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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 ==


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.
* 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.


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.
== 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.


=Supporting Allies=
==Recommended Characters==
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 tileThus, 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.
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 mostThis 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)===


=3-Starring a Stage=
* [[Leonhart]]: Extremely high DPS, and obtainable for free.
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>
* [[Robin]]: Allies in his Skill range are practically invincible while it's on.  Good alternative to Thomas if you don't have him.
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.
* [[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.


=Game Performance=
===High Rarity (5&6 Stars)===
If you experiencing issues with lag and performance on the Nox emulator Habbit provides, the first thing you should is try the standalone Nox emulator from the official Nox website instead of the one provided on the AnotherEidos website.  The Nox emulator on the AnotherWebsite website doesn't update to later versions.


If you are still experiencing performance problems, try Bluestacks 5. Everyone has different results, but in general, more people report better game performance with Bluestacks emulator than with Nox. For even better performance, download the 64-bit version of Bluestacks if your system supports it, and create a 64-bit instance when starting it up.  Allocate as much memory as in you can in Bluestacks Settings. The games .apk can be installed with a simple drag and drop.  Ask the Discord if you need help. If you experience crashes and bugs that you didn't before on Nox, switch back to NoxIf neither is working out for you, try either MEmu or Mumu Player.
* [[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 NatureEspecially helps in making low HP Vanguards much easier to safely use.
'''note: high rarity is outdated.'''


Note that you should only switch from Nox if you are having noticeable problems with Nox.  Bluestacks can perform better, but it also tends to have more loading and hanging issues with AnotherEidos. 
== Battle ==


Previously, playing the game in Widescreen or Ultrascreen offered a better viewing area of each battle stageAfter the 4/07/2022 patch, playing in Ultra/widescreen no longer has any advantage and now adds obtrusive black bars, so it's better to play in Landscape (for Bluestacks) or Tablet mode (for Nox).  
===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 enemiesPut down your squishiest units first, and then defend them by deploying your tank units afterwards to draw fire.


