For those who are doing the Jelly king. Info on minis.

26 replies [Last post]
Firemetal's picture
Firemetal

Minis are small purple jellies who have no spikes. They are quite dangerous if you ignore them! From my research, I learned that they are actually 2D! They are neutral and will attack you only if you get very close to them! They have a polyp form too (jelly turrets) and those are tier 1 due to the difficulty of tier 2 ones in the boss battle. they have two attacks: The normal shooting spikes and hurling minis. Minis also heal the Jelly king! Like lichens, they'll merge into the Jelly king but unlike lichens, he won't get any bigger!

Tactics.

1. Always kill minis first.
2. In boss battle starve the jelly king by having one member kill the turrets. (the turrets respawn each stage)
3. In boss battle poison the Jelly king so he can't heal and attack him.

What not to do.

1. Run away from minis.
2. Ignore minis.
3. Walk up to the minis and say hi.

Thank you for reading. I hope this thread was helpful and good luck in the royal jelly palace.

Bopp's picture
Bopp
hmm

There are many ways to beat the Royal Jelly. I always ignore the minis, counter to your advice. I just try to damage/status RJ as much as possible. In particular, poison prevents him from healing, which removes half of the mini problem. Another tactic is to use a large attack, such as Gran Faust swings. Then you hit RJ while also clearing minis around you.

Karituo's picture
Karituo
well

This is fr NEW RECRUITS you'd expect them to have Gran Fausts?

Bopp's picture
Bopp
no; that was just an example

No. Gran Faust was just an example. I offered several other examples in my post.

More to the point, I've been fighting the Royal Jelly for over three years now --- both the old version and the current version --- and I've never followed the original poster's advice. So use it if it works for you, and use any of various other tactics if you prefer those.

Neometal's picture
Neometal

^

I also ignore minis, just have poison with u, either from vials, makseraiths, weps; and then simply beat the crap out of the jk. If minis cause you problems, you are doing it wrong.

Mystrian's picture
Mystrian

Providing bopp and others with URL's: Royal Jelly wiki page and site:forums.spiralknights.com Royal Jelly?

Also, i'm ignoring all vials, polyps, and mini's. Am I "doing it wrong"?

Holy-Nightmare's picture
Holy-Nightmare
Minis are something that can

Minis are something that can be a terrible annoyance (getting hit drops your charge meter and flinches you at the wrong moments, but rather than focusing entirely on them it is best to designate one person in the party to handle them.

As mentioned killing the minis should be a priority, the best way to do this is with wide range weapons, for low tier knights the best choices are Fiery Vaporizers (since minis have 1 hp this bomb lingers and kills any who wander into it), Striker/Cutter sword with multiple hits it can kill several, Troika line swords, 3star alchemers with ricochets, and surprisingly Shard bombs (with their clusterbomb style they can deal damage rapidly and quickly, albeit not very powerful)

Turrets can too be killed but considering the fact that they respawn in every stage it is best not to focus on them, still if you have to then the best choices are Nightblades, and caliber charges as bombs have too low a dps for young knights and guns are rarely fast enough to beat back the waves of minis they pour out.

Bopp's picture
Bopp
to each his own

Also, i'm ignoring all vials, polyps, and mini's. Am I "doing it wrong"?

About minis: I agree that you should ignore them. But some other posters in this thread think that you should focus on them. To each his own.

About vials: Statuses (particularly poison, curse, fire, shock) can really wreck RJ. Before he was nerfed in autumn 2011, RJ was actually pretty tough to beat, even with good equipment. Vials were more important then than now. But I still recommend them highly for new players. (Sorry, I don't remember whether you were around back then.)

Holy-Nightmare's picture
Holy-Nightmare
@ Bopp.... Is new recruit thread

For new recruits keeping the minis numbers thinned out should be a priority, second to damaging the Royal Jelly. For "Pro" players you can deal damage fast enough that the minis don't have time to pile up to really threaten you, or you have the weapons to ward them off.

Pro players can easily kill the first two token bosses and when offering advice to lower level players you should think about their limits when suggesting gear.
Chaos Cloak/Obsidian Edge/Dark retribution is an excellent set for beating the Royal Jelly but in all honesty those who preparing to fight the Royal Jelly for the first time will not have these items (with few exceptions).

Firemetal's picture
Firemetal
@karituo

These are simple because I remember, as a recruit, having trouble with JK cause he needed to be poisoned. I don't know now cause I use Acheron lol.

Bopp's picture
Bopp
disagree

I've said it before, but somehow it doesn't sink in, so let me be more explicit.

