCB

+5 defense, to reduce oncoming damage.


Weapons

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TTH Suiken

A champion's super quest item, will pretty much be your main weapon of choice, but it does not mean that you should keep this on all the time.
(TTH is preferred if you are only going to PVP)


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TTHH Mace/Barrage Fist

Decent weapon if you cannot afford a Suiken, but if you can only get this, please consider getting another elemental fist weapon to go along with this.

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Grand Cross

Pair this with TTHH weapon, and Hydra Garm Claw, you will have 3 elements at your disposal.

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Hydra Garm Claw
Good if you pair it with the TTHH weapon, Grand Cross, you will have 3 elements at your disposal.


Armors


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Ghostring Glittering Jacket

Glittering Jacket is recommended since it provides the most defense, plus an extra +5 mdef

Shields

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Toad Valkyrie's Shield

"Add a 20% resistance against Water, Fire, Shadow and Undead Property. MDEF + 5," Pair this with toad and you will reduce physical damage significantly.


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Maya Valkyrie's Shield

"Add a 20% resistance against Water, Fire, Shadow and Undead Property. MDEF + 5," Pair this with maya and you will get a total of 35 mdef, have access to level 4 Auto Guard, and be less likely to freeze.

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Toad Shield

Will reduce any physical damage you receive by 40%

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Maya Shield

Gives 30 mdef, access to level 4 Auto Guard, and be less likely to freeze.

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Golden Thief Bug Shield
Will protect you from any magic damage, only bad thing is that you will not be able to buff or heal yourself until you switch.


Garments

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Raydric Garment

Reduces all neutral damage by 20%. Helps when fighting Assassin Crosses, Biochemists, and Paladins.

Foot Gear
Depending on what you can afford.

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Dark Lord Sleipnir

"Increase Movement Speed. Maximum HP and SP + 20%, SP Recovery + 15%, MDEF + 10," Pair this with a Dark Lord card and you get 70% more HP. 20% more SP for Asura damage, and 10 extra mdef to help reduce the chance of freeze and magical attacks.

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Dark Lord Shoes

You will gain 50% more HP.

Accessories
Depending on what you can afford.

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Sting Glove

If you are wearing two sting gloves, you get with +10 dexterity. Very helpful when trying to reach instant cast.

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Celebration Ring

If you are wearing two celebration rings, you get +10 strength, intelligence, vitality, dexterity. Boosts damage, HP, and heal.

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Sting Brisingamen

If you are wearing two Sting Brisingamen, you get a +10 strength, intelligence, vitality, +18 Dexterity, 10 def, and mdef. Much easier to obtain instant cast.



Advanced Equipment

Slightly more advanced gears that will help you out when fighting mostly any other class.

Spoiler for Advanced Gears:

Weapons

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Valorous Battle Fist
A way better version of a TTHH fist weapon, (obtained through battlegrounds).


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Kaiser Knuckle

Useful when fighting other champions who are wearing their Orc Lord water armor.

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Phreeoni Garm Claw

+100 hit for Assassins, Snipers, or any other classes that run high flee.

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Quadruple Marine Mace/Barrage Fist

Good for freezing High Priests, then following up with an Asura to finish them.

Armors
Light weight armors are preferred since it allows you to carry more armors and more supplies.

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Ghostring Diabolus Robe

Provides less defense than a Glittering Jacket, but it gives you, "Maximum SP + 150, MDEF + 5
Reduces skill delay by 10%. Increases heal effectiveness by 6%," which is why I prefer this over defense.

or

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Ghostring Medic's Robe

"MHP + 150. MDEF + 2. Reduces damage from Demihuman monster by 2%." Another good option for people who like more HP and survivability. (obtained through battlegrounds).

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Orc Lord Saphien's Armor of Ocean

Extremely helpful when fighting other champions. If you are low on HP switch to this to reduce suiken damage and if they Asura you while you are wearing this, they might also die. Bad thing is if they have a wind weapon it will increase damage and get you killed, so use this armor wisely.

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Marc Aebecee's Raging Typhoon Armor

Prevents you from freezing, and reduces any wind type damage such as Jupitel Thunder, and a Wind Spiral from a Lord Knight.

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Lucius's Fierce Armor of Volcano

Reduces damage from High Wizard's Staff of Magi, and reduces Fire Spiral from a Lord Knight.
(Does not necessarily have to be the [1] fire armor itself, it can be any armor carded with a Pasana).


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Tao Gunka Armor

Extremely useful when fighting Paladins who run 100% reflect.