=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 acceptable for a 1-star character to be below average).  Note that these ratings are opinions, not fact.  Use whatever units you want.  You should only use this section if you're struggling and need help clearing a stageThe game is more fun when you try to clear using only the characters you like!
==1-Star Units ☆ ==
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*[[Aerial Goblin]]: 7/10 <br> Fast attack speed with flexible attack range, and placeable anywhere.  Aerial Goblin also has 0 Block, which means melee enemies will not attack him, making him basically invincible if placed correctly.
*[[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> Bugged to always ignore defense when he attacks. While he is fragile, he can defeat most things before they defeat himSurprisingly good back-up if your team is missing damage and, outside of his fragileness, is better than most higher star units due to his bug.
*[[Goblin Rider]]: 6.5/10 <br> Extremely low cost and fast cost gain, but weak as an actual fighter.
*[[Mage Goblin]]: 4/10 <br> Below-average Caster character with a basic skill.  Relies too much on his Skill just to be average.
*[[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]]: 3/10 <br> Mediocre. Having a Nature that increases his HP but decreases his Defense is almost the same as not having any Nature at all.
*[[Pays Blanc Sorcerer]]: 5/10 <br> Standard Caster with a basic skill.  Has high Cost with not much payoff. Like most Skills, his is poorly worded and increases his damage by 50%, not 150%.
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==2-Star Units ☆☆ ==
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*[[Archer Mummy]]:3.5/10 <br> The Charge time on his Skill is very long considering the minor effect it has. Not worth it.   
Depending on the stage, it could also be wise to NOT deploy your last unit at the very front of your defensesIf 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]]:5/10 <br> Gains COST while still being a fighter. He is slower than the average fighter and that hurts his dps. He is okay, but not great at any role.
*[[Mage Mummy]]: 4/10 <br> Costly and slow. Has an okay skill but that is about all that is note worthy.
*[[Mummy]]: 6/10 <br> Standard fighter with a self heal.
*[[Obsidonian Imperial Archer]]: 3/10 <br> He was great until his attack speed was fixed. Now he is one of the weaker overall archers.
*[[Obsidonian Imperial Cavalry]]: 1/10 <br> Both weak in combat and as a COST battery. The worst vanguard. There isn't much reason to use him over goblin rider if you want a mob vanguard.
*[[Obsidonian Imperial Halberdier]]: 4/10 <br> Decent starter guard.
*[[Pirate Medic]]: 6/10 <br> Very standard healer.  Is good enough for the current meta, and perfectly usable if you like his design, but not the best.
*[[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]]: 7/10 <br> Easily the best mob mage.
*[[Pirate Swordsman]]: 6/10 <br> Good filler fighter. Nothing too special about him just solid.
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==3-Star Units ☆☆☆ ==
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*[[Amorey]]: 6/10 <br> Decent archer with an easy to use skill that helps.  His Skill is slightly bugged however.
===Occupied Enemy Tiles===
*[[Arcana]]: 6/10 <br> The slowest healer, but he does have good Attack with his Skill.  Usable, with a sort of decent Nature.
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]]: 8/10 <br> Has pretty decent damage, and his Trait allows him to attack multiple enemies at once without splitting the damage, effectively doubling his DPS if placed well. However, he has one of the lowest HP amounts among Fighters.
*[[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]]: 7/10 <br> Standard heal-per-second rate.  His Nature is not very helpful, and the Attack Speed and Defense buffs from his Skill are very small. Even though it's a Skill that can only ever affect a single character, it's weaker than most AoE buff skills. However, he is the only Healer in the game to buff somebody else and not himself, so even though his Skill is weak, it can be better than nothing.
*[[Dyne]]: 3/10 <br> Extremely basic Guard.  Guards, and that's it.  Has a kind of cool deploy animation at least.
*[[Elaine]]: 6/10 <br> Heals everyone just by being on the field, however the amount healed is fairly pitiful. Still usable, but there's no longer anything special about her. Should become stronger after rank-ups.
*[[Flet]]: 6.5/10 <br> Useful Nature and extremely useful Skill.  Unfortunately his Skill has such a high SP cost that it can only be used sparingly.  Good for short, tough stages.
*[[Gymnos]]: 7/10 <br> Would probably be at least a 9/10 if his Skill worked on himself.  Because it doesn't, he can be a little awkward to use due to the fact that he only works at optimum efficiency if you're leaking units, which is something you want to avoid in the first place.  If you put him behind another unit so he can use his Skill, he can heal, but then his HP and Defense go to waste. If you put him in front, then he can't use his Skill as much because most things should hopefully die before they leak through him.  Even though he's only useful in suboptimal situations, he is still very good in those situations.  He pairs best with Vanguards that have high DPS but low Block.
*[[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.  Unfortunately, Kagura must be placed first for Kongoh's Nature to work, and as Kongoh is a Vanguard that's usually the opposite of what you want to do.
*[[Robin]]: 8.5/10 <br> One of the fastest healers in a meta where speed is usually more important than raw Attack value. 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]]: 8/10 <br> Has better DPS, defense, and cost generation than Lute despite being a lower rarity, and he costs less than Lute as well.  His cost generation is Skill is only a tiny bit better, however, and he has less Block.