At one point, I was a novice. I didn't have super-strong gear or tons of experience. And this was in the days before RJ was nerfed. Even then, I paid no attention to mini jellies. I was using Striker/Vile Striker, so my sword strokes didn't even kill the minis collaterally.

I remember a thread where people were saying, "You have to charge as much as possible." I thought this was crazy. How could I charge in such a crowded fight? Fortunately it didn't matter, because I could beat RJ anyway. Now I read this thread, which doesn't mention charging, but says that you must focus on the minis.

The truth is that there are many ways to beat RJ. If you've found one that works for you, then that's great. But it doesn't mean that everyone should use that way. Nobody has to charge all the time. Nobody has to focus on minis. Nobody has to use vials.

Sonosuke's picture
Sonosuke
(~O ,O)~ #Sonosuks

When I fight RJ, this is my tactic

1. Charge-Attack Jelly Cubes w/ Nightblade line close enough that the explosions destroy the blocks in front of RJ
2. Throw Poison + Misc. Vial and charge-spam
3. Reapply Poison, continue charge-spam
3. Continue until out of poison vials
4. Poison Barrier, Misc. Vial, and Drakon Barrier; continue charge-spam
5. Heal
6. Continue until someone dies

Mystrian's picture
Mystrian

Learning a game is either real easy or brutally hard. If you are finding the game a bit on the hard side, I advise you (and everyone else) to practice and master the mechanics that are hindering your performance. Someday, you'll get there. The way I learnt Spiral Knights was whenever I logged on I made a point to put handicaps on myself (not using pickups, not getting hit, not healing when my hp was critical). I still get hit (or die) sometimes, but that's all a part of the "learning process"

Another exampe I have is Osu!. On the forums of that game there's talk about which peripheral is best to move the mouse cursor with: tablet or a mouse. Upon creating my account, I picked up tablet right away and played that way for a few months. I picked up the fundamentals really quick and though I was pro at osu. Then one day I "hit a wall" in my progression and found tablet not to be "my style". From then on I started learning again but with mouse. It took much more time and effort to learn mouse because I was used to the "absolute positioning" of the tablet. Also, learing the hand grips: palm, claw, and fingertip took a while too

So, while taking the easy way out of learning something is good, taking that extra step to handicap yourself will have you seeing good results.

Fehzor's picture
Fehzor

The boss fight is far too easy to plan strategies around, when the most elegant solution is to simply spam one of the counter weapons, and there are many. A few examples of spam-to-win type weapons, and this includes all similar and lower forms of these, but preferably 3 if not 4*:

Acheron charge
Umbra Driver charge
Sentenza charge
Magma Driver charge
Storm Driver charge
Ash of Agni
Voltaic Tempest
Nitronome
Dark Retribution
Volcanic Pepperbox charge
Gorgofist charge
Mixmaster charge
...

The list goes on and on, the ways out you have. If you were to plan a strategy, which isn't even necessary for the shadow lair variant, you would want to kill off the outside turrets first with 3 people, while one person spams Ash of Agni. Why Ash of Agni? Because the minis spawned have one HP, and it instantly kills all of them ever. Then, you would want to keep the king statused while you used your counter, listed above, on it. But this is all sooooooo not necessary.

Bopp's picture
Bopp
Sentenza charges?!

Really, spamming Sentenza charges in the RJ fight? Okay, even if this is a cruel hoax I've got to try it.

Holy-Nightmare's picture
Holy-Nightmare
@ bopp

He must be talking about easy...

@ Fehzor
I reiterate, noobs will not have a lot of the stuff we posted, (mixmasters, dark retributions, and gorgofists are prime examples)

Bopp's picture
Bopp
spamming Sentenza charges :(

I just tried the suggested tactic of spamming Sentenza charges at RJ. It did not go well. The charges did not kill enough minis and damage RJ fast enough, even with CTR+4 and damage+4. The fight was taking forever, and my health was low. Poison vials helped a little, but it was still slow. So I gave up and Combustered everything into oblivion.

This was solo Elite, and practice would probably help, but my recommendation is against this particular choice (not even considering the point about newbies not having this 5-star gear).

Holy-Nightmare's picture
Holy-Nightmare
@ Bopp

Would you use Antigua charges more if it didn't fire the 6 bullet combo and just fired the blast (bird, bullet, or tentacles)?

Bopp's picture
Bopp
yes

Would it do the same amount of damage, but in less time? Yes, that would be attractive. It would incentivize people to use the charge more.

