++++++++++++++++++++++++++++++++++++++++++ RenamonFOX's Brave Frontier Survival Guide ++++++++++++++++++++++++++++++++++++++++++ version 1.22 07/22/14 - 0.9 - First draft, compiling information 07/31/14 - 0.91 - Still writing, included section 2.50 08/02/14 - 0.92 - Updated sections 2.01, 7.60, 3.10, 3.20, 5.00, 5.10 08/04/14 - 0.93 - Updated sections 2.01, 3.20, 5.11, 9.00 08/09/14 - 0.94 - Updated sections 2.01, 5.12 08/13/14 - 1.00 - Updated sections 2.01, 5.13, 5.14, 5.15, 7.00, 9.00 08/17/14 - 1.01 - Added six star unit data - 5.20~5.25, Updated 6.31 08/18/14 - 1.02 - Included section 3.30, 3.31 08/22/14 - 1.03 - Updated sections 5.10~5.15, 7.10, 7.20, 7.30, 7.50 08/28/14 - 1.04 - Included recommendations for daily quests in section 2.50 09/04/14 - 1.05 - Included Light/Dark Totem information in 3.00 Critical team strategy included for 3.31 09/10/14 - 1.06 - Honor Summon/Rare Summon information, added section 3.32 09/30/14 - 1.07 - Included stats for new units, Section 8.00, 8.01, 8.02, 8.03 10/01/14 - 1.08 - Included detailed info on leader skills and buffs (sections 9) Changed "Frequently Asked Questions" from 9.00 to 10.00 10/03/14 - 1.09 - Added 8.10 - Example Teams 10/06/14 - 1.10 - Added 9.10 and 9.20, comparing leader skills and SBBs 10/16/14 - 1.20 - Finished section 9.20, 9.21, 9.22, 9.23, 9.24 10/18/14 - 1.21 - Fixed some errors, added 3.40 10/27/14 - 1.22 - Updated Zebra nerfs, included 6.33 - One Team Maxwell Nozomin9001-AT-gmail-DOT-com Legal notice: Created exclusively for GameFAQs.com. I have no interest in writing for other websites. 00.00 - Introduction 01.00 - Important Information (For Seriously) 02.00 - Story Missions 02.01 - Mistral 02.02 - Morgan 02.03 - St. Lamia 02.11 - Cordelica 02.21 - Amdahl 02.22 - Encervis 02.23 - Palmyna 02.31 - Lizeria 02.41 - Ryvern 02.50 - Most Useful Stages 03.00 - Vortex Dungeons 03.10 - Sibyl Sisters 03.20 - Battle Maidens 03.30 - Grand Gaia Chronicles 03.31 - Vargas 03.32 - Lance 03.40 - Trial of the Gods 04.00 - Advanced Information 05.00 - Unit Compendium 05.10 - Dark Units - Five Star 05.11 - Earth Units - Five Star 05.12 - Fire Units - Five Star 05.13 - Light Units - Five Star 05.14 - Thunder Units - Five Star 05.15 - Water Units - Five Star 05.20 - Dark Units - Six Star 05.21 - Earth Units - Six Star 05.22 - Fire Units - Six Star 05.23 - Light Units - Six Star 05.24 - Thunder Units - Six Star 05.25 - Water Units - Six Star 06.00 - Special Events 06.10 - Frontier Hunter 06.20 - Victory Points Tournament 06.30 - Summoners' Research Lab 06.31 - One Team Karl 06.33 - One Team Maxwell 07.00 - Feeling Lucky? 07.10 - Metal Parade Data 07.20 - Fusion Data 07.30 - BB Levelling 07.40 - Evolution Materials 07.50 - Honor Summon 07.60 - Rare Summon 08.00 - Team Building 101 08.01 - Rainbow Team 08.02 - Critical Team 08.03 - BB Spam Team 08.10 - Example Teams 08.11 - Example Rainbow Teams 08.12 - Example Critical Teams 08.13 - Example BB Spam Teams 09.00 - Unit Comparison 09.01 - Critical Hit Chance 09.02 - Spark Damage 09.03 - Brave Burst Shenanigans 09.04 - Critical Damage 09.10 - Leader Skill Comparison 09.20 - Super Brave Burst Comparison 09.21 - Single Target Brave Burst 09.22 - Random Target Brave Burst 09.23 - Multi Target Brave Burst 09.24 - Utility Brave Burst 10.00 - Frequently Asked Questions 99.00 - Special Thanks -------------------------------------------------------------------------------- 00.00 - Introduction -------------------------------------------------------------------------------- This is a general guide that answers the questions I notice most often, a walkthrough of the main story, nifty tricks, and a collection of data both from personal experience, and with help from members of the GameFAQs IOS message board. -------------------------------------------------------------------------------- 01.00 - Important Information (For Seriously) -------------------------------------------------------------------------------- This section will mention information that players new to the game will not have readily available to them, that experienced players take as a given. ***** DAILY BONUS - ***** This is a reward for logging in every day. The reward shows up as a 3x3 grid from which you select a card and get a prize. The prize is sent to your "Presents" box, accessible from the Home menu, on the right middle of the screen. As you continue to collect your daily prize every day, the selection of prizes will get better, eventually including the chance to collect a gem every day. The position you select *does not matter*, as the prize is determined as you log in. If you select the center square and get zel, then crash the application and restart it to select the top left square, the zel will be in that slot as well. IF YOU DO NOT EXIT THE APPLICATION AND RE-ENTER EVERY DAY, YOU WILL NO BE PROMPTED TO ACQUIRE THE DAY'S GIFT, AND THE CONSECUTIVE LOGIN COUNTER WILL BE RESET. ***** PARADE KEYS - ***** Every Monday, Tuesday, Thursday, and Friday, you can collect a metal key. Every Wednesday, you can collect a jewel key. These special keys allow you to access the Metal Parade and Jewel Parade dungeons, respectively. Metal Parades are your primary source of fusion experience, which