MyDecember's Pure AP PvP Cat Guide
Since I am making a pure AP cat, why not I share some of my knowledge for those out there? =D
Reason why I will not combine AP and HV cat into one guide is because I might make a mess AND I don't know anything about HV cat yet =D
This guide will almost look like the HV raccoon guide since i copied and pasted the first two sections.
This may be not be reproduced under any circumstances except for personal/private use. It may not be placed on any other sites without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited and a violation of copyright.
Sites that has permission to use this guide:
Mytrickster.net
Mytrickster.net wiki
These sites do not have to follow the disclaimer or copyright law. For others, please e-mail
mizukori250@gmail.com and or PM me on this site to use this guide.
Section Outline:
1) What are stats
2) Builds
3) Skills that you should get at 1st job
4) Skills 2nd job
5) 3rd job skill
6) Comparing Volley Kick to Wild Rush
7) HELP!
Section 1: What are stats?
It is like this. Like every house, there's a foundation. The stats is like the windows, the wall, the roof and ceiling. The walls are pretty much what will defend you, and the roof is how you are going to finish your build.
Like stats, your build which can vary from 1234, 1324, 1144, etc. If your foundation, and how you distribute your bonus points into your stats will determine how strong your house will be. In this case, your cat.
In trickster online, there are 12 stats. Each of these stats has their own special effect. These stats are broken up into 4 sections, called types. Types are the characteristic that will help build these stats.
These four types are Power, Magic, Sense, Charm. All builds are referred to this order, so a 1234 or a 1324 is pretty much 1Power/2Magic/3Sense/4Charm, or 1Power/3Magic/2Sense/4Charm.
Within each of these types, there are different stats that helps your house. Or your character.
These stats are:
Power Type AP - Attack power. This is the damage output when you whack something
AC - Accuracy. This is your accuracy to any
melee attacks, in a nutshell, physical attack. This also affects gun damage.
DX - This is your attack speed. DX stands for delay, so if your DX is 10, this mean your delay is long. If your DX is at 0, it means you have no delay. DX works backwards unlike other stats, making it very difficult to understand.
Magic MA - Magic attack. This is the damage output for magic attacks.
MD - Magic defense. This is your defense against magic attacks.
MP - This is the amount of MP you have to use skills. In a better view, it's like your stamina. Lets say your MP (stamina) is 50, and you have a skill that uses 20MP. You have enough stamina to use that skill twice, but you dont have enough stamina for the 3rd time because your tired. MP works just like that, and like stamina, taking a drink or eating (some items recovers MP) will help recover your MP.
Sense WT - This is how much weight you can carry.
DA - Detect ability. This affects throwing skills damage, and also increases chance of finding items when drilling.
LK - This is your critical rate. This is also the accuracy for long range and magic attacks.
Charm HP - This is your health. This is like... your fatigue. Like fatigue, if your fatigue is low enough, you'll pass out. Health pretty much is how beefy you are and how much damage you can absorb. Fatigue can be easily recuperated with drink and food, and vice versa with health.
DP - Defense. This is your defense against physical attacks.
HV - Hit evasion. This is your evasion against both physical, magical and long range hits.
Section 2: Builds
Like i said earlier, the build is like the foundation of a house. This determines the look (at the end how strong, weak, etc.), the price (price to pay ex. time and money for gears) and endurance (like a house built to survive earthquake, how well your character will survive in the long run.)
There are many builds, but there are going to be 4 main builds that i will express alot throughout this guild. These builds are:
4114 - 3124 - 2134 - 1144 and more people who want magic instead of sense-
4114 - 3214 - 2314 - 1414 (the damage will be the same in the end except for 1 skill)
Right now, i recommend to have sense over magic because of accuracy, and a 3rd job skill does more damage if you have LK so that is what my recommendations is.
4114 Pros- Raw damage
- Very fast
- Be able to take out things very fast
Cons- Very little weight
- Very poor crits
- Bad driller
3124 Pros- Decent damage compared to 4114
- 2x more crits than 4114
- 2x the weight than 4114
- Ok driller
Cons- Must slower than 4114
- Poor accuracy
2134 Pros- Ok damage
- 3x more crit than 4114
- 3x weight than 4114
- Good driller
Cons- Very low accuracy
- Very slow
1144 Pros- 4x more crits than any other build
- 4x more weight than any other build
- You'll be drilling like a god
Cons- You'll be whacking 0
- You can hardly attack fast
- Accuracy? What accuracy?
Section 3: Skills that you should get at 1st job
PowerBlow
Charm type's melee attack that is based off AP. Not very strong until you get titanium wrist.
