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Pat of [[Getting started]]
Refer to [[FAQ]] for additional concerns.
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== Farming Priority ==


''The only way to win this game is to not play.''
* After clearing the tutorial stages, you get x10 Edgar Freebie Ticket, and your access to content opens up. The priority of clearing content is On-going Events > Main Storyline > El Presidente! Event > Exploration.
__TOC__
* That said, Main Storyline quests reward staminade which you can use to gain stamina to clear more content faster.
=Proficiency=
* For events shop reward priority, refer to [[Event Shop]] for prioritization of getting rewards.
The stat gains from raising Proficiency start experiencing diminishing returns very quickly. At the moment, it's not a wise use of Draco to enhance any of your units past +10 at the absolute most, with +7 or +8 being a fair stopping point. The stat gains at around +7 quickly drop and become very minimal.  Since it's not easy to farm large amounts of Draco, enhancing units to high + amounts is difficult to recover from, with minimal gain.
* Clearing Ch.0 grants you a copy of [[Leonhart]] and [[Robin]], which are great units to invest in. (In case you're saving your pulls)
* The game is balanced to not necessarily require a lot of powerful high rarity units, so it's best to snipe for your favorites when pulling on the banner.


=Attack Priority=
== Game Performance ==
If there are multiple attackable allies within an enemies range, the enemy will always prioritize the ally that was deployed LAST. Because of this, you should never deploy your most easily killable allies last in stages with a lot of ranged enemies. Put down your squishiest units first, and then defend them by deploying your tank units afterwards to draw fire.   
 
* The type of connection you run may cause a hang up in the game's download. Try switching connection types or using a vpn whenever you suspect this may be the case.
* Visual glitches are usually solved by clearing the cache at the start screen.
 
== Progression ==
 
* Level provides the most impact to your character's performance. Aim to level the units that deal dps as high as you can, and rank them up to Silver. Afterwards, around Silver Lv.30 is a good point to stop while you're still building your team.
* Focus on a team of silver rank units before considering maxing out any character.
* For skills, it's important to pay attention to utility or damage that you'd like to prioritize. A lot of the game's content can be cleared without max level skills. SLv.4 is a nice stopping point while starting out.
* You get small stat bonuses from maxing out character intimacy levels via Interaction. They're often small bumps to hp or defense or res. Prioritize your favorites!
* For dupes, you can use them for proficiency upgrades. They are too expensive to do past a certain point but on the first few levels, they can provide adequate yet small stat bumps. You can stop at around +10, but this is only if you have nothing else to spend.
 
For more info, refer to [[Upgrading Characters]].
 
== Scouting ==
 
* There is no pity system, thus no way to guarantee a rate-up character.
* 10 pulls do not have any special qualities to it, thus it's recommended to pull one by one so you can save on pulls when you get your character early.
* Aim for limited characters when pulling, and it preferably just pray you get standard banner characters you want as off banner spooks.
* If you're planning to spend, it's more cost effective to wait for anniversary selector tickets that lets you pick characters to pull.
* Do not give in to FOMO. The game is beatable with what you can easily get. For husbando content, you can consult other in the community.
 
== Team Building ==
*Most stages shouldn't require more than 2 healers. Rather than filling up your team with healers, aim for more attackers with synergy. The faster things die, the less healing your team should require.
*Vanguards are meant to be swapped out after you're done building cost, but a proper team can usually keep them in for the entire battle. If your Vanguard is dying too quickly, determine if either more DPS or faster healing is what you need to keep them alive and plan accordingly.
*Study what enemies spawn on each lane. Some lanes may require varying amount of attention, so it's best not to overextend on a lane that may not require it. Certain harder stages tend to shift pressure on different lanes and may incentivize you to withdraw units for repositioning.
*Try not to overextend and make a lane more efficient than it needs to be, as this can mean sacrificing needed power from another lane. Study which lanes seem to be the getting most enemies or the strongest enemies to help make sure your putting your strongest allies in the appropriate lane. If a lane or area in a stage stops getting enemies, retreat the allies in that lane and put new ones in areas that still need help.
*The best approach for most any stage is to first identify the exact cause of each loss. If you weren't able to put enough units down quickly enough, consider more Vanguards. If your units keep dying, pay attention to placement order so your tankiest units take the bulk of hits. If enemies keep leaking through, you likely need to increase the damage you're doing, or you're using units with too low a Block count.  Identifying the exact moment your defenses fell through and how to fix it is the key.
 
