06/17/23
Unarmed Tierlist: (Based in my opnion)
Unarmed Tierlist: (Based in my opnion)
Left to right on same tier ex: Demon > Jab > Titan > Assault....
![[Image: image.png]](https://cdn.discordapp.com/attachments/1019411155472617532/1119622618753007656/image.png)
![[Image: image.png]](https://cdn.discordapp.com/attachments/1019411155472617532/1119622618753007656/image.png)
How do i know a spell is good or impactful? , my way to measure that is using 2 simple ideias, Effect and relation.
*Effect:Isolated, how good that spell is? the effect says for itself(A projeptile, linear, slows on hit cause x damage, how good that is , will depend on the interpretation of meta), strong spells usually are strong alone and when used with others? impact even more in the build relevancy, you can have n cases, a spell weak alone that turns good when mixed with others or a spell strong in both cases or a spell that fails in all aspects.
*Relation:How many spells that specific spell can benefit or how much that spell can get benefited from others?.
A simple example is jab, jab benefit a lot of unarmed spells, because his tp raises the chance the next spell be sucessful, but is not everyspell that makes jab better, you can see the relation like this:
The arrows pointing from one retangle from another indicates spells that benefit, if there is 2? mean is a two way street relation, both get benefied.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1119677000089600160/image.png)
If i would point, i see that jab benefits 4 spells, and gets benefied by 2.
Weighted punch gets close, deals damage and reduced dr, if you want use jab to hit, the chance to hit is better than trying use alone.
Demon step buffs jab removing his cast, but is not like jab makes demon berrer is a one way arrow.
Conclusion: In this diagram i manage to point out how jab interact with other spells and how they interact with it, if a spell benefit lots of others? his use is good, if benefits a small group that even together are not that strong? is weak.
The arrows pointing from one retangle from another indicates spells that benefit, if there is 2? mean is a two way street relation, both get benefied.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1119677000089600160/image.png)
If i would point, i see that jab benefits 4 spells, and gets benefied by 2.
Weighted punch gets close, deals damage and reduced dr, if you want use jab to hit, the chance to hit is better than trying use alone.
Demon step buffs jab removing his cast, but is not like jab makes demon berrer is a one way arrow.
Conclusion: In this diagram i manage to point out how jab interact with other spells and how they interact with it, if a spell benefit lots of others? his use is good, if benefits a small group that even together are not that strong? is weak.
Is the case where a weak spell gets good when have 2 other spells on the build, that is a bad case because:
-Creates dependency in order to get more value from a spell, forcing you fill your bar with spefic ones to fix that problem.
-The effect may not pay off all the investment
-Iron body + grapple allow you use one spell while on iron body, but iron body is gone? what's left for grapple? almost nothing.
With that concept a brief commentary on each tier.
#Key points
*Demon step
This one is no hard to tell why is there, His effect alone? is powerful enough to turn tides, damage negation always is a strong effect for any meta this game may have, as well the small speed boost, despite his relation with other spells not having a Impact that deep other than buff jab, and having a few of macro? that really adds to the spell!, the speedboost part and effect of deny helps in execution of the spells.
-The key points to master would be the inner rythm of tiks damage that hit you and the feeling between attack and dodge, as well some other secrets combinations, that will really depend of the build you using and which other trees you adding, each new build will have new ways to interact with this spell, with some behaviors sharing to lots of builds.
*Jab
May not seem but jab have much more to master in macro than simply pressing and expecting to tp, that's a way to use like a russian roulette, his effect is strong alone, and the way he benefits all other unarmed spells too, master jab is be aware of the range you can quickly tp or engage, as well other tricks: know use when you could land a jab to hit, maybe silence when using effect of overdrive and etc, one thing i would like to point is jab and grapple are really similar in relation Their effects aim to assist you in order to land the next spell.
-The key points to master would be 2, understand jab and how versatile he can be, as well learn to not be 100 % depend of it at every aspect, with that you will open your eyes to any creative interaction you may find making builds.
*Titan fist
Titan fist at least from my time on game? is the first sear that is also gcde, i've see how much charged spells can be powerful due their effect of "if long enough you can chain more spells on a single momment" that race with lots of charge spells is the proof (teraphilim? i really dont know.) Titan effect is average because his stun time was nerfed when turned gcde, but his relation with spells? oh boy basicaly any spell that tp? you can use both linked, his hit gives you time for a follow up, is a good spell.
-The key points to master would be his timing, mastering the timing, you can use with any tp to land, The range , hitbox of the spell and follow ups to make a good trade. i suggest not using stepcast. take this example
![[Image: giphy.gif]](https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExaXJrbTRhZ3c0amx4aWE1MnZ1dWc0eDg3MmVvZWs2ZHRpYzdzMmNrMiZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/fvqVPTn0lPsAAv0pzP/giphy.gif)
#Fit in any build
*Assault
Only reason why mightyblow is not in first, is because is a hidden, assault have a variable effect, between strong and weak, when used as way to dodge some engages his effect may be strong but when used to spam always as soon he is out of cd? becomes weak if the oponent know punish you for that, that spell was always seen in old builds like : Jab assault always, because is a easy spell to land, rarely will break on rare ocasions and is a constant damage. I dont remembe seem this spell impact others that much futher than get closer for a follow up.
-I suggest master the uses depending the enemy build for try dodge a engage or even time with titan like i do sometimes (PS: this is harder and not suggested.)