is required to level up your units. Jewel Parades have the highest Zel:Energy ratio in the game, at the cost of summoner experience. In order to collect the key, you must manually go to "Imperial City Randall" from the main menu, and visit "Akras Summoners' Hall Administration Office". Then select "Receive Key" to get your daily key. If you do not do this, the key will not be saved for later collection. ***** COMMON TERMS - ***** BB - Brave Burst, the ultimate ability of units. SBB - Super Brave Burst, the ultimate ability of six-star units that requires two full gauges to activate. BB Fodder - A term given to low level units that can be easily farmed and fused to units at a low zel cost in order to increase their Brave Burst level. Anima - A unit nature that increases HP and lowers REC. A desirable type for most units. Lord - A unit nature that does not increase or decrease any stats. Oracle - A unit nature that increases REC and lowers HP. Great for units with a low natural REC score, such as Magress, Golem, or Sefia, but often makes people groan when they see it. Breaker - A unit nature that increases ATK and lowers DEF. Bad for healers. Guardian - A unit nature that increases DEF and lowers ATK. ATK - Attack determines the damage a unit deals. DEF - Defense determines how much damage the unit takes when attacked. HP - Hit Points. If this number goes to zero, the unit is dead. REC - Recovery determines how much HP is healed via potions, curing skills, and regeneration effects. -------------------------------------------------------------------------------- 02.00 - Story Missions -------------------------------------------------------------------------------- This section will list each story mission, its average Zel/Karma/Exp gain per run, the Zel/Karma/Exp gain per point of energy spent, and compare it to every other map's ratio as well. Generally speaking, the story missions are the best ways to collect Zel, Exp, Karma, and Units at the same time. Additionally, the first time you clear a boss stage, you will get a bonus gem. The difficulty number is as accurate as one person can make it, and is based on how difficult the stage is weighted for difficulty when you first gain access to the stage. If you pulled two four star fire units, you may find a difficulty 3 earth zone very easy, but struggle with a difficulty 2 water zone. A map marked difficulty 4, however, will always be harder than a map marked difficulty 2. 1 - You will be able to use Auto-Battle to clear this map as soon as you get to it. 2 - This map may require you to forgo the use of Auto-Battle when you first get to it. 3 - This map will require you to use items, a premium healer, or both. 4 - Without high level 4 star units, this map will be extremely difficult. 5 - Without high level 5 star units, this map will be extremely difficult. 6 - This map is never going to be easy. 7 - This map may be impossible without a specialized team. PLEASE NOTE: These runs have data collected from personal experience over several runs each. There will be a variance based on collected treasure chests, dropped units with high sell costs, and overall luck. The first map has a much higher karma reward noted than the second cost, probably due to getting karma from treasure chests in multiple runs. Your mileage may vary. -------------------------------------------------------------------------------- 02.01 - Mistral -------------------------------------------------------------------------------- ~Adventurer's Prairie - Elemental types are random Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Start of Adventure 3 850 225 20 283 76 6.66 Difficulty - 1 6% 6% 2.5% NOTES: If you are saving your exp for a timely levelup, this map is great to burn your extra energy on while farming BB fodder for attack units. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Monsters of the Prairi 3 880 59 25 293 19 8.33 Difficulty - 1 6% 1.5% 3.2% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Guardians of the Prair 5 626 101 29 125 20 5.8 Difficulty - 1 2.6% 1.5% 2.2% NOTES: This is a boss stage. ~Cave of Flame - All monsters are FIRE element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Cave of Dancing Flames 3 1104 439 32 369 146 10.7 Difficulty - 1 7.7% 11.3% 4.1% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Wielder of the Fire 3 1844 436 35 614 145 11.7 Difficulty - 1 12.9% 11.3% 4.4% NOTES: This stage is ideal for acquiring BB fodder. This stage is ideal for acquiring Fire Nymphs. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Thief's Hideout 3 1761 484 50 440 121 12.5 Difficulty - 1 9.2% 9.4% 4.8% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Blazing Beast 5 1700 508 80 340 101 16 Difficulty - 1 2.6% 1.5% 2.2% NOTES: This is a boss stage. ~Egor Snowfield - All monsters here are WATER element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Breath Freezing Snowfi 3 1618 533 35 539 177 11.7 Difficulty - 1 11.3% 13.8% 4.4% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Manipulator of the Wat 3 1827 407 40 609 134 13.3 Difficulty - 1 12.8% 10.4% 5.1% NOTES: Priest Merith is nearly 100% drop rate, making this stage the most energy efficient for picking up healing BB fodder, or getting your first healer. This stage is ideal for acquiring Water Nymphs. