Hyrule Warriors: Guide to Hyrule
Lana | Book of Sorcery
Attacks:
Weak String:
5 hits long. 4th and 5th hits have nice range. Damage is very low. First 4 hits can break all Weak Pint Gauges, but Hasty Attacks may be required depending on the enemy.
Combo 1:
Lana leaps forward and does a very small ammount of damage to anyone she hits. Useless on its own. When leaping into a wall created by Combos 2-5, Lana will jump into the air and blow up the wall and any others near it. Covers a wide area and does a lot of damage to anyone near the center of the blast. You should almost always use this attack after summoning a wall.
Combo 2:
3 hits long. The first hit summons a single wall in front of Lana. The second hit will summon 2 more walls on either side of Lana. The third hit will make Lana jump back and smash the 2 walls created by the second hit together. This attack is great at juggling and it does nice damage. The first hit of this attack dodge canceled into a weak attack breaks all Weak Point Gauges.
Combo 3:
3 hits long. The first hit will summon 3 bolts of lightning that advance out in front of Lana. The second hit will make Lana summon a wall at the end of the trail of lightning bolts. The third hit electrifies the wall, pulling in all enemies near it and juggles them. Since the first hit pushes enemies away, it can be good against enemies repeatedly trying to get near you. The third hit is useful for comboing enemies, but the pull in effect isn't always consistent.
Combo 4:
3 hits long. The first hit summons 3 lightning bolts in front of Lana (horizontally, not vertically like Combo 3). The second hit summons 3 walls horizontally in front of Lana. The third hit sends the 3 walls forward, dragging any enemies hit by it. This is possibly Lana's best attack. This is her widest hitting move, so it should be used for clearing crowds. A more effective way to clear out crowds is to do all 3 hits of the attack, but hold dodge into a run after the third hit. After the walls have been moving forward for about a second and a half, use Combo 1 to break the walls. This way you can drag the enemies together before blasting all 3 walls, effectively covering a wider range. This move is also her best option against giant bosses.
Combo 5:
Lana summons a cube and then jumps on it. She will walk on it to make the cube move 6 spaces before jumping on it to send out a small blast from it. The damage is low and the attack is fairly slow, so you shouldn't use this attack too much. It is okay at clearing crowds, but Combo 4 is better. This attack does break shields against enemies, so you can use this to get ememies out from behind their shields.
Special Attack:
Lana summons 6 walls, 3 on each side of her, then jumps to each one. After she's done umping, she destroys all 6 walls. This attack does nice damage, but doesn't have any remarkable properties.
Wall Properties:
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Walls will do small amounts of damage to any enemy that touches it, no matter what part of the wall they touch. The also are slightly stunned. This makes it impossible for enemies to walk through these walls. If you trap an enemy in a corner, you can summon a wall with Combo 2 or 4 to trap them there, so you can continue attacking them without having to worry about them escaping.
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If you summon a wall where there is already a wall, both walls will explode. (Ex. If you use the first hit of Combo 2, dodge cancel, then use the first hit of Combo 2 again in the same spot, both the original wall and the one you just summoned will explode.)
Giant bosses:
While the giant boss is falling, prepare a Combo 4. Use only the first 2 hits of the attack. Dodge cancel, then use Combo 1 to make the 3 walls explode. Do this until the boss' WPG is empty. The Imprisoned and Ganon are impossible to take down in a single round.
Weapon skills:
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Strong Attack+
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Strength 2
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Strength 3
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Strength 4
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VS Dragon/Undead
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No Healing
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Hasty Attacks
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Finishing Blow+
*You can replace one of these skills (preferably Strength 3) with Lightning+ as this is the only weapon that benefits from that skill.