INTRO
I have been playing Spiral Knights since 17th June 11, I am completely f2p and would consider myself one of the more experienced players. As I progressed to 5* I always tried to enter the clockworks with a good team so I could learn new tactics and improve my skills. The players I ran with always had a similar mind-set to me, which was to complete levels quickly, efficiently and without dying. Because I was always with similar groups of players with this mind-set I rarely saw the other players who play slowly which I would not consider the best way. It occurred to me that these players were never shown the best way to complete levels and have just gone with the flow. The idea of this guide is to explain what I would consider the best way to play. I can’t make you play this way, and I know many players who refuse to accept this play style, but at least I can say I tried.
This is a guide for knights who can already beat FSC slowly, and who want to learn the pro tips necessary to beat FSC quickly. The guide is designed for sworders, but some of it applies to gunners and bombers too. Although this guide will focus on FSC, a lot of it will carry over to general sword usage.
For various other tips see the wiki - http://wiki.spiralknights.com/Swordmaster_Guide
STATS
ASI
Attack speed increase speeds up all your attacks allowing you to get off full combos easier. It allows you to attack and then get behind your shield faster if necessary.
Another reason ASI is so great, and one that is mainly ignored, is that the animation for the charge attack happens quicker than without. This has two effects; You can do more damage in a given period of time, and it actually makes one's defense better by interrupting enemy attacks and preventing them doing damage to you whatsoever, which lessens the need for a shield.
CTR
Charge time reduction allows you to charge up your attacks faster. Without any CTR, it can often take too long to charge fully and time is wasted. There is all this time where you are doing nothing, and you may even get hit, cancelling the charge and making you start again. CTR allows you to get your charge attack off quickly and efficiently.
DMG
Damage is technically the best UV to have, but in practice is less so. The boost from DMG would give you a better DPS than that of ASI in theory, but because there are a lot of times where you have to shield e.t.c, ASI may be more useful.
EQUIPMENT
Helm/Armour:
Honestly, I refuse anything except the wolver line. I can not believe anyone would pass up on VH ASI/DMG for their sword.
Vog Cub would be the preferred choice as it gives you much better defence for FSC (fire), but I used Skolver religiously before they introduced sword trinkets and UV rolling as I preferred the damage. Snarbolax armour is a happy medium, but it is harder to obtain than the other two. Snarbolax gives the shadow armour, but lacks the fire resistance of vog, hence the majority of snarby users will add a fire UV. Vog would still be my preferred choice, but I guess if you don't use trinkets, snarby is an option.
Shield:
For newer players who are still learning, a Grey Owlite may be your best option, but as you become more experienced, there are only 2 shields that should be chosen, Barbarous Thorn Shield or Swiftstrike Buckler. The barbarous thorn shield gives med sword dmg and has slightly better defence if you use your shield to defend more often. The SSB gives high asi to swords AND guns, but you cannot use to it block attacks often as it breaks easily (also using it with Vog means some of the asi is wasted on swords). The SSB is a much better shield if using a blitz needle as you gain high asi which is quite useful.
Trinkets:
Trinkets should be chosen depending on your armour. If you wear Vog (VH ASI), then damage or CTR trinkets should be chosen. Heart trinkets should NOT be used (except in PvP since everyone else uses them); these make you miss out on the huge advantage you can gain from sword dmg/asi/ctr trinks. The best defence is a good offence. My belief has always been if your offence is good enough, then the enemies should die too fast to be able to fight back (which I will cover later).
Weapons:
My preferred primary weapon for FSC is Voltedge, although Glacius/Divine Avenger are also good choices.
If you only have 2 weapon slots, the other slot should be filled with a gun for Vanaduke (unless you are going sword only). The best gun is the blitz needle, but a good alternative would be the Polaris if you can’t quite get the hang of the blitz or are very new to FSC.
If you have 3 weapon slots, the next slot should be filled with a Leviathan Blade or Dread Venom Striker. These weapon both deal pure normal damage which is best for Phases 2 and 4 of Vanaduke. Also, if you have max damage, then a Levi charge + one auto attack (by holding the attack after releasing the charge) will take out a puppy in one.
The fourth slot should contain a piercing sword such as Final Flourish or Barbarous Thorn Blade. These swords are powerful against Vanaduke phase 1, 3, 5, and also Trojans and wolvers.