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Angeling Armor

Good if you still have not learned the Warm Wind Symbols, but I prefer to use this when fighting Gypsies and High Priest. Pair this with a Marse/Jakk Garment and you will reduce their damage significantly.

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Bathory Armor

Great for some of the Lord Knights or other classes that like to use Cursed Water.

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Agriope Armor

Reduces Assassin's poison damage.

Shields

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Seeker Shield

"MDEF + 10, Enables use of Level 1 Stone Curse."] Great when fighting High Priests who are good at setting up their safety wall, with a marc on. This can also work when fighting ninjas, but once they switch to Evil Snake Lord this becomes useless.

Garments

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Raydric Valkyrie's Manteau

I prefer to have this in a Valkyrie's Manteau, because it gives perfect dodge, which is always a plus when fighting classes like Assassins.

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Deviling Garment

Reduces all neutral damage by 50%, but increases damage from all other elements by 50%. Extremely helpful when you are fighting other Champions, Twin Fang Assassin Crosses, Biochemists, and Paladins.

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Marse Garment

You should always try and keep your Deviling and Marse in the same type of garment, this way when you fight other champs it will be easier for you to switch between both. Marse is also helpful when fighting High Priests, or Lord Knights that are in frenzy with Water Warm Wind on.

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Noxious Garment

Reduces ranged and physical attacks by 10%, good if you don't know what element a Sniper is using, or if your facing a Biochemist and Sniper at the same time.

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Hode Garment

This garment is usually what you will wear when fighting a Lord Knight and it reduces Heaven's Drive damage.

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Jakk Garment

Reduces fire damage from Lord Knights in Frenzy with fire Warm Wind and Gypsies' Belmont.

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Dustiness Garment

Reduces wind damage from Lord Knights in Frenzy with wind Warm Wind and Clown's Electric Guitar and White Smith's Mjolnir.


Refined Equipment

Refined equipment can be life saving, because it increases your chance of survivability when facing off with another Champion.

Spoiler for Refined Equipment:

Refinement Defense over +4

+5 = 3.3 Defense
+6 = 3.96 Defense
+7 = 4.62 Defense
+8 = 5.28 Defense
+9 = 5.94 Defense
+10 = 6.6 Defense

Anything below .49 rounds down and anything above .50 rounds up, so try and make sure you have enough refines so that it rounds up.

Example: +10 Muffler = 8.6, which rounds up to 9 Def

Anything that is +7 or above is generally a good refinement point

Head Gear

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+7-10 Kaho


Armors

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+7-10 Ghostring Glittering Jacket


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+7-10 Ghostring Diabolus Robe


Shields


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+7-10 Toad Valkyrie's Shield


Garments

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+8-10 Deviling/Marse Muffler


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+7-10 Deviling/Marse Dragon Breath

a +7 Dragon Breath equals 8.62 Def, while a +10 Muffler equals 8.6. A +7 Dragon Breath is usually way cheaper alternative than a +10 muffler, so if you cannot afford +10 Mufflers, consider getting this garment. The only bad thing about it is that it is trans only, but it's not that bad, since you don't really switch marse and deviling when doing monk versus monk duels

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+6-10 Deviling/Marse Diabolus Manteau

A +6 Diabolus Manteau equals 8.96 defense, this is the better of the two garments, but it is also the most expensive.

Foot Gear

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+7-10 Dark Lord Sleipnir



Skill Tree Builds


Acolyte -> Monk
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No Body Relocate/Snap, but you are able to make full use of all your skills.

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Body Relocate/Snap. You are not able use most of your skills at their max level, but this may save you.
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Acolyte -> Champion
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Match Ups

These are the ways I fight certain classes.


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versus
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Equipment you will need


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    Aebecee's Raging Typhoon Armor
    A wind armor reduces Wind and Water damage.
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    Lucius's Fierce Armor of Volcano
    A fire armor reduces Fire and Earth</color> damage.
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    Hode Garment

Fire Armor is the only reduction for earth attack
so adding this garment will reduce it even further.


Warm Wind Symbols taken from here
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Earth Wind Water Fire

When fighting lord knights you must always try and keep a pneuma up at all times and always try to remain under it. Lord knights will try and spiral you but pneuma will block it. You must also keep an eye on which warm wind the lord knight has on and switch accordingly, if you do not keep track of their warm wind you will lose the battle.

