Tips and Tricks: Difference between revisions

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=Attack Priority=
=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.


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.
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 not change their pathing to walk towards the most recently deployed ally.


=Recommended Units=
=Recommended Units=

Revision as of 22:37, 23 March 2022

The only way to win this game is to not play.

Proficiency

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.

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 not change their pathing to walk towards the most recently deployed ally.

Recommended Units

There is no community tier list at the moment, but there are certain units that are agreed to be very strong.

Fighter

  • Leonhart: One of the highest DPS units in the game, and given for free. Because he kills so quickly, he's a better tank than most Guards.
  • Theodor: Currently he's bugged to continually increase his attack speed even if he's at full health. He heals as he hits, and is extremely efficient, and like Leon is able to solo certain difficult lanes all on his own.
  • Jinnosuke: Has very high damage when his Skill is enabled. Possibly bugged to always Crit while it's on?
  • Goblin Fighter: Deceptively high damage for reasons unknown. While he is fragile, he can defeat most things before they defeat him. He's given for free and is a surprisingly good back-up if your team is missing damage.
  • Siddeley: Currently bugged to be unkillable.

Guard

  • Volund: While he has poor DPS, his Skill is party-wide, and lasts so long that by the time it wears off, it's nearly ready to be used again. His Skill is supposed to last 30 seconds, but actually lasts 40 seconds.

Vanguard

  • Rook: Low cost, above-average DPS, efficient Cost gain skill. His Skill makes him invincible while active, making him a better block than most Guards if timed correctly. His Nature can potentially be detrimental, but overall it increases his survivability.

Shooter

  • Wrecker: At the moment, he's bugged to give all unit a 10% Attack buff passively. This boost correctly works (except it doesn't affect healers) and is very helpful to have.

Caster

  • Baran: Generally useful all-around. Flexible range, a Skill that's easy to use and never turns off, good DPS, and is easily obtained from Flyers.

Healer

  • Robin: One of the fastest healers. Has a fairly useful Skill despite only being a 3 star. He does have the lowest Attack among Healers, but outside of certain 4 star stages, his Attack is still high enough to fully mitigate most enemy attacks. His Skill also helps offset his low Attack. Can be gotten for free.
  • Morgan: Has very low range, making him hard to place efficiently, but he is the most efficient Healer for keeping a small row of units alive. Morgan has the fastest Attack Speed among the Healer class and the highest Attack.

Supporter

  • Thomas: At the moment, he's bugged to be able to heal with his attack even though he isn't supposed to be able to attack at all in the first place. This makes him the fastest healer in the game, despite not being the Healer class. Has high range as well.