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Balamb Garden: The Colosseum Tutorial (v. 5.

83)
Last updated: August 25th
Made by Raikon (Email/MSN: Lord.Raikon@gmail.com | AIM: Lord Raikon)
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Colosseum Website: http://psycrow.chatserve.com/
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Basics:

Characters and how to enter the arena:


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Menu Characters

To enter, change your name to the character's name (Right-click yourself, then click Change

Name ) and click Red or Blue team, then proceed to an arena by


clicking the team buttons (Some characters won't work on both teams. If a buzz is heard, then
click the other to go in. Essentially, the left side of the character board is Red-Only, and the other
is Blue-Only)

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Hidden Characters (HC)

To access the 24 'locked' characters (Ones with coins on top of the portraits, the so called HC
Coins) you see in the menu, you'll need to earn 1000G (i.e. by winning battles or using a thief like
Locke), and then buying their Coin props from Zidane in the Colosseum Cafe.

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Class Characters (Customizables)

For the customizable characters (Small portraits next to the element names), 600G is needed, but
entering with 1000 extra lets you buy an extra option.

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How to use commands:

First off, the turn-bar at the top left has 10 dots, which symbolizes your Turn % (Each dot = 10%).
When it reaches 100%/Bar fills up, you'll gain the "arrow" and will be able to take your turn.
You can always say "hp" on the chatbox (Without the " "s) to see your status in more detail, as
shown on the 2nd picture above.

This is the picture that shows when your turn's in order, showing the possible
commands.
In battle, all is done through the chat-box shown above. You get a list of commands in a simple
menu when your turn shows up, say a command between " " and it'll be executed. Click a person
to whisper/target it (All things you say are directed only to that person. You can click the person
again to unselect) This is used to target people for a specific attack.
ESSENTIAL: The normal attack ("X" command) is special as it requires you to click a HIT
button that appears at the bottom-right corner of the arena, the damage may be weak, but
it is your main source of Charges.

Charges, turns and related:


Charges are an universal power system, used by ALL characters in the game. They're required to
use the more powerful techs in the game, most characters have 4 techs, the most powerful one
costing 3 charges and a weak one that costs none ("S"). You get them by Attacking (X) or
Converting (More on Converting later on the tutorial, just learn to Attack properly first)

So what is a Tech? A tech is another universal word for all characters, and is pretty much ALL
attacks that aren't the normal attack ("X") and have a cost for the use, usually charges. (The "S"
tech requires none)

You die when your HP reaches 0. When you die, it's permenant. Currently there are no techs that
can revive fallen allies. When you reach really low HP, your character'll also kneel (I believe it's
around 1/8th of the Max HP. So remember that people that got boosted Max HP will kneel earlier
than usual.)

Targeting notation 101:


Targeted attacks only strike a target of your choice. Mass attack all members of the enemy team.
Targeted attacks are recommended to use on 1vs1 because they strike one opponent with full
power. Mass attacks are therefore, weaker and useless when used against 3 or less
enemies. More targetting notation further below.

Elements 101:
People of same element deal less damage to each other. More damage to the opposites. The
elements are Earth<->Air; Water<->Fire; Space<->Time; Light<->Dark.
There are also Non-Elemental characters, they have no advantage or disadvantage over
elemental attacks.

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Intermediate: (Tip: Master the Basics section before moving
on, and don't miss the HIT button anymore)
Extra Turns
Just a heads-up before I continue. Extra Turns are essentially stacked turns. You can forfeit/delay
a turn for the moment by self-passing, allowing you to take 2 consecutive moves on your next
turn!
There's two ways to get these Extra Turns, by converting or by self-passing, see the section
below on Non-Menu Commands to see how to do both.
Protip: Extra Turns make crappy draws, so don't spam them, specially when close to death.

Non-Menu Commands
Here are a few Non-Menu commands. These don't appear in the character's menu on your turn
but that doesn't mean you're unable to use them. It actually means EVERY character can use
them. Memorize them, you'll require them alot in veteran matches. Specially Moo and Convert.

"hp" (display HP/Charges/Turn%/Extra Turns any time)


--Very useful, you'll be saying this all the time to check on it yourself and to discuss with allies
about strategies during their turns.

