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Combat Initiation: Rocket Arena Complete Enemy Guide

Combat Initiation released the Rocket Arena, so you’re gonna have to learn how to deal with some new mobs!

Although it is still in the beta stages, Combat Initiation has been knocking it out of the park with the content updates. In the latest one, a new stage called the Rocket Arena was added to the game, and with it comes a lot of unfamiliar enemy types. In this guide, we’ll be going through each of the new enemies in Rocket Arena so that you’ll be ready to take them on!

Rocket Arena Complete Enemy Guide

The Rocket Arena has four different enemy types that you’ll have to deal with, as well as a new boss which will only be covered briefly here. Be ready for some curveballs, as the enemies here will require some good reaction times and movement. Before we begin, check out our guide on all of the items in Combat Initiation as well to help you decide what weapons to take whenever you plan on tackling this new stage yourself.

Combat Initiation rocket arena zone showcasing some of the new enemies

Enemy #1. Fireman

The firemen, contradictory to their job title, will try their best to burn you with a flamethrower. These enemies will rush towards you and start attacking you with a burst of flame that you cannot parry, so you need to kite them.

Ideally, you will want to use a ranged weapon and just deal with them before they can even get within range to use their flamethrower. If you really have to use a melee weapon, you must run circles around them constantly to not take damage.

One bonus tip for this enemy is that you can shoot the tank on their backs. This will instantly kill them, but the resulting explosion will deal damage to everything around the fireman, including yourself.

Combat Initiation player trying to dodge the fireman

Enemy #2. Wizard

The wizard looks like a regular “Noob”, except they have a wizard hat and a cape. They fly around and have a bright yellow aura, making them very easy to detect from a distance. This aura also acts as a visible health bar.

Their first attack is a set of homing projectiles in the form of yellow orbs. These can be parried, but if you are not confident in your timing, you can dodge them. Having a fast movement speed will be really helpful here.

When a red target circle appears on your feet, this means that a wizard is about to hit you with a lightning strike. Simply stay mobile or dash away to avoid this attack as it will give you ample time to get out of range.

Finally, they will occasionally channel electricity that will track your movements. Again, just stay mobile to not get hit by it. Fast movement speed will come in handy here as well. These enemies explode on death after a few seconds, so make sure to keep your distance after killing one. They also occasionally teleport beside you, so watch out for that to avoid surprise hits.

Combat Initiation player attacking a wizard

Enemy #3. Beacon

The beacon can take on different colors, which indicates what type of buff it will give nearby enemies. They aren’t dangerous on their own, but you should definitely deal with them first. Here are their effects:

Blue Beacon

When a beacon is blue, it will render one enemy completely invulnerable. When this happens, you will have to kill the beacon in order to deal damage to whatever it has latched onto.

Green Beacon

Whenever you see a green beacon, it means that nearby enemies will get a green aura that supposedly buffs their health and makes them immune to lifestealing effects.

Again, prioritize killing the beacon whenever you see enemies with a green aura around them. On top of the buffs, they will also occasionally fire beams of light that you can easily avoid while in this form.

Red Beacon

If you somehow get the green beacon to kill buffed enemies with its beam of light, it will become enraged. As a result, its color will change to red and become more aggressive with its beam attacks.

The only difference between red and green beacons is that the former will also predict your movement, as indicated by a large red circle that follows you around while it charges up a beam attack.

Black Beacon / Inactive

When there are no enemies nearby, a beacon will be completely inactive. In this form, they are 100% harmless and can be dealt with safely. Just keep in mind that they emit a shockwave on death, which merely knocks you back.

Combat Initiation different beacon colors displayed

Enemy #4. King

Finally, the last non-boss enemy type is the King, which is a crowned menace sitting in a large mech. It has various attacks, and we’ll be covering separate sets depending on how you’re fighting him.

King Attacks – Close Range

If you are using a melee weapon and engaging him in a short range, the King will use the following moves after holding his sword up:

  • Slash & Stomp – The King will raise his sword and perform a forward slash followed by a stomp that creates a large shockwave. This cannot be parried.
  • Leap – The King will leap high up into the air and come crashing down on nearby players. This will create a large shockwave and cannot be parried as well.
  • Double Slash – The King will perform two slashes that cannot be parried. Dash backwards to avoid getting hit by this.
Combat Initiation player getting attacked by the king

King Attacks – Long Range

If you are far away from the King and are attacking him with ranged weapons, he will start performing a different set of moves. These are the following:

  • Cannon Attack – The cannons on his shoulders will briefly flash yellow before firing multiple cannonballs at you. These can be parried, and a successful reflection will stun the King and deal a ton of damage on impact.
  • Eruption Attack – The King will raise its sword (similar to close range attacks) and smash the ground. This will create a line of explosions in front of him, which reach a long distance.
  • Flail Attacks – These come in three variants, but they are all essentially the same. Basically, it will extend a flail over a long distance, which you can parry. A successful parry will have the same effect as a reflected cannonball.

The easiest way to deal with a King is to simply keep your distance and chip away at him with a ranged weapon. Have your melee weapon ready for parrying as well, because you can deal a lot of reflect damage.

Combat Initiation player about to parry the king's cannonball attack

The Stage 4 Boss – Great Drakobloxxer

Finally, we have the Great Drakobloxxer boss. This one is not going to be covered in great detail as it is a hefty fight, but we’ll give you a few tips anyway. The Great Drakobloxxer is a giant boss with a lot of mechanics to keep in mind, and one thing that will be really helpful here is being able to jump high and move fast.

There are a ton of shockwave attacks and long reaching swipes to avoid, and if you have something like the Jet Boots, you will have an easier time dodging them. Pillars with platforms that you can step on will also periodically fall on the arena. These can be used to dodge tail swipes and hit his weak spot in the head. Just be wary of the shockwaves that appear when these land on the ground.

He also has rockets that you can parry, but this might require some practice as they are fired at a rapid pace. A lot of his other attacks are slow but deal heavy damage.

Combat Initiation player facing the great drakobloxxer

And those are pretty much all of the new enemies in the stage, as well as some advice on how to deal with them. If you are still new to the game, check out our complete beginner’s guide for Combat Initiation to get started, and you’ll eventually reach this stage as well!

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