Tips and Tricks

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Revision as of 18:15, 29 July 2022 by Rakushun (talk | contribs)
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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.
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.

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.

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.

Game Performance

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.
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 ☆

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  • Aerial Goblin: 7/10
    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
    Long range makes him easy to place and contribute without having to be supported.
  • Goblin Archer: 5/10
    Standard archer with a basic skill.
  • Goblin Fighter: 9/10
    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
    Extremely low cost and fast cost gain, but weak as an actual fighter.
  • Mage Goblin: 4/10
    Below-average Caster character with a basic skill. Relies too much on his Skill just to be average.
  • Pays Blanc Archer: 6.5/10
    For 1 star shooter, he has pretty high Attack, and low Cost makes him easy to use.
  • Pays Blanc Soldier: 3/10
    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
    Standard Caster with a basic skill. Has high Cost with not much payoff.

2-Star Units ☆☆

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  • Archer Mummy:3.5/10
    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
    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
    Costly and slow. Has an okay skill but that is about all that is note worthy.
  • Mummy: 6/10
    Standard fighter with a self heal.
  • Obsidonian Imperial Archer: 3/10
    He was great until his attack speed was fixed. Now he is one of the weaker overall archers.
  • Obsidonian Imperial Cavalry: 1/10
    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
    Decent starter guard.
  • Pirate Medic: 6/10
    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
    Very fast Attack Speed with wide range makes him a very flexible unit, especially for a 2 star.
  • Pirate Sorcerer: 7/10
    Easily the best mob mage.
  • Pirate Swordsman: 6/10
    Good filler fighter. Nothing too special about him just solid.

3-Star Units ☆☆☆

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  • Arcana: 6/10
    The slowest healer, but he does have good Attack with his Skill. Usable, with a sort of decent Nature.
  • Bantu: 8/10
    Has pretty decent damage, and his Trait allows him to attack multiple enemies at once without splitting the damage, effectively doubling his DPS if placed well. However, he has one of the lowest HP amounts among Fighters.
  • Baran: 8/10
    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.
  • Flet: 6.5/10
    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
    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.

4-Star Units ☆☆☆☆

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  • Alec: 8/10
    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
    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.
  • Karetovi:
  • Nitro: 6/10
    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.
  • Thorkell: 4/10
    Has good range and can be put on the ground, which is rare and helpful, but his Nature is borderline useless (it doesn't work much differently than if he just had a +5% Defense buff) and doesn't make a lot of sense (you don't want him to get hit anyway) and his Skill has the same problem. Defensive boosts are awkward on ranged Support units.

5-Star Units ☆☆☆☆☆

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  • Barlitz:4/10
    Weak. He has a nature that requires constant breaks in combat and doesn't really do enough to care about it. His skill is a pure gamble that the only upside is that it might clear some difficult 4 star missions. His stats are nothing special overall either.
  • Brute: 7/10
    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.
  • Corca: 7/10
    A better Guard than most Guards despite being a Fighter, due to his unique Nature. His Nature is unique in utility, and it has the niche use of being able to essentially extend the range of any Healer, allowing you to free up room for more damage dealers. While this can be useful, however, there aren't very many stages that are difficult enough to really benefit from this, and similar to other units, this is typically more trouble to set up than it's worth. Pairs well with Morgan.
  • Hanzo: 9/10
    Powerful DPS for a Supporter. One of the few units with range that can be put on the ground. His Skill helps add even more DPS and helps him become a good blocker. Bansho can also be put in a lane to help delay enemies further.
  • Morgan: 7.5/10
    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.
  • Romanes: 6.5/10
    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
    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.
  • Stalon: 7/10
    High damage, but very squishy with low Defense. Very much a glass canon. Unlike most Fighters he only blocks 1 unit.

6-Star Units ☆☆☆☆☆☆

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  • Bart: 8/10
    He has the highest raw Attack in the entire game and the highest raw DPS in the game (before any Skills or Natures or buffs factor in). Having high Attack means he benefits more from % based Attack buffs more than any other character. However, only being able to place traps within his attack range is a bit superfluous, and he has the lowest range among all Supporters. His Nature is also bugged for now and doesn't work.
  • Equus: 3/10
    His Nature works best by placing him early, but he's too expensive to do this optimally. Skill is a basic Cost gain skill and not very useful. It's a bit awkward to use due to the fact that it requires 7 units to already be placed for maximum effect, at which point you rarely even need Cost anymore. The deployment time reduction on his Skill also only works on manually withdrawn allies, not defeated allies, making it difficult and a hassle to use. Equus is basically a Vanguard that was misclassed as an expensive Guard. For a 6-star unit, which are expected to be powerful, he falls very short. If he was cheaper to deploy, he would at least be useful as a psuedo-Vanguard.
  • Jade: 8/10
    Somewhat versatile as he can played as either a Guard, or a Fighter depending on when he's deployed. With his Nature stat boost his stats are similar to Hulk's. Both Jade and Hulk also focus on increasing Max HP. The difference is Hulk's nature increases Max HP while Jade's skill increases Max HP. Jade's skill has a somewhat long cooldown, but if placed correctly, it can still easily trigger his Trait for a large stat boost. When his Trait and Nature combine, he has one of the highest HP, Attack, and Defense stats in the game. He has the slight downside where he has to stay at 150% current HP to keep Trait boost, which on some stages can be tricky. Overall Jade can be considered a sidegrade to Hulk, or an upgrade if used correctly.
  • Rasho: 9/10
    Gets an extremely high attack boost when you turn back into human form, giving him the high attack in the game by far. Not useful for much else, and it isn't permanent, but it's still by far the highest Attack in the game.
  • Theodor: 10/10
    He heals as he hits, and is extremely efficient, and like Leon is able to solo certain difficult lanes all on his own.
  • Thomas: 10/10
    The best and fastest healer in the game, despite not being the Healer class. Has high range as well. His Skill has a pretty long Charge time, but even without it he makes other healers obsolete.
  • Volund: 8/10
    Very low DPS, but his Skill is bugged to both start recharging instantly, and last 40 seconds instead of 30, basically making it a permanent party-wide buff for your team. Held back by expensive Cost.

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.