Tips and Tricks: Difference between revisions

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(Mob units plus ornis)
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*[[Archer Mummy]]:
*[[Archer Mummy]]:3.5/10 <br> Takes a while to warm up and doesn't do that much when he does.
*[[Imperial Artillery Soldier]]:
*[[Imperial Artillery Soldier]]:
*[[Large Mummy]]:
*[[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]]:
*[[Mage Mummy]]: 3/10 <br> Costly and slow. Has an okay skill but that is about all that is note worthy.
*[[Mummy]]:
*[[Mummy]]: 6/10 <br> Standard fighter with a self heal.
*[[Obsidonian Imperial Archer]]:
*[[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]]:
*[[Obsidonian Imperial Cavalry]]: 1/10 <br> Both weak in combat and COST battery. The worst vanguard. There isn't much reason to use him over goblin rider if you want mob vanguard.
*[[Obsidonian Imperial Halberdier]]:
*[[Obsidonian Imperial Halberdier]]: 4/10 <br> Decent starter guard.
*[[Pirate Medic]]:
*[[Pirate Medic]]: 6.5/10 <br> A healer that is good enough in most cases
*[[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 Musketeer]]: 8.5/10 <br> Very fast Attack Speed with wide range makes him a very flexible unit, especially for a 2 star.
*[[Pirate Sorcerer]]:
*[[Pirate Sorcerer]]: 7/10 <br> Easily the best mob mage.
*[[Pirate Swordsman]]:
*[[Pirate Swordsman]]: 6/10 <br> Good filler fighter. Nothing too special about him just solid.
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==3-Star Units ☆☆☆ ==
==3-Star Units ☆☆☆ ==
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*[[Arcana]]:
*[[Arcana]]:
*[[Bantu]]:
*[[Bantu]]:
*[[Baran]]: 8/10 <br> Generally decent all-around.  Flexible range, a Skill that's easy to use and never turns off, good DPS, and is easily obtained from Flyers. Skill has a long charge time, but Baran still has a use.
*[[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]]: 6.5/10 <br> Only has an average 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.
*[[Charlotte]]: 6.5/10 <br> Only has an average 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]]:
*[[Dyne]]:
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*[[Lute]]: 7/10 <br> Powerful COST battery. Weak in combat.
*[[Lute]]: 7/10 <br> Powerful COST battery. Weak in combat.
*[[Nitro]]:
*[[Nitro]]:
*[[Ornis]]:
*[[Ornis]]: 2/10 <br> A nature that isn't too useful and his healing spreads himself too thin most of the time. He has the most problems keeping a team healed.
*[[Patty]]: 6/10 <br> His self-heal Skill is very powerful, but very poor DPS.  While not being able to be healed by others can seem like a large downside, this ability helps not distract Healers from healing other allies while Patty heals himself, so they do not waste heals.  Patty can also be healed by indirect forms of healing such as with Thomas and Elaine.  Currently his Skill is bugged to not provide Defense, but once it does, he should become even more useful.
*[[Patty]]: 6/10 <br> His self-heal Skill is very powerful, but very poor DPS.  While not being able to be healed by others can seem like a large downside, this ability helps not distract Healers from healing other allies while Patty heals himself, so they do not waste heals.  Patty can also be healed by indirect forms of healing such as with Thomas and Elaine.  Currently his Skill is bugged to not provide Defense, but once it does, he should become even more useful.
*[[Pugi]]:
*[[Pugi]]:

Revision as of 17:48, 10 April 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 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.

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.

Viewing Mode

If you're having trouble placing units in certain areas because the UI is cutting off certain parts, and you're playing on an emulator, try switching to either Widescreen or Ultrascreen mode. This will zoom out the battle area greatly.
(Note: As of the latest 4/7/2022 patch, there's no longer any advantage to playing in widescreen or ultrascreen. This tip will stay up temporarily to see if the change will get reverted within the next few patches)

Character Ratings

A rating of each individual unit and notes about them. Ratings do take their star rarity into account to some extent (a 6-star is expected to be able to perform well, while it's expected for a 1-star character to be below average). Note that these ratings are opinions, not fact. Use whatever units you want. You should only use this section if you're struggling and need help clearing a stage. The game is more fun when you try to clear using only the characters you like!

1-Star Units ☆

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2-Star Units ☆☆

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3-Star Units ☆☆☆

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4-Star Units ☆☆☆☆

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5-Star Units ☆☆☆☆☆

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6-Star Units ☆☆☆☆☆☆

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