Tips and Tricks: Difference between revisions
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Pat of [[Getting started]] | |||
Refer to [[FAQ]] for additional concerns. | |||
__NOEDITSECTION____TOC__ | |||
== 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 | * 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 == | ||
* 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 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. | 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. | ||
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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. | 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= | ===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. | 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= | ===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. | 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= | ===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. </br> | 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. | 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 | ||
[[Category:Game Guide]] | |||
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