"g" (display G any time)


--Self-Explanatory. Check the Characters section above and the Boosts section below about how
to use G.

"trap" (you can Trap on your turn once per game; absorbs certain elements)
--Trap allows you to absorb attacks from enemies (Or even allies :P) and make them heal you,
the element is of your choice and lasts 1 turn (Decision is kept hidden from enemies). It's an
effective way to get a free healing from enemy damage. Even better if they tech on you. False
Trap doesn't absorb any element, but instead gives you a free charge, essentially bluffing.

"moo #" (
- You can summon a Moo once per game to come cure you in a set number of turns, or use
to cure an ally.Longer time = Larger heal. Status immunes can't moo.
- You can give your Moo to allies by whispering them the command, you must not have set
it, wastes charges for greater healing.
- Can sacrifice charges to make the moo come faster or slower with moo # or moo -# after
set.)
--I can't stress enough how important Mooing is in battle. It's a free healing that can even range
5000-8000 in larger matches if well set. Setting a moo too early won't help you much because the
healing is very weak, so set it at the start of the match if you can, but this'll make it impossible to
give it to allies, Moo as you see fit. On a sidenote, Moo also ignores Zombie status (Turns heals
into damage). Always remember you can check on your moo at any time by saying "moo" and
that you can set your moo at any time, even not on your turn.

"midi stop" (stop music any time; "Midi Off" in Menu keeps them from starting at all
except for the game's starter)
--Self-Explanatory.

"pass" (whisper to ally or enemy to affect their %. With no target selected, adds an extra
turn)
--Enemy passes aren't that useful, only in certain situations. Ally passes are very useful and can
make a large difference in survival when kneeling or dealing final blows.

"draw" (take a dead ally's HP/Charge/%. Select new ally during draw to send to them
instead. Status Immunes can't draw)
--Draw's description pretty much explains it. Very very useful, but always ask your ally to check
his stats before you draw him because the overkills pass over to you.
"convert" (
- Convert charges to %/turns at any time. 1ch=30%; 2ch=Extra turn; 3ch = 30% + Extra
Turn; etc.
- Say with 70-90% once a turn to exchange current % for a Charge.)
--Convert is a rather new feature but it's severely important already. The Ch->% feature is very
useful if Xing is dealing more damage than techs, but most of the time the %->Ch is the most
useful, an extremely fast and easy way to get charges and nearly essential for any "menu
characters". Watch out to set your Moo accordingly since you'll take less turns.

"chance" (check chance to hit target)


--Cross-checks the enemy's Evade with your Accuracy, can be used at any time at no cost. Not
that useful but it's good to be there for certain occasions.

"e" (make emoticons)


--Just emoticons, no impact on gameplay.

"uf" (unfreeze player-spots before game)


--Used if you enter an arena and don't end up with the upmost empty spot or if it says "team is
full" when it's not. Only one on field can do this so ask someone of the other team to "uf" it. No
impact on gameplay, can only be said prior to match-start

"mode (#)" (Alternate battle modes, spices up the battles for more veteran players. Only
Top-Blue player can set these; currently 3 modes-- 0=Normal battle 1=Random-boost
battle 2=Go-fast battle 3=Power Ball)
--Self-Explanatory. RBB gives everyone a random stat boost at battle start. Go-Fast gives free
turn % to people that take turns fast. Power-Ball adds a "Hot Potato" on field that adds STR/MAG
up to the one who holds it. The ball switches teams when the holder is hit.
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Boosts and Items (Many of these come from Crossovers with another game at
Balamb Garden - The RPG):
Warning -- G and these items will disappear once you log off BG, meaning you'll have to
get them again. The only permenant items are the HiddenCharacter coins.

HP/Speed boost:
You can remove 20% of your HP in exchange of +20% Speed and viceversa. To do this you
either:
- If you're using a recently made Custom/Private Character, it'll most likely have the boost options
at the bottom for free. If not, read the option below.
- Go to the Colosseum Inn and speak to Terra behind the counter. You'll require 250G, this affects
the next match you do ONLY. You'll have to buy it again after that.