==Recommended Characters==
It's possible to do even the hardest challenges in the game with weak 1-3 star units, but if you're struggling, there are certain units that are generally agreed to be better than most.  This is a list of just a few generally strong units, not all. <br>You can also refer to the [[Max Stats Table]] to reference.
===Low Rarity (0-4 Stars)===
 
* [[Leonhart]]: Extremely high DPS, and obtainable for free.
* [[Robin]]: Allies in his Skill range are practically invincible while it's onGood alternative to Thomas if you don't have him.
* [[Gaia]]: Just overall good, helps your whole team no matter where he is.
* [[Nitro]] and [[Baran]]: Wide attack range makes them very flexible in where to place them.
* [[Bantu]]: Low HP and Defense and thus often requires a Healer on him, but his ability to hit both of his blocked enemies at once essentially doubles his DPS when put in front of a busy lane, putting his potential damage above most Fighters.


You can also use this tactic to deploy a unit near an ally that's about to die so that enemies will turn their attention towards your fresh unit and away from your dying unit.  Keep in mind that, of course, your unit must be within the enemy attack range for this to work.  Enemies will neither change their pathing, nor attack out of their possible range just to attack the most recently deployed ally.
===High Rarity (5&6 Stars)===


Depending on the stage, it could also be wise to NOT deploy your last unit at the very front of your defenses. If you do, they will not only take all the damage from ranged attacks, but they will have to deal with the advancing melee enemies as well. If you're on a stage with strong enemies, this could overwhelm them. It could be wiser to spread out the damage instead of having one unit deal with both melee enemy units and ranged.
* [[Edgar]]: Also high dps and can hit flying units. Helps greatly in taking the edge off your Shooters and Archers to make sure nothing leaks.
* [[Thomas]]: Extremely high healing and good range.
* [[Kafka]]: Very cheap, great Nature that helps your whole team, not bad at fighting with his Skill on.  
* [[Jalam]]: Not great for every stage and a little hard to use, but on stages where he can be set up properly, his Skill can be devastating for the enemy in a large range. Great if there's one part in a stage that seems to keep leaking.
* [[Rook]]: Can become invincible with his Skill, making him one of the better Cost gain Vanguards.  
* [[Corca]]: The easiest way to keep squishy, low HP allied units alive thanks to Nature.  Especially helps in making low HP Vanguards much easier to safely use.
'''note: high rarity is outdated.'''


=3-Starring a Stage=
== Battle ==
In order to get 3 stars on a stage, you must not let a single enemy reach your base, nor allow any of your allies to die.  There are no other requirements. </br>
You can manually retreat an ally before it dies and still get 3 stars. Retreating a unit does not count as a death.  To make retreating a unit easier, play in 1x speed instead of 2x.  This will give you more time to notice a unit is about to be defeated and retreat it. Keep enemy attack priority in mind when doing this to make sure enemies don't switch their priority to an even squishier unit.


=Viewing Mode=
===Attack Priority===
If you're having trouble placing units in certain areas because the UI is cutting off certain parts, and you're playing on an emulator, try switching to either Widescreen or Ultrascreen mode.  This will zoom out the battle area greatly.</br>
If there are multiple attackable allies within an enemies range, the enemy will always prioritize the ally that was deployed LAST. Because of this, you should never deploy your most easily killable allies last in stages with a lot of ranged enemies. Put down your squishiest units first, and then defend them by deploying your tank units afterwards to draw fire. 
(Note: As of the latest 4/7/2022 patch, there's no longer any advantage to playing in widescreen or ultrascreen. This tip will stay up temporarily to see if the change will get reverted within the next few patches)


