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Forum Index > Player Guides > 2020 Maws of Madness (MoM) Stage Guide,...
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Author Thread Post
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:36 AM Post #1
Feel free to PM with any questions or suggestions!


Advice for all MoM stages: Bring lots of potions and draughts! If you have access to the Lost Grove Trading Post or Ethernia, it is recommended that you have plenty of Lost Grove consumables, as those are the only consumables that can be used during battles

Everyone has their own team setup and majority of these stages can be beaten using any mix of tanks and cannons, but it is STRONGLY recommended to have a light pet in your party (exception maybe being shadow/shadow/shadow) as they are the only pets that can effectively heal the whole party without the use of mana. The farther you get through these stages, the more difficult they will get and it will be necessary to have ways to maintain health, aside from Lost Grove consumables and mend (with the longer cooldowns these aren't effective on their own). HOWEVER, you are not required to follow this, as you can try out whichever team setups you'd like

Please keep in mind that some of these stages are in favor of players who have leveled their pets up to the maximum tower level as well as players who have grinded in Dungeon of the Forsaken for higher rarity gear (30-59) or who have grinded in the Lost Grove to access ranking, upgraded gear, and it may be more of a challenge for players who have not completed much of the storyline or maxed their team's level (60-70). Following these strategies are meant to help, but do not guarantee winning the fight as there are many other factors that play into it.

Full Album of Scanner Stats

Stage List

Level 30-59 Tower
Stage 1 - Nightfall Bully, Pickpocket, and Trickster

Stage 2 - Burly Troll

Stage 3 - Zombie Basher, Masher, and Thrasher

Stage 4 - General Talon, Ember, and Sapphire

Stage 5 - Dark Elf Overlord, Shadowblade, and Arcanist

Stage 6 - Master Aryth

Stage 7 - King Desius

Stage 8 - Vierna The Reborn

Level 60-70 Tower

Stage 1 - Enraged Forest Sprites (3)

Stage 2 - Ancient Ent and Enraged Forest Sprite (2)

Stage 3 - Spruce Lee, Chuck Porous, and Steven Seagull

Stage 4 - Nightfall Vanguard, Vicar, and Arcanist

Stage 5 - Eleane and Vicars (2)

Stage 6 - Demora and Spellbound Golem (2)

Stage 7 - Kowlla

Stage 8 - Behemoth

Edited By Unstaeble on 12/1/2020 at 6:10 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:38 AM Post #2
Level 60-70 Tower

Stage 1 - Enraged Forest Sprites

Stats
Enraged Forest Sprite

Forest sprites are quite straight-forward, where if you focus on attacking one at a time, they can be taken out decently quick.

Notes: Forest sprites, on full mana, will either use Vine whip (damage can be lessened by blocking, but these enemies should not be terribly damaging to well-equipped parties) OR they will cast Regrowth based on the amount of health they have (~60%)

Forest sprites can also trigger Grasping Roots DoT (damage over time) when using their regular attack, which will last 3 turns and deal 240-320 physical damage each turn


Rewards
100,000 Pet Experience 60 Advancement Points
20 Pet Ability Expertise 10,000 Gold
Spritely Branch x50 [Bundled Brewing Agents] x1


Edited By Unstaeble on 11/5/2020 at 1:28 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:39 AM Post #3
Level 60-70 Tower

Stage 2 - Ancient Ent and Enraged Forest Sprite (2)

Stats
Ancient Ent . . . . . . . . Enraged Forest Sprite

The next stage is a bit more complicated than stage 1, as now we have an Ancient Ent on our hands.
If you have fought these in the Lost Grove, you will most likely be familiar with the strategy. However, if you have not experienced the Lost Grove yet, this will be a bit new to you to have a strategy aside from repeatedly hitting an enemy.

In this battle, it is important to take out the side enemies first, so pick a Sprite and focus on them for the first couple of turns, keeping an eye on the Ent. You'll notice that an eye shaped icon will pop up on the Ent called Wrathful Fury, which increases the critical hit chance by 100% and adds another rank to the buff, Fury. When you see this icon, you'll want to block on your 1st slot pet (if you want to play it extra safe, all 3 pets) to prevent getting stunned for 5 turns.

