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 and early chapters, 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 |
---|---|---|
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 | Combo Dagger | Doubles the amount of daggers from all the sources. What not to like here? |
S | Deadly Spikes | Very useful for stunlocking the enemies when you have enough Icy Spike attacks. |
S | Dagger Cooldown | Very useful if you rely on the dagger effects for healing, rage generation or lightnings to clear enemy rage with Shock Discharge |
S | Frostbite | 20% and 35% enemy ATK reduction. Really useful to stay alive during tough fights. |
S | Combo | Increase Combo rate, that helps to trigger more basic attack effects and do more damage. |
S | Rage Dagger | Drastically increases Rage generation and allow to exploit rage skill for its effects more often. |
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 will be 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. |
A | Royal Crown | Adds ATK and HP and some DEF. 15% extra on basic skill and 25% for upgraded one. Good bonus to both survivability and damage. |
A | Counter Mastery | It helps to dish out more DPS with extra counters and also get some lifesteal for extra healing. |
A | 24pxMultiple Lightning | If you are doing Lightning build it will double all the lightning effects, really powerful if Shock Discharge is available as well. |
A | Shrink Spell | Lowers enemy DMG output, which is useful if you have issues with survivability. Moreover, Damage Reduction is a separate multiplier, so they work well together. |
A | Rage Proficiency | Helps to build up rage faster, especially with Combo and Counter Attacks. Very useful for the rage builds or when you have some useful rage skills like Rage Shield |
A | 24pxHard | Very useful if enemies are too strong and take you out early in the fights, especially if you are trying to build up Battle-Hardened. Not so useful once your DMG Reduction bonuses ramps up. Gives 25% and 40% DMG Reduction. |
A | Heavy Attack | Adds Crit Rate Chance, which works well with crit-based builds. |
A | Thunderbolt | Useful only if you can upgrade it to Thunderbolt+, so it will release 5 Lightning Bolts every round starting from round 5. Can be really good for any build, but shines if Lightning Skills are taken. |
A | Dodge | Dodge can allow hero to completely negate some attacks. Chance isn't that high, but when triggered it can give some breathing room for recovery or can be used to cheese some tougher bosses. |
A | Basic Attack Shield | Has a chance to provide 5% of HP as a shield on basic attack. Really good with Combo and Counter builds and can build up a lot of shield. |
A | Rage Shield | If you have extra rage generation this can stack up a lot of shield value and provide good survivability. 10% of HP as a Shield. |
A | Killing Freeze | Icy Spikes add +15% DMG to enemies when hit. Non-stackable. Good DMG Bonus, but requires reliable chances of Icy Spikes. |
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 | 24pxSuper 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 |
B | Thunderstorm | If you have plenty of Bolts it will greatly increase damage and will add AOE effect to them |
B | Dual Hits | If you have several Hits skills it will be nice, especially with Hits Recovery where it will provide double healing every turn. |
B | Critical Shield | Provides a shield when HP goes low once per battle. The problem is, if you will be killed before it activates, it won't help you. |
B | Frozen Touch | Helps a lot with normal enemies, but doesn't work on bosses, so take it if there are no other good alternatives. |
B | Tyrant | Great ATK bonus at a cost of some HP. If you are sure of your survivability, go for it. |
B | Berserker | Very good for Basic Attack DMG builds, but bonuses are limited in comparison with skills that give you DMG every turn or on Combo. |
B | Spell Master | Very good for Skill DMG builds, but bonuses are limited and it's bad for Basic attack builds. |
B | Healing Dagger | Even though it's a chance and heals only for 3% of HP, it can be really good when you have multiple daggers. |
B | Critical Recovery | Good Healing for emergency situations, and overall recovery of 30% (3x10%) is good as well, just need to stay alive. |
B | 24pxLightning Dagger | Adding Lightning Bolt chance to the daggers is really useful even without the Bolt Skills, but even better when you have them or plan on getting them. |
B | Enhanced Basic Attack | 25% and 40% extra DMG to Basic Attack is good if it's one of the main damage sources in your build. |
B | 24pxRound-based Lightning | 1 Lightning bolt per round, can help to build up hits, get more lightning bolts into the enemy or deal a bit of extra DMG. |
B | Counter Rate | Additional chance to counter is always nice, especially combined with other Counter Skills. |
B | Enhanced Rage Skill | 30% Rage skill DMG bonus is nice, especially if it crits. |
B | Basic Attack Icy Spikes | Extra Icy Spikes will help to stun enemies. |
B | Basic Attack Bolt | Chance to trigger 2 Lightning Bolts on attack. Good for Lightning builds. |