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Pirate on Ice 4 1666 1777 53 416 148 13.3 Difficulty - 1 8.7% 11.5% 5% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Dragon Hunting Ice 5 1545 1245 83 309 74 16.6 Difficulty - 1 6.4% 7.3% 6.3% NOTES: This is a boss stage. ~Forest of Beasts - All monsters here are EARTH element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Shadowy Forest 3 1370 432 36 451 144 12 Difficulty - 1 9.4% 11.2% 4.6% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Puppeteer of the Trees 3 1604 340 42 534 176 14 Difficulty - 1 11.2% 13.7% 5.3% NOTES: This stage is ideal for farming earth nymphs This stage is ideal for farming Support/Attack BB fodder Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Bandit of the Forest 4 2130 473 57 532 118 14.3 Difficulty - 1 11.2% 13.7% 5.3% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Hunter from the Forest 5 2095 896 84 419 179 16.8 Difficulty - 1 8.8% 13.9% 6.4% NOTES: This is a boss stage. ~Magutagal Wetlands - All monsters here are THUNDER element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Thunder Blasting Wetla 3 1292 902 41 430 234 13.7 Difficulty - 1 9% 18.1% 5.2% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Commander of the Thund 3 1671 574 47 556 192 15.7 Difficulty - 1 11.7% 14.9% 6% NOTES: This stage is ideal for farming thunder nymphs This stage is ideal for farming Support/Attack BB fodder Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Pirate of the Wetlands 4 1701 497 59 425 124 14.8 Difficulty - 1 8.9% 9.6% 5.6% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Thundering Strateg 5 2341 556 87 468 111 17.4 Difficulty - 1 9.8% 8.6% 6.6% NOTES: This is a boss stage. ~Remains of Mirza - All monsters here are LIGHT element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Sacred Ruins 4 2270 1038 44 569 259 11 Difficulty - 1 11.9% 20.1% 4.2% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Wielder of the Light 4 3270 1171 51 817 294 12.8 Difficulty - 1 17.1% 22.9% 4.9% NOTES: This stage is ideal for farming light nymphs Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The White Horse of Lig 5 2184 872 62 437 173 12.4 Difficulty - 1 9.1% 13.5% 4.7% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Moonlit Battle 7 4197 2797 1705 599 243 12.7 Difficulty - 1 12.6% 18.9% 4.8% NOTES: This is a boss stage. ~Monster's Nest - All monsters here are DARK element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Heinous Chamber 4 2500 737 46 625 184 11.5 Difficulty - 1 13.1% 14.3% 4.4% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Manipulator of the Dar 4 2329 871 53 582 217 13.3 Difficulty - 1 12.2% 16.9% 5% NOTES: This stage is ideal for farming dark nymphs Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Cursed Snake 5 2416 931 65 483 186 13 Difficulty - 1 10.1% 14.4% 5% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Monster Slaying Bl 7 2979 1104 91 425 157 13 Difficulty - 1 8.9% 12.2% 5% NOTES: This is a boss stage. ~Tower of Mistral - Monsters are of varying elements Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Skyhigh Tower 5 3572 1280 70 718 258 14 Difficulty - 1 15.1% 20.1% 5.3% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Monsters of the Corrid 5 3821 1184 90 764 237 18 Difficulty - 1 16% 18.4% 6.9% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Stairs of Trial 6 2976 1308 110 494 218 18.3 Difficulty - 1 10.3% 16.9% 7% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Pillars of Force 6 1855 1391 130 309 231 21.7 Difficulty - 1 6.4% 18% 8.3% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Forged Gigantor 8 4898 2109 180 612 263 22.5 Difficulty - 3 12.8% 20.4% 8.6% NOTES: This is a boss stage. The boss is THUNDER element, so bring an earth element friend. Completing this stage will unlock the next area, Morgan. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Asleep in the Ice 20 22170 7584 2000 1108 379 100 Difficulty - 5 23.3% 29.4% 38.4% NOTES: Consider this a super-hard side mission. You will have to come back long after you unlock this map with strong five star units. The boss monster is WATER element, so bring thunder units. Paralysis is a problem. Paralysis immunity (via Elsel, Reeze) suggested. -------------------------------------------------------------------------------- 02.50 - Most Useful Stages -------------------------------------------------------------------------------- This section will have a list of purposes (Idol farming, BB fodder farming, Karma farming, etc.) and a list of stages that best serve each purpose. Purpose Zone Area Map Attack BB Fodder/Low XP Mistral Cave of Flames Wielder of the Fire Attack BB Fodder/Hi XP Mistral Egor Snowfield Manipulator of the Water Heal BB Fodder Mistral Egor Snowfield Manipulator of the Water Support BB Fodder Mistral Forest of Beasts Puppeteer of the Trees Experience per Run* Ryvern The White Tower The Roar of Triumph Experience per Run** Ryvern The Abyss Cave The Coiling Shadows Experience per Hour*** St. Lam St. Lamia Palace The Fourfold Pillar Karma Vortex Monday Sacred Land of Soul Lv.3 Zel` Special