Sabtu, 15 Oktober 2011

Heroes Guide Lost Saga"Versi english"

Posted on 15.49 by Players Lost Saga

Dark Shaman... Beware...

Dark Shaman. A truly powerful hero. Dark Shaman can control his opponent, he can confuses his opponent, the can fling his opponent around. That is what makes him different from the other characters. His skills are based more on the opponent than on himself. He has fallen for the dark side. He uses black magic to do his bidding. His basic skills involve a 3 hit combo. A double jump. A unique replacement for a dash attack and a 360 degrees guard.
I warn you, Non-Shamans. Beware...

Skillscool-The skills for Dark Shaman are so amazing I'm sure that writing this part of the guide will be my favorite :%7d.

Trinket Skill - [Chaos Doll> - AS A unique skill at the very least. This skill allows a Shaman to reverse his opponent controls. For example, left would be right and up would be down. Extremely useful when being chased, in tight situations, in setting up [Seduce> and in making opponents knock themselves out. You can get THEM to do your dirty work. The potential of this Skill is high.

Helmet Skill - [Dart Pact> - AD
Yet another unique skill. This skill allows you to tune in with the darkness to sacrifice some health for a boost in your skill recharges. Its really not much health. Also, this skill's countdown is 0 seconds so it can be quite useful. Surprise an opponent with repetitive skills.
Armor Skill - [The Hand> - ASD
Appropriately named The Hand, this skill thrusts your arm forward and summons a shadow skeleton arm to push the enemy back. Far. The knock back on this skill is HUGE. It is extremely useful in stages where edging is easy like Skyscraper, Cube, Work Site, and Matrix. One hit from this and they'll be sent flying.

Weapon Skill - [Seduction> - SD
Arguably the best skill in the game. It lets you pick a spot within a wide radius to make a small cloud on. If someone touches the cloud, they will dazedly walk towards you. Completely vulnerable. This skill compliments the replacement of a dash for Shaman, Skeletal Strike. Skeletal Strike (-> ->) Flings the opponent backwards over you. This skill can even attack more than one person. It can be used as a shield from melee heroes chasing you by using the skill right around your body. They will usually run into the cloud and be left open. Also, in most modes, you can protect you team mate in trouble by using the skill on them. They will not be affected, but the enemy who is attacking usually will. Very, very, very useful skill.
Skills can be viewed here:

Damage of Shaman (From Unbounded's Guide)
Dark Shaman

First hit: 10
2nd hit: 10
3rd hit: 15

Dash attack: 15
Dark Pact: 30 damage to the user.
The Hand: 15

Better than the other Mages.

Shaman dosen't really have many combos. The only three combos i know of are...
BTW: I dont think [Seduction> then [Attack> is a real combo.

[Seduction> [The Hand> This is of the few combos using only shaman skills that actually works. Any other "combo" can easily be broken out of. The seduction acts like a stunner which leaves them open to many attacks. They will walk towards you only to be thrown away by The Hand

[Seduction> [Chaos Doll> The third of the three combos. If you really want to use [Chaos Doll> on someone you could waste a seduce for it. Simple Enough.

[Seduction] [Skeletal Strike] [Combo] Draw them in just to be thrown into the air and then blunted by your evil hand while falling down. The timing is complicated. Also, instead of the combo, you could just edge them with the Skeletal Strike. (Yes, I fail to do this once in the video)

Epic Combos-

If you do not know what a faint is check Clemente's Guide to Faints right here:

Shaman can form an Epic combo out of basically any character.
Many combos can end in either [The Hand> OR [Seduction>. Seriously, though, there aren't many combos here because making combos with Shaman is so easy due to the fact [Seduction] keeps an opponent open to another attack and [The Hand] is a great finisher.

[Any other sort of faint involving no skills> [The Hand> OR [Seduct> (8) {Variation between character used} This difficulty relies on the difficulty of the faint. This combo only involves ONE skill so it looks kid of plain. The difficulty is usually high because people are used to faints and try to avoid them. Ex.

[E-Shock> [The Hand> OR [Seduction> (7) {Medium} Somewhat difficult because E-Shock often misses due to the slow start up. If it works though, you have plenty of time to set up your combo.

