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  • NidhoggGC
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Feb 26, 2008 1:54 pm
Well I figure I would help the GC-US community with my own insights on the playability of our main mage girl, Arme!

I'll break this guide down into 6 parts:

I. Movelist
II. Skill list
III. Combo chains
IV. PvE
V. PvP
VI. Tech



I. MOVELIST

ZZZZZ

Arme's bread and butter basic attack. She draws a pentagram in the air and then sends it forward for a full screen's distance (roughly). It has some interesting properties, such as dragging enemies along with it by way of consecutive hits. It does it's damage in intervals of 5, for example an Arme that casts this at a Harpy might be rewarded with 6 damage x 5 times for a total of 30 damage. As you increase your attack the base damage also increases. It deals its interval of 5 damage then pauses and if it is still in contact with an enemy repeats. So taking our previous example it might hit the harpy 6 damage x5 times then still be hitting the harpy, and do another 6 damage x5 times. This continues till it passes through the enemy or dissipates.

Points of interest:

It sets off Elesis' Defense which means it does roughly 0 damage to Elesis players in PvP (but it does stun and drag them along).

It drags small enemies and PvP people along further than heavy characters such as slimes or bosses.

It stunlocks small enemies and PvP people for the duration it hits them.

It does NOT stunlock any enemy with the Super Armor attribute or some bosses, nor does it drag them along.

Also has a strange property of slightly moving Arme forward as you draw the pentagram, which can lead to you falling off edges of platforms if you are too close.

ZZ(ZZZ)^

This attack I refer to as Earthquake. You can cancel your ZZZZZ attack at any time by pressing ^ (up), but the default minimum is 2 Z presses before you can initiate it. This attack sends a radiating shockwave out in a V-shaped cone from your character. It does roughly 6-7 hits and counts as an Arial attack after the first hit. It launches enemies into the air (not applicable in PvP) including some bosses.

Points of interest:

It does not launch players in PvP in the air, although it does stunlock them for the duration of the shockwave.

Arme is invincible from the moment you cancel your ZZZZZ attack (noted by her stopping drawing her pentagram) until she slams her fist on the ground. Once she slams her fist on the ground she is vulnerable again, even though the actual attack is not finished yet.

This does not launch Super Armor attribute monsters into the air.

This attack stunlocks monsters that cannot be launched into the air (such as harpies or slimes)

You can complete your normal ZZZZZ basic (and send the pentagram out) and THEN press up to get the Earthquake attack. There is a small window to do this, but it allows you to create some rather nice combos.

>> or <<

Arme's dash, also called Phantom Dash. While dashing Arme is completely invincible. The first few frames of her getting into her dash (called her startup) to the last frames of her dash (called her finish) are the only times she is vulnerable to damage. The transit (the actual dash) makes her invincible.
In addition to being invincible she can also pass through enemies and players, and if timed correctly she can grip players while dashing. You can also dash down through platforms. If you are on a high platform and need to get to a lower one you can dash then press down and you will drop through the platform while dashing. A truly useful tool to learn to master.

>>Z or <<Z

Arme's main keep away attack: Fireball. Only castable by canceling out of her dash. She shoots the fireball in the opposite direction she is dashing. So if you dash to the left you will shoot a fireball to the right and vice versa.

Note that once you press the Z key you step out of your dash and are NO LONGER invulnerable.

^Z

Arme's only melee attack, she takes a quick swipe at whoever is in front and slightly above her. You can use this to hit people or enemies directly above you as well as in front of you. It knocks down players if it interrupts an attack and is useful for air juggling versus monsters. Does little damage however. You can also initiate this attack by being airborne and pressing Z. For instance dropping down from a ledge and pressing Z will do the attack.

Z(ZZZZ)>>Z or Z(ZZZZ)<<Z

A tech attack, basically Arme's basic Z attack cancelled into a fireball. Has an automatic Counter attack property. You can also wait to complete your ZZZZZ basic and send the pentagram out, then dash and fireball. A suprise move for someone sneaking up on you!