If you're talking about doing less damage in less time, then I'd have to think harder. I don't have deep understanding of the typical damage of this gun, because I use it so rarely.

Holy-Nightmare's picture
Holy-Nightmare
The 6 shots from the charge

The 6 shots from the charge have the same power as the regular full clip. It is the last bullet that does the real damage, it can plow through enemies and deals knockback and flinch. It is particularly devastating on large enemies or immobile ones that can't escape.

If the charges only fired the last punch then I could see them becoming something like the DA charge of the gun world, nice knockback and damage but outclassed still by well placed alchemer charges.

Antiguas are best as sniping weapons in large parties where your allies are the ones closest to the action (the OC is the best since it provides something more than just damage support)

If the Charge was changed it would have to deal less damage than a full clip (but more than the current charge bullet by a bit) when shot at a single enemy, but it would be the fact that it can deal multiple hits that can save it.

I could certainly see it being a weapon to bring against RJP Roarmulus or FSC (if it lost that 6 clip on charge)

Vohtarak-Forum's picture
Vohtarak-Forum
I found when I beat royal

I found when I beat royal jelly for the first time (I was all cobalt, huge mistake aside from the blaster)
the strategy that worked was everyone fought the jelly king while I aggroed and picked off the minis so they would keep away from the king,

Ill-Fate-Ill's picture
Ill-Fate-Ill

The Sentenza charge bird thingy doesn't go through mini jellies. Jelly minis are horribly broken, they even stop brandish charges. Also, their movement pattern is following you path, so if you walk in a zig zag fashion, they will trace your path. Entering their range will halt their tracing due to them attacking you and after that they will follow you path from the point they finish attack.

Vohtarak-Forum's picture
Vohtarak-Forum
im vohtarak

I hate when attacks that should go through them are blocked, same with mecha knights

Keepscaite's picture
Keepscaite
BOMBS use BOMBS. Lots and

BOMBS use BOMBS. Lots and lots of BOMBS

Lol, yeah. I found that RJ was easiest with a party of bombers. I handled the poisoning with the 3* poison haze bomb. Some other guy would use a blast bomb to keep the mini population in check. While the final two guys would wail their blast/shard/mist bombs at RJ for damage.

Usually takes 2-3 minutes to beat RJ like this. Even on Elite. With nothing but 3* equipment, and maybe some 2* armor or shield or something.

Xylens
Idk

As someone who failed royal jelly run badly in normal mode solo, i must say you guys are pro. Good job

Knight-Solaire's picture
Knight-Solaire
Error 404: subject not found

An oft-overlooked fact is that the Royal Jelly's numbers can be used against it with the Shock status. If one person continually lays down Static Capacitors (or its upgrades), each of those little minis becomes a source of an AOE damage-dealing shock pulse. Each mini that suffers a shock pulse damages not only itself, but also all the minis around it; the more there are the more AOE pulses happen, and they'll kill each other off pretty quick (and probably do some minor damage to the RJ itself in the process).

[The same strategy works wonders in compounds too, especially undead ones. A well-placed VT can clear swarms of grave scarabs in a matter of seconds.]

The major downside: aside from vials, there are essentially no good mass-shock weapons available for the average player's first RJP run. The Rock Salt Bomb--despite my love for it--is ill-advised for new players to use, even though the materials can be acquired before the RJP. The Shockburst Brandish, while also available beforehand, needs a fair investment in PvP and at the T2 level match wait times can be pretty long at times. The Static Capacitor needs tokens from the IMF, but can make return trips to the RJP a little smoother.

Holy-Nightmare's picture
Holy-Nightmare
VIVA LA ROBOLUTION!

The minis die instantly from the status damage as they only have 1 HP. Shock Haze bombs are viable ways of keeping down the mini jelly population but they don't really do as much spread damage to be useful.

As for compounds I agree that the Shock Haze bombs are useful, even more so when you drop a haze bomb and then plant a Vortex in the middle of it. This results in the enemies being really close and this helps maximize the shock damage they take.

In lieu of shock I suggested Fire haze bombs (post 6), while not as defensive it does keep the jelly's movements more reliable, and provides status and area denial in the boss battle.

Shockburst Brandish, new players even in T2 are quickly hunted down by the Vanguard "pros" in LD mainly because the new players lack HP trinkets and are easy kills.

Static capacitors cost a lot in the AH, and running in pre RJP armor in the IMF is hard for new players. (same with pulsars)

The Rock Salt bomb (3 star) doesn't deal shock; the 4 and 5 star versions of this bomb do though.