Skills Tier List Priority and Guide
Capybara Go! Tier List will help to pick the right Skills on your journey. Since game has a lot of RNG factor consider it a priority list and make sure to adapt it to your current build, since as all other Tier Lists, this one is pretty subjective. It's part of Capybara Go! Guides series, where you can find the rest of the guides on the game. It will help both F2P and Paying players, but overall it's written from the F2P Perspective.
You also might want to read Ultimate Beginners Guide to check out the game basics if you aren't familiar with that and Stats and Effects to learn about differences between various ingame stats.
Beginners Skills Tier List[edit source]
Most of this tier list is for the newer players, somewhere up to 2 months in the game. Each player will have their own progression speed (F2P is slower than P2W) and luck with the Equipment and Pets that might alter the priorities slightly.
Tier | Skill | Description |
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S+ | War Veteran | Each Round ATK increases by 15%. Very powerful skill that will allow to take out tanky enemies and will help you if you focus on survivability and lack damage to take out bosses. Most likely fight will never go over 30 rounds with this little fella. |
S+ | Battle-Hardened | Each round increases DMG reduction up to 75% overall Cap. Very useful for the newer players who doesn't have a lot of DMG reduction from Pets passive bonuses. Together with War Veteran will allow you to outlast most enemies if you include some healing into the build. Falls off as you progress the game and get more and more DMG Reduction from other sources. Useless if DMG Reduction is at cap without it. |
S+ | Super Life | Greatly boosts your HP, and since HP is the base for healing and shield effects it will increase your survivability a lot. |
S+ | Combo Mastery | Combo mastery allows you to do additional Basic Attack occasionally and every skill that you get that has a chance to trigger with a basic attack can trigger as well. Moreover, it will increase Base ATK every time when Combo is triggered, leading to somewhat unreliable, but still pretty significant ATK boosts for the longer fights. |
S+ | Crit Mastery | Crit mastery allows you to do additional Basic Attack occasionally and every skill that you get that has a chance to trigger with a basic attack can trigger as well. Moreover, it will increase Base ATK every time when Combo is triggered, leading to somewhat unreliable, but still pretty significant ATK boosts for the longer fights. |
S+ | Shock Discharge | As you progress the game enemy Rage Attacks become more and more dangerous, and Shock Discharge allows you to lower their rage by 50 if you have enough Lighting Bolts hitting the enemy. If you are lucky during the run it can completely negate enemy skills making fights more predictable and less hard. Will be ranked lower for the newer players, since rage isn't that much of the problem early on and it's harder to get enough Bolt striker per run to effectively trigger Shock Discharge. |
S | Trinity Force | Gives Critical Rate, Combo Rate and Counter Rate. Useful for extra damage. |
S | Deadly Spikes | Very useful for stunlocking the enemies when you have enough Icy Spike attacks. |
A | Indestructible | Adds a lot of DMG reduction at a cost of lower DMG. If you have War Veteran it will help to survive for longer, while War veteran will make sure enemy won't survive 30 rounds. If You have a lot of DMG Reduction from other sources it's rank it lower. |
A | Combo Spirit | Adds more Combo Rate and can combo up to 2 times. Very good for builds that rely on Basic Attacks or with a lot of triggers from those basic attacks. Lowers the DMG a bit. |
B | Rage Combo | Second Rage is nice, especially if you have a lot of rage-specific skills like Rage Shield. But you still need plenty of rage generation to make it work. |
B | Super ATK | Decent bonus to ATK, but not as good as higher tiered Skills. |
B | Super DEF | Decent bonus to DEF, but Def scales worse at the later stages of the game, so it loses it's effeciveness the further you go. |
B | Super Lightning | If you have multiple Lightning Bolts this will make them stronger. |
B | Counter Soul | Should increase survivability, especially in combination with Critical Frenzy, Critical Dodge and other skills that activate at below 50% HP |
C | Firecracker | Could be useful in some situations to give you a breathing room at the start of the fight. |
C | Pyromancer | Unlimited Burning stacks could be beneficial for the longer fights when you do a lot of burning to the enemy, but it's not a common build. |
C | Heat Explosion | Extra Burning Damage at a cost of lower duration. Works for shorter fights, but most likely less useful for the longer fights. Exception is when you go over max Burning stacks and this will help you to mitigate that. |
C | Super Sword Chi | Makes Sword Chi more powerful. Doesn't seem to be that useful in comparison with other skills unless you build specifically for Sword Chi. |
C | Werewolf | Increases Combo and Counter DMG. Can be really good if you don't use skills and go for pure Basic Attack Build. |
C | Wizard | Skill Damage buff at the cost of Combo and Counter Rate. Wouldn't recommend, unless your Combo is already at 0 chance |
C | Tamer | Pet DMG increase at a cost of Crit Rate. Might be good if you don't use Crit. |
C | Orc | Crit Rate and DMG is up, but cannot regain Rage. If your build doesn't rely on the Rage attacks it's a great choice, but usually it's not the case. |
D | Glass Cannon | While providing with great DMG bonuses it increases DMG taken and in the most cases it will do more harm than good. Moreover, it activates only below 30% HP, and in those cases you really would like to avoid taking any damage. HP recovery on kill is useless against bosses too. |
D | Magic Spear | If you have multiple Light Spears it should increase the damage output, but most build don't use light Spears, hence this is not used often as well. |
D | Revive | Works once during the adventure and you won't even be at full health. It's better to use other skill and be strong enough to avoid death alltogether. |
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Game Mechanics | Challenges and Dungeons • Events • Currency and Items • Stats and Effects |
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