Once you defeat both the Sprites, focus on dealing as much damage to the Ancient Ent while still keeping an eye out for Wrathful Fury

Notes: As you battle, you'll notice a buff under the Ent called Fury (rank #) that will gradually increase the longer the battle continues, increasing the Ent's damage by 4% for EACH rank (Ex, rank 2 will be 8% increase)

Ents can occasionally trigger a 2 turn stun at random

Ents also will use a shielding move at their full mana called Bark Skin, which absorbs 4,320 damage

Rewards
200,000 Pet Experience 120 Advancement Points
40 Pet Ability Expertise 10,000 Gold
Spritely Branch x100 Mender's Talisman x5
[Bundled Brewing Agents] x1


Edited By Unstaeble on 11/5/2020 at 1:29 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:40 AM Post #4
Level 60-70 Tower

Stage 3 - Spruce Lee, Chuck Porous, and Steven Seagull

Stats
Spruce Lee . . . . . . . . Chuck Porous . . . . . . . . Steven Seagull

You've probably noticed the Pun Trio's names and are probably laughing. All jokes aside though, these enemies can be tough for lower level parties who haven't gotten the chance to rank and get upgraded Lost Grove gear.

I would recommend trying to take down Spruce Lee or Chuck Porous first, and be aware that when Steven Seagull taunts you will have to sidetrack for the duration of taunt. Blocking on all full mana attacks is recommended if you don't have a stronger party

Spruce Lee Notes: Straight Punch can trigger Hemorrhaging, DoT for one turn that deals 263-350 damage
For their full mana attack, it will trigger Off- Balance to one of your pets, making them susceptible to low attacks
Can trigger the buff, Unwavering Confidence, which boosts its physical damage and quickness by 100% and avoidance by 40% for 3 turns

Chuck Porous Notes: Strong Punch can trigger Stun for 2 turns
Can trigger Smoldering Intensity, which boosts its critical hit chance by 100% for 5 turns
For their full mana attack, they will use Roundhouse Kick which can do quite a lot of damage mixed with Smoldering Intensity

Steven Seagull Notes: Uses Choreographed Chop
Can trigger Taunting Overconfidence, which will taunt all three pets in your party for 5 turns
Can trigger Stunt Double, which increases its physical and magical mitigation by 50% for 5 turns

Rewards
400,000 Pet Experience 240 Advancement Points
80 Pet Ability Expertise 10,000 Gold
Spritely Branch x100 Broken Trap x15
Empty Bottle x30 [Mystery Brew Catalyst] x1
[Bundled Brewing Agents] x1


Edited By Unstaeble on 11/5/2020 at 11:09 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:40 AM Post #5
Level 60-70 Tower

Stage 4 - Nightfall Vanguard, Vicar, and Arcanist

Stats
Nightfall Vanguard . . . . . . . . Nightfall Vicar . . . . . . . . Nightfall Arcanist

If you've gone through the Lost Grove before, you'll probably recognize these 3 enemies are quite similar to the Nightfall Brigand, Mender, and Battlemage

I would recommend killing the arcanist first as they can deal quite a lot damage to your party, and then after they're dead, moving to the Vicar next. The Vanguard will interrupt you with taunt though, and when the Vanguard is about to use their full mana attack, block on 1st slot pet to avoid a stun for 3 turns


Vanguard Notes: Can trigger Hemorrhaging, which deals 188-250 physical damage each turn for 5 turns
On full mana attack, can trigger Stun for three turns

Vicar Notes: Can cast Aura of Renewal on all 3 enemies, which heals 731-975 per turn for 6-7 turns

Arcanist Notes: Can trigger Cling, which decreases quickness by 80% for 10 turns
Can cast Singe, which deals 600-800 magical damage each turn for 5 turns
Can cast Shield of Lightning, which deals 900-1,200 magical damage to pets attacking them for 2 turns