Another quick note before moving on, The RPG items (Ones listed next up, including the
Gems as well) are rarely used in normal Colo play, most people just like to log in and just
Colo and don't feel like passing the RPG a 9000th time just to get them. So don't feel
obliged to get them, although this will give you an edge of "unpredictability"... :P

Gems:
Gems can be used on your turn with the "gem" command, they offer a heal to self/ally or damage
to enemy (with your element.) There are two ways to get them:
- From Terra at the Colosseum Inn, they cost 250G each and the Gem's element is only set when
the battle-starts. (Taking after your chara's element)
- From The Colosseum, when you kill an elemental player, you have 10% chance of winning a
Gem of their element.
- From The RPG, monsters beaten in that game give you Gems of their element. These gems
have a SET element. You can only use them with a Colosseum Character of the same element.
- From The Card Game, when you win a game you get a Gem of a random element.

Gladiators (See Personal Characters section below.) can use these Gems (RPG ones only.) to
morph into monsters or summon them from the RPG. Check your Log Window when you enter
the RPG for more info on this.

Charms:
Charms can be used on your turn with the "charm" command, they offer a boost to self/ally or a
nerf to enemy of your own element. There are one two ways to get them:
- From Terra at the Colosseum Inn, costing 250G each. Can only carry one at a time. This was
removed, the only way to get the Charm is through the RPG methods
- From The RPG, by either beating up Chaos (Final boss of the main-game) and then fighting the
optional Espers by speaking to Aka. Afterwards you're given the Unlimited Charm (Can be used
repeatadly.)
- From The RPG, by gathering components from Monsters you fight (Only available to the Rogue
class). This Charm-type is also Unlimited

Bombs:
Bombs are a sort of "Hot Potato" like the PowerBall. You can throw these with the "bomb"
command and will explode on a random turn of the enemy. However, they can throw them back to
your team on their turn. Each does 2500 damage when exploding. Ashe can explode them at will
with the Combustion tech. There's only one possible way at the moment to get Bombs:
- From The RPG, you'll come across bombs during Mission 1.
- From The RPG, after beating Mission 1, you get Refilling Bombs (They DO end when you have
0 of them, but you get a free one after each battle once they do so.)

Shard:
This thing will save you from being killed if you have enough Charges/Extra Turns/% to negate
the finishing blow. You can only currently acquire this at:
- From The RPG, you'll get the Unlimited Shard after you beat Mission 1.

Amulet:
Say "amulet" at any time for Charge +1; amulet vanishes after.
- From The RPG, you get the Amulets by performing the Class's trials at Mission 2 (Being 4
classes, you can have a total of 4 at a time)

Rings:
These can only be used by the Gladiators, each ring works on one of the classes and each has a
different effect. There's a 5th, the Shield Ring, that can be used by all characters:
Warrior: Passing allies also gives them 1000 of your HP & Max HP
Rogue's: Draws on or by you won't draw HP loss.
Mage's: Gems & Traps used regenerate after 1 turn.
Healer's: Moo can be given to allies (at 1/2 amount) by having them selected when it comes
Shield: DEF up while defending in Colo.
- The Rogue's Ring is acquired during the Rogue Class trial in Mission 2 of the RPG
- The Warrior, Mage and Healer rings are all achieved during the final fortress of Mission 2 of the
RPG
- The Shield Ring can be achieved from a chest before the final battle of Mission 2 of the RPG.

Cookies:
Say "cookie" before battle and your speed will be initially greater, reducing each turn.
- Cait Sith's "Slots" skill has a 1/27 chance of giving a Cookie to all players but Cait himself.
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(Private and Public) Personal Characters

I kept this from the Basics section because Private Characters tend to be ALOT more complex in
terms of builds and techs than the Menu ones, you're probably ready now to use them. For info
on personal characters (those beyond the original 80+ on the menu) check out
http://psycrow.chatserve.com/announce.html. These characters are private and are passworded,
you can ask their owner for the password. Some personal characters have been made public
and can be used by anyone, the list is in the Colosseum Lobby (Check your log there, press
CTRL+L if it's not open.)