=Character Ratings=
You can also use this tactic to deploy a unit near an ally that's about to die so that enemies will turn their attention towards your fresh unit and away from your dying unitKeep in mind that, of course, your unit must be within the enemy attack range for this to workEnemies will neither change their pathing, nor attack out of their possible range just to attack the most recently deployed ally.
A rating of each individual unit and notes about them.  Ratings do take their star rarity into account to some extent (a 6-star is expected to be able to perform well, while it's expected for a 1-star character to be below average)Note that these ratings are opinions, not fact.  Use whatever units you want.
==1-Star Units ☆ ==
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*[[Aerial Goblin]]: 7/10 <br> Fast attack speed with flexible attack range, and placeable anywhere.
*[[Bandit Ballista]]: 7/10 <br> Long range makes him easy to place and contribute without having to be supported.
*[[Goblin Archer]]: 5/10 <br> Standard archer with a basic skill.
*[[Goblin Fighter]]: 9/10 <br> Deceptively high damage for reasons unknownWhile he is fragile, he can defeat most things before they defeat him. He's given for free and is a surprisingly good back-up if your team is missing damage.
*[[Goblin Rider]]: 6.5/10 <br> Extremely low cost and fast cost gain, but weak as an actual fighter.
*[[Mage Goblin]]: 5/10 <br> Standard Caster character with a basic skill.
*[[Pays Blanc Archer]]: 6.5/10 <br> For 1 star shooter, he has pretty high Attack, and low Cost makes him easy to use.
*[[Pays Blanc Soldier]]: 2/10 <br> Currently bugged to where his Nature is worse than nothing at all.
*[[Pays Blanc Sorcerer]]: 4/10 <br> Standard Caster with a basic skill.  Has high Cost with not much payoff.
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==2-Star Units ☆☆ ==
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*[[Archer Mummy]]:
Depending on the stage, it could also be wise to NOT deploy your last unit at the very front of your defenses. If you do, they will not only take all the damage from ranged attacks,  but they will have to deal with the advancing melee enemies as well.  If you're on a stage with strong enemies, this could overwhelm them. It could be wiser to spread out the damage instead of having one unit deal with both melee enemy units and ranged.
*[[Imperial Artillery Soldier]]:
*[[Large Mummy]]:
*[[Mage Mummy]]:
*[[Mummy]]:
*[[Obsidonian Imperial Archer]]:
*[[Obsidonian Imperial Cavalry]]:
*[[Obsidonian Imperial Halberdier]]:
*[[Pirate Medic]]:
*[[Pirate Musketeer]]: 8.5/10 <br> Very fast Attack Speed with wide range makes him a very flexible unit, especially for a 2 star.
*[[Pirate Sorcerer]]:
*[[Pirate Swordsman]]:
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==3-Star Units ☆☆☆ ==
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*[[Amorey]]:
===Occupied Enemy Tiles===
*[[Arcana]]:
When an enemy unit has collided with one of your allies and they engage in combat, that enemy is considered to be occupying two tiles at once; both the tile your fighting ally is on, and also the same tile as the tile the enemy approached from (which will usually be the title right in front of the ally engaged in combat). Knowing this helps give some leeway to fitting enemy units into the attack range of nearby allies, as it means ranged allies only have to overlap with melee fighters to attack.
*[[Bantu]]:
*[[Baran]]: 8/10 <br> Generally decent all-around.  Flexible range, a Skill that's easy to use and never turns off, good DPS, and is easily obtained from Flyers.  Skill has a long charge time, but Baran still has a use.
*[[Charlotte]]:
*[[Dyne]]:
*[[Elaine]]: 8.5/10 <br> Heals everyone just by being on the field.  Bugged to globally heal by her HP instead of her ATK as stated.  Falls off a bit in +Damage 4 star Challenges, but useful for everything else.
*[[Flet]]:
*[[Gymnos]]:
*[[Kongoh]]: 8/10 <br> Not great for cost generation, but his Skill does have a wide range and stuns for a noticeably long time. Can be a life saver in a pitch. When paired with Kagura, he makes an efficient blocker as well.
*[[Robin]]: 8.5/10 <br> One of the fastest healers. Has a fairly useful Skill despite only being a 3 star.  He does have the lowest Attack among Healers, but outside of certain 4 star stages, his Attack is still high enough to fully mitigate most enemy attacks.  His Skill also helps offset his low Attack.
*[[Seals]]:
*[[Yurt]]:
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==4-Star Units ☆☆☆☆ ==
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*[[Alec]]: 8/10 <br> Only has average stats, but his Skill has a low SP cost for its effect, boasting a wide range of effect and good damage.  Extremely useful for helping to clear out hordes of weaker enemies.  (Skill is currently bugged)
*[[Fu]]: 8/10 <br> Very strong mage in both base stats and skill/nature.
*[[Kagura]]: 8/10 <br> The only Healer that can be put on the ground.  Has very high defense.  Only has 1 Block, but he can Block nearly anything forever as long as he doesn't have to split his healing.
*[[Karetovi]]:
*[[Leonhart]]: 10/10 <br> One of the highest DPS units in the game, if not THE highest, and given for free.  Because he kills so quickly, he's a better tank than most Guards.
*[[Lute]]: 7/10 <br> Powerful COST battery. Weak in combat.
*[[Nitro]]:
*[[Ornis]]:
*[[Patty]]: 6/10 <br> His self-heal Skill is very powerful, but very poor DPS.  While not being able to be healed by others can seem like a large downside, this ability helps not distract Healers from healing other allies while Patty heals himself, so they do not waste heals.  Patty can also be healed by indirect forms of healing such as with Thomas and Elaine.  Currently his Skill is bugged to not provide Defense, but once it does, he should become even more useful.
*[[Pugi]]:
*[[Rai]]: 2/10 <br> Ultra slow and costly while not amazing on the damage. His stun also only effects the main target and is pretty short so it doesn't make that much of a difference.
*[[Thorkell]]: 4/10 <br> Has good range and can be put on the ground, which is rare and helpful, but his Nature is borderline useless (it doesn't work much differently than if he just had a +5% Defense buff) and doesn't make a lot of sense (you don't want him to get hit anyway) and his Skill doesn't work.  
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==5-Star Units ☆☆☆☆☆ ==
===Supporting Allies===
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Although it's instinct to have your melee fighters face the direction of incoming enemies, and there are advantages to doing that, there are certain stages where it can be beneficial to have your adjacent allies face each other instead. When an ally is fighting an enemy in 'blocked' state, they are considered to be occupying the same tile.  Thus, any melee ally pointed towards an adjacent ally who's currently fighting will join in the fight, allowing you to defeat enemies faster.  However, there are stages where facing away from the enemy brings more disadvantages than advantages, and having characters that have extra range (such as Gaia) face away from incoming enemies can be especially disadvantageous. Plan accordingly depending on the stage.
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*[[Barlitz]]:4/10 <br> Weak. He has a nature that requires constant breaks in combat and doesn't really do enough to care about it. His skill is a pure gamble that the only upside is that it might clear some difficult 4 star missions. His stats are nothing special overall either.
===3-Starring a Stage===
*[[Brut]]:
In order to get 3 stars on a stage, you must not let a single enemy reach your base, nor allow any of your allies to dieThere are no other requirements. </br>
*[[Hanzo]]: 9/10 <br> Powerful DPS for a Supporter.  One of the few units with range that can be put on the ground.  His Skill helps add even more DPS and helps him become a good blocker. Bansho can also be put in a lane to help delay enemies further.
You can manually retreat an ally before it dies and still get 3 stars. Retreating a unit does not count as a deathTo make retreating a unit easier, play in 1x speed instead of 2x. This will give you more time to notice a unit is about to be defeated and retreat it. Keep enemy attack priority in mind when doing this to make sure enemies don't switch their priority to an even squishier unit.
*[[Harimau]]: 8.5/10 <br> Very fast attack speed, good damage, and an AoE heal Skill. The heal is not very substantial, but it helps.
*[[Hulk]]: 9/10 <br>  His Skill recharges fast and makes him sustainable nearly on his own while dealing high damage. Basically a slightly inferior Theodor.
*[[Morgan]]: 7.5/10 <br> Has very low range, making him hard to place efficiently, but he is the most efficient Healer for keeping a small row of units aliveMorgan has the fastest Attack Speed among the Healer class and the highest Attack.