Jewel Parade Jewel Parade Experience > Zel`` Vortex Weekend Gold Valley Lv. 3 Experience >> Zel``` Cordeli Cordelica Mine Howls in the Void Exp+Zel+Karma~ Cordeli Cordelica Mine Howls in the Void *Strictly speaking, this map gives the best exp:energy, at 295. However, it is a super hard end-game boss fight, and is very time consuming. **This map gives 99% the exp:energy ratio of the best map, at 292, and is *not* a boss fight. This may be desired if you don't want to fight bosses. ***This map is distressingly easy in comparison to the other maps, and is completed much faster, but the exp:energy ratio is only 260, which is about 87% as efficient as the highest exp yield map. `Jewel Parade gives you the most Zel:Energy in the game, but low experience. ``Gold Valley gives 2/3 the Zel of Jewel Parade, but twice the Exp:Energy. ```Story missions give 2/3 the Zel of Gold Valley (about 44% of Jewel Parade), but give 50% more exp than Gold Valley (about 300% of Jewel Parade). As you advance in the story, the ratios only get more favorable for story missions. ~For purposes of collecting Zel, Experience, and Karma at the same time, nothing can beat the story missions. The low-energy cost areas in an advanced zone gives less exp, but more zel/karma per energy, whereas the high-energy cost areas in an advanced zone (Except bosses, usually), give more exp per energy, but lower zel/karma. Purpose Zone Area Map Fire Nymph Mistral Cave of Flames Wielder of the Fire Water Nymph Mistral Egor Snowfield Manipulator of the Water Earth Nymph Mistral Forest of Beasts Puppeteer of the Trees Thunder Nymph Mistral Magutagal Wetlands Commander of the Thunder Light Nymph Mistral Remains of Mirza Wielder of the Light Dark Nymph Mistral Monster's Nest Manipulator of the Dark Assorted Nymphs Vortex Tuesday Dungeon Garden of Nymphs Purpose Zone Area Map Fire Spirit Morgan Kagan Desert Bandit of the Desert Water Spirit Morgan Breeze Beach Pirate of the Shallow Wa Earth Spirit Morgan Nocturnal Forest Thief of the Forest Thunder Spirit Morgan Asekutt Wastelands Thief from the Skies Light Spirit Morgan Shrine of Lystia The Magnificent Pegasus Dark Spirit Morgan Destroyed Cathedral The Lusting Snake Assorted Spirits (Still collecting data. Possibly Garden of Spirits) Purpose Zone Area Map Pots Vortex Tuesday Dungeon Phantom Pots Idols Vortex Tuesday Dungeon Garden of Idols This is if you're trying to level up, but wouldn't mind if you collected idols in the process. Alternative idolfarming methods do not hold a candle to the Tuesday dungeon. The first list "Experience > Idol" means you're prioritizing experience, whereas "Idol > Experience" means you're trying to get as many runs as you can for the most chances at an idol. Purpose Zone Area Map Experience > Fire Idol St. Lam Volcano Eldent The Banished Fire Dragon Experience > Water Idol St. Lam Sacred Mt. Craylia Ruler of the Water Experience > Earth Idol St. Lam Blood Forest Maiden of the Trees Experience > Thun. Idol St. Lam Mt. Wistorea The Riotous Thunderbird Experience > Light Idol St. Lam Secluded Sanctuary The Goddess of War Experience > Dark Idol St. Lam Cave of Malice The Midnight Aristocrat Fire Idol > Experience St. Lam Volcano Eldent Watchdog from Hell Water Idol > Experience St. Lam Sacred Mt. Craylia The Captivated Water Spr Earth Idol > Experience St. Lam Blood Forest Frail Spirit of the Fore Thunder Idol > Exp St. Lam Mt. Wistorea Cyclops of Lightning Light Idol > Experience St. Lam Secluded Sanctuary The Flourishing Garden Dark Idol > Experience St. Lam Cave of Malice Vagabond of the Monster Have you been told to adventure in a place you don't want to? Are you willing to reluctantly burn as little energy as possible, but still want the best exp you can get? This is the section for you! When the daily quest says "Adventure five times in ZONE", the maps below are the areas you will want to be at, as they will cost you the least energy, and get you the best experience in the process. Experience:Energy ratios will be listed for stages, depending on whether your goal is "getting as much exp per point of energy as I can!" or "Getting the heck out of this miserable zone as soon as possible." Adventure 5 times in Mistral Energy Goal Area Map 15 Experience (15 xp:en) Magutagal Wetla Commander of the Thunder 15 Fire Nymph Cave of Flames Wielder of Fire 15 Water Nymph Egor Snowfield Manipulator of the Water 15 Earth Nymph Forest of Beast Puppeteer of the Trees 15 Thunder Nymph Magutagal Wetla Commander of the Thunder 15 Attack BB Fodder Cave of Flames Wielder of Fire 15 Heal BB Fodder Egor Snowfield Manipulator of the Water 15 Support BB Fodder Forest of Beast Puppeteer of the Trees 20 Light Nymph Remains of Mirz Wielder of the Light 20 Dark Nymph Monster's Nest Manipulator of the Dark Adventure 5 times in Morgan Energy Goal Area Map 25 Experience (70 xp:en) Asekutt Wastela Thief from the Skies 25 Fire Spirit Kagan Desert Bandit of the Desert 25 Water Spirit Breeze Beach Pirate of the Shallow Waters 25 Earth Spirit Nocturnal Fores Thief of the Forest 25 Thunder Spirit Asekutt Wastela Thief from the Skies 30 Light Spirit Shrine of Lysti The Magnificent Pegasus 30 Dark Spirit Destroyed Cathe The Lusting Snake