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Pyre - Guide to Demons
Készítő: larco
A guide and collection of useful tips for Demon characters in Pyre
   
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Foreword
This guide is a compilation of information and gameplay tips gathered with help from members of Rite Club Discord server[discord.gg]. Check out the place if you want to find opponents (using Steam Remote play), discuss gameplay or just want to hang around!

The guide will be focusing on Versus Mode gameplay (either VS another player or VS CPU) but many of the information here can be applied in Story Mode as well.
Demons Summary
Demons are large slow-moving characters with high Pyre damage and large Aura presence.

Pros
Cons
  • Large Aura Presence - Can defend an area or Banish opponents in range with ease.
  • Wide Cast
  • High Glory - Highest base Pyre damage on scoring.
  • Landing Stomp - Landing from a jump pushes surrounding characters, useful in breaking formations and Aura links.
  • Slow - Low Quickness and stamina-consuming options means movement is extremely committal. Weak to Casts.
  • Large Hurtbox - Vulnerable without Aura.
  • Long Respawn - 2nd lowest Hope in-game (for regular Demons) Takes long to get back into the fight if banished.
  • Weak to Linked Aura - Their masteries thrive on several isolated chain-banishes. Can tackle some aura-linked characters only from a certain axis or not at all.

Demon characters: Jodariel, Ignarius, Oralech*

*Note: Oralech comes with unique hard stats even when the masteries option in Versus Mode is not set to ‘preset’. See his own section for more details.

Hard Stats

Glory: 30
Quickness: 6
Presence: 25
Hope: 11 (10.3 sec)

Abilities
Sprint
  • Rush - Dashes forward a set distance.
  • High speed.
  • Aura remains active during Rush - Demons’ primary banishing tool
  • Consume entire stamina bar (can be extended with masteries)
  • Has cooldown every 2 dashes (almost never come into play because
    stamina cost) - this cooldown is removed if the Demon is granted infinite stamina.
  • No inertia after ending a rush.
Jump
  • Jump with great height. (Can still grab the Orb while airborne)
  • Speed affected by Quickness.
  • Speed seems to increase while airborne.
  • The jump animation has a small wind-up that already counts as being airborne.
  • Great air maneuverability.
  • Remain airborne for a long time - can get predictable/ reactable.
  • Pushes ALL nearby characters a great distance upon landing.
  • Cost 1/2 stamina.
Cast
  • Wide Cast in straight line.
  • Medium-long range - shoot farther than Nomads.
  • Longer cooldown before Aura regenerates than standard Casts.
Throw
  • Medium range - Slightly longer than Nomads.
  • 1.5 seconds charge time.
  • Medium height during the beginning (jump to block), low height during the rest.
Overview
Demons are slow moving characters who specialize in area-denial and breaking opponent’s formation with their large Aura and knockback from jumping. They generally act as a moving wall especially against faster characters. Their high Glory and Presence can get the opponent to respect their game plan easily with the right team composition and tactics despite limited mobility.

One key weakness is their vulnerability to the opponent's Cast. A normal Cast can at least forces the Demons to burn their precious stamina as they jump or rush out of the way.

Their low Hope results in long respawn time, meaning each mistake can be costly. This can be mitigated by using talismans or masteries from fellow teammates that returns banished Demons to the field sooner, allowing them to maintain presence more consistently.

Overall, they are best played methodically in tandem with their teammates.
Offense
Demon’s primary role in offense is to banish opponent and lockdown areas, generally moving towards midfield and controlling space for other team members to safely advance. They do this either by rushing at opponents with weaker Presence, or letting others to link Auras with to deter opponents from tackling.

That’s not to say Demons can’t take an active part in offense. They can move rapidly with Rush provided they have enough stamina, more so when boosted with masteries. Their jump knocks every other character around them back when landing, possibly preventing opponents from linking Aura or banishing the Demons back in turn. If Demons do manage to get to the opposing Pyre, their high base Glory make sure they inflict heavy damage with each attempt.

Masteries or talismans that boost stamina or mobility (from either themselves or teammates) help bring Demons to the front faster. One popular tactic among the player base is to use Imp’s Moon Sign mastery to create a portal on the ground near the opponent’s Pyre, and have a Demon teleport there for quick scoring.

While Demons lose their Aura when holding the Orb, they can still defend themselves if Celestial Spike mastery is chosen, throwing the Orb at oncoming opponents to banish them. Moving around is still pretty risky for Demons due to long recovery on all major movement options, and it is advised to structure your team around this shortcoming.