*[[Ragnar]]: 8.5/10 <br> His ability to automatically heal himself and all Vanguards makes him surprisingly sustainable.  Has extremely fast attack speed, and good damage.  His Skill isn't as good as Rooks, but it can still be used to save himself.
*[[Romanes]]: 6/10 <br> Good range and good attack, but slow attack speed.  His Skill is currently bugged and doesn't work, but he should perform much better once fixed. Nature is useful and pairs well with Zacharoff, but there aren't enough redeploy tricks to abuse it.
*[[Rook]]: 9/10 <br> Low cost, above-average DPS, efficient Cost gain skill.  His Skill makes him invincible while active, making him a better block than most Guards if timed correctly.  His Nature can potentially be detrimental, but overall it increases his survivability.
*[[Sasuke Sarutobi]]: 8.5/10 <br>  A slightly worse Hanzo, but still good. Another high DPS with range that can be put on the ground.  Has slightly higher DPS than Hanzo naturally, but Skill  isn't quite as useful due to low damage output and randomizationUnlike Hanzo, he can hit aerial units, so in some stages he is better than Hanzo.
*[[Sol]]: 4/10 <br> Despite being a 5-star there's nothing special about him.  His Skill and Nature both have little impact and his DPS on his own is poor. He takes hits well and that's it.
*[[Stalon]]:
*[[Wrecker]]: 4/10 <br> Unimpressive for a 5-star.  His Attack stat is lower than Pays Blanc Archer, a 1 star, and his DPS is lower than Pirate Muskeeter, a 2 star unit. Might have higher potential in the future with promotions.
*[[Yabsakha]]:
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==6-Star Units ☆☆☆☆☆☆ ==
=== Misc ===
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*[[Bart]]:
*In case you lose track of your mouse, you can enlarge or change its appearance to improve visibility.
*[[Bashkar]]:
*Showing character details in combat slows down the game to 0.5x speed. Which might be helpful in easing pressure in quick deployments or skill activations
*[[Billford]]:
*[[Dakkar]]: 8/10 <br> He has the most powerful slow in the game that lasts a while. This allows you to stall lanes that are difficult or have bosses in them. He also is pretty good dps at in the meantime. He would be better if there was more high hp threats, but he is good as he is now.
*[[Edgar]]:
*[[Equus]]: 3/10 <br> Nature is bugged to not heal him, but even if it worked it's not a great Nature. His Nature works best by placing him early, but he's too expensive to do this optimally. Skill is a basic Cost gain skill and not very useful. Equus is basically an expensive Vanguard that doesn't even gain Cost on kill. For a 6-star unit, which are expected to be powerful, he falls very short.
*[[Jalam]]:
*[[Jinnosuke]]: 9/10 <br> Has very high damage when his Skill is enabled. Long range that can be put on the ground.  Possibly bugged to always Crit while it's on?
*[[Pino]]:
*[[Rasho]]:
*[[Siddeley]]: 10/10 <br> Currently bugged to be unkillable, making him the best blocker possible. Has good DPS with an easy auto skill as well.
*[[Theodor]]: 10/10 <br> Currently he's bugged to continually increase his attack speed even if he's at full health. He heals as he hits, and is extremely efficient, and like Leon is able to solo certain difficult lanes all on his own.
*[[Thomas]]: 10/10 <br> At the moment, he's bugged to be able to heal with his attack even though he isn't supposed to be able to attack at all in the first place.  This makes him the fastest healer in the game, despite not being the Healer class.  Has high range as well.  His Skill is bugged, but even with that he's by far the best healer.
*[[Volund]]: 8/10 <br> While he has poor DPS and is expensive, his Skill is party-wide (currently bugged) and gives a large buff to everybody.  His Skill is supposed to last 30 seconds, but actually lasts 40 seconds.
*[[Zacharoff]]:
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=Recommended Characters=
[[Category:Game Guide]]
There is no community tier list at the moment, but there are certain units that are agreed to be very strong. <br>
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==Fighter==
*[[Leonhart]]: One of the highest DPS units in the game, and given for free.  Because he kills so quickly, he's a better tank than most Guards.
*[[Theodor]]: Currently he's bugged to continually increase his attack speed even if he's at full health.  He heals as he hits, and is extremely efficient, and like Leon is able to solo certain difficult lanes all on his own.