Rewards
600,000 Pet Experience 360 Advancement Points
120 Pet Ability Expertise 20,000 Gold
Spritely Branch x100 Mountain's Heart x20
Pure Lunar Water x1 Ent Log x1
[Bundled Brewing Agents] x2
Edited By Unstaeble on 11/5/2020 at 1:31 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:40 AM Post #6
Level 60-70 Tower

Stage 5 - Eleane and Vicars (2)

Stats
Eleane . . . . . . . . Nightfall Vicar

Eleane is basically the same as in the Lost Grove, along with the strategy to beat her

You'll want to take down the Vicars first, so choose one of the two to focus on while keeping an eye on Eleane's mana. Once Eleane gets up to full mana, she will use Vanish. During this 3 turn period, you won't be able to do any damage to her. You should block on your 1st slot pet for all 3 turns (or if you want to play it extra safe, block on all 3 pets for the first turn, and block on 1st slot pet for the other 2). If you don't block during Vanish, you will likely take some pretty decent damage that could be hard to maintain throughout the battle. During Vanish, your 2nd/3rd slot pets can still attack remaining Vicars while your 1st slot pet blocks, or they can also skip to preserve mana if Eleane is the only one standing

Once both the Vicars are defeated, keep hitting Eleane while keeping an eye out for Vanish until she is defeated


Notes: Gaping Wound (rank #), which deals 85-113 physical damage each turn. This DoT is permanent and will stack, increase the rank of the DoT
Vanish increases Eleane's avoidance and critical hit chance by 100% for 3 turns
Eleane can trigger Hemorrhaging, which deals 338-450 physical damage each turn for 3 turns
During Vanish, Eleane can trigger Hemorrhaging, which deals 675-900 physical damage each turn, for 10 turns
Nightfall Vicars can cast Aura of Renewal, similar to the Nightfall Vicar in stage 4

Rewards
800,000 Pet Experience 480 Advancement Points
160 Pet Ability Expertise 20,000 Gold
Spritely Branch x100 Mountain's Heart x20
Gold Ingot x1 Silver Ingot x3
Iron Ingot x12 [Bundled Brewing Agents] x2
[Regular Vial Holder] x1


Edited By Unstaeble on 11/5/2020 at 1:32 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:41 AM Post #7
Level 60-70 Tower

Stage 6 - Demora and Spellbound Golem (2)

Stats
Demora . . . . . . . . Spellbound Golem

First you'll want to focus on killing her first, as killing Demora removes the buff that resets cooldowns for the golems using shards as well as new golems will spawn in if you kill either golem first. Watch Demora's mana until it's full and then block, but pay attention as she sometimes delays and does not use it right away, so it's smart to try and block until you see her mana empty

Keep your eye out for 6 turn shards (will appear on 1st slot pet). Once you see this, immediately switch your 1st pet with a pet that has NO shards on it (for first round, it does not matter which). This prevents the exploding shards cast at the very beginning of the 2nd turn after from automatically KO'ing a pet. After exploding shards is cast, you can switch your pets back so your tank is in front again. Note that it is ok to have multiple shards on a pet, it will just do more DoT. This is what we refer to as the "Hot Potato" strategy, if you haven't fought plain golems on their own yet

Continue to rinse and repeat these steps until Demora is defeated. After, focus on one golem and keep hitting them until they're defeated, still watching out for any shards/exploding shards and after, do the same with the other golem


Notes: If you forget to move right after the shards, you can cast divine intervention right before exploding shards is cast to revive the pet when they KO. This is not reliable while trying to maintain mana though, and the cooldown of divine intervention and the shards do not line up so it can only be used every OTHER shard round
Golems are set always attack the pet in the 1st slot (or if the 1st slot is dead, the next slot up)
Golems can cast Purifying Shards to heal back health for 3 turns
Demora can cast a shield to absorb damage and return back to the attacker
Exploding Shards will leave 11 turns of Piercing Shards on a pet. These WILL count as shards, so make sure you do not use the same pet twice in a row to switch, for they will still have shards and be KO'ed

