Tips and Tricks: Difference between revisions

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=Character Ratings=
=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!
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 stage.  The game is more fun when you try to clear using only the characters you like!
==1-Star Units ☆ ==
==1-Star Units ☆ ==
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*[[Robin]]: 8.5/10 <br> 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.  
*[[Robin]]: 8.5/10 <br> 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.  
*[[Seals]]:
*[[Seals]]:
*[[Yurt]]:
*[[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 ☆☆☆☆ ==
==4-Star Units ☆☆☆☆ ==
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*[[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.
*[[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]]: 9/10 <br>  His Skill recharges fast and makes him sustainable nearly on his own while dealing high damage. Basically a slightly inferior Theodor.
*[[Hulk]]: 9/10 <br>  His Skill recharges fast and makes him sustainable nearly on his own while dealing high damage. Basically a slightly inferior Theodor.
*[[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.
*[[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, but it can still be used to save himself.
*[[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, but it can still be used to save himself.
*[[Romanes]]: 7/10 <br> Good range and good attack, but slow attack speed. He does have the second highest heal-per-second rate, but in the current meta attack speed and extra utility are more useful than a singular big heal. His Skill is currently bugged and doesn't work, but he should perform much better once fixed. Nature is useful and pairs well with Zacharoff, but there aren't enough redeploy tricks to abuse it.   
*[[Romanes]]: 7/10 <br> Good range and good attack, but slow attack speed. He does have the second highest heal-per-second rate, but in the current meta attack speed and extra utility are more useful than a singular big heal. His Skill is currently bugged and doesn't work, but he should perform much better once fixed. Nature is useful and pairs well with Zacharoff, but there aren't enough redeploy tricks to abuse it.   

Revision as of 20:49, 11 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 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 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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