>Z (grip)

Arme's close and personal throw (or grip) attack. You basically grab them between your legs and flip them behind you a good distance. Can be used to throw people off ledges. You also move a bit when you initiate the throw, so be careful you don't tumble in after them if you are near a ledge!

This move makes you and the person you are throwing invincible.

This can only be done in PvP

II. SKILL LIST

This is a list of Arme's white and black magic skills, with a description of each. We'll start with black magic.

BLACK MAGIC
Tier 1 - Stone Curse

Stone curse shoots a conal wave (about a 90 degree arc in front of you) that catches anyone in it's path. If you catch someone with it, the next time they hit the ground stone starts forming around their feet and they are invincible until the duration of the skill ends.

Stone curse's damage is based off how many times your opponent can rapidly press < or > in the 3 second window the curse lasts. The more rapidly they press it the less damage it deals. This time window is expanded if other people also use skills, but we'll talk about that more in the Tech data section. Typical damage range is anywhere from 10-110 damage, depending on gear, level, and the opponent pressing < or >

In PvE this ability deals a flat rate of damage to an enemy and freezes them in place for 2 seconds. The flat rate is around 60 damage. During the time they are encased in stone they can be attacked for full damage.

This skill makes you invincible after your Arme begins the "throwing" animation of the stone curse. You are not invincible as soon as you cast it, and you aren't invincible once the "wave" of the curse ends.

Tier 2 - Lightning Bolt

Lightning bolt fires a direct line of lightning energy at the direction you are facing. This bolt is moveable (up or down) in a small arc. The skill itself lasts for 4-5 seconds. Damage is based off proximity to Arme (the closer you are to her the less damage you take.) This skill stunlocks opponents caught in it if they are hit for more than half a second and you aren't moving the lightning bolt up or down.

Points of interest:

In PvE, if you stand about a third of the screens distance from the wall and the monster is next to the wall the lightning bolt does significantly more damage, especially if it is a back shot.

This skill does not leave any enemies caught in the beam invulnerable, so if you are playing a team game your friends can also deal damage to whoever is caught in the bolt.

If someone is nearby someone who is being lightning bolted then they are caught in a "feedback" field, increasing damage taken by both people and stunlocking whoever is affected for the duration of the skill.

You can cancel this skill early with another skill.

You can dash grip someone after this skill if they are within dashing distance. It takes an opponent about a full second to recover from this attack after you finish casting.

Arme is invincible as soon as her hands go behind her back to initiate the lightning bolt. She is invincible for the entire duration of the skill until the lightning stops coming from her wand. She has a small window of vulnerability until she recovers from that.

This skill is slightly buggy in PvE, as you can deal no damage to enemies if you have screen lag.

Tier 3 - Meteor!

With a cry, Arme unleashes a stream of meteors from the heavens down on enemies. Damage ranges from minimal to huge, depending on how many meteors hit.

Points of interest:

The meteors impact on whatever platform level Arme is currently standing on. So if you are on the top platform of a map, they will only hit the top platform, whereas if you are on the bottom they will rain through the map till they reach the bottom.

Arme is invincible for the duration of this skill until the meteors actually appear on the screen, then she is vulnerable again.

The screen turns red when Arme casts this skill, so be wary!

The meteors come towards Arme's face, that means:
If you are facing left, the meteors come in from the left side heading down to the right (towards Arme)
If you are facing right, the meteors come in from the right side heading down to the left (towards Arme)

The meteors won't hit anyone standing directly behind Arme if she is next to a wall.

WHITE MAGIC
Tier 1 - Savior
Savior puts up a green shield that protects Arme from one single source of damage if it exceeds a certain amount of damage. This means that it will:
Protect Arme from a series of small damaging attacks, such as the rock throw from Gon
Protect Arme from a single powerful attack, such as the damage from Land Scamper, or the final damage from a Stone Curse.
While Savior is on Arme she cannot be interrupted by attacks until the shield is penetrated.