- Required Level: 1
- TM needed to learn: 1
- TM need to master: 2
- Items needed to master: 7 thiefmon cards
- Cost of card: 300 galder
- Pre-requisite: N/A
Lv-MP-Cool time-Power Rise
Lv1 30 3s 120%
Lv2 34 3s 130%
Lv3 38 3s 140%
Lv4 42 3s 150%
Lv5 46 3s 160%
Lv6 50 3s 170%
Lv7 54 3s 180%
Lv8 58 3s 190%
Lv9 62 3s 200%
Lv10 78 3s 210%
Master 94 3s 240%
Formula = AP * Power Blow's Power Rise
Titanium Wrist
This will increase power blow damage like a god. You will hit higher than majority of power class AND some foxes are your level. This is a passive skill.
- Required Level: 40
- TM needed to learn: 3
- TM needed to master: 3
- Items needed to master: 38 Tree Pens
- Cost of card: 12,000 galder
- Pre-requisite: Level 10 Power Blow
Lv-Added Power Rise
Lv1 +20%
Lv2 +25%
Lv3 +30%
Lv4 +35%
Lv5 +40%
Lv6 +45%
Lv7 +50%
Lv8 +55%
Lv9 +60%
Lv10 +65%
Master +80%
Formula: AP * (Power Blow's Power Rise + Titanium Wrist Rise Ratio)
Dodge Master
Raises HV for a period of time.
- Required Level: 10
- TM needed to learn: 1
- TM needed to master: 2
- Items needed to master: 35 duck mole paw
- Cost of card: 1,000 galder
- Pre-requisite: N/A
Lv-MP-Cool time-Evasion Rise-Length
Lv1 80 10s 10% 60s
Lv2 100 10s 13% 65s
Lv3 120 10s 16% 70s
Lv4 140 10s 19% 75s
Lv5 160 10s 22% 80s
Lv6 180 10s 25% 85s
Lv7 200 10s 28% 90s
Lv8 220 10s 31% 95s
Lv9 240 10s 34% 100s
Lv10 260 10s 37% 105s
Master 300 10s 45% 120s
Formula: HV+HV gained from armor*rise (10% = 1.1, 45% = 1.45)
Sturdy Shield
Raises defense for a period of time.
- Required TM level : 30
- TM points needed to learn: 2
- TM points needed to master: 2
- Items needed to master: 37 green bookmarks
- Cost of card: 6,000 galder
- Pre-requisite: N/A
Lv-MP-Cool time-Defensive Rise-Length
Lv1 100 10s 10% 40s
Lv2 120 10s 12% 44s
Lv3 140 10s 14% 48s
Lv4 160 10s 16% 52s
Lv5 180 10s 18% 56s
Lv6 200 10s 20% 60s
Lv7 220 10s 22% 64s
Lv8 240 10s 24% 68s
Lv9 260 10s 26% 72s
Lv10 280 10s 28% 76s
Master 320 10s 34% 90s
Formula: DP+DP from equips*rise (10% = 1.1, 34% = 1.34)
Mana Reflector
The amount of damage that is reduced from magic attack is reflected back to the caster.
- Required TM level: 20
- TM points needed to learn: 2
- TM points needed to master: 2
- Items needed to master: 20 cylinder seal
- Cost of card: 4,000 galder
- Pre-requisite: N/A
Lv-MP-Cool time-Length-Magnification ratio
Lv1 100 5s 20s 20
Lv2 120 5s 22s 22
Lv3 140 5s 24s 24
Lv4 160 5s 26s 26
Lv5 180 5s 28s 28
Lv6 200 5s 30s 30
Lv7 220 5s 32s 32
Lv8 240 5s 34s 34
Lv9 260 5s 36s 36
Lv10 280 5s 38s 38
Master 340 5s 44s 44
Formula: Amount of damage reduced and reflected= (evasion power ×0.01+0.3) x magnification ratio
Side note: Capped at approximately 80%
Shield All
Increases defense for a period time that affects both user and party members
(Shield all and sturdy shield DP bonus stacks)
- Required TM level: 25
- TM points needed to learn: 3
- TM points needed to master: 3
- Items needed to master: 11 Snake Skins (thanks Chester)
- Cost of card: 7,500 galder
- Pre-requisite: Mana reflector level 10
Lv-MP-Cool time-Defense Rise-Length
Lv1 200 10s 6% 100s
Lv2 210 10s 7% 105s
Lv3 220 10s 8% 110s
Lv4 230 10s 9% 115s
Lv5 240 10s 10% 120s
Lv6 250 10s 11% 125s
Lv7 260 10s 12% 130s
Lv8 270 10s 13% 135s
Lv9 280 10s 14% 140s
Lv10 290 10s 15% 145s
Master 320 10s 18% 160s
Formula: DP+DP from equips*rise (6%=1.06, 18%=1.18)
Now if you have read my other guides, you're probably going "Whoa that's a lot of skills."
