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Backer Build Discussion/Secrets/Speedrunning tricks

The Manote on the roof gives you Helmbreaker.

I was wondering what he gave, thanks! Will have to replay this when I get off of work.

So I noticed with Dhar that if you have a D+attack Earth Charge you can do a full Neutral Attack 3 hit combo with it applied. I kept cutting it short because I thought it used a charge for each hit.

What d'y'all think?

Looks like there's an opening at the bottom there. Does sliding with down + jump work?
 
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What does Ginseng's level 1 do again? I don't remember and am away from my computer.
I thought it was on purpose (magic invisible wall?) but there doesn't seem to be anyplace else I can go.
The wall is sticking out, you slide under it. (down + jump or down while dashing)

So I noticed with Dhar that if you have a D+attack Earth Charge you can do a full Neutral Attack 3 gut combo with it applied. I kept cutting it short because I thought it used a charge for each hit.
Yes, but you can also use multiple charges on his up which require charges, I think, I liked Dhar but I dropped him pretty quickly so I might be remembering wrong.
 
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Yes, but you can also use multiple charges on his up which require charges, I think, I liked Dhar but I dropped him pretty quickly so I might be remembering wrong.

That sounds about right. I stuck with an all new crew the first time around so I could see what they're like.

Ginseng and Honey are so good. And I love Quadira's attacks.
 
Ginseng and Honey are so good. And I love Quadira's attacks.
Yeah, Ginseng and Honey are great, really enjoyable twist on a healer character and I try to play Cap in every single Marvel Vs game so of course I love Qadira. And as said, I liked Dhar, but Razmi just replaced him pretty hard since it's Razmi.
 
The wall is sticking out, you slide under it. (down + jump or down while dashing)

Hah! It sure looks like it's already several feet above Ajna's head; but okay. Glad I didn't report it as a bug! Thanks!
 
Hah! It sure looks like it's already several feet above Ajna's head; but okay. Glad I didn't report it as a bug! Thanks!
I think your misreading the wall as a part of the background, look more closely, it's directly in front of her and there's an opening that's only as high as her knees
Or maybe don't look closely, maybe take a step back from the screen, whatever helps you see it
 
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Well now I'm glad I looked at this thread for the Helmbreaker, I heard about "another ability" but that is not integrated into an existing one the same way Super Dash is.

If I managed to find a crack in the ground without knowing that or something, I'd probably be trying to shinespark.
 
Dhar's charged up attack isn't really worth it yet
It's much better to use the single charges on neutral attack strings

A common misconception is that charging buffs his supers but they don't.
 
A common misconception is that charging buffs his supers but they don't.
They don't? I really thought they did?
 
Dhar's charged up attack isn't really worth it yet
The description says something about "charged with the power of the Earth" or something (not a direct quote). But is that "earth" bit just flavor, or is there actually an elemental system in this game?
 
The description says something about "charged with the power of the Earth" or something (not a direct quote). But is that "earth" bit just flavor, or is there actually an elemental system in this game?
So far there is no game mechanic reflecting elements but Razmi clearly attacks with fire magic with the tiger and Dhar uses earth powers. They've never suggested this would be a thing, honestly I hope it won't be.
 
Dhar's able to store 3 charges. it uses a single charge for 3 n-attacks but if you use Up attack, it'll use a single charge per Up. It's better attack wise and his delay before filling an attack pip is just worth going 3 charge, then 3 n-attacks... His Super isn't affected by it.
 
If you go three-charge it lasts beyond three up attacks. I don't know the numbers but it definitely lasts longer.
 
If you go three-charge it lasts beyond three up attacks. I don't know the numbers but it definitely lasts longer.
Up version eats a full charge, so you only get 3 Up rocks...
 
... it'll use a single charge per Up.
Nah, i just doublechecked it... the mechanic seems to be that you only eat 1 earth charge for an entire string as long as you keep doing that attack in a row. So MMM eats up 1 charge for the full 3-hit combo, and HHH *also* eats up only 1 charge to do 3 huge-hitstun minilaunchers, but interrupting said strings with other directions will eat up another charge (so HMH eats 3, HMM eats 2, MMH eats 2, etc etc).
 
