Ifrit (Water) - Theomars/Guide (2024)

Table of Contents
Ratings Analysis PvE PvP
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Character Information

Runes

Guide

Gallery

Ratings

Monster Rating
PVE
FarmingB+
GB10A
DB10A
NB10A-
TOAHB
RaidsB
RiftsA-
LabyrinthUnrated
PVP
Arena OffenseA
Arena DefenseA
Real-Time ArenaA-
Guild Wars OffenseS
Guild Wars DefenseA+
Siege OffenseA+
Siege DefenseA+

Ratings are provided for convenience only. See here for in-depth explanation on our rating system. Please note that information on this page is of a subjective nature, and therefore may not reflect your own experiences or opinions.

Analysis

Theomars is a very solid monster overall. Though his versatility lends well to all aspects of the game, his bread and butter is PvP play, where he has continued to dominate the metagame since his passive was reworked. He possesses well balanced stats, great innate survivability due to his passive, and the ability to set both himself and his teammates up for attacks thanks to defense break. His main attack also scales off speed, giving him great nuking capabilities even when players trade attack for speed. Best of all, his passive means he gets an innate 15% critical rate boost against every target, no matter the element, making him a great jack-of-all-trades DPS monster with few truly bad matchups. Rounding him out is an outstanding universal Critical Rate leader skill, which greatly lowers rune requirements for both himself and teammates.

If there are any weaknesses, it's his reliance on his passive to survive attacks. Though Theomars has solid bulk, he becomes very vulnerable once his OHKO protection is activated. Even worse if his passive is reset from a monster skill. He can also be vulnerable to strong wind bruisers, due to their ability to survive repeated blows and come back with a revenge kill on Theo. That said, he comes free through the Guild Shop, and his dominance in PvP play makes him a can't miss monster for any player.

PvE

Farming

Theomars can make an adequate farmer due to his lack of elemental disadvantage, and great survivability. In particular, Faimon Volcano is filled primarily with fire type squishy monsters, which matches well with Theomars' typing. However, Theomars' attacks are all single target, so Theomars will take much longer than monsters with AOE attacks.

Dungeons

Theomars plays well in dungeons thanks to his good overall DPS capabilities and his passive. The latter is especially useful against boss monsters since it protects him from OHKO, and he provides good setup for both himself and his teammates with his defense break, as well as extra damage from DOTs. This makes him a threat in both GB10 and DB10, with his water typing being especially useful for the latter due to the Dragon's fire typing, although the presence of immunity does mean that buff removal is necessary to do adequate damage. He does lose effectiveness in NB10, since he becomes heavily reliant on mutl-hitters to help set him up for attacks, since he usually can't do that himself (although his second skill does sometimes provide decent shield breaking support).

Trial of Ascension Hard

Theomars is decent choice in TOA for players needing an extra punch. At higher stages however, pure nukers become less ideal due to the insane HP and defense scaling which enemy monsters receive. And factoring in Theomars' lack of CC ability, his usefulness begins to diminish greatly. He can still work, but his teammates will need to bring a lot of CC to help avoid team wipes.

Raids/Rift Dungeons

Theomars is an okay DPS monster in Raids when other options are lacking. However, the presence of Oblivion diminishes his usefulness greatly, since he loses both his critical rate bonus and his OHKO protection. And since Theomars is usually built using Violent runes, he will further imperil his own team's safety due to the dangers of turn stacking in Raids.

He does play well in Rift Dungeons however, as he can be used against each of the five bosses without worry about a bad matchup. His innate DPS capabilities and innate OHKO protection make him a solid general attacker for players who don't like to think too hard. Special consideration should be given to each boss' special abilities however, as specialized teams will often be needed in certain matchups to achieve success. For instance, the Fire Beast constantly creates exploding minions which can only be dealt with using AOE attacks, meaning that AOE DPS monsters will need to be brought to assist. This makes Theomars more dependent on his team for success than usual.

PvP

Arena/Real-Time Arena

Theomars plays very well in Arena type combat. His overall skillset makes him a versatile threat against almost everything, with his passive coming through as a good safeguard thanks to protection from OHKO. Having a source of defense break also allows him set up for both himself and his teammates. His lack of AOE is a major weakness in regular Arena play though, since it means competing with more efficient monsters for a spot, as well as leaving open the possibility of being revenge killed by problematic matchups.

In particular, wind bruisers like Xing Zhe, Ritesh, and Feng Yan pose a challenge for Theo due to their ability to absorb hits while doing a tremendous amount of damage to Theo himself. Theomars in general is vulnerable to monsters with strong passives such as Camilla. In general, Theo will need good support and help from a balanced team to cover for his weaknesses. Theomars can play equally well on both offense and defense Arena teams, though his lack of elemental disadvantage means his AI won't target based on element, making him an unpredictable monster for opposing players when placed on defense.

Theomars is a versatile threat in RTA, and though he isn't penalized for being a single target nuker, he still struggles against the same bad matchups mentioned above. Even worse, Ganymede is commonly featured in many teams due to his strong CC abilities and an irresistible single target cooldown reset, which will leave Theo vulnerable once he loses his OHKO protection. And of course, players will need to account for the sheer number of immunity and shield buffers present in RTA meta play, which robs Theo of his setup abilities. Players will need to account for these factors when bringing Theomars to RTA, especially considering the monster banning mechanic unique to RTA.

Guild Wars, Siege Battles

This is where Theomars truly shines. His passive allows him to be brought as a general DPS monster in almost any kind of matchup. This is especially important in Guild Wars, as players are only allowed to bring three monsters, meaning that players often can only afford to bring a single DPS monster to ensure adequate support. His defense break allows him to set himself up for attacks, an uncommon but important feature when only a single DPS monster is allowed.

Theomars plays well on both offense and defense in Guild Wars. His lack of elemental disadvantage can especially be unpredictable when put on defense, since his AI will prioritize based on overall squishiness rather than element. However, Theo's prevalence in the metagame means that most teams will be designed with a check against him in mind. In particular, strong wind types like Xing Zhe, Ritesh, and Feng Yan can take repeated blows while revenge killing Theo easily. Players should also be wary of speedy Ethnas, as her third skill is a natural check against Theo's passive due to her ability to strip buffs and stun her target in one turn. Opposing Theomars will also make life difficult as well, especially if they have superior rune quality.

Lastly, Theomars can be quite vulnerable to revivers and immunity buffers. Since Theo can only target a single monster at a time, this forces players to prioritize between killing a strong reviver or the main offensive threat, and his reliance on his defense break for damage leaves him vulnerable if the opposing team guards against that. Troublesome matchups could include Eladriel, Velajuel, and Woosa.

Ifrit (Water) - Theomars/Guide (2024)
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