An alternative for either slot 3 or 4 would be the Fang of Vog. This sword does massive damage on the charge attack, but it is recommended that you have max fire resistance as it can cause you to burn. The Fang of Vog is better for more experienced players who are happy to take damage and can deal with it.
Variants:
UVs are not always an option for everyone as they can cost quite a bit. But I will cover what I consider the best UV route to take if you can afford them.
On armour/helm pick whatever damage you receive most often. I would recommend shadow and normal on Vog. But on Skolver fire would be better.
Weapon UVs should be either asi or ctr, never damage. Damage UVs only effect monster type per UV and are a waste of money. Damage increases should be gained through either trinkets or armour. A UV should cover whatever the armour and trinks don't e.g. if you have asi from armour and damage from trinks, you should get ctr UVs (generally)
The UV on a blitz needle should really be ctr if possible, but asi works too.
A FoV requires CTR as you will only be using it for charge attacks.
A DVS requires ASI as you will only be using the auto attacks.
For BTB/FF I prefer ASI.
For other swords it is really personal preference but a good combination of dmg, ctr and asi is good.
I don’t find shield UVs important as I rarely use my shield for defence, but if you really feel the need, then either shadow or fire would be a good choice to give your shield slightly longer life.
COMBAT
The play style of a swordsman should generally be quite offensive. You have to get close most of the time and if you don’t go in with a sense of authority, then chances are you are going to get hit. However, this offensiveness may have to change depending on the numbers of players in the party and their level of skill.
Usually the best course of action when entering a fight is to enter with a charge attack pre-loaded. Release this and follow up with a few hits. Obviously the next stage all depends on the number of enemies, your dmg, number of players in the party e.t.c.
Guns:
These should rarely be used. You have created a set-up focusing on improving your sword, guns will just waste time. This should only be used to break boxes/lamps or hit enemies out of reach (because of spikes/ fire).
Bombs:
Some bombs will be useful and some are just completely unnecessary.
The graviton bomb and electron vortex are extremely useful in a party if used properly. If one person places these and everyone else releases a charge attack on the enemies, chances are they will all die or be close enough to finish with 1 hit. However these should only be used on a large group of enemies (5+) or it would be faster for everyone to just attack normally. These bombs are also not really viable for a solo use.
Shivermist Buster should almost never be used. It wastes time and causes a few problems. It is much faster for 4 people to be attacking. Also a major point of using swords is their knockback. A shivermist stops this knockback which increases the chance of you being attacked if you are playing offensively (as you should). There are only a few points where a shivermist is useful.
Other AOE bombs such as Ash of Agni and Voltaic Tempest should only really be used by bombers.
Shielding:
Your shield should not really be used to ‘shield’ for any prolonged period of time, this should only happen if all other options have gone out of the window. For example you are caught in the fire breath of a zombie (although your team should be paying attention and come cancel it), or a slag is leaping at you and you can’t avoid it, or you are navigating through shadow fire.
Usually your shield should just be tapped to either bounce enemies or cancel attacks. Just because you see any enemy about to attack does not mean you should shield. You should either move out of the way, or preferably get a cancelling hit on it.
Charge Attacks:
These can seem like a very good thing. It appears you are doing massive damage and you don’t even have to get close to the enemy. However, the damage is often much less than just normal auto attacks in many situations. Charge attacks should typically be used once or twice at the start of fighting a large group, making sure the initial hit hits at least 3 enemies and the follow up hits as many enemies as possible. You should then start spamming auto attacks to finish off all the enemies.
There are currently only two times (that I can think of) this should not be the case, the enemy is out of reach with normal auto attacks so a charge attack must be used (or a gun), or the enemy is multiple steps away and an attack could be charged by the time you reach the next enemy.
Auto Attacks:
Auto attacks are where it’s at with sword users. Don’t be afraid to use these. Many people go into attack once or twice, get hit and then spend the rest of the level use charge attacks because they are scared. But the thing is, your first and second attack (for a 3 hit sword) will only cancel some attacks (such as the fire breath). You have to be confident and charge in getting off hits on as many enemies as possible ensuring your third hit goes on specific enemies to cancel their attacks.