[Eye Beam> [Seduction> (10) {Easy} I started off with this one because it is just so simple and easy to perform. Not much explanation needed here. Just use [Seduction> quickly because the enemy falls after being stunned for a while.

Once again, you can set up a combo easily by [Seduction] and then make something up. Or [Faint] [The Hand / Seduction]

1. I know I tell you how to edge a lot but Shaman also does great damage with his regular combo.
2. Shaman generally does well for me in the following modes. Prisoner, Team Death Match, Soccer, and Power Stone.
3. Shaman generally does bad for me in the following modes. Crusade, Crown Control, and Death Match
4. Don't just wait in the back ground and spam Seduce and when they come up spam Hand. Don't... Just don't...
5. Just like #4 don't hang in the background and make use of the melee damage.
6. I suggest replacing your helmet and trinket with some Epic Gears.
7. You can do a full combo on opponents mid-air after Skeletal Strike. (The dash replacement) They need to be at the very brink of Skeletal Strikes reach if you want it to work.
8. After using [Seduction> you don't always need to use Skeletal Strike. You can use [The Hand> or jump over a gap between two ledges, they will just walk into the gap.
9. Try to use [Seduction] on someone after they use a skill that keeps them in place.

Upgrade Tips-
Okay. Shaman is very easy to build for many reasons.
1. Once you play with him for around 2 or 3 games you automatically know which skill you like the most. Usually that is [Seduction> or [The Hand>. Try to put most points into these.

2. I personally think that the stat upgrades don't even matter because Shaman cant run so that takes out speed. He doesn't have much melee attacks taking out Strength. If you fight correctly you should barely fall off an edge so Dexterity is out. Defense is maybe the only on that has SOME importance.
3. Chaos Doll is okay too. Don't completely forget about it.

How To Seduct-So, I see some people just throw out random seductions in hope to luckily catch someone. This, is wrong. I will teach you how to do it right.

1. Melee Trap- Seduct on yourself so that a melee hero approaching you will get caught in the [Seduction]

2. Behind the Ranger- Seduct 2-5 paces behind a ranger who is trying to keep distance. Usually rangers just jump backwards at the sight of you bending down for a [Seduction]. They dont even look where it is.

3. Skill Fail- Use [Seduction] while an opponent is using a skill that involves them staying in place for a while.
For example E-Shock.They will need to get hit after they stop using their skill.
If my guide makes things kind of confusing for you, here's OGPlanet's version which might help you understand better.

OGPlanet's Display of Shaman-

OGPlanets Combos for Shaman-

OGPlanet's Visual Representation of Skills-



Additional Information-
Here are some useful things to know about Dark Shaman.
1. The Chaos Doll and Staff are the only Epics for Shaman released as of 11/29/10
2. Shaman usually costs a lot of peso in the shop. A lot of people use him.
3. Shaman can easily make combos with other heroes.
4. Shaman is available for pesos once you reach the SFC 5 rank.

Lost Saga TaeKwon Do Guide

The taekwon master is an ingenious edger, Taking advantage of anyone foolish enough to be near an edge. And in the right hands, a total combo MACHINE. The more and more you practice with your TKM the higher above the competition you will rise.

In this guide you will encounter both basic and advanced techniques, as well as general tips to help you throughout your battles.

Let's get started, shall we!?


These are the 4 skills at your disposal. The following are some quick tips to get the best out of each, and I'll be going into detail a little later in the guide.


Spear Fist
(Weapon Skill): Used to instantly cause faint status to the opponent. It has an auto aiming feature that will essentially punch the closest person roughly 100 degrees in front of you. You are fully invincible during this very fast attack. [insert picture]

The spear fist should almost always be followed up with a [Smash], your Hold D attack. This will hit them up into the air, and allow for additional hits. Hitting anyone with the faint status without a launching attack will cause them to fall on the ground.


Axe Kick
(Body Armor): This is your second and only other offensive skill. These two quick kicks will hit anything within 100 degrees in front of you and knock them into the air so you may follow up with an air combo. and because of it's ability to hit grounded opponents- You will often be using this to knock off people that land close to edges. You are invincible till after the first hit, but can then be interrupted.