Points of interest:
Anyone next to Arme when she casts Savior has severe frame delay (described further in Tech data)

If you dash through an attack Savior still takes the damage from the attack, even though you are invincible.

Savior can be broken early if you are hit by an attack while casting it.

Savior protects from major single sources of damage, including: Stone curse final damage, Land Scamper, being thrown, JUMP damage from bosses. It is automatically broken if a monster with the Freeze or Petrify attribute hits you.

Savior can be broken while you are invincible from Stone curse, which means you will take damage from the stone curse if so.

Tier 2 - Land Scamper
Land Scamper is a nifty little column attack that creates an anti-gravity field in the area above and below Arme and about a third of the screen in width around Arme to the left and right. Anyone caught in this anti-gravity field is hurled into the air. Arme is invulnerable for the entire duration of this ability, until her arms lower to the ground. The actual anti-gravity field doesn't happen until she lifts her arms in the air.

Points of interest:
This move catches anyone except people invincible. Invincible people include people in the middle of skills, people being thrown, Lire in the middle of her double jump, and Arme doing her earthquake or phantom dash. The damage only occurs when the opponent hits the ground. If someone is hit while in the air before they hit the ground they take only the damage caused by whatever hit them. The only exception to this is stone curse. You can Stone Curse someone falling to the ground and they take the Stone Curse damage + Land Scamper damage from hitting the ground.

This move reaches from the ground level of the map to slightly above viewing distance above you. This means you can catch people above and below you that you may or may not be able to see! This also has an unlimited number of targets, so it's good for crowded maps with multiple platforms.

In PvE this move does no damage.

Tier 3 - Cure

Cure is a utility spell. It shoots out 4 waves of hearts that heal your allies if it comes in touch with them. Arme is invincible for the entire duration of the spell until the 4th wave shoots out.
Each heart heals a percentage amount of health, roughly 5%. This skill does NOT heal Arme however.

III. COMBO CHAINS

Ah combo chains. Arme has quite a few, so I will break them up by PvE and PvP chains. I will also describe the move in terms of button sequence and then explain (and later visually show) what the chain does.

PvE

1. ZZZZZ -> >> ^Z ->(behind monster) ZZ^ -> ^Z (hit mid-air)-> ZZ^ (while grounded).

Explanation: A basic Pentagram followed by a dash into a jump attack. The monster should be stunlocked by your pentagram still by the time you land behind it. Earthquake to it's back should launch it in the air which allows you to jump after it and do an aerial attack. IF you land the aerial attack you land before the monster does which gives you time to Earthquake it. The combo ends here due to the invincible recovery time for the monster. This is the -staple- chain to kill single target monsters.

2. ZZ^ -> ^Z -> ZZ^

Explanation: A simplified combo especially useful if the monster is right next to you and you don't have the time to draw a pentagram. Launches them in the air, you chase them with a rising slash which propels them in the air long enough for you to land before them and perform an earthquake for added damage. This works best against a wall.

3. Stone Curse -> ZZZZZ(pause)^

Explanation: A very easy chain for multiple or single target monsters. Stone curse holds them in place which lets you pentagram them to get your MP back (and if you are close enough) follow up the pentagram with an earthquake for added damage.

4. ZZZZZ -> << or >>Z (behind the enemy)

Explanation: A simple pentagram followed by a dash to get behind the enemy for a back attack fireball. You can also tack onto this combo with...

5. ZZZZZ -> << or >>Z -> ZZ^ (behind the enemy)

Explanation: A continuation of the above combo, adding more damage and launching the enemy. You can follow the enemy with a rising slash into another earthquake afterwards.

----------

Okay these are a few basic combos. If you've read them all you can start to notice a basic pattern. Such as after every pentagram you can fireball, and if you earthquake any monster (that doesn't have super armor or the equivalent property that makes them not launch into the air) you can jump after them, air slash and land in time for an earthquake to hit them as they hit the ground.

