Jade Wyrm is another in the line of barely original monster designs in Lords Mobile. However, it’s there and it’s not getting changed soon, so deal with it. Fortunately, Jade Wyrms aren’t a noticeable menace to remove from the Kingdom Map, so you will rejoice when you eliminate the last one in the daily rotation.
Curiously, IGG has made some dubious claims in their Monster Manual about Jade Wyrms, which might guide players down the wrong path in the beginning and cause unnecessary waste of time and energy. Thankfully, Mark (myself) is here to save the day and show you the correct way to get the most out of Jade Wyrms.
Basic Information on Jade Wyrm
As usual, I’ll start by providing you nincompoops with some information about Jade Wyrms and how to beat them. Like all other monsters, you get only 2 hours and 55 minutes to kill a Jade Wyrm once it shows up, but that usually shouldn’t be a problem for high-level hero lineups that are adequately equipped.
Jade Wyrms have no particular bonuses in defensive stats, but my testing has shown that they have a slightly higher physical defense. Although you should have similar results no matter what kind of (high-tier) hero lineup you bring, INT heroes are my preferred way to kill Jade Wyrms in as few attacks as possible.
Curiously, the Jade Wyrm has an attack that removes all physical armor from your hero when it (the Jade Wyrm) attacks. The Monster Manual unhelpfully suggests that you use high HP heroes to fight a Jade Wyrm. I find this advice thoroughly underwhelming at best, as tanks are less likely to deal enough damage anyway, and the physical defense reduction will be devastating regardless.
Thus, it’s much better to opt for an offensive strategy and use a healing hero as a backup. Since your heroes are likely to have low armor anyway, the debuff won’t do much, and the healing should counteract enough of the damage for the lineup to survive the fight.
Hero Lineups and Advice
As previously noted (don’t skip any part of the cheatsheet, it’s not long anyway), we’ll be focusing on an INT lineup and you can mostly recycle a lineup that has worked for similar monsters in the past.
Disclaimer: I’m always basing my hero lineups on the fact that they are maxed out (or nearly maxed-out) heroes with all the equipment slots filled. If you don’t have enough high-tier INT heroes to fill a lineup, you can use whatever you have that is sufficiently leveled-up and has better stats. While hero skills and abilities can make a difference, an underdeveloped hero is more likely to just get one shot before it does anything useful.
F2P (Free-to-Play) Lineup
If you’re a free player, you have seven good INT options to choose from, but some of those will work better than others and become obsolete later. This is what I’ve found to be the best lineup so far:
Jade Wyrm F2P Hero Lvl 1 – 4 Lineup: Incinerator, Sea Squire, Snow Queen, Prima Donna, Elementalist
Jade Wyrm F2P Hero Lvl 5 Lineup: Sage of Storms, Incinerator, Elementalist, Prima Donna, Child of Light
The Sea Squire can be taken out for a Sage of Storms, as they tend to perform similarly. For lower-level Jade Wyrms, you can swap out INT heroes for AGI ones (if they are sufficiently strong in their own right). While being a STR hero, a Child of Light can also be useful as a potential replacement, as it has powerful stats and valuable abilities.
P2P (Pay-to-Play) Lineup
If you’re using paid heroes (and I should think that everyone would have a few by now), there are a few solid INT options to go for, mixing them with the F2P build to yield the best results.
Jade Wyrm P2P Hero Lineup: Storm Fox, Dream Witch, Petite Devil, Incinerator, Elementalist
Some guides also suggest a Vengeful Centaur, but I’ve found that using more INT heroes is better than putting a STR tank into the mix. If you already have one, by all means, try it and see what works better for you (since you’re unlikely to have all of these maxed out yet).
In terms of which of the paid heroes in the lineup is the best (if you’re planning to buy one), I can’t make up my mind between them. All three form the backbone of INT lineups and will be useful in a variety of situations.
Jade Wyrm Rewards
As with all monsters, Jade Wyrms can drop valuable loot when killed and may even come with a nice little bonus every once in a while. I’ve compiled a list of possible loot, based on monster level:
- Hero Chests (Common to Legendary)
- Speed-Up (1/3/8/15/24h based on level)
- Shields (8/8/24/24/72h)
- Gems (200 per level)
- Gold (15/50/50/200/600K)
- Wyrm Jewel
- Jade Orb
- Wyrm Gut
- Wyrm Spine
- Wyrm Scales
- Wyrm Horn
The Wyrm Jewel can be inlaid into equipment to grant it a smaller passive boost. Four of a kind combine into a higher-tier jewel, all the way from Common and up to Legendary. Wyrm Jewels grant 10% Ranged ATK and DEF when maxed out. While this bonus is not particularly noticeable by itself, you can have up to three jewels in a piece of gear at a time, giving a solid combined bonus.
You can use the last five loot items to craft Jade Wyrm gear, which I’ll talk about next.
Jade Wyrm Gear
There are some decent pieces of gear you can craft from Jade Wyrm materials. Behold the list of Jade Wyrm equipment:
- Wyrm Seal: Gives a nice Ranged ATK boost and Siege ATK boost as well. Do note that you’ll need to sink nine Embers into it to push it to Mythic, so it might be easier to leave it at Legendary (35% Stone boost). Honestly, I wouldn’t bother with this at all.
- Wyrmbone Coronet: AWESOME. This headwear is one of the best Ranged ATK pieces for the slot, coming with a 45.5% boost at Mythic (32.5% at Legendary). More notably, it’s one of the rare pieces that grants Research Speed (10-14%). If you need faster research, put this on and get going. It’s quite cheap as well, with a cost of six Orbs, four Guts, two Spines, and an extra five Embers.
- Wyrm Rod: The main-hand equipment that grants Timber Production, yuck. The rest of the stats are great, but I won’t even bother. I would focus on the coronet and get the non Wyrm Gear for Range Main Hand Gear.
- Wyrm Lantern: It exists, it’s bad, avoid.
Jade Wyrm gear is mostly non-combative in nature (and gives some range bonuses on the off chance you forgot to swap it back before fighting). It’s decent for getting more resources, but if you prefer fights (like I do), use other gear sets for better results.
Jade Wyrm Chests
If you don’t want to kill scores of Jade Wyrms just to get a small amount of crafting materials, I suggest purchasing monster chests directly from the store. It’s a faster, if not cheaper, way of getting your gear.
Jade Wyrm Familiar
You can also obtain this monster as a familiar, although I don’t know why you’d want to waste your time on that. The bonuses it grants are mediocre at best, and it doesn’t have a notable skill for you to use. Stick to the 12 best if possible.
Well, that’s another monster cheatsheet Mark-ed off the list, and now I can go back to playing the game and not minding you lot. See you next time for whatever I decide to write about.
You can leave now. Bye.
What do you think?
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