I cannot stress enough that you should save this skill for these occasions. It doesn't do much damage on it's own (See the bottom of the guide for details, courtesy of Unbounded). So your main method of utilizing this attack will be edges. This is one of your greatest assets! Don't use it unless you can edge! (with the exception being a needed skill cancel.)


Break Fall
(Helm): This is a highly underrated passive skill that can save you a lot both in big and small battles. With this helm, pressing jump as you approach the ground after being knocked down will cause you to pop back up on your feet. You can use this to save yourself from Templar smashes, Mage dash attack -> skill combos. You can avoid being horned on the ground, electro shock, fire wave, etc. etc. The utility is endless and it will often save you if you use it at the right time. Don't use it if your enemy is too close by, however. As they will hit you again as you get up. You can't use this under a shock or burn status, and you are not invincible as you get up.


(Trinket): This is an active skill, used to completely restore the cooldown of your least ready-to-use skill. The activation is extremely fast. This skill will often be used to extend your combos, most especially with axe kick. The skill will effect the cooldown of the gear part across all heroes, so you may use this to create otherwise impossible combos for other heroes. One of the most useful aspects of the TKM. You are invincible during the very brief animation.

Now that we've had a rundown of the skills, it's time to get into what makes a Taekwon unique. His attacks!

The taekwon master, with practice, can unleash furiously long combos. Even without the use of skills!!

Lets take a look at some of his most useful Attacks.

Smash - this will be one of the most used attacks in your arsenal. connecting with 1 smash will allow you to start combos that have no chance to be blocked, as you will keep your opponent juggled in the air. It has a slower startup than your regular D attack, but it is faster than every other Hold D attack in the game. Use this on distracted opponents to initiate your juggle combos! (such as enemies that are attacking your teammates). Another good opportunity to use smash is on opponents that are being hit with ground attacks from bombs, jokers, and grand templar. Time your smash to when they hit and you can rocket them into the air for more comboing!!

Standard Combo - The final two hits of his 4 hit DDDD combo combine for a lot of knockback compared to most heroes standard attacks. Just make sure that after the third melee hit, you pause for a moment before finishing the combo with the last hit. The third hit causes them to pop into the air, and you may accidentally kick at the air if you press it too soon.

Counter - His counter is another useful tool in his arsenal. To counter, either press D while holding block (S) (just be sure not to do it too soon or you will Spear Fist) or let go of block and immediately press D. Counter anyone that finishes their standard combo on you, as well as jump attacks and dash attacks. TKM's counter launches the enemy into the air- follow up with a smash to continue to juggle them. This is going to be one of your most useful assets in a 1 v 1 situation.

Air Combo - The TKM's air attack is unique in that it does two hits. It does not generate any more knockback than a normal air attack, but with some practice you can use both air attacks on a standing opponent. If you connect with both, you will cause the faint status! allowing you to start yet another juggle combo. *** This requires a lot of practice *** I recommend you have a long session with Dev K before you attempt this much in normal fights.

Dash attack - His dash attack is 2 hits than can be blocked after the first, however, if both connect, you will generate more knockback than any other dash attack. Use this to your advantage for some easy edges.

It's the section you've been waiting for: Combos!!

As you've probably heard, the taekwon is the single most combo-heavy character in the game. He has the most versatile repertoire of combos, many of which are able to used on fainted opponents. One counter, or one connected Smash can potentially be DISASTROUS for the opponent.

There are many more combos than this, but I'll be going over the most effective and efficient ones. I.E. You could always just throw a spear fist or axe kick into a combo for flashiness, but that doesn't mean it's a good idea.

Easy Combos: *** All of these can start with a spear fist, and end with an axe kick -> air combo ***.

Smash ->  Dash attack. (requires some timing)
Smash -> Smash -> D -> Smash
Smash -> Smash -> D - > D (Use this to knock people off edges) **good for novices**
Smash -> D -> D -> D -> pause -> D **use this after mastering the previous**

(You can do any of the previous combos after a successful counter or on fainted/distracted opponents)

Example of using skills: Spear Fist -> Smash -> D -> D -> D -> pause -> D -> Axe Kicks -> Smash -> D -> D

This is a pretty basic combo for Taekwon and can be expanded upon.