*[[Yurt]]: 7/10 <br> Has average healing ability and is good enough to suit current healing needs. The slow from his Nature is nearly non-existent, but the slow from his Skill is at least better than nothing.  Unfortunately Yurt's Slow is vastly inferior to Dakkar's Slow, and it does not appear to stack with Dakkars, making Yurt superfluous if you have him.
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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. Rating is based on when he wasn't 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]]: 6/10 <br> High Attack, but slow Attack Speed combined with AoE damage splitting means he usually doesn't do as much damage as one might expect.  His Skill has an element of randomness to it and can potentially miss, making him a bit awkward to use.
*[[Ornis]]: 4/10: When he has to heal multiple units, his healing spreads himself too thin and weak most of the time. He has the most problems keeping a team healed. Has a unique healing range that can make him easier to place in some scenarios, but makes him harder to place in most. Due to the low magic damage enemies already do, his Nature is actually helpful in reaching the damage reduction cap for magic attacks, but it's still a small effect. <br>
*[[Patty]]: 5/10 <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.
*[[Pugi]]: 7/10 <br> Decent Fighter that sacrifices DPS for good survivability thanks to his Skill. His Nature doesn't have much use (currently there are no enemies that stun, and if you take down 7 enemies with Pugi you probably don't really need the attack speed boost anyway) but it still helps.
*[[Rai]]: 2/10 <br> Ultra slow and costly while not amazing on the damage. His stun also only affects 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 has the same problem. Defensive boosts are awkward on ranged Support units.
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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===
*[[Brute]]: 7/10 <br> Basically the same thing as Gymnos, but with less range.  Useful enough, but not being able to heal himself makes placing him where he might be the most effective makes him a little awkward. 
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>
*[[Corca]]: 7/10 <br> A better Guard than most Guards despite being a Fighter, due to his unique Nature. His Nature is unique in utility, and it has the niche use of being able to essentially extend the range of any Healer, allowing you to free up room for more damage dealersWhile this can be useful, however, there aren't very many stages that are difficult enough to really benefit from this, and similar to other units, this is typically more trouble to set up than it's worth.
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 2xThis 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.
*[[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.
*[[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]]: 8.5/10 <br>  His Skill recharges fast and makes him sustainable nearly on his own while dealing high damage. Basically a slightly inferior Theodor, but his low Defense means he can get overwhelmed against high damage enemies much easier.
*[[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 alive.  Morgan has the fastest Attack Speed among the Healer class and the highest Attack. While he is the beat Healer by far for keeping a unit alive, at the moment having a large attack range is generally more important. 
*[[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 (they both become invincible, but whereas Rook continues to block enemies, Ragnar does not), but it can still be used to save himself.
*[[Romanes]]: 6.5/10 <br> The standard good range and good attack but slow attack speed most Healers have. He does have the second highest heal-per-second rate, but in the current meta extra utility is more useful than a singular big heal. His Skill is currently bugged and doesn't work the way it should, but it's not completely broken and still helps. Nature is useful and pairs well with Zacharoff, but there aren't enough redeploy tricks to abuse itWhile he's not any worse than most other Healers, for a 5-star unit, he falls a little short of expectations until his Skill is fixed.
*[[Rook]]: 9/10 <br> Low cost, above-average DPS, efficient Cost gain skillHis 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 randomization.  Unlike 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]]: 7/10 <br> High damage, but very squishy with low Defense. Very much a glass canon.  Unlike most Fighters he only blocks 1 unit.
*[[Wrecker]]: 6.5/10 <br> At base he's 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. However, his Skill does increase his attack speed a very noticeable amount, and is bugged to increase it by far more than it's supposed to.  With this bug he's at least a 8.5/10 unit with his Skill on, but a 3/10 without it.
*[[Yabsakha]]: 5/10 <br> Standard mage. While he was okay stats, when you consider that he's a 5 star unit, he underperforms and has below average DPS with a subpar skill.
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==6-Star Units ☆☆☆☆☆☆ ==
=== Misc ===
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*[[Bart]]: 8/10 <br> He has the highest raw Attack in the entire game and the highest raw DPS in the game (before any Skills or Natures or buffs factor in). Having high Attack means he benefits more from % based Attack buffs more than any other character. However, only being able to place traps within his attack range is a bit superfluous, and he has the lowest range among all Supporters. His Nature is also bugged for now and doesn't work.