Attacking as a Group:
Most of the time you should be killing enemies by yourself, but when there is a large group of enemies, teaming up makes the whole thing a lot easier. Usually it is best to all have a charge attack ready, unleash it and then ALL charge in spamming attacks. As long as you are all playing like this, nobody should get hit. Most of the enemies will either be dead (so they can’t attack you) or someone in the group will get a cancelling hit (3rd for a brandish e.t.c, 2nd for a DA e.t.c) (meaning they can’t attack you). Problems arise when people back off as the others are left to deal the required damage and cancelling attacks.
It is best to control the enemies into a group and avoid stragglers. Be aware of the rest of your team, and work together. Don’t hit enemies flying away from the rest of your team (unless to save them) as this slows everything down while you all go to chase it.
Trojans:
Solo – pretty simple, wait for the attack animation, move out of the way, kill it. With a blitz this should only take one charge attack. With 4 players, it may take slightly more depending.
Duo – one person takes aggro and stands INFRONT and moves side to side a very small amount rapidly. The other person goes behind and unleashes whatever (preferably a blitz charge attack). The attack should either kill it, or cancel whatever attack the Trojan would do to the other player. If the Trojan turns round and aggros you, DO NOT run round like an idiot, hold your ground and let the other person attack. They should be able to get enough hits to either kill it or cancel the attack. The biggest mistake people make with Trojans is to become fearful of them. Learn how they work and suddenly they are just as easy as everything else.
THE LEVELS ~ In Progress
I will create a text guide and a video. The text will explain the order and how to do things. The video is a graphical version that lets you see it done (in case you forgot what a video was).
D24 - Blackstone Bridge
After getting on the button, 1 or 2 players should run to the top and destroy the spiked wheel launcher things. They should then start killing enemies and work their way down. Whilst this is happening, the other players should be starting to kill the enemies at the bottom and working their way up. The players should meet, and then all continue (or go find hearts e.t.c if required/desired).
The next room involves 6 spike wheels and 6 totems. There are multiple ways to do this room, you can move all the totems out of the way, you can put totems in front of the wheels and on top of each other so they take up less space and save you on possible wheel damage, or you can ignore them (maybe moving one or 2) and just control the zombies so they die in non-totem-covered areas. I personally like to move one or two of the totems, but I guess this is personal preference as much as anything. After all the enemies are killed, place the statues on the pads and move on.
The next room involves two totems, two wheels, and lots of spike pits. The best way to do this is send one player to get the closest totem and take it back out of the way. Another player should run forward to one of the wheels and break it (one way is it charge a brandish attack and stand at the corner of the wheel), then grab the other totem and take it up out of the way. This player should then carry on up and destroy the other wheels in the next part and start killing enemies. All other players should just need to clean up the last few enemies, and then all re-group.
Next room, all charge an attack and get on the button (if you are in a real rush, then you can get on the button without a fully charged attack and it will have charged by the time you get to the enemy and want to release it).
Six zombies and two jellies will spawn, it is best to send two players to each side (far left and right) and then release attacks towards each other squishing up the enemies, keeping them in a small group and killing most of them.
Next, two fire puppies will spawn and some more zombies. Send a player to each of the puppies, whilst the other 2 players go deal with the zombies in a similar way to that stated before.
When you are done, 2 Trojans and two puppies will spawn, again one player to each puppy and one to each Trojan. The puppies are self-explanatory, for the Trojans; refer to what I said previously in the combat section.
After killing everything, pick up everything you want, break the boxes, get the hearts, break the minerals and proceed to The Charred Court.
D25 - Charred Court
I will explain this as if solo for each room.
Think of this map as a clock + a bit extra:
1 – Zombies, jellies and a Trojan
2 – Rocket puppy
3 – N/A
4 – Lots of Zombies, one Trojan and a skipping rope (no this isn’t a dirty film)
5 – Fire pit, Trojan, silkwings, zombies
6 – Entrance
7 – Wheel room
8 – Spike room
9/10 – zombies, jellies, 2 Trojans
11 – Buttons, puppies, oilers, zombies
12 – The exit
‘Left’ & ‘Right’ - the boxes that you get to by throwing water balls
Mid – Bunny pool
So, for the guide, get on the button and send one person to talk to Mr.Bunny to open the gates.
Room 1:
Break the blocks and then hit the ghost cube. (If you use a gun and stay back, the Trojans + 2 slags won’t spawn allowing you to deal with the rest of the room more easily). I normally charge an attack while the blocks are disappearing and use it on the bottom left corner enemies followed by a few auto attacks to finish them off. Then charge again and release on as many remaining enemies as possible. Then either use another charge or just auto attacks for the rest. Try to avoid knocking enemies onto the spike pits as this makes it harder to kill them….
