Unknown Scroll, Social Summon, Magic Shop, Secret Dungeon
New skill: [Group Hunt]
Worth fully skilling up, but use family skill ups instead of Devilmons
|Level||Min||Lv. 20||Min||Lv. 25||Min||Lv. 30||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Skill 1: Bite [360%ATK] : Bite your enemy and recover 30% of the inflicted damage as HP.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +5%
- Lv.6 Damage +5%
- Lv.7 Damage +15%
Skill 2: Ambush [(Spd+140)/0.5%] : Attacks the enemy and increases your Attack Speed for 2 turns. Damage increases according to your Attack Speed.
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Damage +10%
- Lv.5 Cooltime Turn -1
Skill 3 (Awakened): Group Hunt [410%ATK + ?%]: Perform a fierce cooperative attack with two fellow allies. (Reusable in 6 turns)
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
|Violent Build||Violent + Blade||SPD / CRIT D% / ATK%|
|Damage Build||Rage + Blade||SPD / CRIT D% / ATK%|
Dungeons: There’s only one reason for using Tarq, and that’s in speed DB10 teams. A double-Tarq team works wonders here, giving an entire-team of single-target nukers sub minute runs. Tarq’s 2nd Skill will pretty much kill any monster in the trash wave, even without an armor break, while dealing more than half of the mini-Zaiross’s health with buffs and defense break. The 3rd Skill not only increases the damage output of your team, but it also reduces the cooldown of whatever two monsters it brings, as well as inflicting whatever effect the monster normally has.
For speed teams, this increases the up-time of your Galleon’s Time to Loot, while also greatly improving the odds of landing a defense break against the bosses. A well-runed Tarq team not only speed up runs, but can make it pretty reliable too.
Raids: While Group Hunt sounds good and useful here, Tarq’s extremely poor base stats makes him die way too easily to be relevant. Monsters like Lisa will do a similar job to Tarq, albeit with a much more supportive role compared to them.
ToA: Speed-clear runs won’t be using Tarq here due to his lack of AoEs, while he doesn’t fit into any form of sustained teams. There’s just too little practicality for Tarq in any ToA setting to warrant a use.
PvP: The only viable way you can use Tarq is as a standard speed-nuker in PvP. However, if you’re looking for such a monster, Shumar and Susano will do a far better job, with greater damage and utility over him. Once again, Tarq’s overall squishiness and not so great base attack makes him a poor choice against even just slightly tanky targets.
How to Counter
Just treat Tarq as any other water nuker if you ever chance upon one in a defense. His low base HP and defense allows you to one-shot him with virtually anything. He won’t do any damage without a defense break or attack buff, so you might want to focus on the monster that provides that instead.
- Speed-tuning is crucial for speed DB10, make sure that Tarq / Tarqs goes just before your Verdehile
- Aim for 85% crit rate to ensure reliable enough damage against the DB10 bosses
One of the most popular speed DB10 teams in the meta now is a Verdehile-Galleon-Tarq-Tarq team, with any powerful single-target nuker. Don’t underestimate Tarq’s Natural 2* status, since he truly works well here. However, it is extremely important to emphasise that Tarq requires high rune quality to shine, making him an end-game monster to build. Newer players should avoid him at all cost, since building him will just hinder your current progress. Also, if you already have a sub 1min 20second speed team, it is unlikely for Tarq to help you.
- 2nd Skill has a great speed multiplier
- Excellent 115 base speed
- Strong and supportive 3rd Skill
- Very easy to skill-up
- Very poor all-round base stats
- Extremely niche use
- Need good runes to be effective