Post by doubletrouble on Feb 4, 2012 22:03:46 GMT -6
The following guide details the attacks of each character and the damage each attack deals as they level up from Level 1 to Level 10. It will be updated over the course of the next few days.
Magic Characters:
Dark Spyro
Health Boosts: Levels 4, 7 and 10
Damage Boosts: Levels 2, 5 and 8
Upgrades: Levels 3, 6 and 9
Dark Spyro can glide, allowing him to fall slower after jumping by holding the jump button.
Dragon's Fury
Dark Spyro's primary attack, which is a combo attack which starts with him swinging his tail in a circle. During the 2nd attack he attacks with both his wings, both of which hits for separate damage. He breathes lightning for the final attack.
Starting damage: 6, 3+5, 12
Level 2 Damage Boost: 7, 3+6, 15
Level 5 Damage Boost: 9, 4+8, 19
Level 8 Damage Boost: 12, 6+10, 24
Shadow Spark
Dark Spyro breathes lightning, which causes damage leaves behind electric sparks that damage enemies standing in them. A enemy standing still in an electrified spot can take damage 12-15 times.
Starting Damage: 6 damage, electrified spots deal 3 damage
Level 2 Damage Boost: 7 damage, electrified spots deal 3 damage
Level 5 damage boost: 9 damage, electrified spots deal 4 damage
Level 8 Damage Boosts: 12 damage, electrified spots deal 6 damage
Airburn (earned at Level 3)
When jumping, pressing X makes Dark Spyro blast electricity downward. This also leaves electrified spots on the ground.
Starting damage: 11, electrified spots deal 3 damage each
Level 5 Damage Boost: 14, electrified spots deal 4 damage each
Level 8 Damage Boost: 18, electrified spots deal 6 damage each
Energy Conduit (earned at level 6)
Running through an electrified spot causes Dark Spyro to become energized, causing him to move faster. When using Dragon's Fury while energized, Dark Spryo sends a shockwave out ahead of him after each attack that does additional damage.
Shockwaves starting damage: 4, 6, 9
Level 8 Damage Boost: 6, 8, 12
Shadow Beam (earned at level 9)
By holding X, Dark Spyro charges a beam of electricity. After it has fully charged, the beam can be released to deal damage, and leaves electricity on the ground.
Starting damage: 36, electrified spots deal 6 each.
Double Trouble
Health Boosts: Levels 4, 7 and 10
Damage Boosts: Levels 2, 5 and 8
Upgrades: Levels 3, 6 and 9
Double Trouble can hover in place after jumping, allowing him to stay at the same elevation for a few seconds.
Lightning Staff:
Double Trouble shoots a beam of lightning from his staff, similar to the console version. The lightning beam deals damage to an enemy 4-5 times per second, and will lock onto a nearby after an enemy is defeated, but this does not seem to work as well as on the console games.
Starting damage: 4 (16-20 per second)
Level 2 Damage Boost: 5 (20-25 per second)
Level 5 Damage Boost: 6 (24-30 per second)
Level 8 Damage boost: 8 ( 32-40 damage per second)
Double Up
Double Trouble casts a spell ahead of him, which turns into a double of him. The initial spell will damage the enemy that it hits, while the doubles will target an enemy and explode. He may have up to 2 doubles active at a time.
Spell Starting Damage: 2
Level 2 Damage Boost: 2
Level 5 Damage Boost: 3
Level 8 Damage Boost: 4
Doubles Starting Damage: 11
Level 2 Damage Boost: 13 (17 after Frigi Double Upgrade is earned)
Level 5 Damage Boost: 22
Level 8 Damage Boost: 28
Frigidouble (earned level 3)
Double Trouble alternates between creating his regular doubles and freezing doubles. Freezing doubles deal less damage, but stun enemies they hit. Double Troubles spell deals the same damage as his normal doubles.
Starting Damage: 13
Level 5 Damage Boost: 17
Level 8 damage Boost: 22
Bolt Burst (earned level 6)
When Double Trouble uses his Lightning Staff, the beam causes an explosion when it hits the ground. The beam can be held as normal after, but you must wait 2-3 seconds before you may start the attack again in order to produce another explosion.
Starting Damage: 16
Level 8 damage boost: 20
Double Double
By holding the X button for a few seconds, Double Trouble creates a double that is twice its normal size. These doubles alternate between ice and regular size doubles, and the initial spell also deals more damage.