Adventure 5 times in St. Lamia Energy Goal Area Map 40 Experience (173 xp:en) Mt. Wistorea Cyclops of Lightning 50 Experience (260 xp:en) St. Lamia Palac The Fourfold Pillar 40 Fire Idol Volcano Eldent Watchdog from Hell 40 Water Idol Sacred Mt. Cray The Captivated Water Sprite 40 Earth Idol Blood Forest Frail Spirit of the Forests 40 Thunder Idol Mt. Wistorea Cyclops of Lightning 45 Light Idol (227 xp:en) Secluded Sanctu The Goddess of War 45 Dark Idol (233 xp:en) Cave of Malice The Midnight Aristocrat Adventure 5 times in Cordelica Energy Goal Area Map 35 Experience (81 xp:en) Ignia Falls Beneath the Cascade 60 Experience (229 xp:en) Cordelica Mine Hunter of Death Adventure 5 times in Amdahl Energy Goal Area Map 50 Experience (206 xp:en) Saji Mines Enlightenment of the Ages Adventure 5 times in Encervis Energy Goal Area Map 50 Experience (216 xp:en) Gadillian Ravin The Divine Wind Blows 90 Zebra Sky Fort Solari The Mad God Descends Adventure 5 times in Palmyna Energy Goal Area Map 60 Experience (220 xp:en) Grandelt Ruins Race Through the City 80 Experience (250 xp:en) Spirit World Pa A Formidable Presence 60 Fire Pot Dejour Ruins Raging Heat Wave 60 Water Pot Obselion Castle Frozen Halls 60 Earth Pot Emerald Path The Shadow in the Trees 60 Thunder Pot Grandelt Ruins Race Through the City 70 Light Pot Arlind Seminary Where Light Falls 70 Dark Pot Noera Battlegro Dregs of Battle Adventure 5 times in Lizeria Energy Goal Area Map 60 Experience (195 xp:en) Erinecht Plains A Feast for Humanoids 80 Experience (256 xp:en) Tower of Destru Corridor of Ruin 95 Experience (263 xp:en) The Black Bridg Duel on the Bridge *BOSS FIGHT* 105 Experience (281 xp:en) Tower of Destru Defense System *BIG BOSS FIGHT* 70 Fire Idol/Pot/God Golzo Mountains Fire Breath, Thunder Fangs 70 Water Idol/Pot/God Lodan Frozen La The Bullet in the Ice 70 Earth Idol/Pot/God The Impassable Endless Wisdom and Vitality 70 Thunder Idol/Pot/God Lightning Fores Bursts of Lightning 75 Light Idol/Pot/God Lost City La Ve Sword of Protection 75 Dark Idol/Pot/God The Black Bridg Denial of Death's Curse Adventure 5 times in Ryvern Energy Goal Area Map 60 Experience (266 xp:en) Azura Ruins Secret of the Blade 65 Experience (292 xp:en) The Abyss Cave The Coiling Shadows 60 Fire Idol/Totem/Pot Glomore Hollow The Steamy Path 60 Water Idol/Totem/Pot Snow Area Kheln Standing in the Snow 60 Earth Idol/Totem/Pot Stokhelna Fores One Day in the Woods 60 Thunder Idol/Totem/Pot Azura Ruins Secret of the Blade 65 Light Idol/Totem/Pot Ryvern Mountain The Foreboding Gunshot 65 Dark Idol/Totem/Pot The Abyss Cave The Coiling Shadows Adventure 5 times in Agni Energy Goal Area Map 60 Experience (291 xp:en) Thunder Summit Accumulation of Lightning 110 Mare (300 xp:en) Ocean Shrine Al Trespasser into the Mind *BOSS* 60 Fire Idol/Totem/Pot Agni Empire Wild Bravery 60 Water Idol/Totem/Pot Agniria Cost The Shining Ice Flow 60 Earth Idol/Totem/Pot Granasta Plain Balance of Power 60 Thunder Idol/Totem/Pot Thunder Summit Accumulation of Lightning 70 Light Idol/Totem/Pot King's Tomb The Royal Bodyguard 70 Dark Idol/Totem/Pot Lognea Cove Bound by Darkness -------------------------------------------------------------------------------- 03.00 - Vortex Dungeons -------------------------------------------------------------------------------- This section includes information on the daily dungeons and special events. These maps are limited access, which means you are restricted as to when you can run each dungeon, as opposed to the main story quests, which are always available. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Gold Valley Level 1 10 20136 136 30 2013 13 30 Difficulty - 1 42.3% 1% 11.5% NOTES: This dungeon is accessible every Saturday and Sunday. This dungeon is ideal if you need tons of zel, but still need experience. Early in the game, this dungeon has a great Exp:Energy ratio, while remaining very easy. If you only have 10 energy, need less than 1000 experience to level up, and want to keep playing, you can run this stage to gain a level, refill your energy, and keep playing. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Gold Valley Level 3 30 97296 1895 4200 3243 63 140 Difficulty - 3 68.1% 4.9% 53.8% NOTES: This dungeon is accessible every Saturday and Sunday. This dungeon is ideal if you need tons of zel, but still need experience. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Sacred Land of Lv. 3 25 3408 32160 2500 136 1286 100 Difficulty - 3 2.8% 100% 38.4 NOTES: This dungeon is accessible every Monday. This dungeon gives you the most karma per energy point. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Phantom Pots 25 7085 4864 3000 283 194 120 Difficulty - 3 5.9% 15.1% 46.1% NOTES: This dungeon is accessible every Tuesday. The pot on the fifth stage will always be captured. Pots are required by some units to evolve. The pots on stages 1-4 are capturable, but the rate is very low. This stage is the best way to acquire pots. This map is hard when you first gain 25 energy, and super easy later. