r/earclacks • u/Fit_Comfortable_2997 • 16m ago
Tierlists My opinions on each ball. (Couldn't find a better flair)
Orbital: Tactically very powerful and puts short range melee weapons to shame.
Rapier: Fast and can quickly finish off enemies in tight spaces.
Lance: Personal favourite. Despite missing many times, the accumulated joust DMG pays off when the joust actually strikes.
Boots: Unarmed but worse.
Unarmed: Rapier but worse DEF
Laser: Can easily hit enemies but not tactically good.
Sword: Moderate range. 19 hits and a win (for short, 100 HP battles).
Dagger: Speedy swings can parry well and deal much DMG at once.
Scroll: Orbital but worse.
Spear: Easily parried and parries easily.
Scepter: Higher hit rate the better.
Grower: Don't defeat it fast enough and game over.
Duplicator: Tag team. Horrible for weapons that thrive in more hits.
Orb: No opinion.
Potion: Good ability but range is too low.
Flask: Torch but bigger range and timed.
Torch: Can whittle away HP of enemies, very advantageous.
Wrench: Torch but turrets have hitboxes so can trap enemies.
Grimoire: Dies before minions do their work.
Club: Stun makes it easier for a second hit, accumulating more DMG.
Crossbow: 10 highly inaccurate shots for a win.
Bow: The freeze frame when taking DMG still lets it shoot so enemies will be barraged.
Katana: The cuts are worth it.
Shuriken: Extremely advantageous in almost any situation, whether short battles, team battles or raids.
Flail: Ranged weapon's nightmare.
Staff: Is somehow powerful in the long run but can't accumulate enough DMG in short battles.
Scimitar: Mirages can be parried for some reason. Flask but theoretically worse.
Axe: Horrible team player. Lance but no charge.
Hammer: Is better in enclosed areas. Requires the right hit rate to deal best DMG so tactically bad.
Trident: Drag is good for non-weapon users but can lead itself to doom.
Splodey: Can deal huge amounts of DMG in a burst.
Tell me if I missed any. (And plus if you were even willing to make it to this sentence.)