A pure AP cat will most likely invest into Make Up. Make up is similar to a raccoon's mutation.
Unlike mutation, make up LOWERS HV, LK and DP. This is why I have sturdy shield AND shield all up there. Your defense will crash and burn, and unlike mutation, the cooldown is only 8 seconds and duration is 113 seconds. Once make up ends, you can rebuff and then make up again.
Now, I would recommend these skills.
Power Blow
Titanium Wrist
Volley Kick
Dodge Master/Sturdy Shield
Sturdy Shield/Dodge Master
Mana Reflector
Shield All
Make Up
Wild Rush
Wild Knuckle
Or you can go more defensively and take this path:
Dodge Master/Sturdy Shield
Volley Kick
Sturdy Shield/Dodge Master
Mana Reflector
Shield All
Make Up
Wild Rush
Power Blow
Titanium Wrist/Wild Knuckle
Wild Knuckle/Titanium Wrist
These are only recommendations. Feel free to test out your own build.
Section 4: 2nd job skills
Volley Kick
An offensive kick that deals more damage with higher HV.
- Required TM level: 41
- TM points needed to learn: 1
- TM points needed to master: 2
- Items needed to master: 55 Gold Plated Wheel
- Cost of card: 5,100 galder
- Pre-requisite: N/A
Lv-MP-Cool time-Magnification ratio
Lv1 50 1.5s 7.8
Lv2 55 1.5s 8.7
Lv3 60 1.5s 9.6
Lv4 65 1.5s 10.5
Lv5 70 1.5s 11.4
Lv6 75 1.5s 12.3
Lv7 80 1.5s 13.2
Lv8 85 1.5s 14.1
Lv9 90 1.5s 15.0
Lv10 95 1.5s 15.9
Master 110 1.5s 18.6
Formula = (AP + HV * 16) * magnification ratio / 8
Make Up
Turns the user into a possessed cat thing. During this transformation, the user may only use wild rush and wild knuckle. There are some "rules" you should know:
These rules are:- You cannot sit down in this mode
- All buffs used before hand are carried over
- If you leave the map, you'll return to normal
- You can use pots
- You will transform back to normal if your MP reaches 0
- When exceeding 90%, you can still run
- When make up ends, your HP and MP will be at 50%
- Required TM level: 110
- TM points needed to learn: 4
- TM points needed to master: 3
- Items needed to master: 8 Character Rubber
- Cost of card: 88,000 galder
- Pre-requisites: N/A
Lv-MP-Cool time-Length-AP mag ratio-DX bonus-LK, DP and HV decrease
Lv1 120 8s 53s 2.3 -1 20%
Lv2 135 8s 58s 2.4 -1 21%
Lv3 150 8s 63s 2.5 -1 22%
Lv4 165 8s 68s 2.6 -1 23%
Lv5 180 8s 73s 2.7 -2 24%
Lv6 195 8s 78s 2.8 -2 25%
Lv7 210 8s 83s 2.9 -2 26%
Lv8 225 8s 88s 3.0 -3 27%
Lv9 240 8s 93s 3.1 -3 28%
Lv10 255 8s 98s 3.2 -3 29%
Master 300 8s 113s 3.5 -4 30%
Formula for rise:
- AP x magnification ratio
Formula for decrease:
- DP x decrease (20% = 1.20, 30% = 1.30)
- LK x decrease (20% = 1.20, 30% = 1.30)
- HV x decrease (20% = 1.20, 30% = 1.30)
Wild Rush
Strikes the foe with a smack that's based off pure AP
- Required TM level: 120
- TM points needed to learn: 3
- TM points needed to master: 3
- Items needed to master: 7 Straw Sandals (From Straw Doll)
- Cost of card: 72,000 galder
- Pre-requisite: Make Up level 10
Lv-MP-Cool time-AP-Magnification ratio
Lv1 120 8s 120% 1.20
Lv2 135 8s 135% 1.35
Lv3 150 8s 150% 1.50
Lv4 165 8s 165% 1.65
Lv5 180 8s 180% 1.80
Lv6 195 8s 195% 1.95
Lv7 210 8s 210% 2.10
Lv8 225 8s 225% 2.25
Lv9 240 8s 240% 2.40
Lv10 255 8s 254% 2.54
Master 300 8s 300% 3.00
Formula = AP * Magnification Ratio
Wild Knuckle
Gives additional damage to Wild Rush
- Required TM level: 130
- TM points needed to learn: 4
- TM points needed to master: 3
- Items needed to master: 5 Thorn Stem
- Cost of card: 104,000 galder
- Pre-requisite: Make Up level 10
Lv-MP-Cool time-AP-Ratio of damage-Length
Lv1 200 4s 1.6 times 10% 10s
Lv2 220 4s 1.7 times 13% 11s
Lv3 240 4s 1.8 times 16% 12s
Lv4 260 4s 1.9 times 19% 13s
Lv5 280 4s 2.0 times 22% 14s
Lv6 300 4s 2.1 times 25% 15s
Lv7 320 4s 2.2 times 28% 16s
Lv8 340 4s 2.3 times 31% 17s
Lv9 360 4s 2.4 times 34% 18s
Lv10 380 4s 2.5 times 37% 19s
Master 440 4s 2.8 times 46% 22s
(Thanks jWiki for information on wild knuckle)
Not 100% what wild knuckle does.