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Garden of Idols 25 ~6400 ~4000 3000 258 159 120 Difficulty - 3 5.4% 12.4% 46.1% NOTES: This dungeon is accessible every Tuesday. The idol on the fifth stage will always be captured. Idols are required to evolve most units to four star and higher. You will capture, on average, 2.5 idols per run. This is the best stage to capture idols, at ~9.16 energy per random idol. This map is hard when you first gain 25 energy, and super easy later. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Garden of Nymphs 10 1265 590 200 126 59 200 Difficulty - 1 2.6% 4.5% 7.6% NOTES: This dungeon is accessible every Tuesday. The capture rate of nymphs seems to be 100%. This is the best stage to capture nymphs of nonspecific elements. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Box of Des Level 3 25 15114 9766 3500 640 390 140 Difficulty - 4 12.7% 30.3% 53.8% NOTES: This dungeon is accessible every Wednesday. The Dragon Mimic on the fifth stage will always be captured. Dragon Mimic is required to evolve some units to five-star. This is the most efficient map to capture dragon mimics. Every monster will drop a treasure chests, with a high rate of mimics. Mimics can curse you, which disables your BB gauge. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Elemental Ruins 30 18926 10698 4000 630 356 133 Difficulty - 4/5* 13.2% 27.7% 51.2% NOTES: This dungeon is accessible every Thursday. Totems are required to evolve units to five-star and six-star. Fire ruins has a Fire Totem on the fifth stage as a guaranteed capture. Fire ruins stages have only fire elemental units as normal encounters. *There is a chance you could encounter a LIGHT TOTEM or DARK TOTEM while doing an elemental totem stage. If this happens, the difficulty goes up to 5. Light Totem and Dark Totem are guaranteed to be captured, but will make the run significantly more difficult. If no light or dark totems appear, you can bring a single-element team of the countering element to the totem and have very little problem. LIGHT or DARK Totems appear roughly 50% of the time in Elemental Totem stages. (3/14 Light, 3/14 Dark - ~140 energy per Light/Dark Totem) Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Ruins of Miracles 50 ~20100 ~9300 5000 403 186 100 Difficulty - 5+ 8.4% 14.4% 38.4% NOTES: This dungeon is accessible every Thursday. Miracle totems are required to evolve units to six-star. Totems of any element can appear on the way to the final stage. Miracle Totem is a guaranteed capture. Miracle Totem is light element, but uses attacks of every element. This is the hardest difficulty 5 stage. LIGHT or DARK Totems appear roughly 25% of the time in Miracle Totem stages. (1/13 Light, 3/13 Dark - ~430 energy per Light/Dark Totem) Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Wandering Level 4 30 15246 9332 4500 508 311 150 Difficulty - 4 10.6% 24.1% 57.6% NOTES: This dungeon is accessible every Friday. The monsters here can drop hard-to-find crafting materials. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Jewel Parade 15 71361 0 1000 4757 0 66 Difficulty - 1 100% 0% 25.6% NOTES: This dungeon is available for one hour when you use a Jewel Key. Jewel Keys are given out from the Akras Summoners' Hall every Wednesday. The jewel ghosts, kings, and gods that drop are meant to be sold. This dungeon has the best Zel:Energy ratio in the game. -------------------------------------------------------------------------------- 03.10 - Sibyl Sisters -------------------------------------------------------------------------------- Occasionally, there will be random special events in the vortex, where you are given a limited time to attempt to capture the Sibyl Sisters. Historically, these dungeons have lasted 48 hours each, and due to their high energy cost, you will only get a few attempts each time they appear, barring the use of gems. The Sibyl Sisters are the hardest to acquire free units in the game, and are not particularly high in stats when you do capture them, making their capture strictly a choice of "I need to catch them all!" or "This one is cute, I want her." Their first major selling point is that their BB is a multi-element attck, which will do bonus damage to at least twice as many units, and do reduced damage to none. They also have leader skills which give a 50% attack damage boost to two types (Eliza, Paula, Freya, Zele) or 30% to three types (Madia, Sola). They inflict painful status ailments, so it is recommended you bring a leader that can negate them, such as Reeze, Elsel, or Twins. Once the boss gets to half HP, she will use a buff effect that applies an additional element to all her attacks for the remainder of the battle. As such, you will want to avoid bringing units weak to their second element if it can be avoided, as they will take extra damage, and not deal extra damage. Example: Try not to bring dark units vs Freya, or earth units vs Sola. Fire - Freya - Fire+Light Water - Eliza - Water+Dark Earth - Paula - Earth+Dark Thunder - Zele - Thunder+Light Light - Sola - Light+Fire+Thunder Dark - Madia - Dark+Water+Earth The capture rate seems to be somewhere around 10% for level 4, and 5% for level 3. A gem is given as a reward if you complete the level 4 stage. It's possible to encounter a Burst Frog and Elemental God when clearing these stages, and one will always drop when