Yoyo Acros - Strategies and Techniques
Guide | Acrobat
Guide written (or submitted) by OdioOmnus
So, you want to own in PvP, carrying around oversized yoyos that look like awesome uber shurikens? The Yocro/Jester path may well be right for you!

Yoyo acros will be dismally underpowered at first, so there's a chance you may get bored and make, say, a mage instead. For those who stick with it until 30+ however, the Yocro is a versatile fighter with heavily useful defensive abilities. The most famous is the knockback which happens randomly whether you're attacking or using skills. First, I will explain the skills you will use as a Yocro.

Skills

Pulling
Pulling will allow you to drag a monster (or player in the pk server or pvp arena) towards you without making it target you. The distance you can pull them increases with the skill's level. You won't use this often, but there are a few instances where it can be useful. This is your first "cooldown" skill, meaning after using it you will have to wait a few seconds before using it again.

Slow Step
As beginner skills go, this can be pretty useful. This attack deals damage and slows the movement speed of the target. If you're lucky enough to get a knockback string, you may even be able to last an entire battle without being hit if you use this. It gets obsolete by level 30, however, and we'll see why later.

Fast Walker
This is a selfbuff which you can use to increase your walking speed. Its duration is pretty pathetic, but if you level it enough you can run pretty fast. This is a cooldown skill like Pulling.

Yoyo Mastery
This skill will allow you to augment the power of your yoyo, adding a bit of damage. With a weapon as underpowered as a yoyo, you need all the extra damage you can get, so level this up sometime.

Cross Line
Now is when a Yocro finally starts to pay off. This skill allows you to deal some decent damage while possibly stunning the enemy, preventing them from performing any action whatsoever. The stun effect will allow you to get quite an edge in PvP, so now's a good time to go to the arena in SM if you haven't already.

Dark Illusion
This is another highly useful skill which will allow you to become invisible. By going invisible, any monsters currently attacking you will walk away, and no players can see or target you (although they can use non-target AoEs on you). This can allow you to escape from most tricky situations as well as get the vital first strike in PvP or PK. Note that like Pulling and Fast Walker before it, Dark Illusion is a cooldown skill.

Snitch
This skill will allow you to deal damage and recieve some penya from an enemy. You may have tried to use it and gone "what y no WORKEY???!!!". Well, in order to use it there are two requisites. First, you must be in a state of invisibility(using Dark Illusion). Secondly, you must be behind your enemy. These ridiculous requirements, as well as waiting for Dark Illusion to cool down so you can use it again, make it THE hardest acro skill to level. Get it up to 10 to learn Deadly Swing, and then never touch it again.

Counter Attack
This skill, when high level, can transform any Yocro into a superb tank. When you use this skill, you will go into "counter stance". In this stance, the only action you can do is to use pots. You will not be able to attack or use any other skills until you counter your enemy or the duration of the stance runs out. When the enemy attacks, there is a very high chance they will miss you completely and you will lash out at them, dealing damage and stunning them for a short period of time.

This skill has a very short cooldown which doesn't tend to be as annoying as the other cooldown skills.

This skill is insanely useful in PvP, as it works on both normal attacks and skills, provided your opponent is close to you. (So against a mage it may be a good idea to use a Pulling-Counter combo) With this card up your sleeve, no assists or mercs will ever be able to so much as graze you unless they're smart enough to wait for the stance to end.

Perfect Block
This skill will allow you to increase your blockrate for a period of time, meaning it's more likely that enemies will only graze you and hit for little to no damage. This isn't too useful until you level it a bit. It has a cooldown.

Deadly Swing
Although this skill looks and sounds ubar, it's actually just as powerful as your Cross Line was. The difference is that instead of stunning, this skill causes bleeding, wherein the enemy will lose HP over a period of time.

Strategies

I won't go into the Jester skills here, I'll save them for a different guide. Now, I'll explain some strategies you can use to reach jesterdom faster and more efficiently.

Get in advanced parties
I can't stress this enough. An advanced party can give you way more exp than you could get yourself. Just make sure you can see another party member so you have the exp bonus.

Use skills often
Yoyos are probably THE weakest weapon in the game. However, your skills are quite useful and you should use them as often as you feel is neccesary, depending on your build.

Offer to Stun for a higher level player
Most people don't know this, but a high level Counterattack can allow you to tank almost any mob and stun them consistently, allowing another player to whack them to death without worrying about getting hit. Instead of penya, you can offer this ability in the later levels in exchange for a powerlevel. Keep in mind that you will not recieve any exp whatsoever if your partner is more than 19 levels higher than you, and also that most people don't know about this technique and hence will probably be skeptic.

Element your equipment (except perhaps Green)
Elements can boost your damage and defense significantly, so if you feel it's worthwhile you can element a weapon or suit with a card. Keep in mind the elements you will be facing when elementing. General upgrades to equipment are highly suggested as well. Since green items are so expensive, always think it over before elementing them.

General Builds

Finally, I will explain the general builds which benefit a Yocro.

STR Build
Attempts to make up for the poor damage of a yoyo by mainly increasing strength. The power of this build is highly dependant on the player themself. Tends to be more useful by jesterdom.

EXAMPLE BUILD: x STR, 30 STA, 20 DEX

STA Build
Ups stamina in order to allow for skill spamming and make up for the lack of a shield. Tends to be better at PvP, at least until jesterdom.

EXAMPLE BUILD: 40 STR, x STA, 20 DEX

DEX Build
Takes advantage of the speed breaks and hit rate to increase the knockback rate, meaning being hit can be infrequent. This build pays off insanely by jesterdom.

EXAMPLE BUILD: x STR, 30 STA, 92 DEX (Note: 92 Dex is a speed break. after this point, it is not as beneficial to add dex, therefore you continue by adding str)

Hybrid Build
Has a little bit of everything. Doesn't tend to be exceptional, but can perform more roles.

EXAMPLE BUILD: 50 STR, 40 STA, 50 DEX

This is pretty much all the information you will need in order to create a good yoyo acro. Remember that the underdog becomes stronger as they grow.