Ravenswatch Melusine Build

Welcome to Ravenswatch! In this guide you will find all the information you need about build Melusine in Ravenswatch.

You just bought Ravenswatch and you have no idea who to play ? You think eating fish isn’t so bad so you call yourself flexitarian ? You bother your few frinds telling them The Chariot? is the best tarot card in Isaac ? You like Engineer in TF2, but you like the turret more ? So Melusine is your very character! In this guide you will find all the information you need about build Melusine in Ravenswatch.

Ravenswatch Melusine Build

Welcome to our Ravenswatch Melusine Build guide. In this guide you will find all the information you need about Melusine. We know that there are people who have a hard time finishing the Ravenswatch game. If you are one of those who find it difficult to finish the game, let’s take you to our Ravenswatch guide.

Moove Pool

Melusine is, in my opinion, the trickiest character to play for now.

The frenchy sireen has, as her trait, two different staces. The first one is the shooting stance : you can control a waterball, but you can’t move anymore. The second one is the move (flee) stance : you can move the hero, but can’t shoot. The big issue is with the shooting stance, you’re really stucked in the ground, and so very (very) vulnerable. So careful !

Her X allow her to deal damege with the waterball thing. The controls are aweful, so this attack is more useful to finish low health ennemis thant properly kill them…

The RT is a big water burst around her. That attack turns your stance into attack.

The Y is a huge waterwall attack, throw to your ennemis (kinda like the Beowulf’s blade slash). It also allow you to stun a bit ennemis, but it’s by far the worst stun in the current game…

Finally, the B is “the big flee” : huge speed buff, untouchable during a few second, and back to the move stance. But no damage, debuff or things like that.

The first ultimate creates a big water bubble shied, and finishes with a tiny plop. Also known as : “The-hell-it’s-so-useless-I-wanna-kick-my-head-with-a-big-metal-stick”…
[WIP for the second ultimate]

Usual Combos

Melusine is definitvely the turret girl. You hit ennemis as far as you can and avoid the gathering wih RT and Y. And when there is to much things around, holly run b*tch run !

The one and only usable power is the one which mixes the B and the RT. So you can flee AND deal damage.

Upgrades

Here are the more useful powers for Beowulf. For all upgrade and magical objects, refer to the Compendium + by Shotgun Crusader :

Very Good :

  • Power Dive : the B triggers RT
  • Aftershock : RT creates a damage zone, so it hit twice

Useful :

  • Freezing Splash : a chill effect is added to the RT
  • Bewitching Song : turning into attack stance weakens ennemis during few seconds
Written by Fadar Le Pieux

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