Overall, Demons are slow but their offense potential is not to be dismissed regardless of what role they are in.
Defense
Demons play a key part in defense due to their naturally large Aura Presence, able to hang back near their Pyre and banish grounded opponents with relative ease. They synergize especially well with other Demons and Saps, capable of linking Aura with them (or Saps’ Sprout) to block off a good chunk of the map.

Demons’ Jump can be used to push and stall opponents away from the Pyre or teammates in certain scenarios.

Their Cast is wide and moves farther than Nomads’, which makes them suitable for zoning out slower characters but leaves them vulnerable to banishment for a long time. Demons generally don’t want to get into Cast exchange as much as other races due to their wide hurtbox, limited movement and long respawn delay.

Demons also need to be wary of fast characters who can simply move around their Presence, where over-extending combined with low speed can lead to huge gaps in the defense line. The best use of Demons on the defense is to play them together with the rest of your team to ensure safety.
Oralech Overview
Glory: 25
Quickness: 20
Presence: 36
Hope: 1 (30 sec)

Oralech is a ‘boss’ character who is available in Versus Mode with the hard stats unique from baseline Demons. He has lowered Glory but more than makes up for it with extremely heightened Quickness and Presence, letting him comfortably stroll around the map as he banishes opponents, jumping or rushing only when he has to. To counterbalance this, he has the lowest Hope of all characters in the game, netting him a respawn delay of whooping 30 seconds.

Outside of his statistics, he behaves in the same way as regular Demons. He can be a menace but the opponent can still put him out of action for a long time.
Masteries
Slot
Name
Effect
Left 1
Long Stride
Reduce Rush stamina cost by 50% (Can Rush twice in a row)

Doubles the Demons’ travel distance and is greatly beneficial when paired with Relentless Vigor.

Slot
Name
Effect
Left 2 (left)
Crushing Heel
  • Exiles (both allies and opponents) affected by landing knockback are temporarily stunned.
  • Duration approx. 1.6 seconds.
  • Stunned characters lose their Aura, cannot move, cannot be selected and will drop Orb if they have it.

A good pick if you play the Demon offensively or as a scorer, especially at opponent's pyre where you can just jump to stun all the surrounding exiles and then go for the goal.
Otherwise, a situational pick if you find your Demon in the midst of the opponents often, since you'll mostly be chain-banishing than doing anything else.

Slot
Name
Effect
Left 3 (right)
Brazen Manner
  • After finishing a Salute, gain +10 damage to Pyre for the next 7 seconds.
  • Stacks with damage increasing or Pyre life-stealing talismans.

Very situational, often used if your team can consistently team-wipe the opponent and bring the Demon to the front. Mostly here just to rub it in the opponent's face that they just got outplayed.

Slot
Name
Effect
Left 4
Celestial Spike
  • When the Demon throws the Orb, it creates a circular Aura Blast at target location on impact.
  • If the thrown Orb is intercepted by opponent, that opponent will be banished.

Offense-build Demons only. High-risk high-reward pick. Grants the Demons ability to defend themselves while Orb-running, and one of the effective ways to get rid of defenders. Part of ‘meta’ build with Oralech due to his high Quickness.
This pairs very nicely with Star Splinter talisman, letting you charge up the throw faster.

Slot
Name
Effect
Right 1
Relentless Vigor
  • Regain 100% of stamina when the user banishes an opponent.
  • Works for all forms of banishment (tackling, Cast, Celestial Spike)
  • Regain only 50% stamina if Black Hoof is equipped.

Eliminates Rush cooldown. All around good mastery for offensive Demons, even more so when Celestial Spike mastery is picked. Banish one opponent, regain stamina, go to the other side and banish other opponents, rinse and repeat. Build one of your other team members as a scorer, just in case.

Slot
Name
Effect
Right 2 (left)
Fierce Presence
  • +4 Presence
  • Stack with Presence-boosting talismans

On its own, +4 Presence only makes a difference in Demon vs Demon encounter and banishing Aura-linked Nomads, though only on horizontal axis.

Having both Fierce Presence and Scribe Stone (+8 Presence) talisman will let Demons tackle other unboosted Demons and linked Nomads from any direction, along with linked Imps and Saps from vertical axis. Use this if you want to counter other Demons or just want to control a larger area.

Slot
Name
Effect
Right 3 (right)
Enduring Flame
+35 Pyre health

General safety net mastery, though it interacts with stuff like Crones’ Hexes, Stubborn Flame, Living/Dying Flame. All of which can potentially help you close out the game faster or survive just a little bit longer.