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Hm, I'm pretty sure if you only have 1 charge and then do multiple up attacks in a row, it'll still only apply to the first attack, but getting a triple charge makes it last longer...

I don't have any regular enemies to test it on at the moment, fighting the cat.
 
Nah, i just doublechecked it... the mechanic seems to be that you only eat 1 earth charge for an entire string as long as you keep doing that attack in a row. So MMM eats up 1 charge for the full 3-hit combo, and HHH *also* eats up only 1 charge to do 3 huge-hitstun minilaunchers, but interrupting said strings with other directions will eat up another charge (so HMH eats 3, HMM eats 2, MMH eats 2, etc etc).
Huh, I must be remembering this wrong then. Either way, it's still not very worth
 
Oh yeah for people who have difficulties backtracking bc of the tricky wall (right before the little cave where you get Tungar and fight a golem), you can jump and plant your axe on the little roof thing right to it, it lends to the same place.

Also two little bugs i noticed:

- In the same area where you find Tungar, you can slide into the wall at the left and just slide indefinitely until you move away, ie the slide animation plays forever.

- I got the boss music (that plays when you fight the red ogre (forgot their name) and
the manote
) to glitch and do kind of a scratch-like sound?. It does that only with that music.
 
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to glitch and do kind of a scratch-like sound?. It does that only with that music.
was it just that part? i noticed i heard a few static noises when playing and assume its when a bunch of sounds play at once.

also on the top area with boss from the prototype you can see the background hills not quite covering the sky properly.

those were the main bugs/issues i saw.
 
That is my biggest gripe is the fact if you hit multiple monsters, the voice and hit sound go up in volume. There's been times I turned down the volume cause of how loud it got..
 
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So to make a list to throw in the OP of things people don't seem to notice or find, what should be on it? Mine so far.
  • If you perfect block an attack that leads into a string you can manually perfect block the rest
  • You can super with up to 3 characters on the same super flash (haven't seen anyone mention this yet)
  • explosive arrows
  • counter attack
  • slide hits
Also, mentioned this in the other thread and it might be entirely coincidence but if it's not then it should probably go on the list, slow might cause laser?
 
You can super with up to 3 characters on the same super flash (haven't seen anyone mention this yet)
Oh nice. I'll add this to my video.
 
Okay I got to test Dhar's buff again. Yeah it just applies one charge to a whole string with either attack. So I guess it doesn't make a difference whether you store one or three.

Also I think doing the slide on the cat doesn't give any more initiative than... at least the Super Dash? It does a tiny bit of damage, but the actions start empty and I don't think they fill any faster? I got some weird moments where very early on, like first two phases, after my attack the screen flashed white and my actions were suddenly full.
 
Oh nice. I'll add this to my video.
Went a head and goofed with this and it's only after the "super flash" you can add another char. I'll still ear mark the recorded video to add.
 
Hey. Didn't get to test a whole lot in my playthrough, but I had some questions.

-how many slow/earth/medicine stacks are possible?
-what are all the lvl-based supers, and are there any special effects? Dhar seemed to have just one super, but others had multiple
-are there any other status effects? Couldn't find a purpose for G&H down attack
-what's the point of G&H lvl 1 super? The one where they find a thing
-can you block attacks with shield girl? Like a move that'll do anything special or something? Her attacks seemed kinda useless
-can you block the tree guy's snare?
-is there a good enemy/spot to test damage/strings on? Couldn't find a big ghost, like was in the prototype
-explanation on the parry/just guard mechanic?

Other than this, here are the secrets I've found/read here. Am I missing any?

-old boss
-"Rodney" exists, is he required for anything? Give you anything?
-helmbreaker
-cat

Overall this preview feels just easier than the prototype. It feels like there /should/ be a super cool hidden thing I'm not seeing.
 
