Juggling is the utilization of aerial melee attacks to attack enemies without touching the ground. If you have no points put into strength, it's invaluable for boosting Experience.
- The following are the simplest combos used to form compound combos.
- / / is sometimes used in juggles for flavoring and/or extra damage/efficiency.
Types of Combos
Compound combos, as the name suggests, are different combinations of simple combos used to create infinite juggle combos which are most commonly used for combat, or finite juggle combos, which have a more specific purpose. Levitation combos are a special kind of infinite juggle combo that are used for mobility, evasively, but can be used for showing off as well.
Infinite juggle combos are just a compound combo that can be used to trap a light enemy in an infinitely repeated sequence of itself.
Finite juggle combos are filler combos that can be used as desired in infinite juggle combos, or have their own practical use. Sometimes the / button is used in finite juggle combos for special purposes, most often involving the boomerang, but sometimes it can be used for mobility or to end a juggle with the bow and arrow.
Weight and Combo Categories
There are different weight groups for enemies, and some are more or less common than others.
- Light: The most common weight group; Barbarians and Thieves are examples of light enemies, but the full list is rather long.
- Light-Medium: The second most uncommon group; only the enemies in King's Arena, Thieves' Arena, Volcano Arena, and Icy Arena employ this category of weight. They are lightweight but have increased weight making you have to be lower to the ground to lightweight juggle them.
- Necromancer: The weight group exclusive to the enemy Necromancer. Can be infinitely juggled, but it is recommended to use mediumweight juggles when juggling.
- Medium: The second most common group; Fire Demons, Snakeys, Cult Minions, NPC Gray Knights, Civilians, Peasants, King, and players are in this category. Oddly enough, this is one of three weight groups that can't be juggled infinitely.
- Medium-Heavy: The most rare weight group of all; only the Snakeys in Peasant Arena are in this category. They are mediumweight with increased weight making it so they can’t be juggled as much as regular mediumweights.
- Heavy: The third most common group; only certain Coneheads, Conehead Groom, Royal Guards, and Brutes are in this category. Similarly to Light enemies, Heavy enemies can be infinitely juggled, but precise timing and positioning is required.
- Heavy-Medium: Only Stove Faces reside in this category. They are the same as heavyweights, except they also have the properties of a mediumweight, where they gain extra weight over time when in the air. It is worth noting that Stovefaces will be lighter when hit with elemental attacks, unlike when they get hit with physical attacks.
Just to clarify some things, there are noobs, then rookies, then novices, then experienced players, then skilled players, then professional players. These labels aren't to point fingers, but to help someone understand their affinity for juggling, because it can be frustrating to go from no experience at all to doing 30-hit medium weight enemy juggles from muscle memory. By finding where you fit in to these groups of players, it can help you take baby steps into higher difficulties of juggling.A noob is someone who's playing the game for the first time. After that, they're a rookie. A rookie becomes a novice when they beat the game for the first time. A novice becomes an experienced player when they've beaten the game several times (more than four times). An experienced player becomes a skilled player when they beat Insane Mode. A skilled player becomes a professional player when they've beaten Insane Mode several times (more than four times).
- Simple: Combos that are so easy anyone can just play the game for the first time and be able to do it. Most of the time these combos sacrifice efficiency and effectiveness for ease of use, or could even be entirely ineffective. These juggles are mostly intended for rookies to get a feel for juggling, and a noob may be able to if they're accustomed to fighting hack and slash games.
- Beginner: A little more complex than simple, obviously. These are more geared towards novices than rookies, and can also be considered 100% efficient by professional players. Often most infinite juggle combos will be considered this difficulty.
- Intermediate: These will be used by experienced players, skilled players, and professional players. A novice will have some difficulty picking these up, but mastering them is a good stepping stone into becoming experienced.
- Advanced: These juggles are intended for skilled and professional players, but experienced players may pick them up on their way to becoming skilled.