All you have to do is use raging palm strike and push the lord knight away from your pneuma, once he has been pushed back, follow up with a finger offensive. If you notice that your damage is weak then try using occult impaction, because the lord knight might be wearing a water or wind armor to try and reduce your finger offensive. Keep doing this till the lord knight goes into frenzy or dies.

Once he is in frenzy you have the option of blade stopping him and switching your garment to match his element to reduce his attacks even further. Keep raging palm striking and finger offense'ing him till he dies. Don't bother to much with occult impaction, since its damage is based on defense and lord knights in frenzy have 0 defense.


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versus
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Equipment you will need


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    Angeling Armor

Reduces Water and makes Holy damage miss.

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    Marse Garment

Reduces Water even further.

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    Quadruple Marine Mace/Barrage Fist

Freezing purposes.

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    Seeker Shield

If the High Priest is not freezing, try switching to this shield and stone cursing them instead.


High Priests are pretty easy to beat, most of them try and stay under a safety wall so they do not get asura'd, but this is where the freeze weapon or seeker shield comes in handy.

Spam occult impaction instead of finger offensive, because occult is just easier to spam and faster. Once the high priest is frozen all you have to do is asura them and they are dead. If they are under a Safety Wall while frozen, use raging palm strike once and that should move them out of it. If they are safety walled in a corner and you can't push them back, using raging palm strike and body relocate into their safety wall, this should push them to where you once were.


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versus
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Equipment you will need


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    Kaiser Knuckle

Use when High Wizard has water armor on.

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    Lucius's Fierce Armor of Volcano

Reduces Staff of Magi's Melee Damage.

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    Jakk Garment

Reduces Staff of Magi's Melee Damage even further.

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    Evil Snake Lord Evil/Angel Wing Ears

Staff of Magi has a chance to stone curse, this will prevent it.

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    Golden Thief Bug Shield

Their damage will already be weak from the two fire resistance gears,
so you can safely block their magic attacks by switching to this shield.

High Wizards are usually the easiest classes to beat, their melee damage won't do much and you nullify their magic attacks.

Use raging palm strike if you don't want to take their melee damage and finger offense them till they die. If they try and use water armor, just occult impaction them. If they are constantly under a safety wall just keep raging striking them or switch on over to a kaiser and finger offense them.


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versus
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Equipment you will need


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    Kaiser Knuckle

Use when Whitesmith has water armor on.

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    Aebecee's Raging Typhoon Armor

Reduces Mjolnir Melee Damage.

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    Dustiness Garment

Reduces Mjolnir's Melee Damage even further.

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    Orc Hero Evil/Angel Wing Ears

Prevents you from getting stunned if the whitesmith gets
close enough to cart termination you.


Keep your distance from whitesmiths and try to put up a pneuma whenever you can to block shield boomerang or body relocate out of the range of shield boomerang.

body relocate a few cells away and start to use finger offensive. Some whitesmiths might wear a water armor since they know you cannot asura them from far away, so you switch to your kaiser and continue your onslaught. Once they get close again just body relocate again and repeat until they are dead. If they get close enough to break your gear this might mean trouble for you.


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versus
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Equipment you will need


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    Phreeoni Garm Claw

For Snipers who like to run high flee.

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    Marc Aebecee's Raging Typhoon Armor

Does not have to be a wind armor, but so long as you do not freeze.

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    Noxious Garment

Reduces all ranged damage by 10%.


Snipers can be difficult, they have safety wall and traps. Always try your best to stay under a pneuma and not get safety walled, because if you do their sharp shoot will drain a ton of your HP.

Snipers tend to always try and keep themselves in a safety wall so they do not get asura striked or occulted, so you will be making use of body relocate a lot here. If the sniper has high flee try using your phreeoni garm claw by spamming finger offensive, this may kill them easy, but if the sniper is wearing either a bathory or evil druid this won't do much.

You have to mindful that they can also use traps, this is where your marc comes in, most snipers might try and freeze you to drain your SP with their shockwave trap, but if you do not freeze this allows you to set up a pneuma elsewhere, so that when you see them putting down the trap you can body relocate away.

At the beginning of the fight you will probably be at a distance, close the distance by pneuma'ing near the sniper till your up close to them. Raging them out of their safety wall and pneuma them, then body relocate to them and spam occult impaction, this should do a heavy amount of damage to them, since they are not wearing a toad shield to reduce your damage. If you notice that occult is not doing a lot of damage this means they switched over to their ghostring armor. So just raging them away or let them walk away then switch over to your phreeoni garm claw and finger offensive them till they are dead.