Rewards
1,000,000 Pet Experience 600 Advancement Points
200 Pet Ability Expertise 30,000 Gold
Spritely Branch x150 Mountain's Heart x30
Enigmatic Shard x3 Enigmatic Crystal x1
[Bundled Brewing Agents] x2 [Premium Vial Holder] x1


Edited By Unstaeble on 11/30/2020 at 12:01 AM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:41 AM Post #8
Level 60-70 Tower

Stage 7 - Kowlla
*Please note that Kowlla uses they/them based on the lore

Kowlla is quite easy strategy wise, just keep hitting them until they're dead. You will have to block on their full mana (or, depending on the level their buff is at, 5-10 before full) to avoid getting poisoned. Kowlla will occasionally summon wisps, you will notice a little icon appear below them when they're getting ready to conjure wisps. You do not need to block on a wisp summon, unlike with Dia, for those who have fought Dia in the caves. After wisps are summoned, they will have a countdown; If you don't kill them in time, they will KO your team, but fear not, as they are quite easy to kill! Always focus on wisps if they're summoned, as while they are easy to kill, leaving them around for too long will result in quite a lot of damage to your pets.

After every other (I think) full mana attack, Kowlla will gain an extra 2 levels to their buff. This causes Kowlla to gain extra mana each turn and to deal more damage. It is best to kill Kowlla as quick as possible before this buff gets too high, as it can get extremely difficult to survive.


Notes: If you do however, forgot to block one, you should hopefully be able to still maintain your health enough until it runs out (just try not to get multiple on a pet, as it significantly affects the hp/mana loss. Watch out that if a pet gets 3 poison debuffs, they will be KO'd at the next turn)
If you have a fire pet or a rank 4 key 2 attack on light pet, use it right before the summon to deal dmg to the wisps as they come in.
If you have an air pet, using key 3 and then decimate is a great way to end the fight sooner (if you can use decimate to kill Kowlla even if wisps are out, do it as the wisps should despawn right after if they follow the cave patterns).

Rewards
1,500,000 Pet Experience 720 Advancement Points
300 Pet Ability Expertise 30,000 Gold
Spritely Branch x150 Mountain's Heart x30
Damaged Manikin x1 Ferrikki Orb x1
Nephini Fae Dust x1 [Bundled Brewing Agents] x2
[Premium Vial Holder] x1


Edited By Unstaeble on 11/27/2020 at 12:54 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/5/2020 at 8:41 AM Post #9
Level 60-70 Tower

Stage 8 - Behemoth

Other great Behemoth References
Jaidi's Guide . . . . . . . . . Artemesia's Guide

NOTICE: The Behemoth image, as you'll see, is quite large and will cover up the top plasma. In order to select the top plasma, you'll have to click the name of it to avoid selecting Behemoth's tail

There is quite a lot to unpack with Behemoth. I also STRONGLY recommend an earth or water tank for this battle (I preferred using earth to have Taunt but using water has also been quite effective). You start off your battle with Behemoth and from the start you want to start attacking to build up mana, as you will need mana to block with your 1st slot pet at the end of each restoration (2 turn period where Behemoth does not take action) when there is one turn left. When Behemoth is about to use its 75% mana Restoration attack, Behemoth will use Tail Whip, which deals 3 attacks in the same turn. These 3 attacks can be focused on one party pet, most likely your 1st slot pet, or can be split between 2 or all three of your pets.

Behemoth will also try to hit your team hard when it prepares to use its 100% mana attack, and this will hit every pet in your party. If you have earth/shadow tank, make sure to use taunt when Restoration is at 2 turns and then block the next round at 1 turn so the tank takes on the damage instead of your 2nd/3rd slot pets, as this can KO them. If you do not have enough mana to taunt or don't have the ability to taunt, block on all 3 pets, or for water tanks, cast Ice sphere (key 4 attack), keeping in mind to not rely solely on this as it will eat up your mana and has a cooldown