As you advance through PvE you will tend to start relying on Meteor to clear major platform areas. Remember to always face the monsters you want to attack and remember how the meteors start from the top of the opposite side of the screen you are facing.

Slimes / Super Armor / Golems / Forgotten City monsters / Bosses that highlight red (indicating skill useage) cannot be launched by earthquake.

Super Armor mobs cannot be Stone Cursed

Harpies will shy away from your character if you do an attack. Wait for them to raise their feet (which means they are about to attack the direction they are facing) before you pentagram them or launch a fireball.

Skeletons have longer than normal recovery frames.

You cannot do an Earthquake when a monster lands from an aerial if they have Recovery. They recover instantly upon hitting the ground.

I never recommend using Lightning Bolt in PvE because half the time it bugs out and doesn't damage monsters. The ONLY time I recommend using it is in PvE against Super Armor HP Recovery harpies and I will cover that in PvE.

PvP

PvP is very complex so writing movelists for it can be confusing, because it depends highly on lag and situations, but here is a rough look at combos you can perform that I've personally tested.

1. ZZZZZ -> >>Z(grip)

Explanation: Straightforward, if you manage to catch someone in your pentagram dash into them and grip them.

2. ZZ^ -> >Z(grip)

Explanation: Anyone caught by your earthquake isn't launched in the air but they do recover AFTER you do so it sets up an easy grip.

3. Lightning bolt -> >>Z (dash grip)

Explanation: This is usually a 100%-0% move. Lightning bolt does the dirty work and when you recover before they do dash towards them and press the Z key when you get next to where their character was when they were stuck in the lightning bolt. -THIS IS IMPORTANT-. Some people try to grip where the player is moving. No! Lag is huge in this game and the server recognizes them still recovering from your lightning bolt. So grip where they were standing and you will be rewarded with a throw even if it looks like they are moving / have moved from that location.

4. Lightning Bolt -> Stone Curse

Explanation: This one isn't always 100%-0% but it's deadly enough if you are killing multiple people in a straight line in front of you or you aren't good at gripping yet. Do the stone curse just after you get done with your Lightning Bolt or cancel your Lightning Bolt early if you feel you need to.

5. Land Scamper -> >Z(grip)

Explanation: This one is tough! Requires precise timing but doable. They have to be close to you when you do Land Scamper otherwise you have to dash to them first. Also doable but finicky on the timing aspect.

6. Land Scamper -> Stone Curse

Explanation: If you can do this then usually you could have just done Lightning Bolt -> Stone Curse but we'll assume the person you are fighting is a bunny rabbit. The timing for this again is tricky because you will want to do your Stone Curse early and have them "fall" into it. DO NOT do this. The game delays as you cast skills so cast your Stone Curse as SOON as they are about to hit the ground. You will be rewarded with Land Scamper damage + them being stoned.

7. Stone Curse -> >> Stone Curse

Explanation: Most people don't realize that you can charge and release your MP skills mid-dash by holding down the Z key then dashing and releasing the Z key when you want to use your skill. This is useful when dealing with Lires spamming arrows (dash through the arrows then release your skill as soon as possible) or getting the jump on opposing Armes. If you land a Stone Curse wait for them to begin to recover and dash towards them and fire another off. Too early and they will be invincible and too late they might avoid it. Just right and you have yourself another frozen opponent.

----------

Okay another few basic PvP combos. Most of them are easy to do and can be mastered with a little patience. I will add photos later to help illustrate the more complex ones. Hopefully these combos will make your PvP game a bit more enjoyable and you might even pull out a few wins you weren't expecting!

IV. PvE
V. PvP
VI. Tech Data
This post has been modified on Feb 26 , 2008 02:33:34 PM by NidhoggGC.
  • Noctis666
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Feb 26, 2008 2:12 pm
This looks to be a thorough guide. Also, I didn't know that stuff about Arme's ground attack. I often wondered why I didn't get launched into the air whenever it was used on me.