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versus
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Equipment you will need


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    Phreeoni Garm Claw

For Assassin Crosses who like to run high flee.

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    Ghostring Diabolus Robe / Medic's Robe

Switch back to Ghostring when they switch back to neutral.

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    Argiope Armor

Makes Enchant Poison miss.

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    Deviling/Raydric Garment

If you are fighting a Twin Fang Assassin Cross use Deviling,
if dagger use Raydric.


If you are fighting a twin fang assassin cross, use the deviling garment, if they are using daggers use Raydric, because soul breaker hurts. If they are using daggers, always keep a pneuma up, to avoid getting soul breakered.

Switch accordingly when you see the assassin enchanting poison. Some assassins like to switch off right away, so if you noticed that the damage didn't get reduced then that means that they switched back to neutral and you have to switch back to your ghostring armor.

While the assassin is DPSing you try and keep them away with raging palm strike then follow up with some finger offenses. If they are switching to a water armor, try to occult impaction them for heavy damage, since they don't wear shields. If the assassin is in a flee build, switch to your phreeoni garm claw and continue to raging and finger offense till they die.


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versus
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Equipment you will need


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    Quadruple Marine Mace/Barrage Fist

Freezing purposes.

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    Tao Gunka Armor

Increases your HP, so you can asura strike paladins with
100% reflect without dying.

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    Kiel Evil/Angel Wing Ears

Easy to heal back up after you Asura the Paladin.

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    Deviling Garment

Reduce Shield Chain damage by 50%.


When you are up against a paladin make sure you have a lot of grape juices, because this fight is usually the longest. Always try and keep yourself under a pneuma, because wearing a tao gunka armor will make shield chain hit you for a lot, even with a deviling on.

Make sure before you fight that you have a tao gunka armor on and you are at full health with it. Start by pneuma'ing you self and then spamming either finger offenses or occult impaction, depending on how far the paladin is. Once he freezes you will have to heal youself back to full and asura him with about half of your SP, so him spamming pressure on you was not such a bad thing. If you asura him in the 30ks he should die, but depending on who you are fighting he might live, (you might have to use more or less SP). If he lives, try and heal yourself a decent amount very quickly, just enough so you don't get shield chained and wined up dead (if the paladin did not shield chain you he is probably spamming heal on himself), and then repeat spamming him with the freeze mace till he freezes again. Heal back up as much as possible and throw in another asura and hope that he dies.

If the freeze breaks before you get to asura, the paladin will probably be spamming heal on himself again, so just get yourself back to full HP and start over.


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versus
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Equipment you will need


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    Kaiser Knuckle

Use when the other Champion switches to their water armor.

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    Ghostring Diabolus Robe / Medic's Robe

Wear this most of the time so you don't die from Asura.

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    Orc Lord Saphien's Armor of Ocean

Wear this when you are low on HP to reduce Suiken damage.

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    Deviling Garment

Lets you survive Asura.

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    Marse Garment

Reduces Finger Offensive when out of pneuma.


Fighting another champion is probably one of the hardest fights you can get into, since both of you have the same skills which makes it difficult for both of you. You must keep track of your garment switches, if you switch to deviling or marse at the wrong time it can get you killed. If you switch to your orc lord saphien's armor of ocean, this can also get you killed or it might save you.

Whenever you are fighting another champion you must try your best to always remain under a pneuma. If you are under a pneuma you can keep your deviling garment on and survive asuras. If you get pushed out of your pneuma quickly switch to your marse garment, so you can reduce oncoming finger offenses, then quickly set up your pneuma again and switch back to your deviling. You must also try keep yourself healed, because most champions can do 10k asuras with deviling on.

At the beginning of the duel you both will more than likely be under a pnuema, one of you will body relocate over to the other champions pneuma and both of you will start to raging palm strike one another, so you can push each other out of the pneuma. If you push him out first try and use finger offensive to hopefully catch him with his deviling garment still on, then quickly body relocate over to him, (by this time he probably already set up a pneuma). Start to raging palm strike him once or twice, depending on what you are going to do. If you can get another finger offensive off on his deviling, you can go ahead and asura him to kill him. If he survives quickly re-fury and try start to raging palm strike him again and follow with more finger offenses till either he dies or survives and he heals back up.

If you are fighting mid-way and you notice your suiken damage is low, you will know that his HP is low and you can either body relocate to him and hit him with a kaiser asura, suiken occult impaction, or kaiser raging palm strike and follow up with a finger offense to kill him.