*[[Jinnosuke]]: Has very high damage when his Skill is enabled.  Possibly bugged to always Crit while it's on?
*[[Goblin Fighter]]: Deceptively high damage for reasons unknown.  While he is fragile, he can defeat most things before they defeat him.  He's given for free and is a surprisingly good back-up if your team is missing damage.
*[[Siddeley]]: Currently bugged to be unkillable.
*[[Alec]]: Only has average stats, but his Skill has a low SP cost for its effect, boasting a wide range of effect and good damage.  Extremely useful for helping to clear out hordes of weaker enemies. 
* [[Hulk]]: A slightly inferior Theodore.  His Skill recharges fast and makes him sustainable nearly on his own while dealing high damage.
==Guard==
*[[Volund]]: While he has poor DPS, his Skill is party-wide, and lasts so long that by the time it wears off, it's nearly ready to be used again.  His Skill is supposed to last 30 seconds, but actually lasts 40 seconds.
*[[Patty]]: His self-heal Skill is very powerful.  While not being able to be healed by others can seem like a large downside, this ability helps not distract Healers from healing other allies while Patty heals himself, so they do not waste heals.  Patty can also be healed by indirect forms of healing such as with Thomas and Elaine.  Currently his Skill is bugged to not provide Defense, but once it does, he should become even more useful.
==Vanguard==
*[[Rook]]: Low cost, above-average DPS, efficient Cost gain skill.  His Skill makes him invincible while active, making him a better block than most Guards if timed correctly.  His Nature can potentially be detrimental, but overall it increases his survivability.
*[[Ragnar]]: His ability to automatically heal himself and all Vanguards makes him surprisingly sustainable.  Has extremely fast attack speed, and good damage.  His Skill isn't as good as Rooks, but it can still be used to save himself.
*[[Kongoh]]:  Not great for cost generation, but his Skill does have a wide range and stuns for a noticeably long time. Can be a life saver in a pitch. When paired with Kagura, he makes an efficient blocker as well.
==Shooter==
*[[Harimau]]: Very fast attack speed, good damage, and an AoE heal Skill. The heal is not very substantial, but it helps.
==Caster==
*[[Baran]]: Generally decent all-around.  Flexible range, a Skill that's easy to use and never turns off, good DPS, and is easily obtained from Flyers.  Skill has a long charge time, but Baran still has a use.
*[[Dakkar]]: His Slow Skill has a niche use of helping to defeat unblockable enemies and high-damage juggernaut units in time.  Decent damage as well.
==Healer==
*[[Robin]]:  One of the fastest healers. Has a fairly useful Skill despite only being a 3 star.  He does have the lowest Attack among Healers, but outside of certain 4 star stages, his Attack is still high enough to fully mitigate most enemy attacks.  His Skill also helps offset his low Attack.  Can be gotten for free.
*[[Morgan]]: Has very low range, making him hard to place efficiently, but he is the most efficient Healer for keeping a small row of units alive.  Morgan has the fastest Attack Speed among the Healer class and the highest Attack.
*[[Elaine]]: Heals everyone just by being on the field.  Bugged to globally heal by her HP instead of her ATK as stated.  Falls off a bit in +Damage 4 star Challenges, but useful for everything else.
*[[Kagura]]: The only Healer that can be put on the ground.  Has very high defense.  Only has 1 Block, but he can Block nearly anything forever as long as he doesn't have to split his healing.
==Supporter==
*[[Thomas]]: At the moment, he's bugged to be able to heal with his attack even though he isn't supposed to be able to attack at all in the first place.  This makes him the fastest healer in the game, despite not being the Healer class.  Has high range as well.
*[[Hanzo]]: Powerful DPS for a Supporter.  One of the few units with range that can be put on the ground.  His Skill helps add even more DPS and helps him become a good blocker. Bansho can also be put in a lane to help delay enemies further.
*[[Sasuke Sarutobi]]: A slightly worse Hanzo, but still good.  Another high DPS with range that can be put on the ground.  Has slightly higher DPS than Hanzo naturally, but Skill isn't quite as useful due to low damage output and randomization.  Unlike Hanzo, he can hit aerial units, so in some stages he is better than Hanzo.
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Latest revision as of 18:45, 13 October 2024