The Gladiator is a character which represents you, you can set his/her element, weapon, gender,
abilities yourself. You can even use your name. To use him, head to the Colosseum Entrance and
say "gladiator" out-loud.

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Advanced: (Tip: Only read this part after you've learned


how to Moo on Intermediate and never miss the HIT button
on Xing):
General Notation
Base Damage - Raw damage you're going to deal but hasn't been processed by the enemy's
DEF/MDEF/Evade/Element
Direct Damage - Base damage isn't processed. In other words, damage that ignores all
defensive stats.
Physical/Magical Damage - Damage that's based on your STR/MAG and is filtered by enemy
DEF/MDEF, respectively.
Semi-Direct Damage - I gave this one the name, so it's unofficial. It's normal Direct Damage that
doesn't ignore Element. (Ex. Balthier, Bart and Laguna)
Heal/Cure - Heals missing HP. If overcured over the Max HP, that overcure will be converted to
more Max HP. Defensive stats have no effect on cures
Status Effect - A positive/negative effect on your character. A stat/stat change also counts as a
Status Effect. Moo also counts as one. There are characters that are immune to status changes.
A list of the most common statuses is in a section below
Minigame Techs - Techs that require a mini-game to be done correctly to actually hit, deal more
damage or just add a status effect.

Elements 201
Elements are far more complicated than you think. Elements are divided into two different stats,
Attack (ATK) and Resistance (RES).
Essentially, there's a defensive and an offensive element to a character.

Example, Squall a Fire-Element character.


Being Fire by default brings the following
33% Fire RES (Takes 33% less damage from 100% Fire elemental attacks)
-33% Water RES (33% more Water damage)
100% Fire ATK (Your attacks are fully Fire elemental, unless stated otherwise, Greiver's always
Light as an example)

When a tech says "Changes character's element", it usually means the Resistances to that of the
new element (Both the strengths and weaknesses of the element), not the Attack.
There ARE techs that change the Resistance and Attack in %s, meaning you can have multiple
elemental resistances and weaknesses and hit enemies with more than one element (50% Water,
50% Light as an example).
A Non-Elemental character has 0% RES and ATK for all elements.

Stats are linked to Elements as well. There are MANY techs which boost/nerf stats, cause status
effects, etc. all based on your or the target's element (As stated above, when the word "element"
is mentioned, it means the element you have most Resistance for). See the table below for the
element-stat list.

Stats 201 (Don't confuse this with statuses - which are status effects)
Obviously, everything is conditioned through the characters' stats. By the way, Air-based stat
changes affect both Evade/ACC. Sometimes Charge replaces HP as the Light-stat, depending on
the tech.
Offense
STR - Strength (Earth) - All physical attacks are based off this stat unless stated otherwise (Like
"Targeted Physical attack based on MAG")
ACC - Accuracy (Air) - Chance of hitting an enemy. Measured in %
MAG - Magic (Water) - All magical attacks are based off this stat unless stated otherwise
ATK - Attack - Essentially your offensive element. The element of all your attacks unless stated
otherwise (Cloud's Meteorain will always be Space regardless of any ATK change). Measured in
% per Element.
Defense
Evade (Air) - Chance of evading an enemy attack under 2300 base (Anything over that ALWAYS
hits regardless of Evade or ACC). Measured in %
DEF - Defense (Fire) - Decreases physical damage taken
MDEF - Magic Defense (Space) - Decreases magical damage taken
RES - Resistance - Essentially your defensive element. You'll take more damage or less damage
from certain elements depending on your resistance (By default, more damage from opposite,
less from same). Measured in % per Element.
Support
Speed (Time) - Makes you get turns faster. Measured in %
HP - Health Points (Light) - Your lifeforce, you die when this reaches 0
Max HP - Maximum Health Points (Dark) - The limit of your HP. When healed above your Max
HP, the overcure BECOMES Max HP. (Ex. 2000 heal on 4000/5000 character. Result is
5000/6000)
Charge (Light) - Charges allow you to perform stronger attacks and techs.