Section 5: 3rd job skills (extra section)
These skill has NOTHING to do with this guide, just for curious people who wants to see cat 3rd job stuff.
Diva Wink
This skill works like many MMORPG poison skill. It cast a status ailment that prevents use of magic when succeeded.
- Required TM level: 150
- TM points needed to learn: 5
- TM points needed to master: 3
- Items needed to master: 3 Bell of steward I think. It's found drilling in vampire dungeons
- Cost of card: 150,000 galder
- Pre-requisite: Mana Breaker level 10 and Mana Reflector level 10
Lv-MP-Cool time-Length
Lv1 200 12s 12s
Lv2 220 12s 14s
Lv3 240 12s 16s
Lv4 260 12s 18s
Lv5 280 12s 20s
Lv6 300 12s 22s
Lv7 320 12s 24s
Lv8 340 12s 26s
Lv9 360 12s 28s
Lv10 380 12s 30s
Master 460 12s 36s
Two Step Combo
Uses power blow and volley kick in a row.
- Required TM level: 140
- TM points needed to learn: 4
- TM points needed to master: 3
- Items needed to master: 5 Bottle thing dropped by santa bears
- Cost of card: 112,000 galder
- Pre-requisite: Power Blow level 1 and Volley Kick level 1
Lv-MP-Cool time-AP rise
Lv1 360 4.0 400%
Lv2 380 4.0 420%
Lv3 400 4.0 440%
Lv4 420 4.0 459%
Lv5 440 4.0 480%
Lv6 460 4.0 500%
Lv7 480 4.0 520%
Lv8 500 4.0 540%
Lv9 520 4.0 560%
Lv10 540 4.0 580%
Master 600 4.0 620%
1st Hit = AP * (Power Blow attack %+2.4) * two step combo % / 7.5'
2nd Hit = (AP + HV ×16) * (Volley Kick magnification ratio +10.2) * two step combo % / 60
Section 6: Comparing Volley Kick to Wild Rush 4114
Volley Kick
Level 200 (all bonus into AP)
Stats = (1610AP + 50HV * 16) * 18.6mag ratio / 8
Damage without Dodge Master: 5,603.25
Damage with Dodge Master: 6,440.25
Wild Rush
Level 200 (all bonus into AP)
Stats = 1610AP (*3.5 due to make up) * 3.00mag ratio
Damage without Dodge Master: 16,905
3124
Volley Kick
Level 200 (all bonus into AP)
Stats = (1410AP + 50HV * 16) * 18.6mag ratio / 8
Damage without Dodge Master: 5,138.25
Damage with Dodge Master: 5975.25
Wild Rush
Level 200 (all bonus into AP)
Stats = 1410AP (*3.5 due to make up) * 3.00mag ratio
Damage without Dodge Master: 14,805
2134
Volley Kick
Level 200 (all bonus into AP)
Stats = (1210AP + 50HV * 16) * 18.6mag ratio / 8
Damage without Dodge Master: 4,673.25
Damage with Dodge Master: 5,510.25
Wild Rush
Level 200 (all bonus into AP)
Stats = 1210AP (*3.5 due to make up) * 3.00mag ratio
Damage without Dodge Master: 12,705
1144
Volley Kick
Level 200 (all bonus into AP)
Stats = (1010AP + 50HV * 16) * 18.6mag ratio / 8
Damage without Dodge Master: 4,208.25
Damage with Dodge Master: 5,045.25
Wild Rush
Level 200 (all bonus into AP)
Stats = 1010AP (*3.5 due to make up) * 3.00mag ratio
Damage without Dodge Master: 10,605
Section 7: HELP!
You messed up? Dont wanna restart? looking for hope? I CAN HELP! XD
All you gotta do is tell me what skills you have and what your lvl is base/tm, how much tm points left AND your build + BP distribution.
I will do any personal calculations for you, tips, and anything to help you.
Hope this guide helped you out. Pretty much pure AP cat is much stronger than pure HV raccoon but their defense lacks.
Credit to pictures goes to Mytrickster Wiki ^O^
Credit to
http://hk47.portablesofdoom.org/?page_id=11 for helping me with number crunching.
PLEASE LET ME KNOW IF I HAVE MADE MISTAKE.