Pat of Getting started Refer to FAQ for additional concerns.

Farming Priority

  • After clearing the tutorial stages, you get x10 Edgar Freebie Ticket, and your access to content opens up. The priority of clearing content is On-going Events > Main Storyline > El Presidente! Event > Exploration.
  • That said, Main Storyline quests reward staminade which you can use to gain stamina to clear more content faster.
  • For events shop reward priority, refer to Event Shop for prioritization of getting rewards.
  • Clearing Ch.0 grants you a copy of Leonhart and Robin, which are great units to invest in. (In case you're saving your pulls)
  • The game is balanced to not necessarily require a lot of powerful high rarity units, so it's best to snipe for your favorites when pulling on the banner.

Game Performance

  • The type of connection you run may cause a hang up in the game's download. Try switching connection types or using a vpn whenever you suspect this may be the case.
  • Visual glitches are usually solved by clearing the cache at the start screen.

Progression

  • Level provides the most impact to your character's performance. Aim to level the units that deal dps as high as you can, and rank them up to Silver. Afterwards, around Silver Lv.30 is a good point to stop while you're still building your team.
  • Focus on a team of silver rank units before considering maxing out any character.
  • For skills, it's important to pay attention to utility or damage that you'd like to prioritize. A lot of the game's content can be cleared without max level skills. SLv.4 is a nice stopping point while starting out.
  • You get small stat bonuses from maxing out character intimacy levels via Interaction. They're often small bumps to hp or defense or res. Prioritize your favorites!
  • For dupes, you can use them for proficiency upgrades. They are too expensive to do past a certain point but on the first few levels, they can provide adequate yet small stat bumps. You can stop at around +10, but this is only if you have nothing else to spend.

For more info, refer to Upgrading Characters.

Scouting

  • There is no pity system, thus no way to guarantee a rate-up character.
  • 10 pulls do not have any special qualities to it, thus it's recommended to pull one by one so you can save on pulls when you get your character early.
  • Aim for limited characters when pulling, and it preferably just pray you get standard banner characters you want as off banner spooks.
  • If you're planning to spend, it's more cost effective to wait for anniversary selector tickets that lets you pick characters to pull.
  • Do not give in to FOMO. The game is beatable with what you can easily get. For husbando content, you can consult other in the community.

Team Building

  • Most stages shouldn't require more than 2 healers. Rather than filling up your team with healers, aim for more attackers with synergy. The faster things die, the less healing your team should require.
  • Vanguards are meant to be swapped out after you're done building cost, but a proper team can usually keep them in for the entire battle. If your Vanguard is dying too quickly, determine if either more DPS or faster healing is what you need to keep them alive and plan accordingly.
  • Study what enemies spawn on each lane. Some lanes may require varying amount of attention, so it's best not to overextend on a lane that may not require it. Certain harder stages tend to shift pressure on different lanes and may incentivize you to withdraw units for repositioning.
  • Try not to overextend and make a lane more efficient than it needs to be, as this can mean sacrificing needed power from another lane. Study which lanes seem to be the getting most enemies or the strongest enemies to help make sure your putting your strongest allies in the appropriate lane. If a lane or area in a stage stops getting enemies, retreat the allies in that lane and put new ones in areas that still need help.
  • The best approach for most any stage is to first identify the exact cause of each loss. If you weren't able to put enough units down quickly enough, consider more Vanguards. If your units keep dying, pay attention to placement order so your tankiest units take the bulk of hits. If enemies keep leaking through, you likely need to increase the damage you're doing, or you're using units with too low a Block count. Identifying the exact moment your defenses fell through and how to fix it is the key.

Recommended Characters

It's possible to do even the hardest challenges in the game with weak 1-3 star units, but if you're struggling, there are certain units that are generally agreed to be better than most. This is a list of just a few generally strong units, not all.
You can also refer to the Max Stats Table to reference.

