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All you need to know about TimeKillers

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2/18/2013 23:21:05   


TimeKiller is a calendar class that was obtainable by redeeming the code that came with AE's 2013 calendars. It's now rare (unless you somehow get an unused code), but this guide's still up for anyone out there who has the class.

Best Stats for your level with TimeKiller



Level 80
END: 125
WIS: 70

Level 70
END: 105
WIS: 60

Level 60
END: 75
WIS: 60

Level 50
END: 65
WIS: 40

Level 40
END: 45
WIS: 30

Level 30
END: 35
WIS: 20

Level 20
END: 35

Level 10
END: 15

How are weapons shown for TimeKillers?


Along with Soulweaver and Master SoulWeaver, TimeKillers are the only obtainable classes which do not have their actual weapon appearance showing while equipped. Instead, they have gears on their shoulders which change color according to the equipped weapon's element. But unlike SoulWeavers, if the equipped weapon has a special, it can still be activated. You can read more about weapon specials here



TimeKiller Skills

Quick Shot : +100% crit attack

Effect: 1 hit of 300% damage, guaranteed critical hit. Great for sniping your average monster and has a really short animation too.
MP Cost: 20
Cooldown: 14 turns

Accelerate Training! : 30% boost for 5 turns, regen 10% mana

Effect: 30% powerboost, restores 15% Mana
MP Cost: -
Cooldown: 9 turns

3:10 - Gain 5 Arbalest charges!

Effect: Enables the use of any skill on the right 5 times and gives +30 to Crit for 5 turns
MP Cost: 31
Cooldown: 6 turns

Accelerate Regeneration : Heal 30% over 3 turns!

Effect: Heals 10% of your HP over 3 turns (including the first turn you use it)
MP Cost: 35
Cooldown: 9 turns

Bolt Spray : Shoot a bundle of bolts!

Effect: Hits all enemies once for 150% damage each
MP Cost: 30
Cooldown: 1 turn

Unload : Available after a successful combo

Effect: 8 Hits of 33% damage
Prerequisites: Requires the last hit of Rapid Fire to connect
MP Cost: 15
Cooldown: 2 turns

Rapid Fire : Available after a successful attack

Effect: 4 hits of 40% damage
Prerequisites: Your previous attack should be successful
MP Cost: 20
Cooldown: 2 turns

2 hits of 50% damage

Power Shots : Bigger bow, bigger bolts, bigger damage

Effect: 2 hits of 150% damage each
Prerequisites: Requires 3:10 to be used
MP Cost: 10
Cooldown: 2 turns

Lightning Flash : -50 hit for enemy

Effect: 2 hits of 200% damage, Gives opponent -50 bonus for 5 turns
Prerequisites: Requires 3:10 to be used
MP Cost: 15
Cooldown: 5 turns

Time Pulse : Fire a pulse of time that stuns for 3 turns

Effect: 5 hits of 50% damage, stuns opponent for 3 turns if the last hit connects
Prerequisites: Requires 3:10 to be active
MP Cost: 20
Cooldown: 14 turns

Distort Time - Reflective barrier for 3 turns

Effect: +140 Avoidance (M/P/M) for 3 turns
MP Cost: 10
Cooldown: 9 turns
Prerequisites: Requires 3:10 to be active

Shatter time for your enemy! : 20% enemy Dmg reduction for 5 turns

Effect: 1 hit of 200% damage, -20 powerboost to enemy for 5 turns (including opponent's next attack)
MP Cost: 20
Cooldown: 7 turns
Prerequisites: Requires 3:10 to be active

Rain a torrent of bolts on your enemy! : Hits all enemies

Effect: Hits all enemies for 150% damage each
Prerequisites: Requires 3:10 to be active
MP Cost: 20
Cooldown: N/A

Thief of Time : Break the barrier of time!

Effect: 18 hits of 33% damage
Prerequisites: Requires 3:10 to be active
MP Cost: 25
Cooldown: 39 turns

TimeKiller Strategies


This section will show you all the combos and strategies for TimeKiller. If the first few of the sequence manage to kill your opponent, then good. But if not, follow the other steps. If the opponent is not dead with all these steps, repeat the sequence based on the steps given. Use alternative skills for ones which still have their cooldown going on. You have to be discreet while seeing combinations, and come up with your own ones too! Some notes have been given below each sequence to follow though and understand better.