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it's only after the "super flash" you can add another char.
Nope, you have to input the characters at the same time, if you do 2 characters and have 3 bars you can then level 2 with one of them while the other does level 3. You can't add a character later though, yeah.

It might be a bug since you can't add characters during the flash, but since it still takes the correct amount of meter I'd like it to stay.

If you're making a video with all this stuff I can just link that in the OP when it's done.
 
-how many slow/earth/medicine stacks are possible?
Let's see: Earth 3 max. I've noticed About 5 Stacks for 3300 Heal but I still charge 6 times anyways. I'm guessing 2 like the Proto but personally I've never noticed a difference this time =\
-what are all the lvl-based supers, and are there any special effects? Dhar seemed to have just one super, but others had multiple
Right. Dhar's seems to go up in power while others, like Ginseng's Pick, Super Toss, Super Heal, are all tiered. I'd list em but I wanna finish my recordings for my "review".
-are there any other status effects? Couldn't find a purpose for G&H down attack
I haven't gotten enough types of items from the lvl 1 to see what effects it'd have yet. I'll check later ^_^
-can you block the tree guy's snare?
Nope =\ I just ignore it as it'll come undone when that char's hit and you can still parry a grab.
-explanation on the parry/just guard mechanic?
Press the button just about then you're about to get hit. The grab is a bit easier as there's a bit of a window. I usually hit the button when I hear the "grab" sound. The Just Guard part will prevent a KO, leaving you at 1Hp. You can Just Guard a whole string if timed correctly, much like SF3. It also was stated it'd reduce damage. Not sure if true. Haven't been watching the numbers ^_^'' Fighting cat and yeah, it's about half damage as I blocked a whole string from fire.

Nope, you have to input the characters at the same time, if you do 2 characters and have 3 bars you can then level 2 with one of them while the other does level 3. You can't add a character later though, yeah.

It might be a bug since you can't add characters during the flash, but since it still takes the correct amount of meter I'd like it to stay.

If you're making a video with all this stuff I can just link that in the OP when it's done.
Oh ok.

Nah, it's not a singular video, it's for the review like I did 2 years ago. I'll try again then now I know what you mean.

Edit: hah. Sweet.
 
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-how many slow/earth/medicine stacks are possible?
Up to 3, up to 3?, 5.

-how many slow/earth/medicine stacks are possible?
-what are all the lvl-based supers, and are there any special effects? Dhar seemed to have just one super, but others had multiple
I think certain characters only having one super may be because they're not done? I could also be wrong since I remember the Kampan preview saying she might only have one super.

1 Super
Dhar - Earth slice
Qadira - Charging Star
Zebei - "Here comes the storm" (I also haven't played Zebei all that much, but I'm pretty sure he only has one super)

2 Supers
Ajna - Level 1 is 500 party heal and resurrections, Level 2 and 3 are the strike attack
Tungar* - Has at least 2, I didn't play him much but I know his level 2 and 3 are different, his level 3 has him stick out the urumi straight across the screen then it hits everything around it.

3 Supers
Ginseng - Level 1 she picks up something that she can throw with her down attack for high damage (she can mix it in the mortar and pestle in full version, didn't really test this version, for a buff/debuff), Level 2 she just throws a ton of stuff (did not test after getting a level 1 to see if that effects it), Level 3 is the neutral attack but for way more damage and then a party heal for 3.5K (uses up any neutral charges you had prior)
Razmi - Level 1 is party heal for 1.5K (Peter mentioned this becoming Drain but I don't think that is the case in this build?) Level 2 is a ranged attack and Level 3 is Pillars (use Slow first to put Razmi next to enemies so it hits going up as well as down)

-are there any other status effects? Couldn't find a purpose for G&H down attack
She throws stuff she gets from her level 1 which will have effects in the future supposedly (or do now and I didn't notice). Also, her down attack is her most damaging one currently, I think a full neutral is 500 but one thrown item is 550, doesn't help combos that much in a general sense though and I don't know what the meter build comparison is.

