Tips and Tricks: Difference between revisions

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*[[Dyne]]:
*[[Dyne]]:
*[[Elaine]]: 9/10 <br> Heals everyone just by being on the field.  Bugged to globally heal by her HP instead of her ATK as stated.  While she technically has the lowest raw heals-per-second rate among Healers, when combined with her Nature, in practical terms she actually has the second highest.  Her Nature can't be relied on to heal far-away allies in difficult 4-star challenges, but in standard stages she can usually be all you need.
*[[Elaine]]: 9/10 <br> Heals everyone just by being on the field.  Bugged to globally heal by her HP instead of her ATK as stated.  While she technically has the lowest raw heals-per-second rate among Healers, when combined with her Nature, in practical terms she actually has the second highest.  Her Nature can't be relied on to heal far-away allies in difficult 4-star challenges, but in standard stages she can usually be all you need.
*[[Flet]]:
*[[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.
*[[Gymnos]]:
*[[Gymnos]]:
*[[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.
*[[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.
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*[[Leonhart]]: 10/10 <br> One of the highest DPS units in the game, if not THE highest, and given for free.  Because he kills so quickly, he's a better tank than most Guards.
*[[Leonhart]]: 10/10 <br> One of the highest DPS units in the game, if not THE highest, and given for free.  Because he kills so quickly, he's a better tank than most Guards.
*[[Lute]]: 7/10 <br> Powerful COST battery. Weak in combat.
*[[Lute]]: 7/10 <br> Powerful COST battery. Weak in combat.
*[[Nitro]]:
*[[Nitro]]: 6/10 <br> High Attack, but slow Attack Speed combined with AoE damage splitting means he usually doesn't do as much damage as one might expect.  His Skill has an element of randomness to it and can potentially miss, making him a bit awkward to use.
*[[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>
*[[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>
*[[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.

Revision as of 08:49, 15 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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Raw DPS Chart

See Max Stats Table
Keep in mind that this only charts Damage per Second without factoring in Natures, Skills, or Traits, or enemy Defense.
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.