Onimaru
From Kongregate Wiki
| Onimaru, the Samurai | |
|---|---|
| Type | Character |
| Group | Martial Artists |
| Kongai Version | 1.8 |
| Main Information | |
| Health | 85 |
| Innate Ability | Cannot be hit by critical hits |
| Defense | |
| Physical | 10 |
| Light | 0 |
| Dark | 0 |
Contents |
[edit] Attacks
[edit] Equippable Items
[edit] Martial Artist Items
- Caltrops: Not really recommended. Onimaru has better choices. Only useful if the opponent wants to escape a double slash
- Flash Powder: Because there are many enemies that can easily counter Onimaru, this item is recommended.
- Origami Crane: Fairly useless since Onimaru's attacks are all high percentage. However, this could come in handy against characters such as Popo, Yoshiro, and Amaya.
- Scroll of Inner Focus: Highly recommended. Double Slash and Sword Flurry are both very expensive and Onimaru usually needs to do a range change before he can execute them.
- Jade Figurine: With Ancestral Spirit, allows him to survive a Touch of Doom.
[edit] General Items
- General's Insignia: Since Onimaru doesn't have any single hit attacks, this item is useless.
- Girdle of Iron Will: Double Slash is slow and susceptible to stuns and interrupts so this might come in handy.
- Healing Salve: When played correctly, Onimaru will be able to stay in battles for a very long time due to his high HP and physical defense. This results in many potential healing turns.
- Stoneheel Totem: Very useful item. Since Onimaru can only attack at close range, people will be switching ranges a lot. This insures you come out ahead in energy.
- Yellow Rock of Cowards: Not really recommended unless you like to chip away the opponent's health. There are better items for Onimaru.
- Mindreader's Chalice: If you can set yourself up for a Double Slash, most players will want to switch. Onimaru can spend a lot of energy changing ranges so the energy boost is very valuable.
[edit] Strategy
[edit] Strengths
- Powerful when at close range.
- Ancestral Curse can nullify enemies' physical defense, making them highly susceptible at close range.
- Very high hp.
- Very high physical defense.
- The only character that can survive a Touch of Doom.
- Can remove enemy buffs such as Enchant Blade using Sword Flurry
[edit] Weaknesses
- Must be in close range to deal damage; virtually worthless if he is kept at far range.
- Very susceptible to light and dark damage types, unless Ancestral Spirit is used.
- Against characters with high physical defense, Sword Flurry is useless.
- Double Slash is slow and expensive
[edit] Known bugs
None
[edit] Changes scheduled with next versions
[edit] v. 1.9f
- Onimaru, Sword Flurry hit rate down 95%->94%
- Onimaru, Double Slash hit rate up 90%->98%
- Onimaru, Double Slash now has 25% chance to disable range changing next turn.

