General Guide for Lime
I’m bored. And since this beats doing homework or any work for that matter… oh well. :D
A General Lime Guide
Okay, so since there’s nothing like this other than skill guides, I figured I’d type one up since Ijji made Lime more readily available to the masses and it hurts my eyes to see a noob. No pictures as of yet, though. We’ll see how bored I am for that one.
As a short disclaimer, guides are not to be followed as if they’re law. Play how you want to play. Make builds how you want to make builds. It’s most important that you play the way you find the funnest and don’t take crap from other people. It’s your character. However, if you are holding your team back or dying a lot, consider how you’re playing and try to improve on that. The things in this guide are meant to help you get better.
I’ll eventually try to add .gifs of stuff like skills, but until then, I hope the big block of text will suffice.
Here I will talk about anything to do with just Lime. Lime as himself. Lime before he gets bigger. Just plain ol’ Lime.
For this part, movement will be represented by their respective number on the numpad. Ie. 6 is right, 4 is left.
Walk – Press a directional key and hold it down. (ie 6) If you’re in town, that’s about the speed you’ll go without Kowabunga (More about it in Skill section)
Dash – Double tap a directional key and keep tapping at regular intervals to have a consistent dash (ie. 66 6 6 6 6 etc.). It’s the same for all characters.
Rolling attack – Triple tap a directional key and continue tapping at regular intervals to have a consistent rolling attack (ie 666 6 6 6 6 etc.). You roll into something and hit them a few times before knocking them down.
A – You spit out a baby. Monsters get damage from the baby and your bite. So if you’re closer, it adds a bit of damage.
S – You spit out a baby that has knockdown and relatively good range. It’s pretty fast, too. Not to mention it homes in on monsters.
Space – This is your down attack. It’s another baby. You can infinitely down attack something with this since it has two hits. One to knock it up in the air again and the other to hit. Using this skill, someone else can combo a monster from the ground after the first hit.
AAA etc. – You spit out lots of babies. Same thing as regular A attack, just in rapid succession. At the end of the chain, you will be tired and will sit there waiting to be hit.
AAS – As long as you press S before you get winded from the long chain of A’s, it’ll spam your A attack and spit out a baby that knocks down stuff. Still homes on monsters.
A Space – You do a regular A attack, but then spit out a slow moving baby that homes. It’s like the regular S attack, except it’s slower and it launches monsters or people much higher. Kinda like Wiggling Jelly.
A6A6A6A6 etc. – Normally, after you do the long chain of A attacks, you get “winded”. If you press a directional key after the A (up to 4 A's), however, it lets you keep going though you will move forward a tad. If you press too fast, you may just dash instead, thus screwing you over.
Skills (And a small review of them.) :
KungKungi: You bounce twice forward, knocking down whatever’s in your way. Damage is pretty bad, but it’s the knockdown you want. There’s almost no startup and a really low cooldown and a really low MP cost, so you could technically spam this. Not that you’d want to.
Stage: 1. Knockdown. Nothing else. More is a waste.
PvP: Same as stage. 1.
Pyororok Tongtong: You kind of shove forward. Not sure how to describe this one. But damage is bad and it doesn’t get better. I never use this at all. Aside from knocking down, there isn’t much else about this that would make someone want to get it. Has invincibility frames, though, since the skill doesn't take very long to do, it won't save you too much in stages.
PvP: 0. Or 1 if you really want it.
Rolling Rolling Thud: Your damage dealer without transforms. You roll into something for 6 hits or so, the last one being a hard knockback/knockdown. The first few hits also knockback, but they don’t’ knockdown so this is mostly useful for comboing something in the air or something against a wall. This skill has invincibility frames meaning nothing can hurt you during those times. However, it’s right in the middle of the skill so you’d better have good timing if you want to dodge something with it. Increasing skill level only increases the damage from the last hit.
PvP: 1. Some people like more points in this, but I say it isn’t worth it for only the last number to increase. Damage should be your best stat as a lime and, as such, the rest of the hits will matter as much. Especially if your last hit misses the target.
Wiggling Jelly: You poop a blue mine. It’s a launcher similar to another one of your moves. You have a number of options after they fall into this trap and it’s probably one of your best moves. Not that you have many. At level 3, slowdown time is increased.
Stage: 1, 3, or max. Max if you really want the extra damage for the extra MP cost.
PvP: Same as stage. It depends on how good you are with making every hit count. And depends what you do before this. If you just drop it and expect the other person to walk right into it, you’re sadly mistaken.
Sticky Jelly: You spit out 5 green mines that freeze your opponent. Damage is near nonexistent. But the good point about this is the freeze, though it is kinda short.