Low Rarity (0-4 Stars)

  • Leonhart: Extremely high DPS, and obtainable for free.
  • Robin: Allies in his Skill range are practically invincible while it's on. Good alternative to Thomas if you don't have him.
  • Gaia: Just overall good, helps your whole team no matter where he is.
  • Nitro and Baran: Wide attack range makes them very flexible in where to place them.
  • Bantu: Low HP and Defense and thus often requires a Healer on him, but his ability to hit both of his blocked enemies at once essentially doubles his DPS when put in front of a busy lane, putting his potential damage above most Fighters.

High Rarity (5&6 Stars)

  • Edgar: Also high dps and can hit flying units. Helps greatly in taking the edge off your Shooters and Archers to make sure nothing leaks.
  • Thomas: Extremely high healing and good range.
  • Kafka: Very cheap, great Nature that helps your whole team, not bad at fighting with his Skill on.
  • Jalam: Not great for every stage and a little hard to use, but on stages where he can be set up properly, his Skill can be devastating for the enemy in a large range. Great if there's one part in a stage that seems to keep leaking.
  • Rook: Can become invincible with his Skill, making him one of the better Cost gain Vanguards.
  • Corca: The easiest way to keep squishy, low HP allied units alive thanks to Nature. Especially helps in making low HP Vanguards much easier to safely use.

note: high rarity is outdated.

Battle

Attack Priority

If there are multiple attackable allies within an enemies range, the enemy will always prioritize the ally that was deployed LAST. Because of this, you should never deploy your most easily killable allies last in stages with a lot of ranged enemies. Put down your squishiest units first, and then defend them by deploying your tank units afterwards to draw fire.

You can also use this tactic to deploy a unit near an ally that's about to die so that enemies will turn their attention towards your fresh unit and away from your dying unit. Keep in mind that, of course, your unit must be within the enemy attack range for this to work. Enemies will neither change their pathing, nor attack out of their possible range just to attack the most recently deployed ally.

Depending on the stage, it could also be wise to NOT deploy your last unit at the very front of your defenses. If you do, they will not only take all the damage from ranged attacks, but they will have to deal with the advancing melee enemies as well. If you're on a stage with strong enemies, this could overwhelm them. It could be wiser to spread out the damage instead of having one unit deal with both melee enemy units and ranged.

Occupied Enemy Tiles

When an enemy unit has collided with one of your allies and they engage in combat, that enemy is considered to be occupying two tiles at once; both the tile your fighting ally is on, and also the same tile as the tile the enemy approached from (which will usually be the title right in front of the ally engaged in combat). Knowing this helps give some leeway to fitting enemy units into the attack range of nearby allies, as it means ranged allies only have to overlap with melee fighters to attack.

Supporting Allies

Although it's instinct to have your melee fighters face the direction of incoming enemies, and there are advantages to doing that, there are certain stages where it can be beneficial to have your adjacent allies face each other instead. When an ally is fighting an enemy in 'blocked' state, they are considered to be occupying the same tile. Thus, any melee ally pointed towards an adjacent ally who's currently fighting will join in the fight, allowing you to defeat enemies faster. However, there are stages where facing away from the enemy brings more disadvantages than advantages, and having characters that have extra range (such as Gaia) face away from incoming enemies can be especially disadvantageous. Plan accordingly depending on the stage.

3-Starring a Stage

In order to get 3 stars on a stage, you must not let a single enemy reach your base, nor allow any of your allies to die. There are no other requirements.
You can manually retreat an ally before it dies and still get 3 stars. Retreating a unit does not count as a death. To make retreating a unit easier, play in 1x speed instead of 2x. This will give you more time to notice a unit is about to be defeated and retreat it. Keep enemy attack priority in mind when doing this to make sure enemies don't switch their priority to an even squishier unit.

Misc

  • In case you lose track of your mouse, you can enlarge or change its appearance to improve visibility.
  • Showing character details in combat slows down the game to 0.5x speed. Which might be helpful in easing pressure in quick deployments or skill activations