Mystical Scroll, Mystical Summon, Temple of Wishes, Fire Scroll, Legendary Scroll
Increases Accuracy by 25%
Guild Wars Offense, Raids, Fire Tank
Worth skilling up but isn’t necessary to fulfill its role
|Level||Min||Lv. 30||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increases the Defense of ally monsters by 25%.
Skill 1: Deadly Blow [400%ATK]: Unleashes a fatal blow on an enemy, disturbing the target’s HP recovery for 2 turns with a 50% chance.
- Lv.2 Damage +10%
- Lv.3 Harmful Effect Rate +10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Harmful Effect Rate +10%
Skill 2: Deadly Wave [20%HP]: Inflicts damage proportionate to your HP to all enemies and weakens their Attack Power for 2 turns with a 75% chance on each target. (Reusable in 4 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Harmful Effect Rate +15%
Skill 3: Extortion [30%HP]: Drains life from a targeted enemy. The stolen HP is equivalent to 30% of your MAX HP. (Reusable in 5 turns)
- Lv.2 Cooltime Turn -1
|Early Tanker||Despair + Energy||HP% / HP% / HP%|
|End-Game Set||Despair + Will||HP% or SPD / HP% / HP%|
|Violent Arnold||Violent + Will||HP% or SPD / HP% / HP%|
|Mo Long Counter||Double Nemesis + Will||SPD or HP% / HP% / HP%|
Dungeons: Arnold has no place in almost all of your dungeon teams (besides the Hall of Wind teams if you don’t have any other heal blocker). His utility is not enough for most scenarios, especially since monsters with a standard attack buff and defense break will already have a greater damage output than him. The only people who may be able to use him are extremely new players who are still climbing up the early levels of the Cairos Dungeons, as the consistent damage Arnold can provide may be much higher than the rest of the team.
Raids: Arnold can actually be a pretty effective raids monster for those who are starting out. Arnold is barely affected by attack breaks from the boss due to his HP scaling damage, and besides the standard ~15k damage he can provide, the good defense leader skill, health block and attack break are all great contributors to your team. While he is never used in R5, early raid teams can use his overall kit rather well.
ToA: Like Briand, Arnold offers an AoE attack break and heal block, which when coupled with a Despair rune-set can be great for ToA teams. For newer players, Arnold is also able to survive fairly well as a strong fire tank or bait against most water-heavy stages. However, if you also have Briand, he is definitely a better fit in your team, with slightly tankier stats and a much more usable revival skill.
PvP: Like Ramagos, Arnold is a great monster for newer players since they’re unlikely to have good enough attacker runes to deal as much damage as HP-scaling monsters. With a stack of any HP% runes, most Arnolds should be able to get at least 40k HP, which transitions to a good 13k damage every 5 turns when maxed. Optimally, he should be built on Despair, as the AoE attack can lead to some crutch stuns while Extortion can potentially stop the enemy from moving the next turn. However, Violent also works well in order to quickly reduce the cooltime of the 3rd Skill.
Sadly, he quickly falls off as soon as enemies begin to have more HP and you obtain better, stronger monsters. The only usage more end-game players can get is as a somewhat Camilla counter since the damage isn’t halved through her passive. However, most Camillas found here will often have more than enough HP to tank the hits, and will very likely heal back whatever HP was lost while Arnold waits for his 3rd Skill’s cooldown to reset.
UPDATE: 11/01/2018: With the introduction of Siege Battles. Arnold has once again found new life. He’s an amazing sustained damage dealer in the 4* Siege Towers, while serving as a reliable counter to Mo Long comps. With a Nemesis build on him, he can easily tank a hit from the Water Panda Warrior & smack him with an Extortion to the face before the enemy healer can heal him back up. He’s definitely a monster worth building now, but only when you’re at the stage where you’ll require situationally useful PvP monsters.
How to Counter
Arnold is easily countered by monsters like Chasun, who can easily heal up the attacked monster using her 3rd Skill and survive pretty much any hit if you come across him in defense. Alternatively, most passive damage-reduction monsters like Xing Zhe and Groggo also works, so you can choose to bring them against Arnolds too if you’re having difficulties countering him.
- A great amount of speed is also needed on Arnold so that he can cycle his cooldowns better. Past mid-game, the only Arnolds still runed will have at least 180 speed and more
- If you’re looking to use Arnold as a fire tank, get some resistance on him too if possible to prevent him from getting armor broken or slowed
A relic in the past, a double Arnold arena defense used to be a sure-fire way to get into Guardian, as most players do not have the rune quality necessary to take hits from him. All that changed when monsters like Chasun were released, making her a perfect counter to the Extortion skill. The Violent nerf a long time ago further weakened Arnold, as he became unable to cycle into another Extortion as reliably. As you can tell by this guide, a common issue with Arnold is his heavy fall-off. While newer players will surely be able to make use of him, you’re very unlikely to use him past a certain point in the game.
UPDATE: 11/01/2018: As mentioned earlier, Arnold is now a monster worth building again for mid to end-game players needing some good 4* Monsters for their Siege Towers or a fire tank / bait for the numerous Mo Long comps out there.
– Updated on 2017.06.03
- Extortion – Decreased the cooldown time by 1 turn (6 -> 5 turns)
- Consistent damage on 3rd Skill
- 2nd Skill also scales off HP
- Good base HP and decent base defense
- Pretty useful accuracy upon awakening
- Usable overall defense leader skill
- 3rd Skill damage heavily falls off past mid-game arena
- Long cooldown on 3rd Skill