Stage: 0. I found no need for this in stage. It’s just about useless. You can freeze monsters. For, like, a second. But that doesn’t help you much.
PvP: 1. Your mind games begin here. This is basically a wall that no one wants to go through. Use it to your advantage.
Shiny Shung: You spit out a homing missile much like Dacy’s Wari’s missile. But it’s worse than Wari’s missile. At least Wari can do damage with his. This has a high MP cost for low damage and it’s slow. And it misses if you’re right next to someone. I advise against this one, too.
Shuk Shuk Lime: You turn red, grow slightly bigger, and get faster. If you level this past level 1, you get a damage increase, too. In the event you do level this past 1, you’re not screwed, but it’s highly unadvised. This skill is pretty much useless unless you do Track in Forest a lot. Difference between this and the other transforms is that this lasts 50 seconds. But that just means you’re 50 seconds of fail. All the attacks are bites. And they all knockdown.
Stage: 0. Aside from Track in Forest, you don’t ever need to go faster. That’s what Kowabunga is for. Not to mention Kowabunga works with the other transforms. This is its own transform. Thus, it fails.
PvP: 0. If you really want to and you somehow have the leftover points, you can put 1 point in so you can hit and run them. But if you fight someone who actually knows how to combo, you’re pretty much screwed.
Biki Lime: You turn orange, bigger, and you get poisonous. Space attack is an area of effect poison cloud. There’s a long animation effect for it and you can’t move or attack again until it’s done. A and S attacks are both the same and can both attack downed monsters. Don’t expect that to work against downed people in PvP.
Stage: At level 5, there’s no speed penalty for the transform and past that, there’s a speed bonus. I have no personal preference on this one. It’s useful for mobs in stages as long as they don’t have a faster recovery than your Space attack. I just put all the leftover points in here. With the new Lime nerf, this does more damage than most of the bigger transforms if you use the Space attack. Max it for stage. It is your new mob murder weapon.
PvP: You kidding? 0. Anyone stupid enough to be afraid of this in PvP should stop PvPing. MAYBE you can get one poison cloud in. That would be right before you get comboed to death. There’s no way you fight someone slower than you that you can use this effectively so it’s basically screwing yourself over.
Bumba Lime: You go green. As far as I can tell, A and S do the same thing with a different sound. You bite. You can bite things on the ground, too. Except you move forward a bit so you’ll have to reposition yourself to account for that if you want to continually bite someone. Space attack is a charge forward for a good amount of damage. Except for the part where it takes a long time to wind up and you’re easily knocked out of it. You’re still comboable so beware.
Stage: 1. You need it . Not cause it’s good or anything. I personally hate this transform. But it’s a prerequisite for Wabang so get it. If you want, you can put more points in. I’d advise against it but you could.
PvP: 1. Same reasons as Biki. You’re slow. If you wanna try pulling it off, you can try biting them to death. But if they do a standing attack, you get knocked down. And then it’s downhill for you from there. Don’t even want to think about using Space attack. Even slower. However, you need it for Wabang. So.. at least one point in this for that reason.
Pang Pang Lime: You go dark green. And boy should you love it. A attack is spitting out one baby (what else can you call them?) that has knockdown. Spamming that isn’t that bad by itself, I guess. S attack is spitting out 4 babies that home in on monsters or people. If you get close to multiple monsters so that you’re touching all of them and then you do the S attack, your attack should hit all of them. The space attack is like Biki’s area of effect poison cloud. The area it affects is pretty much the same.
Stage: Max. If not max, pretty darn close to it. It’s so useful and it’ll definitely be used a lot, even after you get the higher level transforms. Why? Cause you spit babies. No, cause the damage is just that good.
PvP: Max it, too. I don’t use it as much in PvP since you can get knocked down pretty easily and you’re partially comboable.
Cool Wabang Lime: Prerequisite: 1 in Bumba. In case you missed it earlier and all. Why 1 in Bumba? Cause now you’re a bigger Bumba. And you own. Get it. Love it. You’ll use this a lot. A attack is a bite, similar to Bumba’s. They get knocked down. You can’t, however, bite things on the ground. S is not really an attack. You move forward like an idiot and spawn minions around you like Freezing Lime Shung, but damage for a lot more. A glitch with these is they stay after you die. So you can go run up to things and freeze them or resurrect yourself and do the same. Space attack is the damage. You spin forward into monsters and deal damage to them. Lots of damage. For more damage, bite them with A and then quickly do the Space attack so you get some bonus damage from air combo. Don’t do it too fast or else the A attack won’t happen.
