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Pat of [[Getting started]]
Refer to [[FAQ]] for additional concerns.
__NOEDITSECTION____TOC__
== 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.<br>
* 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 exact formula for proficiency stat gains per level isn't known, but at the max Proficiency level of +99, units show an average of a 10% stat increase.  Thus, it could be said that the overall stats of each unit each level increase by average of 0.1% per level.  
* 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.


=Game Performance=
=== Misc ===
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 Nox.  If neither is working out for you, try either MEmu or Mumu Player.
 
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. 
 
Previously, playing the game in Widescreen or Ultrascreen offered a better viewing area of each battle stage.  After 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).   
 
=Character Ratings=
A rating of each individual unit and notes about them. <br>
'''Note: Due to constantly changing new stages, mechanics, and rank ups changing how useful a character is, character ratings are being phased out in favor of being moved over to more general character summaries in the Trivia section on each individual characters page.'''
==1-Star Units ☆ ==
<span class="mw-customtoggle-0" style="font-size:small; display:inline-block;"><span class="mw-customtoggletext">[Show/hide]</span></span>
<div  id="mw-customcollapsible-0" class="mw-collapsible mw-collapsed">
*[[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 him.  Surprisingly 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.
</div>
==2-Star Units ☆☆ ==
<span class="mw-customtoggle-1" style="font-size:small; display:inline-block;"><span class="mw-customtoggletext">[Show/hide]</span></span>
<div  id="mw-customcollapsible-1" class="mw-collapsible mw-collapsed">
 
*[[Archer Mummy]]:3.5/10 <br> The Charge time on his Skill is very long considering the minor effect it has. Not worth it. 
*[[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.
</div>
==3-Star Units ☆☆☆ ==
<span class="mw-customtoggle-2" style="font-size:small; display:inline-block;"><span class="mw-customtoggletext">[Show/hide]</span></span>
<div  id="mw-customcollapsible-2" class="mw-collapsible mw-collapsed">
 
*[[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.
*[[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.
</div>
==4-Star Units ☆☆☆☆ ==
<span class="mw-customtoggle-3" style="font-size:small; display:inline-block;"><span class="mw-customtoggletext">[Show/hide]</span></span>
<div  id="mw-customcollapsible-3" class="mw-collapsible mw-collapsed">
*[[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)
*[[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.
*[[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>
</div>
 
==5-Star Units ☆☆☆☆☆ ==
<span class="mw-customtoggle-4" style="font-size:small; display:inline-block;"><span class="mw-customtoggletext">[Show/hide]</span></span>
<div  id="mw-customcollapsible-4" class="mw-collapsible mw-collapsed">


*[[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 case you lose track of your mouse, you can enlarge or change its appearance to improve visibility.
*[[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.  This flaw can be somewhat overcome by pairing him strategically with Corca.
*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
*[[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 it. While 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.
*[[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.
</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