encountered. This stage also seems to be around 1 in 10. -------------------------------------------------------------------------------- 03.20 - Battle Maidens -------------------------------------------------------------------------------- Occasionally, there will be random special events in the vortex, where you are given a limited time to attempt to capture the Battle Maiden. The Battle Maidens are the strongest free units that can be acquired in large numbers. Aside from their stats, Serin, the Water maiden, has a very high hit count, and is a highly desirable unit for frontier hunters. Compared to the Sibyl Sisters, they are easier to beat, have a higher capture rate, and are stronger units once on your team. However, this does not mean the stages are easy. If you do not have a team of max level units, of at least four stars, you will not be able to beat level 3 of any of the maiden stages. A team of five star units at max level can beat level 3 stages easily, but will not be able to auto-battle the maidens themselves. Data provided by GameFAQs users, and not verified by myself, due to high energy costs and limited availability. This numbers may be wildly inaccurate, depending on the demeanor of those providing the information. Level 1 - 3/32 - 9.37% Level 2 - 8/46 - 17.39% Level 3 - 93/339 - 27.43% Gumi likes round numbers, the numbers are small, the accuracy of the data cannot be verified, and personal experience always sways actual probability, so the actual drop rates can only be guessed at. Level 1 - 5% or 10% Level 2 - 15% or 20% Level 3 - 25% or 30% -------------------------------------------------------------------------------- 03.30 - Grand Gaia Chronicles -------------------------------------------------------------------------------- The starter units, Vargas and friends, have their own special dungeons which allow you to find unique spheres. These dungeons are limited time only, and at the release of this guide, have only been released once. -------------------------------------------------------------------------------- 03.31 - Vargas -------------------------------------------------------------------------------- Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Young Flames 20 23480 13740 2000 1174 687 100 Difficulty - 5 24.6% 53.4% 38.4% NOTES: 100,000 Zel and 50,000 Karma for first clear. Enemies are all fire. Bring water units. Tiara and Elimo are recommended. Round 1/2: One fire boss. No special tricks here. He has a lot of hitpoints, and hurts quite a bit. If possible, have your BBs ready to go for round 2. Round 2/2: Two fire bosses. No special tricks here, either. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Trial by Fire 30 36590 22664 3500 1219 755 117 Difficulty - 6 25.6% 58.7% 44.8% NOTES: 500,000 Zel, 100,000 Karma, and 1 gem for first clear. Enemies are multi-element, so avoid a mono-element team. Tons of paralysis. Bring paralysis cures or a leader skill to protect against it. Round 1/4: One water boss. He will use defense break on you, but otherwise a simple match. Smack him until he dies. Round 2/4: Two lightning bosses. Falma will paralyze you, so target him first. Once Falma dies, Grafl will get "ATK UP" buff for the remainder of the battle. Round 3/4: Three monsters of Fire/Light/Water element. Bahamut (light element) will often use his BB that paralyzes multiple units on your team at a time. It is possible that your whole team can be stunned at once, and you will not even get a chance to use a paralysis cure before getting the game over screen. Because of this, your recommended protection is Altri with a status nullification sphere, or a leader like Twins, Reeze, or Elsel. Round 4/4: Dark boss. He can poison, weaken, and curse your team, and will make abundant use of his multi-target BB to apply them liberally. If you're strong enough, however, you can simply ignore all the status effects and run him over. The Grahdens leader skill trivializes this fight. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Supreme God of Fire 50 76840 39248 6000 1536 784 120 Difficulty - 7 32.3% 61% 46.1% NOTES: 3 gems and Dandelga sphere as a reward for first clear. Mono water team, Water Ores, and Water Seals are required for this. I attempted this stage with two Grahdens leader skills, Medullas, and Legwand gems on my units on a non-mono-water team, and was unable to deal more damage than Lancia was healing every turn. 9000 HP Michele with Elimo's DEF up buff and damage reduction buff both active died when the enemies all focused her. *People are claiming success with critical-based teams including Duel-SGX, , and defense ignoring types. Due to the fragility of Zebra, these players also mentioned the use of three gems on average to clear this stage. If you do not have a powerful water team ready to go, this alternative option is available if you're willing to burn some gems. !BE AWARE! This was collected back when Zebra's leader skill added 300% critical damage. He has since been nerfed. Maxwell or Mariudeth may be an appropriate substitute. Round 1/3: Four fire units. Lancia will heal her team for a large amount. Killing her first is imperative. However, her defense is also huge, so your weaker units