Stage: Max it. Once you use it, you’ll know you want it maxed. Not to mention it’s just that cool. And you’ll be using it until you get the next transform. But even then, you’ll be using it.
PvP: Probably the best transform for PvP in my opinion. Bite them and spin. You win.
Cool Pang Pang Lime: I have yet to get this. I will update with more accurate info when I do. Until then, I shall just write my understanding of the skill from other guides. You basically turn into the boss that you’ve killed at least once. A attack is a windup into the spitting of the colorful missile that the slime boss does. S attack is a spitting of 5 slimes in front of you, just like the slime boss does. And Space attack is the win move, shooting out slimes at every 45 degrees around you, again like the slime boss attack, including the slow startup. But it knocks down and each individual missile is pretty good damage right there. However, it’s a glitch (or was it made that way? Who knows.) that makes it so much win. If you get up really close to a monster (usually a boss), it’ll glitch and all the missiles will go into that monster.
Stage: Max it. If I need to defend my position on this, I will be sad for humanity.
PvP: I don’t feel this transform is as useful. You’re big and you have good damage, yes. But you’re REALLY REALLY slow. And unless someone stands idly by and lets you hit them with the Space attack, you won’t get anywhere, really. Not to mention I would assume it knocks them down. It is slightly helpful in Battlefield mode, though. I’ll just leave it at that. If you’re solely PvP, don’t get it.
Attack Lime Shung: You spawn 3 babies. Slow babies. Slow babies that die fast. No. I don’t care if it looks cool. No. Just… no.
Slow Lime Shung: You spawn two babies. Just as slow and they die just as fast. No. Mind games? Learn better ones. Cause your mind has to be pretty bad to think these things are effective.
Poison Lime Shung: Same as above. The name kind of gives away the poison. But it’s still that bad. No.
Stunned Lime Shung: This is getting repetitive. No. Just no.
Freezing Lime Shung: Now we’re talking. The first good skill you can get in this section. You spawn 6 blue limes that orbit you. Yes, you’re that fat. Each one freezes your opponent and if they all hit one after the other, they’ll stay frozen for a while.
Stage: 1. Unless you want to farm Jelly Jellys for this for increase in the maximum damage. Not really worth it past level 1.
PvP: 1. Same reasons as stage.
Pang Lime Shung: I have yet to get this skill, too. So from what I’ve seen, it spawns the big blue you and it stays in one spot. It fires two colorful missiles at your opponent and then explodes. It automatically aims, but the long windup time basically lets people run away.
Stage: As far as I’m concerned, level 1. I don’t believe it fires more missiles at higher levels so I can only imagine damage goes up. Not that they mark it. So you could put more points in if you have leftover points.
PvP: 1. This’ll probably never hit. It’s just for a barrier and distraction. Because it’s huge and it’s scary. And if you don’t run, you will get hit.
Kowabunga: You get faster. Each level increases your speed increase and increases the time it lasts. You can skill cancel this skill and still get the speed buff. Keep in mind, though, that this skill basically cancels most other buffs that people can give you or that you can give yourself. Slow lime with buff or fast lime with no buff? Fast lime, thank you very much. Also, this skill carries over to transforms so you’re not a slow fat lime. You can be a fast fat lime. Makes Shuk Shuk obsolete.
Stage: Max. Good luck doing anything without it. You could take a few points away from it if you really must, but close to max is better.
PvP: Same as stage. Without it, you’re just asking to be comboed. Or pwned in some other way. Really. You’ll be slow everywhere.
Rejuvenation Potion: You spit out a potion that heals HP. This potion CAN fake res (Heal someone at 0 HP.) And supposedly can be spit on someone on the ground to be a more useful fake res, but I have yet to achieve that.
Stage: 1 is good enough unless you don’t mind finding reagents and stuff for a better potion.
PvP: Same as above. You can use it when you’re against opponents that don’t know how to hug you.
Mana Potion: You spit out a mana potion. Not much to say about this mana potion. It’s blue. You don’t need it (unless you suck at putting points in mana recovery). Someone else might. So it depends how nice you are.
Stage: 0 unless you’re nice.
PvP: Might be useful depending on your build. But for the most part, not as useful.
Dexterity Potion: You spit out a dexterity potion. This doesn’t stack with Kowabunga. Thus it is useless for you. As it is useless for many people.
Intelligence Potion: You spit out an intelligence potion. Still doesn’t stack with Kowabunga. Thus it is also useless to you. So unless you wanna put some points into this just to help someone else’s MP for a limited amount of time, don’t bother with it.