Initial Spell damage: 14
Regular Doubles: 38
Freeze Doubles: 32
Legendary Spyro
Spyro
Voodood
Wrecking Ball
Tech Characters:
Boomer
Drill Sergeant
Drobot
Legendary Trigger Happy
Trigger Happy
Water Characters:
Gill Grunt
Slam Bam
Wham-Shell
Zap
Fire Characters:
Eruptor
Flameslinger
Ignitor
Health Boost: Levels 2 , 5 and 8
Damage Voosts: Levels 3, 6 and 9
Upgrades: Levels 4, 7 and 10
Burning Blade
A combo attack where Ignitor swings his blade 3 times
Starting Damage: 7, 11, 13
Level 3 Damage Boost: 8, 13, 16
Level 6 Damage Boost: 11, 17, 20
Level 9 Damage Boost: 14, 22, 26
Fire Spirit
Ignitor's spirit rotates around his body for a few seconds. When he approaches an enemy, the spirit will home in on the enemy and damage them. The spirit is capable of hitting up to 13 times per use. Pressing X causes the spirit to return to Ignitor's body.
Starting Damage: 4 per hit
Level 3 Damage Boost: 5 per hit
Level 6 Damage Boost: 6 per hit
Level 9 Damage Boost: 8 per hit
Spirit Explosion (earned at Level 4)
As time passes during Ignitor's Spirit Flame attack, his spirit grows in size. After the flame has hit 6-7 times, pressing X returns the spirit to his body, causing an explosion to emit from his body, damaging all in the blast radius.
Starting Damage: 15
Level 6 Damage Boost: 19
Level 9 Damage Boost: 24
Blue Flame Sheath (earned at level 7)
A few seconds after Ignitor begins dashing, his flame will turn blue. While the flame his blue, his attack and movement speed are increased.
Blade Spin (earned at level 10)
By holding the Y button at the end of his Burning Blade combo, Ignitor throws his sword a short distance from his body. The sword spins in place as long as the button is held, continually damaging enemies it hits. Ignitor cannot walk from the spot he is standing in while the sword is spinning, but can turn in place to rotate the sword in a circle around his body.
Starting damage: 8 damage per hit
Sunburn
Magic Characters:
Dark Spyro
Health Boosts: Levels 4, 7 and 10
Damage Boosts: Levels 2, 5 and 8
Upgrades: Levels 3, 6 and 9
Dark Spyro can glide, allowing him to fall slower after jumping by holding the jump button.
Dragon's Fury
Dark Spyro's primary attack, which is a combo attack which starts with him swinging his tail in a circle. During the 2nd attack he attacks with both his wings, both of which hits for separate damage. He breathes lightning for the final attack.
Starting damage: 6, 3+5, 12
Level 2 Damage Boost: 7, 3+6, 15
Level 5 Damage Boost: 9, 4+8, 19
Level 8 Damage Boost: 12, 6+10, 24
Shadow Spark
Dark Spyro breathes lightning, which causes damage leaves behind electric sparks that damage enemies standing in them. A enemy standing still in an electrified spot can take damage 12-15 times.
Starting Damage: 6 damage, electrified spots deal 3 damage
Level 2 Damage Boost: 7 damage, electrified spots deal 3 damage
Level 5 damage boost: 9 damage, electrified spots deal 4 damage
Level 8 Damage Boosts: 12 damage, electrified spots deal 6 damage
Airburn (earned at Level 3)
When jumping, pressing X makes Dark Spyro blast electricity downward. This also leaves electrified spots on the ground.
Starting damage: 11, electrified spots deal 3 damage each
Level 5 Damage Boost: 14, electrified spots deal 4 damage each
Level 8 Damage Boost: 18, electrified spots deal 6 damage each
Energy Conduit (earned at level 6)
Running through an electrified spot causes Dark Spyro to become energized, causing him to move faster. When using Dragon's Fury while energized, Dark Spryo sends a shockwave out ahead of him after each attack that does additional damage.
Shockwaves starting damage: 4, 6, 9
Level 8 Damage Boost: 6, 8, 12
Shadow Beam (earned at level 9)
By holding X, Dark Spyro charges a beam of electricity. After it has fully charged, the beam can be released to deal damage, and leaves electricity on the ground.