*** One important thing to note is that often in order to do one axe kick after another you have to hit the opponent as they're falling. You can get away with more hits the sooner in the combo it is. The longer a combo goes on, the sooner the opponent will rise up off the ground when being knocked down. ***

If you connect with your third melee hit, make sure you follow up with a smash, then try and get a hit in as they fall.

Now here it comes: ADVANCED COMBOS..

Smash -> Smash -> Dash attack
Smash -> Smash -> D -> Smash -> D -> D -> D -> D (the trick to this is to time your final smash to hit the opponent as they're very close to the ground) This will be one of your bread and butter attacks once you master your TKM.

The more advanced you get in your timing, the more versatility you have in your combos. Experiment with using smashes and standard combos after axe kicks. Practice on Dev K a LOT. You'd be surprised how many combos you can pull off and i encourage you to test them out.

Now: For the most important section of all (yeah, you heard me) Battle Tactics!

*** As a TKM, most of your damage will come from assisting teammates, fighting stragglers in 1 v 1 on the battlefield, and Edging (your prime method of damage).

The most important thing I could possibly tell you is to never ever use your skills for the sole purpose of standalone damage. Your skills are there to help you set up for edges, and to skill cancel if needed. Having your skills always ready will allow you to axe kick anyone who falls close to an edge. Or to Spear Fist anyone running remotely close to an edge. You can spear fist -> axe kick -> air combo -> concentration -> axe kick -> air combo, for huge distance. And usually a guaranteed edge.

As flashy and cool-looking as it may be, Don't use your skills to merely tack on damage to your combos UNLESS they're going to edge someone, or you're prepared to burn your concentration for a new axe kick. (With the exception being that you're on a map with very little edging potential, or you're playing against very defensive opponents in which you rarely have an opportunity to use skills.)

Now that that's out of the way, lets cover some other ways to maximize your potential in a battle. Your speed is helpful in traversing the battlefield easily, use this to assist teammates you see that are in danger. Smash them in the back and start up your unblockable juggles.

- Always keep an eye out for edging opportunities. Dash attack people you see traveling near edges.

- Pick on isolated mages and rangers. They have no chance of defeating you in 1 v 1 if you play your cards right. But don't stick around if you become outnumbered.

- Never use your standard attack more than twice in a row immediately, incase the opponent has a skill charged.

- Bate enemies into using their skills by running near them, or attacking twice and backing off. When they miss, smack them with a spear fist and commence comboing!

- Abuse your counter. Block and counter anyone spamming dash attacks or jump attacks, and use it any time the enemy finishes their standard combo. Punish them for their mistakes. Counter people that are near edges, and then edge them with an axe kick!


- Spamming dash attack. Even though TKM's dash attack has good knockback, it's also one of the slowest and easily punishable, not to mention the second hit can be blocked. Instead, practice stopping mid-dash and starting up a regular combo- this can infact be a better way to edge, often.

- Rushing in. Your attacks simply don't do enough damage and your skills are useless by themselves. You are not the unstoppable damage demon on your team and most of your combos take a while to complete. You fight with your mind more than anything else as a TKM, with this, you excel.

Taekwon Attack Damage: *courtesy of Unbounded* check out his thread at

Taekwon Master

First hit: 7
2nd hit: 6
3rd hit: 7
4th hit: 9

First hit: 5
Second hit: 7

Jump attack:
First hit: 7
2nd hit: 8

Hold D: 10

Counter: 10

Axe Kicks:
First hit: 11
2nd hit: 11
Spear Fist: 10

Lost Saga Lightning Mage Guide

He looks angry :)
1. First Presentation

The Lightning Mage is one of the few magicians who prefer a melee and close attack. Unlike other mages, like Fire Mage and Ice Mage, his skill are all melee based and using it by distance would be a no small error: infact the *Lightning* skill has not a wievfinder and works like an eletric snake that can shock a big number of enemies at once!
The Lightning Mage can also shield himself with his *Energize* skill: try to touch him :V!
But now, let's see more precisely all.
2. Skills
Skill Icons:

It 's a nice eletric ball that follows you throughout your adventure, and, crushed to the ground masterfully, creates a chain-lightning effect!