Defense Potion: You spit out a defense potion. And, in my opinion, defense is pretty useless. I’m not even sure if this stacks with Kowabunga. I wouldn’t be surprised if it didn’t. Don’t get it.
Deadly Blow: Increase your critical attack chance up to 24%. I can’t think of a possible reason why you wouldn’t get this. Max it. Love it. See the criticals.
Stage: 8. Max it.
Mana Recovery: If I said anything, it’d be redundant. It helps your mana recovery. Duh. I have this at 6 and it’s just fine; I’ve never had a problem with MP running out (except when a healer resurrects me. But that’s another story.). I’ve seen builds that max Wiggling Jelly that eat MP like there’s no tomorrow. In which case you might want to consider maxing this. But 6 is fine for me so at 6 it stays.
PvP: 6 or 8 depending on your build.
HP Regeneration: If you don’t have this, you have one sad lime. Seriously. No other class has this skill. Why would you even considering passing this up?
Stage: 8. Max it.
PvP: 8 Max it.
Increase Health: You live longer. Nothing bad about that. Get it. Almost an extra 1k HP when maxed. That’s like big buckets of win.
Stage: 9. Maxed.
Mana Increase: This skill isn’t as useful. Unless you have a weird build that eats your MP like no tomorrow, if you have MP Recovery at 6, you’ll never have MP problems so this would be moot.
PvP: More if you have a weird build, but if you have a weird build, you should reconsider your build. 0.
Combos (with what little skills you have)
I’ll assume you’re facing 6 or to the right. Aesthetically, Lime has almost no combos. If you were to say that, you’d be right. The idea for all combos are basically the same: Knock them in the air, launch them with Wiggling Jelly, and then do something to them while they’re coming down, like Rolling Rolling Thud or Pyororok (though Rolling Rolling Thud definitely does more damage.)
Ex. Kung Kungi - Wiggling Jelly - 4 - Rolling Rolling Thud
A – Space
What to do as they fall:
Rolling Rolling Thud
[Knockdown ] [Launcher] [Damage]
Insert as you see fit. Many times it depends on the situation.
Tips and FAQ
- So you have transforms. You love them so much. You want to use them whenever you get the chance. Especially that level 60 one. Gotta use that on bosses. STOP. I don’t care if you use it at bosses, but ask this question first. Can this boss 1-hit KO me? Can I dodge if I need to while I’m a fat slime. Cause if you can’t, transforming is just suicide. You’re better of playing it safe than transforming just to die. And this is especially during Legend bosses where just about all of them can one hit you. Use transforms wisely. Just because you only have 30 seconds of it, doesn’t mean you have to suicide just for it.
- On bosses that flinch, rolling works well. Or the A spam attack. Until they counter, you can keep beating down on them.
- Transforming at low HP doesn’t make you smart. It doesn’t make you cool. It makes you dead faster. At least if you’re not transformed, you have a chance of being fake res’d by a healer. Transformed, you’re just dead.
- One slightly riskier way to PvP is to cast Freezing Lime Shung and run towards your opponent. The second the first one hits, transform. You should be done before your opponent unfreezes. Why risky? Because if they don't hit one after the other, you risk your opponent getting out and canceling your transform.
Q. How do I get equips?
A. Buy a craftbook from the potion store in the square and find the corresponding boxes. Generally, you need 4 Rare boxes in the same degree, 4 Great boxes in the same degree, 4 raid boxes (12 total for Cobolt raid, though), stage x-6 and x-7 boxes, stage x- 8 and x-9 boxes, or 2 x-10 boxes. Yes, that’s a lot of boxes. The alternative is to buy from other people or do the genocide quests in the square.
For more, you can see Mengjun's guide: Lime Equip Craft Requirements
Q. How's this build? *insert build here*
A. I don't know. You tell me. If you want your build to be discussed or get tips about a build, post it in the Lime - the Slime Hunting Grounds section. Sure, I wrote a guide, but that doesn't make me the sole voice in the matter.
v0.1 : November 12 : since i have it in mind to add in many pictures, and possibly gifs of skills, I'd say this is far from done.
v0.11: November 13 : slight corrections and additions. still figuring out a way to make gifs from videos.
iFarted, for actually making a new lime and messing with skills I didn’t want to get. You nub.
Pookie, for an awesome skill guide that helped me in making my Lime.
m1s3ri, for some helpful comments.
Gladiat, for pointing out that Pyororok is a little better than I thought it was. >_>;;
Mengjun, for his crafting guide. I found it a bit late and found myself buying craft books to try to figure out what they needed. should definitely save time for other people.
nice guide :D
You recommended Bumba 0 for PvP, but ... don't you need it for Wabang still?