Weak/Medium Opponents: 88 mph -> Combo -> Unload -> Attack
  • Should kill a weak monster, but if the monster is not dead (would be the case of a medium monster, but rarely), use another attack and repeat from combo

    Tough Opponents: 88 mph/3:10 -> 3:10/88 mph -> Power -> Flash -> Final -> Power -> Combo -> Unload
    ..........................Or: 3:10 -> Boost -> Pulse -> 88 mph -> Power -> Final -> Flash -> Power -> Combo -> Unload (Note: Switching Flash and Pulse also works well)
  • You may either use 3:10 later, or at first for the first combination. But do use a combination of combos and unloads for it.
  • Feel free to switch the sequence of damage based moves, like using Power before 88 mph, or Power before Final, etc. But it is better not to do so with special-effect attacks like Flash and Boost.
  • The boost skill is not compulsory to use, but it does increase the damage dealt.

    Very tough opponents: 88 mph/3:10 -> 3:10/88 mph -> Boost -> Pulse -> Final -> Power -> Flash -> Power -> Combo -> Unload -> 3:10 -> Flash -> Power -> Combo -> Unload -> Power
  • Repeat this process (without 88 mph, of course) to significantly bring down your opponent's HP. Then use 88 mph, when it unlocks, and preferably before you use 3:10, or after the 3:10 effects are over.
  • Using a Break instead of a combo, and then combo instead of unload (and of course, unload next, and so on) wouldn't hurt, because you anyway have another turn for right side skills after Flash. As mentioned before, it is just a filler move, and 20% decrease in powerboost is hardly anything. Besides, you have the flash which blinds your opponent after the stun anyways. Does do a lot of damage though.
  • You can either use the set of first 2-9 attacks mentioned above later, or at the beginning of the fight, as long as the cooldown is over. (You can add in a 88 mph in one of the combinations after the cooldown is over for it too). You can do the last 6 move combinations any time once you have used 3:10.
  • It's good to constantly use 3:10 once the effect wears out, as it makes it easy to hammer away at the opponent's HP
  • You may want to try using a Boost for the last 6 moves combination (after using 3:10, of course), and add a 88 mph if you can
  • Remember to use Accel when needed!
  • It also wouldn't hurt to switch a few skills, like using 3:10 first, and 88 mph a little later, etc.

    Very Low HP/MP: Boost -> Accel -> 88 mph -> Combo -> Unload -> (use a combination of a few skills, you could repeat the previous sequence too) -> 3:10 -> Stun -> Power -> Final -> Flash
  • You will need a bit of luck for this combo. This is in case you don't have right skills unlocked already. You will need the attack of the opponent to miss after using Boost
  • If Pulse does not work, Use Flash immediately. Then continue using the other right side skills as normal
  • Try keeping your mana consuming low, or you'll run out of mana when you need it.
  • Only use 3:10 when you feel you have enough mana to handle the right side skills (which should be after usng a second boost) , and HP to be able to take your opponents attacks without losing a lot of it significantly (which should be after completing the first 3-turn heal cycle)
  • Use Boost, then Accel whenever the cooldown ends, as those are very important moves is situations like this

    2 or 3 Easy/Medium Monsters: Spray -> 88 mph -> Spray -> Combo -> Unload -> Spray
  • Here, you must decide who you want to use the skills on yourself (excluding multi strike moves)
  • For this, you can mostly use the skills in any order you want, because it doesn't really matter

    2 or 3 Hard Monsters: Spray -> 88 mph/3:10 -> 3:10/88 mph -> Flash -> Pulse -> Final -> Rain -> Rain -> Spray -> Combo -> Unload
    ..........................Or: 3:10 -> Rain (x5) -> Spray -> 88 mph -> Spray
  • Since the enemies' attack damage stack and hurt you more, you may want to Heal up using a potion, or the Accel skill when you need it
  • Skill orders don't really matter here that much here either, but you will find it useful to keep spamming the rain skill when you can.

    Matching Accessories

    Lucky Cap [DC] (This is color custom, so how it looks with the class depends on your base and trim color)
    Time Killer Ten Gallon [DC] (For males, unless you're fond of women with stubble for whatever reason)
    Time Killer Headgear [DC]
    Black Silk Hat
    Black Cowboy Hat [DA]
    Weaver's Cowl [DA and Non-DA]
    Cowl of Deidro
    Killiguin Faceguard
    Togmas Cowl
    ChronoZ Visor Version H.0
    ChronoZ Visor Version TK.0

    Weaver's Cloak (I, II, III)
    Weaver Wrap Around (I-IV)
    Lifesaver (II-V)
    Lifesaver (VI and VII) [DA]
    Surewould Camo Cloak (I-VII) [DA]
    Cloak of Deidro
    Death's Mantle
    Manahunter Cloak (I-VII)



    Thanks to pjc for TimeKiller Skills attack pictures
    Thanks to Faerdin and InsertWittyNameHere for help on Best Matching Accessories for TimeKillers
    Thanks to Yuttt for help on TimeKiller Skills
    Thanks to bobtehnoob for help on TimeKiller Strategies
    Thanks to Zeldax for suitable item suggestions

    < Message edited by Silver -- 3/28/2019 17:30:48 >
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