Run up a little and the Trojan will spawn with 2 slags. Have a charge attack ready and run to one of the slags and release it, quickly use a few auto attacks and it should be dead. Move round and repeat on the other slag. This leaves just the Trojan left, so charge your Trojan killing weapon and kill it.
Room 2:
There are multiple ways to do this involving:
-Killing the rocket puppy then running round
-Shocking the puppy then running round
-Going Rambo and just charging through killing everything
-Getting aggro and positioning the puppy
My favourite is option 4, so that is the one I will explain.
Enter the room and break the SW wall by hitting the ghost switch. Run just over the respawning wall and then run back. All the enemies should have spawned. Kill the enemies in the west (use one charge attack + auto attacks). Break the SW wall again to let the Southern zombies through (this may need to be done one zombie at a time depending). You are trying to get the zombies to leap at you when the wall is down. After disposing of these zombies you can either shoot the puppy, or (if you don’t have any guns/vials to throw) break the SW wall, run to about the midpoint of the southern area, and then quickly run back to the west. The puppy should have aggro on you. Move to the very top of the entrance to the room and hug the wall out. Go as far as you can, hugging the wall until you reach the shadow fire. Wait for the puppy to stop shooting (see by the red target on you), then run to the bottom of the entrance, and hug the wall back into the room. If done correctly, the puppy should not aggro you and you can finish off the slags similar to the Southern slags.
Room 4:
Run in, hit the switch and keep that attack held and charged. Release it on the zombies that spawn from north to south. Finish these off and repeat for the second wave. On the third wave, zombies + one Trojan will spawn. Deal with the zombies first, then the Trojan last.
While doing this room, you need to be paying attention to the fire rope. You can either circle the room with the rope, or shield for a second and let the rope pass through you (, or tank the damage if you are in a real rush and you can handle it).
Room 5:
It is best to know the fire pit timings here. But basically as soon as the fire drops (if not a bit before), hit the switch to drop the gate and run through. Either hold that attack so it charges as you go through (not a good idea if using a DA which makes you run slow), or charge an attack when you reach safety (so to speak). Three slags will spawn in front of you, and a Trojan with two silkwings behind a block wall. Use a charge attack from south to north on the zombies (this knocks them away from the silkwings that will try to heal them) and then finish the zombies. It is quite important to do this part as fast as possible before the silkwings and Trojan get through and mess you up. One done, either wait for the Trojan to get through, or help him out. Quickly dispense of the silkwings and then take down the Trojan.
Head back over the two spike pits and have a charge attack ready. Zombies will spawn next to the way out, in a horizontal line. Run to the west and release it east and finish them off with a few auto attacks.
Room 7:
The shadow fire positioning in this room changes so I cannot give you the best path to take as it is not always viable. What I can tell you is that you can pass three spike pits at once easily if you time it right.
When you reach the bottom, stand in the south with a charge attack and sent if NE to hit the two slags in the east. Finish them off and then deal with the third one.
Work your way back up hugging the walls and avoiding the wheels. (You do not need to attack any of the wheels)
Room 8:
Wait for the spikes to drop and run and press the button in the middle. Quickly run to the NW corner and kill the Trojan. This will open the western gates. Run through, break the boxes and grab the totem. Take the totem and place it on another one out of the way. Start killing the slags, whilst controlling them to make sure they don’t die in the radius of a totem. Some people like to stand where the totem was and use blitz.
Room 9/10:
Charge an attack and stand on the button. I usually release this on the jellies and take them out in their little corner as fast as possible. The reason for this is that when those jellies die, they explode and leave more explosions all over the place, if the jellies are all over the room when they die; you have to worry about avoiding all these little explosions too.
Take out the zombies using a mix of charge and auto attacks; make sure to keep moving so the Trojans can’t hit you.
Take out the Trojans as usual and move on to the next room.
One thing to remember is that this room gives lots of hearts, but there is also the possibility to take a lot of damage. If you are not comfortable handling this room on your own, ask someone to help you, but make sure to work together and don’t kill each other with the Trojans.
Room 11:
This room seems very simple and easy, but the oilers can really screw you over if you aren’t careful or have low fire res.