B | Critical Frenzy | ATK Bonus is great, but requires being lower than 50% HP, so won't be effective for the most fights. |
B | Enhanced Counterattack | Extra 25% damage for counter attacks. Can be useful if counter rate is high enough to be reliable enough. |
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. |
C | Triple Blasts | If you have multiple Fire Strikes and want to build burning damage it might be a good option, otherwise it's a pass. |
C | Smelly Dagger | Most of the time you want dagger effects to activate instead of extra damage, especially Rage, Healing or Lightning ones. |
C | Alchemist | Extra DMG is nice, but poison doesn't worth it most of the time, but if you have poison in daggers or attacks it mgiht be a good option to increase damage. |
C | Dagger Proficiency | If you went Dagger DMG route, it might be a higher ranked pick, but usually you want daggers for effects. |
C | Dagger Mastery | If you went Dagger DMG route, it might be a higher ranked pick, but usually you want daggers for effects. |
C | Burning Proficiency | Only useful for Burning builds which are rare and hard to build effectively. |
C | 24pxMagic Flames | Increased chance of Burning from fire strike usually yields minimal gains when other viable options are available. |
C | 24pxLightning Mastery | Extra DMG is nice, but only if you go heavy lightning build, usually there are other alternatives that are better and more reliable. |
C | Recovery Sword Chi | All recovery Skills are nice, but Sword Chi is pretty rare, and it will get limited effects because of that. |
C | 24pxMulti Strike | Double ATK on the 1st round, but it's only good for clearing normal mobs and won't help with long boss fights too much. |
C | Critical Dodge | Dodge is a good defensive stat if DMG reduction isn't enough, but 30% HP requirement means it might only save you from fatal attacks most of the time. Very low priority. |
C | Hits Recovery | Restores 3% HP when hits reach 3, which is easy in most scenarios. Pretty reliable source of healing. |
C | Rage Heal | Might be worth it if you have extra rage generation, but the heal is only 5%. |
C | Poison Dagger | Additional dagger and it adds a poison. Worth it if you plan to get other daggers or dagger skills. |
C | 24pxHits Lightning | Lightning bolt each round if you can get 4 hits. Pretty good for building up for Lightning builds. |
C | Rage Icy Spikes | Guaranteed Icy Spike on Rage, has a chance to Freeze enemies, sadly still not that reliable. |
C | Enhanced Combo | Combos aren't that consistent to increase combo-specific DMG. |
C | Dagger | Additional dagger, but without effects. Still good if you have other daggers available. |
C | 24pxHits Ice Spike | If you can get 5 hits per round it can be a guaranteed Ice Spike every turn, not bad. |
C | 24pxRound-based Fire Strike | 1 Fire Strike per round, has a chance to burn enemy, but overall, a bit lackluster. |
C | Resilience | 3% HP restoration chance after an action (Between rounds?). The problem is that it doesn't trigger that often. |
C | 24pxRage Lightning | 2 Bolts per Rage activation. Might be good if you have other Lightning skills. |
C | Rage Attack Sword Chi | Sword Chi is 70% of ATK, so might be a good bonus to rage dmg. |
C | Rage Fire Strike | 2 Fire Strikes per Rage Attack. Not that fantastic, but can be useful for Burn builds. |
C | 24pxEnhanced Recovery Enhance | Extra Healing, but recovery % is very low (2%). |
C | Basic Attack Sword Chi | Chace to trigger Sword Chi on attack might increase the Damage, and use Sword Chi Skills. |
C | Lifesteal | Increases Lifesteal Chance, but it's still not that reliable without multiple Lifesteal chance increases. |
C | Fire Guard | Just a chance to trigger Fire Strike upon being attacked. Not reliable. |
C | Ghostly Fuse | +20% to Burning enemies. Might work if you reliably apply burn during the fight. |
C | Poisoned Weapon | Chance to add poison that doesn't do that much damage. Not good enough. |
C | Battle Cry | Situational but might be useful if you want to trigger Rage early during the fight for its effects, like shield or healing. |
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 altogether. |
D | Rage Mastery | Doesn't provide high enough damage boost for longer boss fights and loses its effect after 5 Rage Attacks, afterwards lowering its damage even more. Only good for clearing normal enemies or in Dungeon. |
D | Lightning From Above | Start of the fight skills don't contribute enough to the longer Boss fights to be very useful. |
D | 24pxStarting Light Spear | Overall Light Spears aren't so good with 30% ATK damage and lack of special effects. |
D | Round Light Spear | Overall Light Spears aren't so good with 30% ATK damage and lack of special effects. |
D | Rage Light Spear | Overall Light Spears aren't so good with 30% ATK damage and lack of special effects. |
D | Swift Revenge | Just 1 guaranteed counterattack per fight, not enough to be useful. |
Beginners Skills Tier List Video Guide:
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