Behemoth will summon Sprites up at this point, with mana being reset back to 0%, which come in three different colors; Blue, Pink, and Yellow (the colors of the sprites is randomized). After sprites are summoned, the first Restoration of every OTHER summon will have a vines attack so it's important to keep track of which round # you're on so you can block on all 3 pets on the last turn of that restoration (pattern is 1 2 1 2 1 2 etc, 1 being the summons vines is used and 2 being the times it's not). Continue following the previous pattern on blocking on the last turn of each Restoration, along with using taunt for 100% mana, but instead of attacking Behemoth, focus on killing the sprites. If Sprites are left for too long, they will 1. deal more damage to your team and 2. they will restore more of Behemoth's health back

About 3 turns in after Sprites have been summoned you will notice that each pet is given a debuff, which comes in three colors; Blue, Pink, and Yellow. Attacking Sprites with pets that have corresponding colors of debuffs to the Sprites will allow for you to deal more damage and lessen the debuff's effect. It will not however, do any damage to your party or give any more boosts to the enemies if they DON'T correspond, but it can make your job easier. These combinations are randomized and can make your battle much easier or much more difficult, depending on the RNG.

You will notice that when you get Behemoth's health down, it stops at 1% (even if using Decimate). Behemoth will then cast Reassembling, which is a 10 turn period where Behemoth gains back health while absorbing ~8,900 damage each turn. If Behemoth is not killed before the 10 turns is up, it will regain 150,000 health back. It's strongly advised to use Decimate at this point, as maintaining health longer to beat Behemoth's health back down can prove extremely difficult. If however, you DON'T manage to kill Behemoth before the 10 turn Reassembling, it's not the end of the world and I would still recommend trying to get its health back down to a good range for using Decimate again, this time without the worry of it surviving and using Reassembling (this is how I won so this is from personal experience, but still aim to kill before it heals back all that health). Just note that Behemoth's buff, Intensifying Rage, will continue to increase in rank every 4 turns, which will continue to increase Behemoth's physical and magical damage by 3% for each rank.

Rewards
2,500,000 Pet Experience 1,000 Advancement Points
500 Pet Ability Expertise 50,000 Gold
Spritely Branch x200 Mountain's Heart x40
Ancient Tome of Knowledge x1 Enigmatic Gem x1
[Mystery Brew Catalyst] x1 [Premium Vial Holder] x1
[Bundled Brewing Agents] x3

First Time Rewards
Title: Maw'sster Masher
Mini Grove Behemoth
Peerless Avatar Token x1

Edited By Unstaeble on 12/6/2020 at 8:29 PM.
Unstaeble
Level 75
Stoneheart Savior
Joined: 3/14/2019
Threads: 138
Posts: 2,410
Posted: 11/16/2020 at 3:29 PM Post #10
Level 30-59 Tower

Stage 1 - Nightfall Bully, Pickpocket, and Trickster

Stats
Nightfall Bully . . . . . . . . Nightfall Pickpocket . . . . . . . . Nightfall Trickster


These enemies have a similar setup and pattern as the Lost Grove Nightfall Bandits and are quite easy to take down. Taking down the Trickster first would probably be most effective considering to deals damage to the whole team, but you can also take out the Pickpocket first.
Blocking on full mana can lessen the damage/reduce effects and if your team is not at the max level for this tower or has low gear, it would be best to follow this. However, stronger teams can get away with not blocking

Nightfall Bully notes;
Regular attack - Big Bash
Full mana attack triggers taunted on all 3 pets, which forces the pet(s) to attack Nightfall Bully for 4 turns

Nightfall Pickpocket notes;
Regular attack - Stabby Stab
Full mana attack can trigger Hemorraging, which deals 75-100 physical damage per turn for 3 turns

Nightfall Trickster notes;
Regular attack - Zappy
Full mana attack will do damage to all 3 party pets

Rewards
0 Pet Experience 60 Advancement Points
20 Pet Ability Expertise 15,000 Gold
[Level 30 Experience Orb] x4 [Bundled Brewing Agents] x1


Edited By Unstaeble on 11/16/2020 at 4:51 PM.
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