Charge and attack and go stand on the button, run to the west corner and release it on all the enemies (1 zombie, 1 turret, and 1 oiler). The turret is the main priority for me, followed by the slag, and then the oiler. It may be best to avoid standing on the button in this corner as it opens up the next room, allowing the enemies to disperse lowering your possible DPS. Repeat each of the corners the same way and then head back to mid.
Mid:
Every room spawns three zombies in mid after you complete it. Mid should be dealt with at the end as you there are more enemies, giving you higher possible DPS and it is just generally more fun. It may be very easy to get swarmed here, but just use a good mix of charge and auto attacks and you should be fine. Usually you have a team to help you and this part is not a real challenge.
After killing all the zombies, you need to go about spawning the water balls. This can be done by either placing all the sprites/bunnies on the bunneh pool, or performing a certain glitch (which I am not going to cover :P ).
Once the water has spawned [back to 4 man team] one person takes water to the left and open the boxes, and another does same for right. The other two pick up the water when it respawns and run north to 12. It should take one water toss to pass through the first fire barrier and that player should then go break the barricades, the other player should then pass through and throw the water on the next fire barrier. If those players need health they should then run to the left/right boxes while the other players go north to break boxes and minerals
(Sorry if that is really confusing).
Next step, Ashen Armory.
D26 - Ashen Armory
Run forward are break the barricades and boxes. Someone take water and make a gap in the fire to go left. Someone else should go right and see if the statue is at bottom right. Depending on where the statue is changes how you get through this. The important part is to remember to call ‘<’ or ‘>’ to let others know where the statue is.
Take the statue to the top, place it on the pad and get on the button.
You will now have to run over spike/flame pits. All 3 can be run across at once, but depending on the time you reach the pits and your lag e.t.c this may not be achievable (not a big deal). If you stand close to the pits in the corner, you can just about reach the lamps with a sword attack (or you can just use a gun) which gives you something to do while you wait (and may help you with any health lost).
The next room has a large spike pit in the middle. Lots of zombies will spawn to the left when you stand on the button. It may be a good idea to place an AoE bomb or two (BUT NOT SHIVER) here. A vortex bomb is best as it can control the very large group so you can kill them quickly; however I usually do it with no bomb. After the enemies spawn you should run forward and release a charge attack, now at this point, many people run off to start charging another, but I find it much better to just spam attacks and push forward through the enemies (especially if the whole team does it).
The second zombie wave is slightly more awkward as the enemies are all on the spike pit out of reach of your sword. You may have to spam charge attacks, but eventually some enemies will come off the pit allowing you to get up close and personal. If you feel comfortable, you can run onto the spike pit while the spikes are down and continue to fight for a while and try knocking some zombies off.
The third wave comes with more zombies and a Trojan. If solo, I find it best to concentrate on the zombies and then deal with the Trojan last, but as a team, one or two of you should deal with the Trojan at the start being careful not to let it disrupt the rest of the team.
The next room gives you a statue and you have to make a choice (I will cover both and you can choose).
LEFT – One person should run forward and clear the barricades, another should start to water all the fire blocking the entrances. The waterboy(or girl) should not need to leave the water spawn, just pick it up and aim at the fire before throwing.
I recommend throwing water in this order
[bottom left entrance] –> [middle (optional)] -> [top left entrance] -> [bottom right entrance] -> [top right entrance] ->
[top left inside the room (optional)] -> [top right inside the room].
The other players should be clearing the rooms as this s happening. There are three zombies in each room, and same as always, use one charge attack and finish with auto attacks (or if you move as two, both releasing a charge attack should be enough). Each room also contains a statue, these should be moved as you clear rooms, and it is pretty obvious where to put them.
After placing all four statues, the gate will drop and you can open some boxes and get some minerals.
The next room contains four fire pits in each corner (sort of) with a button behind it and a key in the middle behind a gate. Each player should run and press a button. This will spawn all the zombies and drop the gates around the key. You may have to defend from the button you are on by using charge attacks to push enemies back. When the fire drops, run out and start auto attacking. You should be able to clear the room pretty fast and then use the key to continue.