-what's the point of G&H lvl 1 super? The one where they find a thing
She can throw the item at the enemy (down attack) for 2.7K right now, I haven't tried mixing it in since status stuff doesn't seem to be in, but in the future you can mix it into the pot for status effects/buffs/debuffs/etc.

-can you block attacks with shield girl? Like a move that'll do anything special or something? Her attacks seemed kinda useless
Were you using the follow ups? She gets 2 attacks per turn and has 2 launchers, juggles give you more meter. She will get a super that lets the party block magic attacks according to the character preview.

-can you block the tree guy's snare?
Magic attacks are unblockable, except for maybe on Qadira's part later.

-is there a good enemy/spot to test damage/strings on?
I just dedicated some bigger enemies to sitting there and testing stuff on them since the game is pretty manageable, especially against 1 or 2 enemies.

-explanation on the parry/just guard mechanic?
You can use the guard all button in the over-world once you have the axe to block attacks and not enter a fight, if you time it perfectly you do enter a fight but you begin on your turn doing a counter attack. If you mean perfect block within a fight then you just press the button right before getting hit to block and are rewarded way more meter and take less chip. If you perfect block the start of a string you will automatically block the rest regularly or you can manually perfect block the rest of the hits for even more meter/less chip.
 
I think Qadira in this build has the highest single-target damage after Ajna with her mid. And for meter gain, learning to time the up-launch dunk into Ajna's double-hit is going to be tricky, but it's super-easy with Razmi since Bom just hits anywhere.

When she actually gains defensive skills that'll make up for the lack of AoE.
 
I like the fun fact that Bom will auto-target the next enemy when the first one dies.
It always tries to hit in general, if you knock an enemy up but miss the juggle with Bom with the first hit it will still manage to hit with the rest.
 
It always tries to hit in general, if you knock an enemy up but miss the juggle with Bom with the first hit it will still manage to hit with the rest.
I'm more pointing out the fact that they added the target change mechanic and Bom will auto-target the new target instead of whiffing like the proto.
 
Alright, updated the OP, if anyone thinks anything should be added to it let me know. Characters need work, since I didn't really play much of a couple of them and only tested ones I was particularly interested in. Also let me know if something is wrong, obviously.

I'm more pointing out the fact that they added the target change mechanic and Bom will auto-target the new target instead of whiffing like the proto.
Yeah, target switching was one of the first things added after the campaign I think, one of those things that they sadly didn't have time to put in the prototype.
 
Helbreaker
Isn't it "HelmBreaker"? Serious question as I tend to question myself on some spellings. Also you need to beat the Normal boss to use it.

Ginseng's lvl 2 isn't affected by the Lvl 1's charge. Also, you can't stack level 1's T~T
 
Has anybody figured any defensive abilities with Qadira? I tried placing her in hopes of mitigating damage of the character behind her, but it didn't work.
 
Isn't it "HelmBreaker"? Serious question as I tend to question myself on some spellings. Also you need to beat the Normal boss to use it.
You're right, funnily enough I had just corrected that one, been sitting here going at the typos since I posted it (tired and wrote the thing in notepad). I don't know if it has an official name in Indivisible, it's just one of those names that stuck universally, term came from Devil May Cry 1 or 2 if I recall. They might have called it that directly at AX, I don't remember. I'll add the bit about the boss.

Also is Razmi the trigger for tree enemies? I haven't thoroughly tested that but it seems to be the case.

Has anybody figured any defensive abilities with Qadira? I tried placing her in hopes of mitigating damage of the character behind her, but it didn't work.
I think that stuff is to come later, like G&H abilities.
 
Isn't the only way to survive the cat's laser to parry through it and heal after?

Also, can it do the laser super more than once? I suck at parrying to figure that out at the moment.
It also seems that the game does not save your progress when you exit :/
 
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I've survived a laser through blocking, Healed/Rezed with Ajna then used Ginseng's full Up attack to get everyone about 4000 hp