Might wanna include that you only need to walk cancel every 4 A's to prevent getting stuck (AAAA walk AAAA walk, etc) and that that's the limit without canceling. Dunno how common the term "lime autostep" is, but you may wish to include the fact that it's also known as that.
You could link to Mengjun's equip crafting guide in the equipment section, maybe. Dunno how you feel about links, but it's definitely a nice resource for figuring out which book you need.
And lastly, I really can't say I agree with just recommending max Pang Pang for PvP builds. Sure, it doesn't hurt if there's nothing else you want, but it's a very slow transform. The ranged capabilities mean it's much more likely to get a hit or two than, say, Bumba, but it'll still get murdered by anyone who has a clue what they're doing in 1v1.
Also, image limit = 25 per post. For future reference, easiest thing to do is paste a hundred or so smileys into the box, preview, and see if it takes issue with the spam.
nah i wouldnt say 60 form is useless
u might as well max it since lime has extra points at 75 because he doesnt get hte 75 skill increase
ice jellies +60 form space = dead
kinda a last effort to kill somoene :/
Pyororok Tongtong: You kind of shove forward. Not sure how to describe this one. But damage is bad and it doesnít get better. I never use this at all. Aside from knocking down, there isnít much else about this that would make someone want to get it.
PvP: 0. Or 1 if you really want it.
This has invincibility frame. Level 1 for stage and PvP.
Fairly nice guide. I agree with almost all of the recommendations. However, Bumba needs to be Lv1 for pvp in order to get Lv40 trans, just like Miseri said.
And, Poyorok Tongtong has invincibility frames as Gladiat said, so lv1 can be okay. Unfortuantly, they were nerfed, so its no longer the entire skill and hard to time; so if you really needed that one point in something else, it would be okay to skip. However, Lime does NOT have a point shortage, unless the build sucks. So Lv1.
You might want to research more on Lime. But, I don't see any other problems.
Wiggling Jelly: In PvP, can be also 3, for higher damage and better slowdown, for a low cost.
Biki Lime: Should be maxed or as close as you can get for stage.
KungKungi: You might put more points, just for the extra damage, if you don't transform that much. I have a level 4 kungkungi on my lime, and I don't x-form much in PvP. Depending on play style, additional points may be placed.
Intelligence Potion: Can also be maxed if you are a frequent raider, and you use this for a Dainn or Eir in the party.
As for the 4 basic eruption skills, you may or may not want a point in this, because when you make the babies, you have an invincibility frame (Last tested in TFT).
Biki in stage isn't quite too effective unless someone's there to protect you since the Space attack has a long cast time. That's why I said extra points can go into it.
KungKungi has no benefits aside from increased MP and Damage from increasing level. And the damage increase is minimal (as is the MP cost) so I don't think it's justifiable to increase the points on that. But that depends on your play style.
And I mentioned the "if you're feeling nice" thing for Intelligence potion. Because that's 7 points that could've gone into your Kungkungi or into Biki.
As for what Jeneral named as "stunlock," it requires the use of Biki Lime.
Biki Lime is able to just spam A as it does a "stunlock" where there is no way the opponent can get out of it, at least that is what happened to me when he showed me it.
On the other hand, it is hard to time after Freeze Shrungs and even more difficult to do out of nowhere (but it is possible).
Perhaps Stunlock could be an advanced technique for PvP limes that will require a lot of timing and practice.
However, the original point of this guide was not to provide an overly complicated guide for Lime. I simply have seen too many sad Limes in PvP and stages that don't use any common sense or know about many of the things I've written here.
Again, however, should the consensus be large enough and should Jeneral want to help in writing a section specifically on the more complicated aspects (or high-tier if that word is preferred), I will consider adding in a PvP section to that extent. But I really would encourage a seperate guide as I'm sure extensive things could be written on the topic.
I didn't see this "stunlock," but ... ground infinites, whether or not they're escapable, have always been considered bad manners. i.e. Siegs don't AAAS dS repeat, Tias don't AA dS repeat, Dainns don't AA auto repeat (all of the aforementioned, at a wall/corner). I can't confirm or deny Biki A-spam's effectiveness, but what makes it acceptable in serious matches?
About the A-spam, I suppose that it wouldn't be allowed, but it IS a possibility.
About Freezing Lime Shung: they're invincible during the beginning part of the cast, if I remember correctly. Take advantage of it similar to a Dacy's skills--when you see it start, get into position, then nuke them toward the end.
Healer CAN fakeress transfromed lime with a lot of luck >_<. ( Tranform goes away but life saved and i did just trans in HLir so i had like 20 seconds left.)
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