Wartune Medusa



Medusa, the Gorgon. Stories claim she was beautiful once. A priestess of Athena. Loyal and devout in action, but Poseidon was determined to make her his own. It was the fairness of her features, the golden of her hair, that attracted the Sea God. Medusa, a mortal maiden, could not refuse.

  • The female warrior samurai Hangaku Gozen in a woodblock print by Yoshitoshi (c. The peasant Joan of Arc (Jeanne D'Arc) led the French army to important victories in the Hundred Years' War. The only direct portrait of Joan of Arc has not survived; this artist's interpretation was painted between AD 1450 and 1500.
  • Medusa’s Monstrous Strength and Mystic Eyes skills benefit greatly from being leveled. Leveling the former allows her to reach the required damage benchmarks easier, while leveling her Stun turns it into a reliable emergency measure. In contrast, Blood Fort Andromeda can be safely ignored unless longer-term performance is a concern, and even.
There have been many blog posts on the web that speculate what the new evolved sylph skills will be based on translations from Wartune China. Now that the Wartune 2.46 Part III patch is officially out for Wartune Server 1 is out and sylph evolution is officially possible for free sylphs, I discovered that there are more than few skills that are either translated wrong or completely different than Wartune China's version.
Here are the confirmed, correct, translations of the skills we'll be getting. Red letters indicate areas where I have noticed differences or what's left out of compared to wat many Wartune blogs out on th web have mentioned.
These skills will available for purchase in the shop under 'Sylph' tab as scrolls just like our current sylph skills. Minimum required level to buy them is Level 70.
Medusa (Evolved Pan)

New Passive Skill:
  • Wind's Breath (545 balens): Every time you are attacked, your Critical Chance is increased by 5% for 2 turns, stackable up to 5 times (maximum 25%).

New Active Skills:

  • Steal (695 balens):Consume 500 Awakening Points. 280%+180 Physical Wind Damage to all enemies. Steals 500 Awakening Points from the enemy team and restores 500 Awakening Points to your allies.
  • Whispering Wind (695 balens): Consume 500 Awakening Points. Increase all teammates' attacks by 30% for 3 rounds.
  • Windcrest (545 balens): All allies in your party gains a Deflection Shield that reflect 20% of the damage dealt (up to 20,000 damage). Lasts 2 turns.

Triton (Evolved Iris)

See Full List On Wartune.fandom.com

New Passive Skill:
  • Water's Heart (545 balens): When sylph is awakened, reduce the awakening point decrease by 20 points every 3 seconds.

New Active Skills:

  • Hypothermia: Consumes 500 Awakening Points, gives a team mate with the lowest HP the invulnerability for 2 turns. (this skill is not available! it's replaced with Water's Spirit)
  • Water's Spirit (695 balens): Consume 500 Awakening Points. Ensures teammate with the lowest HP dodge a critical strike for 2 turns.
  • Ice Bolt (625 balens):Consume 500 Awakening Points. 300%+180 Magical Water Damage to the enemy with the Lowest HP percentage.
  • Ice Shield (545 balens): Gives all allies in the front row a shield that absorbs 30% of the target's HP(not yours).

Hercules (Evolved Gaia)Wartune medusa sylph
New Passive Skill:
  • Razor: Chance to gain 150 awakening points (no mention of having to crit to get this chance).

New Active Skills:

  • Thunder Strike (695 balens):Consume 500 Awakening Points. Causes 230%+1580 magical electric damage to a single front-row enemy, and reduces the casting speed of target by 30%, lasts 3 rounds. (25s CD)
  • Shock Chain (545 balens): Causes 187%+1675 magical electric damage to a single random enemy, and reduces the magic defense of all enemies by 30%, lasts 3 rounds. (45 sec CD)
  • Thunder Ablution (625 balens): Consumes 500 Awakening Points. Restores 15% of total HP, and increases physical and magical defense by 20%, lasts 2 rounds. (45 sec CD)

Cerebus (Evolved Amazon Queen)
New Passive Skill:
  • Spirit Fire Monastery:When attacking, there is a chance to increase critical rate for the next two rounds by 10%.
New Active Skills:
  • Devouring Lava (695 balens):Causes 265%+700 physical fire damage to all front-row enemies and reduces targets' physical defense by 10%.
  • Blistering Flame (545 balens): Causes 225%+875 physical fire damage to a single random enemy. Target loses 2% of total HP (maximum 8,000 HP) per round for 3 rounds, effects can stack.
  • Ode to Styx (625 balens):Consumes 500 Awakening points. Restores 15% of total HP, and increases damage dealt by 15%. Lasts 3 rounds.