Energize:As mentioned earlier, this is one of the most important Lightning Mage's skills that allows to be "untouchable" to some melee skills\base attacks and to shock who touches your body. But attention to the shaman's dash attack, it can easly put you to the ground! Thunderbolt:
The thunderbolt is the slower skill the Lightining Mage has, it can allow you to raise a bent enemie and to create a lot of funny and easy-to-imagine comboes!

The Lightning Mage surely  has a lightin skill that can hit multiple enemies at once; don't "follow" a player with that skill, it's pretty useless and most of the times fails. The best way to use it is to throw an enemy on the ground and have fun hitting him three times :3

3. Basic Combo:
PS: i prefer using photos to show comboes, it's faster to learn.

1- Use the
Dash Attack and bend an enemie.

2- Raise it up using Thunderblot.

3- Use again the Dash Attack twice

4- While it's on the floor, cross it three times with the  Lightning

5- Use the Chain-Spark to end the combo.

More Comboes?
Creating comboes with Lightning Mage is very easy and, i can confirm it, you can use many Gears.
Here there're some examples:

a. Epic Adventure Outfit

Dash Attack » Pick the Torch and launch it on the enemie » At the 3rd enemie's jump use Dash Attack » Lightning

b. Epic Taekwon Robe

Dash Attack » Dash Attack » Lightning » Taekwon Robe » (you must be very quick) Dash Attack

c. Epic Iron Helm

Dash Attack » Iron Helm» Lightning » Dash Attack » Thunderblot » Dash Attack » Dash Attack » Chain-Spark
PS: you can do the same thing with the Epic Cyber Cap, Epic Cursed Hat, etc.

d. Epic Boxing Trophy

Dash Attack » Thunderblot » Dash Attack » Boxing Trophy » Basic Attack
PS: you can do the same thing with the Epic Hunter's Camera, Epic Ninja Scarf, Epic Chaotic Doll, etc.

e. Epic Muskeeter Rapier

Use the Muskeeter Rapier » Thunderblot » Dash Attack » Dash Attack » Lightning » Chain-Spark

How can you see, there are a lot of comboes: have fun creating and test your imagination, this's one of the coolest things in Lost Saga!

Important Tips and Suggestions

I repeat it, the Lightning Mage it's not a distance mage and it's important to throw down a player to successfully execute all the "floor skills" (Lightning and Chain-Spark).
When you're fighting against an hero like Boxing Champ, Tao or Knight you can use the Energize skill a second before he starts spamming on you: he will be shocked and you can easly start your comboes!
The Thunderbolt skill can pass through walls, barricades and Power Stones, this could be a surprise attack very helpful.

Modes in which it's suitable:

: can be a support or just attack with the others, but you must make attention to ranged attacks.

: Very good in defense (shock all  e_e!)

Modes in which it's not suitable:

: it has not AoE attacks and can't kill multiple enemies,counting the big spam of all

: in this mode you need a melee or an hero that can run after the ball, the LM can defend the goal.

How to Upgrade?

This mage uses a lot his skills and they recharge very fastly, so these are my upgrade suggestions:
-Lightning over 20+
-Energize over 20+
-Strenght over 30+

Lost Saga Savage Berserker Guide 

Savage Berserker is an aggressive melee character who can easily carry his team,
and can also be used as an independent 1 versus 1 character with its unique techniques.

These are the following Epic Gears currently released:

Savage Berserker is considered as heavy-weight class due to its Guard Break feature and Block reflection Feature,
with 3 hit basic attacks, pushback dash attack and semi-stun jump attack.
Berserker's are known to be very control friendly character because of its ground hit skills.

These are the skill Description:
Trinklet Skill (War Horn) : Ground hit, blasts loud horn sound, making the opponent in stun status for 3 seconds.
Helm Skill (Savage Slam) : Runs toward the opponent, knocking out the users. Can hit multiple users at once.
Body Skill (Berserk) : Increased size, with increased damage and range and stays in that state for 30 seconds.
Weapon Skill (Earthshaker) : Ground hit, slams its sword, creating earth splits. Can hit opponent up to 2 times.