- Intricate: These juggles will likely only be used by professionals due to their high difficulty, but skilled players may pick it up by observing professional players, but even skilled players might have some difficulty parsing it without minor errors.
List of Combos by Application
Since the ability of enemies to be juggled infinitely or not depends on their weight, the combos will be listed per weight group.
- While this is a simpler combo than /, when used for levitation it can't have additional /'s added to it to make it easier for new players to use, and it has to be timed rhythmically. When mastered, most players would consider this a simple combo, but because of the steep learning curve, it's intermediate. Before use, you can use / to enable the Slowfall, and you won't have to repeat the combo as much. IMPORTANT: The Slowfall is recommended for practice; don't use it for combat!
- With /, you may notice that when you get too close to the top of the screen, you'll do a flip, then fall to the ground. With /, you perform a stylish and alternative levitation combo than /, at the cost of, ostensibly, not having any practical use in combat. Notably used in one of the mediumweight juggles to capitalize on hits.
Since medium weight enemies can't be infinitely juggled, the combos tend to be very long. Don't feel intimidated by the complexity, as it's simplified into the building blocks in the basics section.
- Simple - /: This can be used about 4 times in a row before the enemy falls to the ground.
- Beginner - ///////////: An easy way to get used to juggling mediumweights.
- Intermediate - /////////////: Same as the previous combo but with two /'s added at the beginning for extra hits.
- Advanced - /////// ///////: This is a great way to get extra hits in, but unlike the previous combo, the / in the beginning slams enemies down at the ground, and in Arena Mode it'll prevent your opponents from getting a recovery jump at the end of the juggle.
- Intricate - /////////////: This combo is great for leeching out every last bit of XP possible from an enemy, while maintaining the second greatest possible amount of hits of any finite juggle, which is 32.
- Intricate - /////////////////// /: Yields the greatest number of hits of any juggle, which is 35.
Note: This only works on the Conehead and Royal Guard enemies. You must always press / and get as close to touching the ground as possible, or start the combo immediately after jumping to initiate several of the combos. Pressing midair before starting a heavyweight juggle is not necessary.
- Advanced - /: Basically the same as , but with much tighter timing and much riskier if you mess up the combo, as you are always close to the ground when performing it. Takes a lot of practice to repeat consistently.
- Advanced - /: Easier alternative for the above combo. The can be buffered, so less precisely timed inputs are needed.
There is no way of truly juggling a heavyweight Beefy solo, but there is a method that involves multiple player Beefies that works consistently.
- Beginner (2-4 players) - : This works with only 2 players, but the more players, the better. Have all players use a Sandwich, have one wrestle the heavyweight Beefy you want to juggle, and after the enemy Beefy is thrown up into the air from losing the wrestling match, all players jump up and juggle the Beefy with repeated windmill attacks. This will do major damage to the enemy Beefy, granted if you get the juggle going without much hassle and the players have most of their Beefy timer remaining. NOTE: Do not stand on top of the player who is wrestling the enemy Beefy, as that will cause the enemy Beefy to immediately be thrust into a wrestling match with another player.
These are the appropriate grinding spots that utilize juggling efficiently:
- Thieves' Forest (Insane Mode): Assuming that you've never put points into Strength and are using a Strength reduction weapon, such as the Glowstick or Cardboard Tube or Skeletor Mace and also using Giraffey or Hawkster you can achieve 30+ level ups just from the Troll Mother.
- A good strategy for squeezing in all of the level ups is to make sure you avoid the Troll Mother at all costs while juggling her Trolls.
- Marsh (Insane Mode): Same as Thieves' Forest except the Beefy Skeleton wave might give you a bit of trouble.
- Snow World (Insane Mode): Due to the amount of Iceskimos in this level, you can easily get 1/2 level up(s) per visit.
- This is a useful grinding spot even if you've maximized all of your stats at this point of the game.
Juggling Practice Spots
- Lightweight|Thieves' Forest
- Mediumweight|Lava World
- Heavyweight|Cyclops' Fortress
- Lightweight Beefy|Sand Castle Interior