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Difference between revisions of "Maron"

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* Starting PA.
 
* Starting PA.
 
* "Charges" by letting Maron get attacked. When struck, Maron gains a stack of charge.
 
* "Charges" by letting Maron get attacked. When struck, Maron gains a stack of charge.
** Maron charges to Level 2 after 2 hits, and reaches Level 3 after 6 hits.
+
** Maron charges to Level 2 after 2 hits, and reaches Level 3 after 9 hits.
 
** Charge state is indicated by Maron's size; Level 2 charge causes Maron to inflate slightly, Level 3 charge causes Maron to inflate further and blink red while steaming smoke.
 
** Charge state is indicated by Maron's size; Level 2 charge causes Maron to inflate slightly, Level 3 charge causes Maron to inflate further and blink red while steaming smoke.
 
** '''When at Level 3 charge, Maron will self detonate in 15 seconds. If Maron Strike is not used within the time limit, Maron will explode, dealing near-lethal damage to the player while inflicting knockback. This cannot drop you below 1 HP, but will usually bring you to 1 HP.'''
 
** '''When at Level 3 charge, Maron will self detonate in 15 seconds. If Maron Strike is not used within the time limit, Maron will explode, dealing near-lethal damage to the player while inflicting knockback. This cannot drop you below 1 HP, but will usually bring you to 1 HP.'''
 
*** If Maron self-detonates, it will not damage other targets, including enemies and other players.
 
*** If Maron self-detonates, it will not damage other targets, including enemies and other players.
 
*** The Photon Blast Gauge will charge from taking self-inflicted damage.
 
*** The Photon Blast Gauge will charge from taking self-inflicted damage.
** '''Power notation is determined by charge state; at no charge, deals 10% of its notation, at Level 2, deals 70% of its notation; at Level 3, deals 100% of its notation. Charge state also determines blast radius.'''
+
** '''Power notation is determined by charge state; at no charge, deals 10% of its notation, at Level 2, deals 35% of its notation; at Level 3, deals 100% of its notation. Charge state also determines blast radius.'''
** In comparison to Melon, Maron requires double the hits.
+
** In comparison to Melon, Maron requires triple the hits and has a lower multiplier at level 2.
 
* Holding the PA button will cause the player to grab Maron. Releasing the button will throw him.
 
* Holding the PA button will cause the player to grab Maron. Releasing the button will throw him.
 
** You can move while holding Maron.
 
** You can move while holding Maron.

Revision as of 15:28, 1 August 2017

Candy Box

MaronCandyBox.png

Drop Tables

Rarity Requirements
6Star.png
7Star.png Enemy (Lv. 1+)
Mid-Boss (Lv. 1+)
8Star.png Boss (Lv. 1+)
9Star.png Mid-Boss (Lv. 41+)
10Star.png Boss (Lv. 41+)
11Star.png Mid-Boss (Lv. 56+)
12Star.png Boss (Lv. 56+)
13Star.png Corruption Survey: Naberius
Perennial Apocalypse (XH)
Mining Base Defense: Demise (XH)
Merry Christmas 2016 Collection (Expired)
Orbit Collection

Pet Photon Arts

Maron Strike

Name Stat +1 +10 +16 +17 Charge Obtain List Description
Maron Strike
マロンストライク
Power
Accuracy
PP
21720%
100
5
23771%
100
5
25245%
100
5
25500%
100
5
N/A Grab Maron and throw him at enemies, creating an explosion on impact. (Unofficial description)
  • Starting PA.
  • "Charges" by letting Maron get attacked. When struck, Maron gains a stack of charge.
    • Maron charges to Level 2 after 2 hits, and reaches Level 3 after 9 hits.
    • Charge state is indicated by Maron's size; Level 2 charge causes Maron to inflate slightly, Level 3 charge causes Maron to inflate further and blink red while steaming smoke.
    • When at Level 3 charge, Maron will self detonate in 15 seconds. If Maron Strike is not used within the time limit, Maron will explode, dealing near-lethal damage to the player while inflicting knockback. This cannot drop you below 1 HP, but will usually bring you to 1 HP.
      • If Maron self-detonates, it will not damage other targets, including enemies and other players.
      • The Photon Blast Gauge will charge from taking self-inflicted damage.
    • Power notation is determined by charge state; at no charge, deals 10% of its notation, at Level 2, deals 35% of its notation; at Level 3, deals 100% of its notation. Charge state also determines blast radius.
    • In comparison to Melon, Maron requires triple the hits and has a lower multiplier at level 2.
  • Holding the PA button will cause the player to grab Maron. Releasing the button will throw him.
    • You can move while holding Maron.
    • Natural PP regeneration stops while holding Maron.
    • Using Mirage Escape will cancel the Art without throwing Maron.
    • You can be struck out of your hold, which will cancel the Art.
  • Maron will be knocked out after this attack is used.
  • Maron will still detonate even if he is thrown at destructible objects, such as Containers.
  • You will not take damage from this attack if Alter Ego is activated.
  • If you are standing in the blast radius when Maron is thrown, you will take damage. As with self-detonation, this cannot drop you below 1 HP.
    • If the player takes self-inflicted damage from Maron Strike while in a Zanverse field, Zanverse will apply 20% of self-inflicted damage to the player. Unlike the normal explosion, Zanverse damage can surpass the 1 HP limit and will usually kill you.

Maron Break

Name Stat +1 +10 +16 +17 Charge Obtain List Description
Maron Break
マロンブレイク
Power
Accuracy
PP
1206%
100
15
1319%
100
15
1400%
100
15
1414%
100
15
N/A Maron spins around in a circle, inflicting radial damage. Especially effective when surrounded. (Unofficial description)
  • Starting PA.
  • Compared to Melon Break, deals 15% more damage and costs 5 PP less.
  • Similar to Wanda Break, but has no special effects and area of effect is much smaller.

Maron Shield

Name Stat +1 +10 +16 +17 Charge Obtain List Description
Maron Shield
マロンシールド
Power
Accuracy
PP
100%
100
5
100%
100
5
100%
100
5
100%
100
5
N/A Hold Maron to block enemy attacks. While holding Maron, you can move. (Unofficial description)
  • Starting PA.
  • Costs 5 PP to trigger, then costs an additional 1 PP per 2 seconds while being held.
  • You can walk around and change direction while holding Maron.
  • Maron takes damage when struck. If Maron takes fatal damage while being held, it will become knocked out.
    • You will also take damage if Alter Ego is activated.
    • Maron will gain charge stacks if struck while being held.
  • Guard's area of effect is about 180 degrees in front of you.
    • You can Just Guard with this Art by activating it right before you are struck. However, Maron will not gain charge stacks if an attack is Just Guarded.
    • This Art also triggers Guard-related Skills, such as Healing Guard.

Maron Chaser

Name Stat +1 +10 +16 +17 Charge Obtain List Description
Maron Chaser
マロンチェイサー
Power
Accuracy
PP
N/A 295%
100
25
312%
100
25
315%
100
25
N/A Maron fires a homing orb that tracks enemies. (Unofficial description)
  • Learned when Maron reaches Level 20. Starts at Lv. 4.
  • Compared to Melon Chaser, Maron Chaser is about 4% stronger.
  • Similar to Cery Chaser, but with vastly different properties.
    • Homing power is significantly weaker; when multiple enemies are present, it will simply bounce around targets instead of looping around.
    • Significantly slower in travel speed, but this enables it to strike in a more concentrated area.

Pet Stats