Slot
Name
Effect
Right 4
Greater Banishment
  • Adversaries banished by the user take 30% longer to return.
  • Stacks with Sunken Shadow and Divine Retribution (Greater Banishment is applied first on its own, before other modifications)

Demons are already good at banishing opponents, so this can be quite effective.
Talisman Recommendations
Essential
  • Soliam's Horn
Situational
  • Scribe Rock
  • Star Splinter
  • Webbed Lanthorn

Soliam's Horn is a generally useful talisman to have for Demons, granting them strong space control with their enlarged Casts.

Scribe Rock boosts the already large Presence to a greater level. This widens the range of characters and certain linked Aura formations that the Demon can safely tackle, especially against Saps or other Demons. The setup works better if Relentless Vigor is picked, turning the Demons into chain-banish machines.

Since Demons main role is to banish the opponents, they also benefit from talismans that trigger from successful banish such as Webbed Lanthron (grants a chance of bringing banished allies back) or Infernal Bloom (creates a circular Aura Blast where opponent was) Though Infernal Bloom is quite situational, more suited for dealing with Aura-linking opponents and slow characters.

If Celestial Spike mastery is picked, the Demon can benefit from Star Splinter's shortened throw wind-up time, letting them defend themselves or even make offensive play during Orb-running.

Oralech’s superior movement and presence makes him a prime candidate for Black Claw. Note that the Aura vanish after a period of time or after jumping. Play Oralech actively to make full use of it.

Shooting Star is redundant if Celestial Spike mastery is chosen.
Nihiland Leech is redundant if Relentless Vigor mastery is chosen.
Suggested Builds
Meta Offensive Build
Masteries: (L1, L2, L4, R1)
  • Long Stride
  • Crushing Heel
  • Celestial Spike
  • Relentless Vigor
Talisman: Star Splinter

A very strong Demon build focused on chain-banishing opponents. Since Relentless Vigor triggers on any form of banishment, this let the Demon retain momentum on the attack even while holding the Orb.

Combining this with the team setup that returns banished allies faster and your Demons will constantly pressure the opponent.
Demon Gameplay Tips
  • Remember that characters lose their Aura Presence when they hold the Orb. By having your Demon carry the Orb you may potentially open a large hole in your defense. Throwing the Orb aside is always an option (unless Celestial Spike is picked, letting you throw the Orb at the opponent) Be careful about the position of your characters, or pass the Orb to your designated scorer.
  • Their long respawn time can be mitigated by using talismans or exile's masteries that return banished ally to the field sooner.
Stage-Specific Strategies
Demons tend to work better on stages with defined lanes/ chokepoints that they can easily cover, preferably on large maps where fast characters can't reach your end of the map quickly, such as Fall of Soliam.

**More info as information and meta update**
Preset Characters
The below information applies when setting Masteries option in Versus Mode to ‘Preset’Each character's stats and number of attached masteries are different from each other and from baseline stats of each race. Whether they are balanced or not is yet to be verified at the time of this writing.

Jodariel

Glory: 30
Quickness: 6
Presence: 25
Hope: 9

Mastery:
  • Relentless Vigor

Ignarius

Glory: 25
Quickness: 6
Presence: 25
Hope: 9

Mastery:
  • Brazan Manner
  • Crushing Heel

Oralech

Glory: 25
Quickness: 20
Presence: 40 (36+4 from Fierce Presence)
Hope: 1

Mastery:
  • Fierce Presence
  • Celestial Spike
Counter-Strategies
Typical counter-picks to Demons are fast characters that can easily get around Aura defense such as Curs, Savages or Wyrms.

Harpies can aggressively counter-banish Demons outright using their armored Rush, but this may requires timing and strong read on the opponent.

Demons are vulnerable to Cast attacks, since Demon’s slow speed forces them to at least give up their positioning and leaving the defense open by moving early, rushing or jumping away.

It might be a good idea to spread your characters apart when playing against opponents’ Demons. Many of Demons’ masteries grant buffs each time they successfully banish a character, which may potentially ‘snowball’ into a team-wipe if you’re not careful.

Be very careful if the opponent has an Imp with Moon Sign mastery in their line-up along with their Demon, as the portal a banished Imp left behind that can be abused by Demon to suddenly start banishing your party on your side of the field without the need to slowly travel there.
Credits
  • Larco - Compiler, formatting
  • LagMachine (Rite Club Discord Server[discord.gg]) - Writing the separate breakdown of each race in Discord, writing reviews of Masteries.
  • Failuer Many-Mane (Rite Club Discord Server) - Celestial Spike + Star Splinter synergy, input on Crushing Heel's usefulness
  • LidsVids (Rite Club Community Rite Nite organizer) - Meta offense build
  • erumi321 & Cam (Rite Club Discord Server) - Ideas on shortening respawn time