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This page demonstrates Warrior's Basic Tech in Dragon Marked For Death.

If you are looking for other details about Warrior, please see the following subpages:

Basic Actions[]

Jumping Charged Slash[]

A normal Charged Slash automatically makes Warrior jump, but is slow. However, you can land a Charged Slash faster by manually jumping before attacking. The length of the jump does not matter, so even an extremely short jump allows this technique. The video above demonstrates the difference between a normal Charged Slash and a jumping Charged Slash.

War Cry Charged Slash benefits greatly from this technique as it allows squeezing in additional hits before Bosses enter an “invulnerability” state.

Basic Combos[]

Icon Weapon Axe (N)Axe Full Combo ("Retreat"-style)[]

Actions Buttons
charge Slash → jump (hop) → release charged Slash → jump (hop) → aerial Slash → ground Slash → Tackle → run away, repeat Hold Y to charge → B (tap) → release YB (tap)YY↓ + L → run away, repeat

By combining actions in the Axe arsenal, you can execute a "Retreat"-style combo. In this way, you can maximize your non-Berserk damage while building DP through charged Slashes and giving yourself time to recover from cooldowns.

The "Retreat"-style combo can be performed while under the effects of Berserk, although the timing of the Dragon Tackle may be slightly different depending on the Elemental Contract.

Icon Weapon Greatsword (N)Greatsword Full Combo ("Rush"-style)[]

Actions Buttons
charge Slash → jump (hop) → release charged Slash → ground Slash → Tackle Rising Slash → jump (hop) → air Slash → ground Slash → Tackle Rising Slash, repeat Hold Y to charge → B (tap) → release YY↓ + LB (tap)YY↓ + L, repeat

By combining actions in the Greatsword arsenal, you can execute a "Rush"-style combo. In this way, you can maximize your non-Berserk damage while incessantly attacking and closing the distance between yourself and the enemy. However, if you want to build DP, it is recommended to attack with charged Slashes instead.

Like the "Retreat"-style combo, the "Rush"-style combo can also be performed while under the effects of Berserk, although the timing of the Dragon Tackle may be slightly different depending on the Elemental Contract.

  • Performing a Dragon Tackle while wielding a Icon Weapon Greatsword (N)Greatsword will automatically continue the combo into a Rising Slash, so the resulting combo is similar with or without Berserk.
Actions Buttons
charge Slash → jump (hop) → release charged Slash → ground Slash → Tackle Rising Slash → charge Slash → jump (hop) → release charged Slash Hold Y to charge → B (tap) → release YY↓ + L → hold Y to charge → B (tap) → release Y

Alternatively, there is enough time to end this Rising Slash combo with another charged Slash instead. This is helpful when fighting a weak enemy or needing to build DP at the last second.

Icon Weapon Greatsword (N)Greatsword Jump Slash Ground Slash Combo[]

Actions Buttons
jump (hop) → air Slash → ground Slash, repeat B (tap)YY, repeat

This combo is only the tail end of the typical Axe combo. As a rule of thumb, Ground Slash cancels Aerial Slash. This combo is best used when a Charged Slash is unnecessary to defeat an enemy since you do not need to charge up to perform it.

Stunning Bosses[]

Exclusive to Warrior, when using Dragon Tackle or Dragon Smash on a Boss that is flashing red, the Boss will be stunned for approximately 6 seconds. Some Bosses cannot be stunned.

The following table contains a list of Bosses and their stun timing windows.

Boss Stun Timing Windows
Boss Stun Timing Window
Equus (Icon Element IceIce) The short moment between braking and performing a back kick
Equus (Icon Element WindWind) While braking after the rush attack
The Trampling Lance
The Tempest Steed
Ogre Prince Before throwing down the club
Jinryu
The Demon's Puppet
The Horn Breaker
Mandrake After the shockwave attack on the large main body
Cthulhu Far left and far right: before shooting the water laser
Middle left and middle right: before shooting Icon Status Ailment ConfusionConfusion gas
Sumahiko Before the headbutt attack
Asura Dragon When rising from the ground before the large breath attack
The Ancient Primal Lord
Tonitrus After a contact-damage rush attack to the ground
Vasith Before initiating the afterimages tackle
Lycanthrope Highly randomized: sometimes right after the invulnerable full-screen claw slash attack, sometimes right before the lunging afterimages attack, sometimes right before the rock throw attack
Bandit (Rivalis) Not a true stun, but has beneficial effects: stun Rivalis while they are holding a healing item to drop the healing item and take it for yourself
Main Scenario Final Boss (1st Form) Before the pink body flame attack
DLC Scenario Final Boss While in Icon Element WindWind form, between launching the 3rd horizontal tornado and releasing the vertical tornados

"Warrior Superjump"[]

Actions Buttons
While holding the forward direction: charge Slash → Tackle → VERY QUICKLY release charged Slash While holding the forward direction: Hold Y to charge → ↓ + L → VERY QUICKLY release Y

"Warrior Superjump" is a mobility technique that horizontally launches Warrior a significant distance. It is done by holding the forward direction, then releasing a charged Slash and a normal Tackle at nearly the same time. You still have a lot of maneuverability mid-launch, so it is easy to reposition yourself if you overshoot.

This technique is typically performed to pass through enemies without flinching, as a starting attack to close the distance between the enemy, and to reach areas that Warrior cannot normally reach.

Since it is harder (and more DP-costly) to perform Warrior Superjump with Berserk enabled, it is best to use this technique without Berserk if you are trying to quickly run through a stage. However, in niche cases (such as Icon Element FireFire Warrior's charged Dragon Tackle), Berserk can help increase the distance of Warrior Superjump.

Warrior Superjump is usually done without Berserk enabled to easily bypass enemies and maintain your momentum without flinching. This is especially helpful for enemies that are too tall to jump over or too dangerous to take raw contact damage from.

Warrior Superjump can be used as a starting attack to quickly close the distance between you and the enemy. Even if you overshoot, you can easily reposition yourself with the left and right directions.

Warrior Superjump can also be used to reach some areas that Warrior normally should not reach, such as this gap in Sica Village.

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