Megaloot – Tyr Floor 115 (Turtle Power) Build Guide

Guide to Tyr Floor 115 (Turtle Power) Build

By Mihealsick

I saw a few people struggling with Tyr builds, and in the process of trying to build something reliable to help get an easy Celestial border I think I found something wild. I’m still working on this run and in the 100s now, but I think it has some pretty serious legs.

This build revolves around Tyr’s Armor Steal talent spec (pictured here). This is an incredibly powerful talent that allows you to take 24% of your target’s armor from them. Enemy armor scales up much much faster than their damage output, so if you manage to connect a hit to an enemy that has armor on them, you’ll find yourself with an incredible amount of defense (which Tyr can turn straight into offense with his built in Blackthorn/Mindthorn spec).

But, this is a strategy that struggled with certain game elements. Enemies with Penetration (like Eldrid’s Flesh and Saturn) bypass Blackthorn entirely, while some big enemies (like Death and Perfect Slave) don’t even have any armor to steal, leaving you defenseless.

That’s where Turtle Power comes in. While wearing Turtle set, if you drink a Madness potion on the first turn and attack yourself, you will steal your own armor and then regain it modified by all your stats. With the Warrior set for multiple attacks, this can shoot you to impregnable levels of armor no matter what you’re fighting.

This gives you legs once you’ve gotten to floor 60, but let’s first talk about how to get there!

Early Floors (1-10)

Tyr can struggle on early floors because of some weaknesses in his kit. Not having a weapon or multiple attacks makes it difficult to squash threats, and you’ll find yourself getting robbed by goblins a lot.

Just because you don’t have a weapon doesn’t mean you can’t attack! Warrior + demon works just fine, and you can and should dismantle some early magic attack/wisdom and insight to get that initial burst of damage going.

Don’t be afraid to buy into a set like Ethercrest or Orion. They’re not good for long, but they can jump your armor up fast and give you some nice survivability + retaliation damage (from Blackthorn).

Around floor 10, you’ll want to swap in the Cursed set and consider dismantling some high-armor items here and there. Cursed has tremendous damage and defense for when it shows up, so this should carry you for quite a while.

Midgame (11-60)

To me, Tyr feels more like a defensive character, so Cursed/Malice seems right. But it may be safer just to go with 1pc Turtle, 2pc Warrior, 3pc Demon. If you swap to Warrior early, just focus on magic damage / insight / wisdom, and once Ring of Unity appears on floor 30 that should carry you to the moon.

If you decide to tough it out with the Cursed set, make sure to dismantle some Jester’s Bone Masks for the nice Malice%. And hey, since you have all that massive elemental power from the Masks, you might as well dismantle one Magma item and now oops all of a sudden you’re a Cinder build–which okay because Cinder is fantastic.

  • Dismantle to 100% Precision.
  • Dismantle just past 100% Penetration. This build does not need to worry about Iron Golems!
  • Do not open the Opportunism chest. You can kill Suns with Blackthorn, Malice, and/or Cinder.
  • Dismantle 1 Electricity item at some point, doesn’t matter what it is. The Electricity damage counts as a source of damage towards breaking Armor Shield stacks on Saturns etc.
  • Keep up your magic attack, wisdom, and insight. Using Magic Blitz with that Demonic ring equipped will win most battles.
  • Dismantle one single mid-level Turtle Gauntlet when you see them at 25.

For Saturns, warrior set handles these entirely. If you’re using Cursed, I recommend dropping Demonic for the Zephyron ring that lets you silence enemies. This stops their armor break effect and allows your hits to steal their armor and overwhelm them. (Notably, Zephyron also increases your magic damage by 45%, which appears to be its own unique multiplier. It does apply to Mindthorn damage!)

  • For Kotyas, Turtle set does all the work.
  • For Iron Golems, you steal 24% of their armor each hit, but then that armor is multiplied by your armor%. Golems just can’t keep up with you.
  • Dismantle as many Gold Warden, Celestial Chestplate, Wooden Crown, and Ring of Unity as you possibly can!

Endgame (60+)

By the time you hit 60, Cursed is already going to be a bit stale, and you’re going to need an answer for Perfect Slaves.

From here on, you’ll want to drop Cursed and Demonic entirely and make the swap to 4pc Warrior, 1pc Turtle, 2pc Zephyron.

Your 5 attack-count will blast through Saturns and Golems, stealing their armor along the way. When you see multiples, the Warrior set’s Parry effect protects you from the worst of it. The Saturn’s armor break spell has to actually hit you to remove all your armor, so parrying its one attack for the round will let you keep your defenses up!

Turtle keeps you alive on the critical first round while you build up your armor. Meanwhile, Zephyron plays support in that it amps your magic damage significantly, and the Zephyron Ring’s silence spell is surprisingly useful. Silence can be cast at your enemy target even on a Madness turn, it can stop Armor Break. etc.

Your play algorithm at this point is:

  • If there’s an enemy with a lot of armor, target it on turn one and attack it. If you hit, you’re basically impossible to kill. Be careful! Your Cinder damage lands first before your armor-stealing attacks, so if it kills your target and reveals an armorless target behind it, you won’t get to steal anything!
  • If you don’t have any good targets to steal armor from on turn 1, you’ll just have to do it yourself. Drink a Madness potion, target an enemy you want to Silence (if any), and hit the attack button. Your armor will skyrocket. (For reference, at floor 100, my armor is increasing from base 91.5K up to over 100M on turn 1).

Since you dismantled a low-level Turtle Gauntlet earlier, your normal attack damage will also scale with your updated armor (modified by other things like Power% etc). As you climb, this will exceed the 999Q damage cap!

But it’s okay, because Tyr also deals magic damage via Mindthorn! This damage follows closely behind, and also has open-ended scaling!

Egor Opleuha
About Egor Opleuha 682 Articles
Egor Opleuha is a professional copywriter with more than 12 years of experience, who eventually became fully immersed in the gaming industry. The legendary Heroes of Might and Magic saga was and continues to be his favorite video game franchise. In his free time he likes to fish and play guitar.

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