For evolved cash sylphs Aegis and Athena, check this post out.The unlimited resist crystal events in Wartune has changed the game drastically, as I wrote earlier. Now I will write specifically about how this affects sylph choice.

For a long time, the dark sylph as dominated the game. It was the best sylph undoubtedly due to its insane heal&damage power. But right now, even a free player can build so high dark resist, so he can beat players far above his BR if they insist on using dark sylph.

After the patch I tried using Hecate in arena only once:

Wartune
After that, I realized, every player and their grandmothers are now running around with 1500+ dark resists, so it's totally pointless. So I started using my Medusa. I did not even evolve it, but it's orange. I simply removed items from my Hecate, and gave them to my Medusa. It's skills are not as good, but I can do 15 arenas quickly without the danger of another 15-minutes fight happening. My choice for Medusa was simple: I had build a pretty good equipment set for my Hecate with refinement, gems and all: focusing on PATK. My normal sylph team has an Athena and Triton, but both of them are MATK. So my Medusa with Hecate's stuff was better than my other sylphs.

In Class Wars, I was lucky enough to make top 16. I finally figured out what NO ONE was able to tell me so far: exactly when your BR is taken to count if you are in top 16 or not. It is taken right after the 15th round ends in preliminaries. So, I made top16, as 15th, and managed to rank 8th with a 8:7 score. I used Medusa as my main sylph for the above reason. My team did not even include the Hecate, it was only following my eudaemon.

I made a high dark resist, 1500+, like everyone else. I also had 1100 light resist, because I think it's the second most popular sylph, due to its AoEs, and higher BR than it's free counterparts. Also, if someone is using Loki/Odin, the combination of these resists is useful. My third resist was wind, for a simple reason. Medusa gave +200 bonus to wind resist, so it was the element I could make the highest resist aganst. I had no illusion about whales resist reduce in top16. I was thinking they have 1100+, which meant my light and wind resist is just enough so they don't get +20% damage vs me.

The final result was quite a stone-paper-scissors game. I meet every sylph, except for electro: Although high damage, Zeus only have single-target damage skills, making it useless in team fight. Out of 16 opponents, I met 6 with dark resist. Quite big names, like +1M BR above me. I could still beat them, excelpt for JustRaven. I guess they stick to Hecate either because of laziness, or because they trusted their extra power to win still. Of the other elements, each represented itself equally, so it really didn't matter what were my other 2 resists. So here is a list of sylph's strength and weaknesses:

Hecate. Although everyone have high resist vs dark, some people still trust they are strong enough to win. This was a mistake. It can be the strongest, resist made it useless in the top fights.

Venus (evolved Athena). This is usually the 2nd or even 1st strongest sylph of many whales, because they build it for a future Odin. I think it's not that great sylph as others, and most people's second resist choice will be light. Also it's MATK, so as a mage, I would avoid this in CW.

Arise (evolved Cerberus). The favorite of many mages, because it's PATK, almost as good a damage-dealer as Zeus with an AoE, and they suppose people don't have fire resist. If you have a Hecate, you can borrow it's equipment to Arise. It's a good choice in CW. The only reason why i didn't use it, because I don't have it.

Medusa (I didn't bother evolving it). The skills are good, although not as good as of Hecate. Not many people have wind resist, and it is PATK. Still, Arise is better if you have it.

Poseidon. The Class Wars is about damage (damage dealt is the tiebreaker), not about healing. Also, this is the only sylph which can be messed up with chaos. So I don't recommend it. But some people still used it, hoping for the surprise factor and because they still don't believe that in tiebrakers, damage dealt counts :)
Medusa
Zeus. The best damage sylph, not so great in CW. if you wasted your delphic on a troop, you are toast. I don't recommend it.Medallion

Also the funny thing was in CW that your escort sylphs inherited not only your HP, but your resists as well. So if you had a high dark resist, the opponent's Hecate could not even damage those.

I tried going without eudaemon (it has a lot of HP, so it can take a lot of damage, giving advantage to my opponent in tiebreaker, and also it can make me vulnerable to chaos rune), but it didn't really matter, since all 15 fights finished with someone killing the other.

Cached


One final note: this whole situation is due to resist reduce gems being behind resist gems. But this can change soon. You can buy resist reduce gems in mystery shop relatively cheap, and the resist gems are not going past level 10 soon. So expect people to build level 9 resist reduce gems eventually, and then the resist advantage will decrease. Also do not forget about dimensions: if someone is really intent on performing well on CW, he can always spend a billion gold to get a couple of extended dimensions, and have some really mad resist reduce.

Wartune Sylphs Medusa