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Kemo Coliseum

An R18+ m/m match-3 puzzle rpg game. · By Dudedle Studio

My broken full build

A topic by darki4444 created 28 days ago Views: 619 Replies: 3
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Hi, I just wanted to share a build that can unironically carry anyone through the game even when at coliseum fights with 2-3 levels of disadvantage. First look at what the skills of my build do to understand all the explanation bellow.


This is the build I figured out and yes I started with water as secondary and dont use glacial strike. The reason for that, is that you need to prioritize getting purple gems in this build to use both water and cold skills and glacial costs an AWFUL 13 YELLOW GEMS. Which means you will almost never get lucky at spawning ice gems+glacial afterwards and nuke. Also this game has a safeguard mechanic which means that additional damage on a singular healthbar that would go further then 0% is not continued into another healthbar, so in any fight that has multiple healthbars you will not use glacials potential in any way and you will waste extra damage. But at least in this build you can consistantly achieve many things at once, by proccing many random gems since you spawn a shit ton of bubbles and have good random chances to utilize any gem by accidentally proccing it, that can keep you alive. With this build fight in the early rounds ONLY to get purple gems until you can spawn your first set of bubbles and pray you can get to 9 after casting splash and frostbite. This build is soo overpowered that you can in decent amount of instances continually shuffle through gems and get all of your skills back up on the same turn with luck of bubbles to fill more then half of the gems with bubbles. So your priority is to get to purple gems, if not then use guard gems instead or block enemy gems but guard gems are the best option. 

Only when you have enough gray gems or ice gems, use cold weapon at max of 3 energy right at the start of a turn, in case frost weapon spawns a really good ice gem so you can accidentally continually spawn gems by hitting physical attacks. 

Lance you never use unless you know you will get purple gems in the same round so you can cast frostbite after or to clutch some bubbles when you have time. In this build its more important to cast the abilities then to actually connect anything outside of purple/guard/4 p-attacks.

Frost breath you NEVER use unless you can outright finish the fight by casting it. Also, it costs the same gem type as the other skills which is better then glacial in the sense that you dont need to jump between yellow and purple, it requires the same setup as glacial but it does slightly higher damage then glacial strike, so its more of an ability of convenient damage and good turn value. 

You just need to go learn when to start creating bubbles, when to use ice spells and plan how much energy you get for skills and every time you cast bubbles you need to get as many skills back up again and cast ice skills asap because they dont last long enough and can be popped easily as they spawn everywhere (yes they can also fuck up connecting gems which you need to remember, so each time you have bubbles on field, look how they will move).

So this way your yellows are useless and only serve to block the enemy off but this way you get to perpetually stack ice and bubbles while being unkillable. This is pure brainrot build. The only real downside is if you are extremely unlucky and cant cast bubble+ice by your fourth turn and lose your first hp bar, it gets much harder to use this build.

For the items, just get TEC(first priority) and STR stats from items, you can swap any of them if they provide a good defensive activation, like against poison which hurts this build the hardest.

But there is a core to this build, you NEED armor of ice on the FIRST armor slot. Reasons are that it has the highest hp, which means with guard it gets the highest ehp (effective hp, calculated full damage that can be tanked with damage reduction and max health). But the most important reason is that with this build as you prioritize purple, you can easily cast the 2 skills that cost 6 gems early which will instantly make you insanely tanky. By having ice shards, per shard you gain 10% of guard meter up, up to a max of 5 stacks at 50%. This allows you to run through mobs of monsters staying at full hp for a very long time before needing a heal. In a coliseum fight you can also stay at first hp bar for a very long time. So if you get to use green gems to keep the 1st armor alive then do so, the longer it lasts the better. 

The other 2 enchantments are optional, you can take what suits you, but I took clear mind to help myself survive till third health bar (since I dont cast frost breath until needed), so I can get as much rage as possible for the last hp bar in case a fight randomly goes really bad, which will gurantee that I close it out with extra turns or frost breath.

I hope this build helps anyone out.

how to have frost breath skill

You can buy skills from fortune teller, chapter 2 main quest

Deleted 26 days ago

Will have to attempt this on next play through...