Also, at first, I thought the z's were just you being bored and sleeping. But I had to get to the dash one to realize that you were putting down the keys for doing these things.
  • shadowmax
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Feb 26, 2008 2:18 pm
you may want to add that using her first black magic spell when do alot of damage in pvp(or atleast till everyone finds out you can reduce it to 5-10damage easily)

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Feb 26, 2008 2:39 pm
Thanks for the positive input, I'm working on it slowly and will be adding pictures later.
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Feb 26, 2008 2:42 pm
Looks like a good guide, I'll read it tomorrow, but at the minute I'm too tired
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Feb 26, 2008 2:45 pm
Quote:
Originally Posted by NidhoggGC
Thanks for the positive input, I'm working on it slowly and will be adding pictures later.


I can help you get some pictures but I cant anytime soon tho only on weekends.

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Feb 26, 2008 2:50 pm
I'll help get pictures if you need any.
Demon on GC usa / global / whatever they call it
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Feb 26, 2008 4:22 pm
nice guide you got here =) its very indept
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Feb 26, 2008 5:51 pm
Quote:
Originally Posted by lDavidz
I'll help get pictures if you need any.
Demon on GC usa / global / whatever they call it [SMILE= ...


I don't think it could be considered GC Global, since they're blocking countries.

Also, anybody know how fast you gotta press <> to end up with just 10 damage from Stone Curse?
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Feb 26, 2008 8:18 pm
I'll go into detail once I write up my tech review, but the only possible way ATM is to have enough skill delay happen while you are stone cursed.
Think of it this way - Stone curse damage is reduced as long as you are cursed. Other player's skills cause delay which means you are stone cursed longer (in real time). That means more time to press < and >, which decreases damage done.
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Feb 26, 2008 8:21 pm
Oh. Ok. I see. Thanks.
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Feb 26, 2008 10:17 pm
after you done it a while itll be easy to get it to lower damage.
another good tactic is to use the wirlwind move when there standing up from the skill then throwing them for alot of damage.
This post has been modified on Feb 26 , 2008 10:18:24 PM by shadowmax.

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Feb 27, 2008 4:34 am
Well, i can also provide screenshots, but for the combo i need help.

There is a combo you can do with a lire. In PvE, Arme sends a monster in the air. The lire should anticipate this and shoot arrows at said monster. Then Arme should do the wave thingy again. Rinse and repeat till it's dead. Very hard to pull off, since you both need to anticipate and work together for it. But very satisfying, especially at a boss.

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Feb 28, 2008 5:18 am
You can start that combo by using Land Scamper and having the Archer be at the correct angle to keep it in the air.

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Feb 28, 2008 5:27 am
It's always fun having an Arme in the party for dungeons. Makes it easy to initiate and then keep Aerials going. If people know what they're doing that is.
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Feb 28, 2008 10:47 am
Me and my little brother does that! XD
I just do an earthquake, (my bro is Elesis) then he just do a simple just attack (^Z) then i just earthquake again. Quite simple, but timing is needed.
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Feb 29, 2008 2:02 pm
Updated, almost done! Just need to find the time to write up the rest =)

edit: Disregard, my wordpad file is corrupt - gotta re-write. siiiiiiiiigh =)
This post has been modified on Feb 29 , 2008 02:03:59 PM by NidhoggGC.
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Mar 3, 2008 7:55 am
Updated again with Combo chains, PvE/PvP after I'm done with my exam tonite! =)
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Mar 3, 2008 8:21 am
This is a really nice Guide for Arme lol. You going to put any graphics in it =] ? I've already added this to the list of other guides in my official help thread. Good post =]
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Mar 3, 2008 6:37 pm
Aerials are the best for keeping bosses down! IMO Elesis is better than Lire for keeping up the juggling because they don't have to aim or anything, and they can chain longer combos. I think.
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