Arcane Arena Trello Link – Beginner Guide, Magics & Skills

Hello everyone, we’re going to provide you with the Arcane Arena Trello Link. So read on for the Trello Link, Wiki, and get up-to-date with all of the game’s features with this trello.

Arcane Arena Trello, Wiki Link

If you play Roblox then you would be aware that Most Roblox games have a Trello, an official one made by developers to help the players understand the game’s basics and cover every aspect of the game. These Trello are created by game developers or some gamers who love to play One Punch Fighters X.

Arcane Arena Trello Link

https://trello.com/b/tqevHCcO/arcane-arena-patch-notes-ideas-board

Basically, people create these Trello to help other players so that others can learn about games basis. In Trello, you find information about Boss, NPC, beginner guide, and much more.

Bob’s Beginner Guide

This beginner’s guide will be a larger series of posts here regarding the basics of AA PVP and some of the more nitty-gritty stuff that should be thought about and considered when playing. As such, there will be a few sections for novices, more intermediary things, and then more vetted and high-level parts of pvp.

It is expected that you have at a minimum read part of the game’s guides and tutorial to understand what the key binds are even if you don’t have them memorised, alongside basic menu navigation as this guide will not be covering these topics and focus instead on the more literal parts of the game’s combat and progression.

Starter advice:

When first starting out the game you will lose almost all of your fights THIS IS NORMAL as you learn the basics of the game and have a more limited move set don’t take this time to beat yourself up as being bad when you are very likely fighting players with several hours more than you at a minimum, take each fight as a point to learn something. Get used to the controls while fighting and get comfortable playing the game until a world event starts or you have enough to roll for more magics. The starting magic you have may vary but a good rule of thumb is to be aggressive, dying has no consequences and its faster to simply respawn and dive back into a fight than to run and wait for HP to regen. As you level up and focus on your skills your first focus should be within stamina, even though dying has no drawbacks it is still nice to win and fighting for longer means more exp and rewards. As such, it is highly recommended that the first skill tree you max is stamina for better energy and regen keeping you in fights for longer and casting more moves. Then s you unlock more magics avoid having multiple of the same move categories equipped at the same time, this means you often shouldn’t have three blasts or AOE’s equipped at a time. Secondly try to have your moves setup in the order that you most frequently use them with longer CD moves on your harder to reach binds such as 6 and 7 so you aren’t struggling to swap between your moves as much and feels more natural. Even if you die a lot participate in world events as these gives large chunks of EXP even on defeat which is critical for progressing at a steady pace.

Intermediate advice:

Once you have the basic key binds down, a few magics and skills unlocked, alongside a basic understanding of how parries and other systems work please continue with this section of the guide. Now that you have a few magics under your belt its time to learn how to properly utilize them. Some magics focus on support or have unique combinations making them synergize well with other moves between magics its often not a great idea to stack your move set entirely with moves from one magic as you begin to unlock more magics. Mix them up and don’t be afraid to change them on death if you realize someone has a good move set against you some moves work worse against others with things like earth blast canceling projectiles from wind barrage and other blasts but doesn’t stop beams like torrent. Other than this there is not much true advice outside some general info listed below.

General info for intermediate players:

The knockback of parries scales on distance the closer the caster is to the target that parried the harder they get pushed away.
You can parry just about everything including stuns, status effects, and even some ultimate. Magma ult, swirling gale, and the afterburn left by fire blast can all be parried.

Each magic has a general focus for each of them if you are considering pities are, earth is supportive with short range and transport, fire is short range high damage, water is support with longer range and a heal, lightning is fast with good dot but low impact damage, wind is high KB and mobility with poor damage, magma is slow and defensive with large AOE attacks.

Many moves have unique behavior that is not outright explained in guides or descriptions experiment to find all of them as there are to many to list here. Notable ones include earth AOE scaling in size with height, swirling gale having an alternate attack if charged, magma blasts range and size scale with charge, and wind barrage firing more projectiles when charged.

Veteran Advice:

Veteran advice focuses a lot more around the idea of macro play where instead of just focusing on what you are doing or have what your opponent is also doing, this means counting the cooldowns of your opponents main openers with attacks such as fire rush, torrent, or grabs. In this stage of play it is also key to realize that HP is just another resource similar to your energy, cooldowns, and attacks.

When you have an advantage in HP it is often not a bad idea to get more aggressive to pressure your opponent into a mistake or trading HP because even if you take more damage if you have a large enough lead you can often times win outright as your opponent is unable to kill you fast enough or get away to properly recover with moves like water heal.

Understanding these tipping points with HP along with the ranges at which your opponent can attack from will help you to determine what the best ways to play are, this varies drastically from move set to move set but broadly if someone brings a ranged build keeping a closer distance to prevent the effectiveness of their range is critical or inversely if they want to brawl in cqc to instead maintain distance wherever possible.