RIGHT – Cross two spike pits and you will be greeted with a water spawn. Shoot the boxes to the right and pick up the water. You only need to throw ONE waterball here. Look out over the spike and pits, turn right a little bit, and throw it over the dividing wall to a small section of shadow fire. This will be your checkpoint. As soon as the spikes/fire drop run as quickly as possible diagonally left, around the corner and then right to the place you threw the water. If done properly you should just reach it without taking any damage. When the spike/fire pits drop again, dash northwards to safety and another party button.
Everyone charge attacks and get on the button. Two zombies and a fire puppy will spawn at West, North and East. One person run to each spawn and kill the turret quickly to drop the gate behind it. This allows you to press the button to drop the gates in the middle and also spawns more zombies (which is a good thing). Soon after, a Trojan will spawn, it is up to you as to when you deal with it, but I prefer to wait till the end. Kill all the enemies the usual way, put the key in the gate, and then go open the boxes and get some minerals.
LEFT VS RIGHT? – It is believed that the left path gives more profit, but it also takes longer. There is also a Trojan right which there isn’t left, if this intimidates you, then go left by all means. I would say left has more to do and fight. I personally enjoy taking the right path though as it is pretty funny watching everyone die on the fire and spikes and then crying about lag, but whatever floats your boat.
Anyway, both paths meet up at a party button. Get on, run north and break some barricades. You will be faced my yet more spikes. If the spikes are up, all charge an attack, wait for the spikes to drop and run forward onto the button and KEEP RUNNING to the other end of the room. This must be done quickly and timed well. Alternatively, you can run over the first spike pit and then wait before running again. Do not stand on the button yet as this will spawn the zombies. Have one person stand off and then just as the spikes are about to drop, get on and all run and release charges attacks pushing the zombies into the corners.
There are 7 waves each with 5 zombies and several Do’s and Don’ts
DO:
-All run over the spikes to the far side and fight there
-Kill the enemies as fast as possible (obviously)
-Use a vortex bomb if you have it (it is amazing here)
-Initiate with charge attacks. It is best to stand at the corner of the spike pit aiming horizontally across with other players on the opposite side doing the same. The combination of your charge attacks will kill most of the enemies and group the rest in the middle where you can quickly finish them off before charging another attack.
DON’T:
-Stand where the zombies will spawn (or at least try not to) as this forces them to spawn on the spikes
-Knock zombies onto spikes (usually by poor charge attack placement or shield bouncing) as this makes it take longer to be able to kill them. If this does happen, either focus the other enemies and wait for them crawl/leap back off the spikes, or wait for the spikes to drop and knock them off/kill them.
-Shiver. Please?
-Use Levi/FoV (Unless you are very good at controlling it). It sends enemies all over the place slowing you down.
Once done, the gate will drop and you can collect your treasure before getting on the lift to the Smoldering Steps
D28 - Throne Room - Vanaduke
General Tips:
-Don't try to put out all the shadow fire, just let it all spawn in one group out of the way. It is also a good idea to keep the area around the water spawns clear.
-When using blitz needle, stand as close to Vanaduke as possible (especially if you have aggro). If I stand further away, I find it harder to dodge his attacks, and often get clipped by his charge and pushed by his hammer.
-If Blitzing as a group, you need to be very aware of your team. If you run circles around duke, there is a chance he will charge into all your friends and they will get pissed off with you. It is preferable to just gyrate clockwise, wait for him to attack, release charge, then change to anti-clockwise. This keeps duke attacking in one place so your team do not have to worry.
-Slags can either be ignored or taken care of. I find it best to just concentrate on duke and avoid them (maybe killing them as phase 1/3 ends and before 2/4 starts). If they cause you trouble, send one or two guys to quickly take care of them (preferably the players that will take them out the quickest).
-Trojans should be taken out as soon as possible. You can either send one person to each trojan and they can aggro it and then take it out. Alternatively you can stand behind where they will spawn with a charge attack ready (FoV is best), and have someone in front of the Trojan. When it spawns, release the charge and then when the Trojan turns to attack that person, the other player releases their charge. With Trojans removed from the equation, phase 5 becomes a walk in the park.
-If you get set on fire/stunned, but are near a water spawn, run over, grab the water, stand near a wall, and throw it at the wall so it splashes on you. The water will remove all status effects. You can also do this for somebody else if you see them on fire/stunned. And if you see someone trying to de-fire themselves, don't steal the water <_<
Sword Only ~ courtesy of Exileddread
Guide ~ courtesy of Exileddread
Blitz Primarily
Gonna reserve this :p