Starting damage: 36, electrified spots deal 6 each.
Double Trouble
Health Boosts: Levels 4, 7 and 10
Damage Boosts: Levels 2, 5 and 8
Upgrades: Levels 3, 6 and 9
Double Trouble can hover in place after jumping, allowing him to stay at the same elevation for a few seconds.
Lightning Staff:
Double Trouble shoots a beam of lightning from his staff, similar to the console version. The lightning beam deals damage to an enemy 4-5 times per second, and will lock onto a nearby after an enemy is defeated, but this does not seem to work as well as on the console games.
Starting damage: 4 (16-20 per second)
Level 2 Damage Boost: 5 (20-25 per second)
Level 5 Damage Boost: 6 (24-30 per second)
Level 8 Damage boost: 8 ( 32-40 damage per second)
Double Up
Double Trouble casts a spell ahead of him, which turns into a double of him. The initial spell will damage the enemy that it hits, while the doubles will target an enemy and explode. He may have up to 2 doubles active at a time.
Spell Starting Damage: 2
Level 2 Damage Boost: 2
Level 5 Damage Boost: 3
Level 8 Damage Boost: 4
Doubles Starting Damage: 11
Level 2 Damage Boost: 13 (17 after Frigi Double Upgrade is earned)
Level 5 Damage Boost: 22
Level 8 Damage Boost: 28
Frigidouble (earned level 3)
Double Trouble alternates between creating his regular doubles and freezing doubles. Freezing doubles deal less damage, but stun enemies they hit. Double Troubles spell deals the same damage as his normal doubles.
Starting Damage: 13
Level 5 Damage Boost: 17
Level 8 damage Boost: 22
Bolt Burst (earned level 6)
When Double Trouble uses his Lightning Staff, the beam causes an explosion when it hits the ground. The beam can be held as normal after, but you must wait 2-3 seconds before you may start the attack again in order to produce another explosion.
Starting Damage: 16
Level 8 damage boost: 20
Double Double
By holding the X button for a few seconds, Double Trouble creates a double that is twice its normal size. These doubles alternate between ice and regular size doubles, and the initial spell also deals more damage.
Initial Spell damage: 14
Regular Doubles: 38
Freeze Doubles: 32
Legendary Spyro
Spyro
Voodood
Wrecking Ball
Tech Characters:
Boomer
Drill Sergeant
Drobot
Legendary Trigger Happy
Trigger Happy
Water Characters:
Gill Grunt
Slam Bam
Wham-Shell
Zap
Fire Characters:
Eruptor
Flameslinger
Ignitor
Health Boost: Levels 2 , 5 and 8
Damage Voosts: Levels 3, 6 and 9
Upgrades: Levels 4, 7 and 10
Burning Blade
A combo attack where Ignitor swings his blade 3 times
Starting Damage: 7, 11, 13
Level 3 Damage Boost: 8, 13, 16
Level 6 Damage Boost: 11, 17, 20
Level 9 Damage Boost: 14, 22, 26
Fire Spirit
Ignitor's spirit rotates around his body for a few seconds. When he approaches an enemy, the spirit will home in on the enemy and damage them. The spirit is capable of hitting up to 13 times per use. Pressing X causes the spirit to return to Ignitor's body.
Starting Damage: 4 per hit
Level 3 Damage Boost: 5 per hit
Level 6 Damage Boost: 6 per hit
Level 9 Damage Boost: 8 per hit
Spirit Explosion (earned at Level 4)
As time passes during Ignitor's Spirit Flame attack, his spirit grows in size. After the flame has hit 6-7 times, pressing X returns the spirit to his body, causing an explosion to emit from his body, damaging all in the blast radius.
Starting Damage: 15
Level 6 Damage Boost: 19
Level 9 Damage Boost: 24
Blue Flame Sheath (earned at level 7)
A few seconds after Ignitor begins dashing, his flame will turn blue. While the flame his blue, his attack and movement speed are increased.
Blade Spin (earned at level 10)
By holding the Y button at the end of his Burning Blade combo, Ignitor throws his sword a short distance from his body. The sword spins in place as long as the button is held, continually damaging enemies it hits. Ignitor cannot walk from the spot he is standing in while the sword is spinning, but can turn in place to rotate the sword in a circle around his body.
Starting damage: 8 damage per hit
Sunburn