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Apollo alongside Artemis has successfully pushed the standards of a T0 ability to the skies! Her kit revolves around her domain, which could make her invincible, before releasing a nuke to the enemy by the end of the domain. The long duration of survivability granted to her during her domain makes her extremely comfortable to play, whilst defeating enemies with ease when the DMG absorption is capitalized on.
Yet if your max mana is below 150, you should consider using someone else as her ability costs 150 mana. Without it, her passive alone is quite lackluster and she would have poor performance.
Moreover, she may have trouble in dungeons against enemies that have defensive curses, or when she doesn't crit. But overall you should be fine brute forcing it!
HP ️️️💖 ATK ️️⚔️ DEF🛡️
412 80 60
Expertise: Any
Suggested by: revarin
Release date: 1/11/2023 (Halloween event)
Early Dungeon
Passive execution and death evasion
Class xp boost
High cost ability
Hybrid attack scaling
Expensive and rare character
Late Dungeon
Effective ability, invincible with certain setups
Expensive and rare character
Stampedes
Inconsistent DMG, ineffective for long fights
Lacks a supportive party ability
Cow Roll
Details
Uses: 1
Cost: 150 💧
Timeout: No
Role: DPS/Tank
Passive
Evade 1 fatal attack
Execute enemies when their HP falls below 10%
+25% more XP gain from dungeon wins
Her normal attacks deal 60% of ATK as physical DMG and 60% of MD as magical DMG. This has a 20% chance to apply bleed for 3 turns
Active
Activates her domain for 10 turns
When the domain is active:
+20% ATK, MD, DEF, MR, CR, CD
+10% Dodge rate
Mitigates 33% of the damage
Enemy loses 3% current HP (Capped at 6% of Apollo's current HP) every turn
Using ATTACK ⚔️ will deal critical hits and true DMG (Bypass shields)
Using DEFEND 🛡️ mitigates 100% of DMG the next turn, except those from DoT
Using ABILITY ✨ causes the enemy to take +15% DMG every activation (25% if Artemis EX is owned)
Upon exiting domain:
Releases a nuke
✨ The nuke is complicated. The DMG scaling is the combination of your DMG mitigation% over the duration of the domain. So if you did not do DEFEND a single time, the DMG multiplier would be 33%*10 = 330% DMG. If you did DEFEND the whole time, the DMG multiplier would be 100%*10 = 1000%. Moreover, you will need high ATK before the domain ends so to maximize the high damage scaling.
Tl;dr: Raise ATK only before the exit of domain for the most DMG. Rest of the time do DEFEND to maximize the final nuke's DMG
Early Game
If you are below Floor 121, please use the Early Game Build
Braindead reflection (Safest in high difficulties)
Prerequisites:
Mana bar >= 180 ** (Minimum: 150, but the DMG loss is clear)
Best to have 3750 characters for the full Warlord ability's ATK buff
Build:
Class: Warlord
Weapon: Sirene's Song
Armor: Scarlet Siege > Shadow Strider (Legendary) // Any DPS armor
Shield: Tyranny (Mythical ) / Wall of pain (Mythical) > Any offensive shield you own
Rotation w/ Sirene's Song: Ability (Domain for 10 turns) -> DEFEND x8 -> Class Active x2
Braindead mitigation WITHOUT sirene's song
Prerequisites:
Mana bar >= 150
Best to have 3750 characters for the full Warlord ability's ATK buff
Build:
Class: Warlord
Weapon: Drain weapons (e.g. See Health )
Armor: of Divine Aspect (Legendary)
Shield: Tyranny (Mythical) / Wall of pain (Mythical) > Any offensive shield you own
Rotation: DEF x9 / Until you get 150 💧for non-warlord classes -> Ability (Domain for 10 turns) -> DEF x8 -> Class Active x2 (Warlord only, else DEF.)
Risky DPS (Potentially higher DMG output, Risky)
Prerequisites:
Mana bar >= 150
Class: Sniper
Weapon: Sirene's song
Armor: Shadow Strider (Legendary)
Shield: Tyranny (Mythical) / Wall of pain (Mythical)> Any offensive shield you have
Rotation:
- Ability (Domain for 10 turns) -> Ability x4 (Vulnerability x4) -> ATTACK x6
Universal builds:
Apollo is usable with the Critical playstyle, with a larger focus on critical DMG since her active grants 100% critical rate for normal attacks.
Apollo EX is compatible with all Rolling Cow Builds.
Save up 150 💧and activate your ability when you are
** : Pareo:-
150 + (60x2) = 270 180-150 = 30 mana left over after domain
[15-5] (Sirene drawback)
10x8 rounds of defending = 80 30+80=110
1 Warlord Proc 110-60=50, then 1 round mana gain 50+10=60
Then last Warlord proc 60-60=0.
Hence it's best to have 180 minimum mana bar for maximum DMG output.