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versus Professor
Equipment you will need


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    Kaiser Knuckle

If the Professor is wearing a water armor use the Kaiser Knuckle.

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    Ghostring Diabolus Robe / Medic's Robe

Tome is neutral property, so this will reduce melee.

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    Aebecee's Raging Typhoon Armor

A wind armor reduces Wind and Water damage.

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    Lucius's Fierce Armor of Volcano

A fire armor reduces Fire and Earth damage.

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    Golden Thief Bug Shield

Nullifies all magic attacks.


Try and keep your distance from the professor, or else they might get lucky and strip your golden thief bug off, but if you can stay a safe distance away they should be easy. Some professors endow themselves, so just switch accordingly.

professors will set up a wall of fog and safety wall themselves, to reduce finger offenses damage and avoid getting asura striked, but even though they do that it won't save them. Just keep spamming your finger offenses till it goes through the wall of fog, it should take a bit, but if you spam fast it shouldn't delay you that much. If they wear a water armor to reduce your suiken damage even more just switch over to your kaiser and finger offensive some more.

If you want to try your luck you can run up to them and spam raging palm strike till they are out of their wall of fog and spam finger offensive on them without the reduction of wall of fog. If they set their second one up just run up again and raging palm strike them out of it.

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versus
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Equipment you will need


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    Phreeoni Garm Claw

For Stalkers who like to run high flee.

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    Saphien's Armor of Ocean
    Reduces Spear of Ice or Crimson Fire Blossom.


When fighting any type of stalker you have to follow the same strategy as you did for the whitesmith. body relocate away and spam finger offensive till they get close to you, then body relocate again and start to finger Offense again, till they are dead. If they have another skill besides crimson fire blossom or spear of ice, such as bowling bash, they are probably in a flee build.

This is when you switch over to your phreeoni garm claw and spam finger offensive. They will probably try to either hide or chase walk to get near you, but keep a ruwatch up just incase they use hide. If they use chase walk, let them get near you and then body relocate away and start finger offense them till they die.


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versus
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Equipment you will need


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    Ghostring Diabolus Robe / Medic's Robe

Reduces Acid Demonstration damage.

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    Deviling Garment

Reduces Acid Demonstration by 50%, but increases Mammonite damage by 50%.
or

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    Raydric Garment

Reduces Acid Demonstration by 20%.


Always keep yourself under pneuma, or else your equipment will break and you will lose the battle.

finger offensive the biochemist until he either switches to a water armor, then get close to him and occult impaction him or do a kaiser asura. If he is switching between his garments try and catch him with his marse on and asura him. If he had his deviling on while you asura striked him he will probably heal back up, so you just have to re-fury and raging palm strike him out of your pneuma and throw more finger offenses. If you get lucky and finger offensive him while he had a deviling on, try and run up with a full SP asura to finish him off. If that doesn't work just keep calm and try again till he is dead.


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versus
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Equipment you will need


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    Phreeoni Garm Claw

For Clowns who like to run high flee.

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    Ghostring Diabolus Robe / Medic's Robe

Reduces damage of a neutral weapon if they switch to one.

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    Marc Aebecee's Raging Typhoon Armor

Reduces Electric Guitar's melee damage and prevents you from freezing.

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    Hode Garment

Since Electric Guitar is wind property, Clowns may use earth arrows
with arrow vulcan, since wind is weak to earth. This will make it less painful.


Clowns should be easy for you, only thing that you should worry about is being taroted with a death card, but if you get death carded try and heal yourself back up immediately. Also, try and keep yourself under a pneuma so they cannot arrow vulcan you.

Start to use finger offensive on them. If they switch over to a water armor get close to them and spam occult impaction until they switch off the water armor then just finger offensive again until they are dead or if you don't want to take any melee damage just use raging palm strike to push them away, then follow up with more finger offenses. If they are running high flee use your phreeoni garm claw to kill them. If they switch over to a bathory or evil druid amor get close to them and spam occult impaction with suiken until they switch off or die.

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versus
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Equipment you will need


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    Phreeoni Garm Claw

For Gypsies who like to run high flee.

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    Ghostring Diabolus Robe / Medic's Robe

Reduces damage of a neutral weapon if they switch to one.

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    Angeling Armor

Reduces Belmont's fire damage and makes Gypsies' Aspersio damage miss.

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    Jakk Garment

Reduces Belmont's melee damage.


Fighting gypsies is the same strategy that you use to fight clowns, except you will just be using different armors.


Sorry for any errors, but this was a very long guide to write. :P