*In case you lose track of your mouse, you can enlarge or change its appearance to improve visibility.
*[[Bashkar]]: 7.5/10 <br> Low cost, high DPS.  Not great for building up Cost due to not having a Cost-related Skill or Nature despite being a Vanguard.
*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]]: 8/10 <br> Fairly vanilla, but good at it.  He's simply a beatstick with above average stats, boasting high HP, Attack, Defense, and good attack speed. One of the few characters that can 3-star 1-6 without any help or using any Skills. 
*[[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 at dps in the meantime. He would be better if there was more high hp threats, but he is good as he is now.
*[[Edgar]]:  8.5/10 <br> Almost ties with Bart for the highest natural DPS in the game.  High Attack, fast attack speed, good range, and can hit aerial units.  His Skill leaves a little bit to be desired, especially for a 6-star unit, but it has its uses.
*[[Equus]]: 3/10 <br> 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. It's a bit awkward to use due to the fact that it requires 7 units to already be placed for maximum effect, at which point you rarely even need Cost anymore. The deployment time reduction on his Skill also only works on manually withdrawn allies, not defeated allies, making it difficult and a hassle to use. Equus is basically a Vanguard that was misclassed as an expensive Guard. For a 6-star unit, which are expected to be powerful, he falls very short.  If he was cheaper to deploy, he would at least be useful as a psuedo-Vanguard.  
*[[Hellion]]: 4/10 <br> Good stats for a Guard, but not much else.  Requires Kafka to be on your team to even be decent.  While he does get a very good attack buff with Kafka in range, it's a somewhat long cooldown for a pretty standard effect.
*[[Jade]]: 8/10 <br> Somewhat versatile as he can played as either a Guard, or a Fighter depending on when he's deployed.  With his Nature stat boost his stats are similar to Hulk's. Both Jade and Hulk also focus on increasing Max HP. The difference is Hulk's nature increases Max HP while Jade's skill increases Max HP.  Jade's skill has a somewhat long cooldown, but if placed correctly, it can still easily trigger his Trait for a large stat boost.  When his Trait and Nature combine, he has one of the highest HP, Attack, and Defense stats in the game.  He has the slight downside where he has to stay at 150% current HP to keep Trait boost, which on some stages can be tricky. Overall Jade can be considered a sidegrade to Hulk, or an upgrade if used correctly.
*[[Jalam]]: 8.5/10 <br> His Skill is a little tricky to use and requires some setup, but it is extremely powerful and destroys all nearby enemies when setup and used correctly.  His Skill can also hit aerial units, making it good any time you're in a pinch.  Only downside is that it's not viable to set up his Skill on every stage, and damaging your own allies has risks.
*[[Jinnosuke]]: 9/10 <br> Has very high damage when his Skill is enabled. Long range that can be put on the ground. 
*[[Kafka]]: 9/10 <br> Not very good as a Cost builder despite being a Vanguard and as a fighter he's weak.  However his Nature is extremely helpful, boosting the efficiency of auto-skills by 25%, and it makes manual skills safer to use as well. Buff is party-wide no matter where you place him, making him very easy to use.
*[[Pino]]: 3/10 <br>  His DPS(115) is so low that it's even lower than every 1-star character . The Attack Speed boost from his Skill is insignificant, the cooldown is long for its effect, and it requires positioning around.  He's saved from 1 /10 by his long range, and the fact that because his cooldown restarts upon firing his Skill, you can usually have the Attack Speed boost from his Skill up infinitely, which is nice, especially when paired with Healers.  Rating should improve at higher Skill levels and promotions in the future. His Nature is okay against tanky enemies but not very helpful against everything else.
*[[Rasho]]: 9/10 <br> Gets an extremely high attack boost when you turn back into human form, giving him the high attack in the game by far. Not useful for much else, and it isn't permanent, but it's still by far the highest Attack in the game.
*[[Siddeley]]: 8.5/10 <br> Similar to Billford, he's a powerful beatstick with good stats and tanking potential, but not much else.  Has good DPS with an easy auto skill as well.  Could be considered slightly better than Billford due to his ability to hit both of his blocked units at once. 
*[[Theodor]]: 10/10 <br>  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> The best and fastest healer in the game, despite not being the Healer class.  Has high range as well.  His Skill has a pretty long Charge time, but even without it he makes other healers obsolete. 
*[[Volund]]: 8/10 <br> Very low DPS, but his Skill is bugged to both start recharging instantly, and last 40 seconds instead of 30, basically making it a permanent party-wide buff for your team.  Held back by expensive Cost.
*[[Zacharoff]]: 7.5/10 <br> His Nature is too tricky to build around on most stages to be very worth it.  Even with the max bonus (+150) his DPS is still lower than some characters at their base, but it's enough to make him the best at AoE splash magic damage. The healing portion from his Skill is usually unnecessary as he won't be getting hit most of the time. A high risk, medium reward character.
</div>


=Raw DPS Chart=
[[Category:Game Guide]]
See [[Max Stats Table]] <br>
Keep in mind that this only charts Damage per Second without factoring in Natures, Skills, or Traits, or enemy Defense. <br>
Actual in-battle DPS can differ greatly from raw DPS. This should not be taken as a serious indicator of usefulness and is mostly just for fun trivia purposes.

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