Targeting Notation 201


Base
(E) - Targeted - Affects a specific/targeted enemy
(A) - Ally - Affects a specific/targeted ally
(M) - Mass - Affects all enemies
(T) - Team - Affects all allies
(S) - Self - Affects only yourself
(A) - All - Hits all players on field except yourself.
(C) - Chain - Hits an enemy target and damages in sequence the people below it, the damage
decreasing with each enemy.
Complex
(EEE) - Affects an enemy target and the characters adjacent to it
(EE) - Affects an enemy target and the character above it.
(AAA) - EEE but allies.
(E-E-E) - Affects the enemies in the 1st, 3rd and 5th positions on field
(-E-E-) - Affects the enemies in the 2nd and 4th positions on field
(ASA) - Affects yourself and the characters adjacent to you
(eEe) - Affects an enemy target with full force. Lesser 'splash' damage/effect to the adjacent
characters.
(A-E) - Affects your ally and the enemy across (2nd position Ally - 2nd position Enemy)
You get the picture. There are other variations but you can see what they'll do.

Status Effect list


There are status effects that are exclusive to one character (Such as Dizzy's Undine's Embrace
or Arctic's Spike Trap). Those won't be listed because whenever they're used, the effect is
explained at the top-right. This list is for the most common ones between characters. (Those that
don't show the explanation bubble)

Poison - 333 damage per turn for all the duration of the match. Can be negated with Regen.
Regen - Reverse Poison, 333 heal per turn
Flame - Damage which echoes through time (Does large damage on first turn, then less on 2nd,
until it stops)
Mend - Reverse Flame
Zombie - All cures damage the target instead
Cold - Turn % down which increases per turn you take
Heat - DEF/MDEF down per turn.
Sink - Speed down which echoes through time
Go - Sets Turn % to 100.
Stick - Turn % down which echoes through time.
Quick - Reverse Stick
Slow - Speeds down to a set % regardless of how fast or slow you are.
Haste - Reverse Slow
Shield - Blocks all damage under a certain base (Affected by stats). Broken when hit above that
base
Berserk - Can only Attack (X) for the rest of the match. Charges boost damage.
Restore - Heals 1/6 of missing HP per turn.
Curse - Target takes 9999 damage within a certain number of turns. Can be halved by defend.
Willbreak - DEF/MDEF down each time you're attacked
Paralysis - STR/MAG down which echoes through time
Removal - Removes character from field permenantly.
Force Field - Negates certain amount of base damage off the next attack taken
Stop - Stops your turn bar until you're damaged or healed. Wears off with time if none of those
happen
Stun - Sets back your turn % for a specific amount (May go to negatives. You won't see your turn
bar until it's back in the positives. You can keep track with the HP command though)
I think I got most of them. Might be missing one or two. Inform me if you see a Status Effect you
don't know about.

Unofficial Tier List:


This will be on a seperate file.

Misc information and general tips

Non-menu commands are essential in serious matches with veterans. Not Mooing will ensure you
a quick death against one.
Don't be a douchebag. Using strategies like Infinite Stop or Element-stacking with Gladiator (Or
other charas) will make people seriously hate you. (Air? Lol Amarant. No. Don't.)

Always read your enemy's movelist if you don't know it by memory yet. You must always know
what your enemy's capable of, going in blindly is certain suicide.

Focusing on one target MOST of the times is a good strategy. You should ALWAYS kill the
biggest threats first. Here's a recommended kill-order (Doesn't mean you should ALWAYS stick
to it. Rely on your common sense)
- MAYBE First, healers. If you're unable to kill people at a fast pace, then they'll be healed. If so,
then these are your priorities.
- First, tech-based. Swiftfully kill those who have very threatening techs (Such as Vivi because of
his Black Hole) So as I said above, keep the enemies' character movelist close to you if you don't
know them.
Once you see a movelist on the Character Loaders, the image will be recorded to your
Palace's "Media" folder. You can see them there at all times.
Private Characters' movelists are available on the website
http://psycrow.chatserve.com/announce.html. The tier list I'm working on will also be a good
way to determine this.
- Second, those who're an opposite element to any of your teammates. Remember that opposite
elements deal brutal damage to each other. Kill them before they kill you.

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