*Mighty blow
The spell effect is strong, is a assult range, that you cant miss, you toss enemy away creates a small aoe? is a get out of me spell really good, i believe the effect is between strong and medium, when press spells while stunned used to trigger gcd up? this spell was strong effect 100 % but now is fixed? will depend if you manage to use to deny something instead of just spam, really like similar to assult? variable effect.
-I suggest master with anything charged relevant, this spell dont have much macro since the last time i remember.
*Weighted punch
-After turned gcde, dr duration increased? the spell is wood for any building, may travel distance? but on hit the spell is instant, allow kick follows up and benefit from reducing dr, have some relations with speedboost on dash, so i would say the relation with other spells? is almost good and have a lot depending how used, as for the effect? i would not say strong but is between medium and strong.
-You need master buttom pressing in order to use better, as well find creative use depending the builds, you unarmed remember, you melee unless you using some odd builds.
*Lariat
-Medium effect alone, i have seen few combinations with it in relation to really impact the spell, his power really is about deny people attempts to engage which is the best use, lariat as buffed so it sustains the ideia of fit in any build if you wish a dash drag on it, the spell have a bit of macro involving using control arrows to change direction avoid walls sometimes really impacting a battle.
-Focus on master steer the spell but be careful when using with titan? never turn to the opposite direction, the chance of you miss titan is big, only go to left or right.
*Spin throw
A good spell, similar lariat? his best use is when on defensive instead ofensive, depending if you manage to hit on a wall and get close? the relation may variate but the effect? still medium, is more based in continue and attack, sometimes not even that much trusty to use , sometimes you may get damage even hiting right so make sure use demon with it.
-Focus on master hitbox to know how far you can get, tip (Is same hitbox of water whip, but without stepcast.), you can use dash while on the spin , raising you change to hit a wall, really situational but is all i seen from macro from this spell.
*Fury first
Needs replace grapple, ranged option for unarmed, good shock damage, but effect? not the best, the aoe is not that much strong the impact this spell have in his effect is having a potential ranged treat, as for relation? fury is good in punish almost anything that is like a big stun, beams drills because is instant.
*Focus on master the hitbox of shockwave, how far you can hit it. i suggest stepcast.
#Or dont fit well on everybuild, or his relations are not that good.
*Flying kick
As long i believe the spell is good, when looking from a meta perspesctive? even after the stepcast options, is not hard to find a better spell to take place the slot of fk, the effect it is medium in my opnion a slow and small knockback, the problem always was the hitbox that the stepcast helped increase the acc, but as for relation? Really few spells or will benefit flying kick or get benefied from it, i blame the gcde removed, but was needed.
-Focus in master hitbox, defensive uses always better to hit, and charged spells, focus on counter attacks as well, fk without stepcast is the perfect tool to counteract towards jab due his back range.
*Axe kick
Compared weighted puch effect? axe loses a lot of value, the best trait is the low cd, which very spefic builds which glue on target a lot would benefit, USUALLY a unarmed build when get glued always in enemy is bad if his dps is not that good, because each engage is a change to get comboed, the good unarmed user goes and backs a lot because it knew of it looking breachs, a engage with axe which will not give that much value damage? can result in a lost on trade when used badly. i dont have much to say futher than this.
-Focus in go on good chances instead always, will lower the change you end up heavly stunned on trade or smt worse, gets benefit from speedboost on dash so eyes open.
*Tactician
I love tactician but 50 % is always a chance of not helping you, when adding you losing a stance active for it, is really about if you build is well designed to endure that weak spots, yet? being able to be used even on gcd is a gift, i had not chance to see potential it have with demon step so i leave to any brave soul to try.
-Focus in master battle reflexes and knowledge.
#Did not aged well.
*Grapple
Like i said jab and grapple effects have close proprieties Their effects aim to assist you in order to land the next spell. The problem, jab does that much better, with lower risk, while grapple did not aged well a single bit, having no significative value for using it right, unlike jab. The only use so far is make sure titan fist lariat will land on time, but even that falls on bad case where 1 spell need others to get better which is a waste of slots in this one opnion.
-If you still want insist in this, focus in learn hitbox, and be fast on combos, because a root that is no different from others, that is melee? which is the root weakness , need get close and risk take damage, you will need be speed itself, i forgot to point that armed can use most spells while rooted on you? yeah i did not. good luck, the othe use with iron body + grapple died becasue the spell was traded as well.
#Stances
*Dextery
This would go with any master stance you may want go which gives ap, i choosed dextery because of the universal good effect of slow imun and cleanse (Which ice lance does not care :) ), at some point in late rpls levels ap wins flat power so go on.
-Focus in see the battle and know which is the best time to use, try made that thinking on r1, seeing if opoonent have hyper combos with roots or snares.
*Dancer
Dancer as said boots any spell that is similar a dash, is up you decide if is worth a single stance just for that. (i do not, i like auras that give it.)
{Wp, Axe kick, Fk, etc}
-I like to point that interactions between demon step speedboost on dash and spin throw were not tested due lack of rpp, prob wont have any but anyone is free to test.
Remember that :Opnion of a person that is not actively on pvp verbing so some points may be missing.
Im up to discussions in any point you may think wrong or want to correct
Im up to discussions in any point you may think wrong or want to correct
![[Image: RiCGkjL.png]](https://i.imgur.com/RiCGkjL.png)