One of the reason why people favour Berserker is because of its ground hit stun skill, horn.
Once you knock down an enemy and horn stun the opponent, you can get a guaranteed ground hit attack,
such as Earthshaker, or Flamewave.

Lost Saga Combo, Savage Berserker and Fire Mage:

As you see in the video, Horn has enough time for you to adjust yourself to do a combo.

Some other combos you may want to try out (Sorry, video isn't converting right):

Hold D to knock down → War Horn → Earthshaker → Savage Slam.
This combo allows you to drop (aka edge) people more easily. Once the opponent is down, you are guaranteed
to link the other attacks without getting interfered by other opponents.
But be careful, Savage Slam might edge the opponent, but you also might as well get dropped, so be sure to
jump away from the drop zone before the end of the skill.

Savage Slam → War Horn → Earthshaker → Jump Attack.
This combo is much similar from the first combo, but is more used in real battle.
Savage slam can push the opponent near to the drop zone, jump attack while Earthshaker forces the oppoent to fly upward.
This combo is much safer than the first combo, since you are savage slamming the opponent, leading them to the
edging zone. Finishing off with Jump attack will let you land on the ground safely, whereas in the first combo,
you had to be careful not to get edged while you edge.

Jump Attack → Guard Break (Hold D).
This combo is a great mind trick for both 1v1 and team games.
Most users does normal 3 attacks right after they jump attack for more damage and for simplicity.
Experienced users know basic patterns, and they can predict what the typical user's next move is
right after they jump attack.
Guardbreak allows you to knock down the opponent and give you a definite attack rather than try to do a little
gamble to see if the opponent would get hit or do a block.


Like I said in the beginning, Berserker can take down enemies simply, and can carry your team easily.
When you crash into the opponent, be sure to use guardbreak occasionally, but use basic attacks too, instead of getting caught up on the idea that guardbreak is the best offense technique.

In a big game, try to focus on one opponent rather than chasing different users, because you are more likely to hit more with one user rather than chasing, earning you less effort points.

But that doesn't mean that you should do 1v1 in a team battle.
Berserker's Dash attach has unbelievable knockback.
When your teammate is in trouble, start pushing back the opponent backward with your dash attack
so your teammate can escape. You may also want to seek an edge when you push back the opponent.

If you are planning to keep the original gears, be sure to use Berserk skill a lot.
It gives you more damage towards to the opponent, and that extra reach can really help you edge others.

Also know that your Guardbreak skill can break through iced oppoents / teammates. When your teammate is frozen, use your guardbreak to set them free.

Other Infos:

When it comes to a stat builds, you may want to have these builds in your mind:
Strength, Speed and Earthshaker.

Building your Berserker is up to you, but those three stats are the essential key stats you want to put towards to.

If you are planning to use Berserker for a while over level 50, then you should have those 3 stats up to +40.

Strength can really determine how fast you can get a kill from an opponent. Berserker starts off with a strong strength, and you will see a great improvement on your berserker only after 40 stats.

Mobility is one of the key point to win in a big battle rooms in LS. When it comes to chasing people, You really
want that speed to catch up to the opponent and lock them with your attacks.
Since Berserker's dash attack is critical to edging, your mobility can really help you get that edging point.

Lastly, Faster Earthshaker means faster edging chances for you, so be sure to add those points up.

For a gear build, I used 2 passives and one group stunning gears:
Viking Backshield, TKM Headband, School Uniform and Berserker Sword.

Backshield stops opponents from back attacking, and is quite helpful when it comes to large battle fights.
Your opponent will not be able to do a combo on you from your back with this passive,
and for your own good, since blocking the opponent whos attacking from you at the back is hard.

TKM Headband can really save you from the edging moments. Breakfall passive lets you stop at the very edge of the map when you are flying. Enemies will not be able to edge you easily when you have this gear on.

School uniform really helps your teammate to edge the opponents.
When you use this skill, it will group stun the opponents for 5 seconds.
Whats unique about this skill is that this skill forces the opponent up when they are in a knockdown state,
and holds those opponents up for 5 seconds.
This skill really helps your teammate in a large battles.

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