may be doing insubstantial damage to her. Second, targeting Galant is key, as he increases the ATK of all allies. Round 2/3: Three fire units. Lava gets a debuff at low HP, making her the easiest to kill first. Round 3/3: One fire unit. When Vargas falls to 1/4 HP, he increases the amount of attacks he performs, and gains an angel idol type buff that will resurrect him after death. He only gains the angel idol buff once. -------------------------------------------------------------------------------- 03.32 - Lance -------------------------------------------------------------------------------- Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Demon Pike's Seed 20 23480 13740 2000 1174 687 100 Difficulty - 5 24.6% 53.4% 38.4% NOTES: 100,000 Zel and 50,000 Karma for first clear. Elimo or Critical Squad is recommended. Three of the four rounds are single enemy. Single target BBs shine here. Poison and Paralysis are present. Round 1/4: One earth boss. He will poison you. Try to have BBs ready for next round. Round 2/4: Two lightning bosses. Falma will paralyze you, so target him first. Once Falma dies, Grafl will get "ATK UP" buff for the remainder of the battle. Round 3/4: One water boss. He will inflict weakness on you. Gains ATK/DEF buff after HP falls below 50%. Round 4/4: One light boss. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Revival of the World T 30 36590 22664 3500 1219 755 117 Difficulty - 6 25.6% 58.7% 44.8% NOTES: 500,000 Zel, 100,000 Karma, and 1 gem for first clear. Michele and Elimo are recommended. Felneus may be good for the final round to allow perpetual BB spam. All enemies are EARTH element, making a fire squad useful. Poison, Curse, and Paralysis are present. Round 1/3: Four earth units with lots of HP. The mandragoras (3) can all paralyze you, while the high elf can poison you. Round 2/3: Two earth bosses. Leore can poison you, whereas Titania is hardly a threat at all. Focus Leore first, and smack the fairy around to get your BB gauges ready for round three. Round 3/3: Five earth units with lots of HP. Xipe Totecs (4) can inflict status ailments on you, including curse. Altro will heal the Xipe Totecs. Michele (Fire affinity fix), and Felneus (BC generation machine) will allow you to drop all the units at the same time. Without these, however, you will be resigned to killing one Xipe Totec at a time. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Forest's Sublimati 50 76840 39248 6000 1536 784 120 Difficulty - 7 32.3% 61% 46.1% NOTES: 3 gems and unique sphere awarded for first clear. Full fire team or critical squad outright required for clearing. All units in these battles are earth element. Round 1/3: Four earth bosses. -Lario gets a boost to atk/def when his HP is low, and has a multi-target BB. -Lidith gets a boost to atk/def when her HP is low. -Zaza gets a boost to atk when his HP is low. -Douglas gets no boost, and may be the easiest to deal with. Round 2/3: Two earth bosses. -Eltri has massive DEF, similar to Lancia from Vargas' dungeon. Eltri has a multi-target BB. -Lance gets WEAKER as his HP decreases, so it might be worth it to try and kill him last, in order to charge BB gauges for the final match. Round 3/3: One earth boss with enormous stats. At 40% HP, he will increase his ATK and DEF even further, and unleash a super powerful attack. After unleashing this attack, he will gain an angel idol buff that will resurrect him once as he dies. -------------------------------------------------------------------------------- 03.40 - Trial of the Gods -------------------------------------------------------------------------------- An exceedingly difficult dungeon in the vortex. The enemies have massive stats, and few weaknesses. These units are immune to critical attacks, so do not bring Zebra themed teams. *** Trial 1 *** A straightforward "Too much defense" map. A Duel-SGX leader or Dilma/Raydn on your team will make short work of these monsters. Fujin potion may be necessary, as the enemy in round 2 will strip your BB gauge every other turn. Status immunity is good to have here. Successful teams: Deemo (lead), Duel-SGX (friend), Ronel, Lunaris (Drevas), Elimo, Michele -Deemo gets BB gauges up, Lunaris protects against statuses, and SGX provides both the defense ignore and an attack boost. Lilly Matah (lead), Deemo (friend), Zelban, Raydn, Themis, Lunaris -Deemo and Lilly keep gauges full every turn. Lilly Matah (lead), Grahdens (friend), Nalmika, Lilith, Raydn, Altri -Lilly fills the BB gauges, Raygn gives the defense ignore, Altri keeps everyone free of pesky statuses Luther (lead), Uda (friend), Oulu, Altri (Drevas), Nalmika, Michele -Luther/Uda fill the BB gauges, Then Michele+Luther simply overpower the defense with brute force (120% attack, 120% spark) Lilly matah (lead), Darvanshel (friend), Dia, Dilma, Nalmika, Elimo -Lilly fills the gauge, Dilma gives the defense ignore. Seeing a trend? Felneus (lead), Lodin (friend), Zelban, Luther, Melchio, Zephyr Uda (lead), Lodin (friend), Melchio, Dilma, Michele, Lilith Miku (lead), Lilly Matah (friend), Lilith, Altri, Michele, Raydn Popular item selections: Cure, Holy Flute, Revive Light, Fujin Potion, Fujin Tonic Holy Light, Holy Flute, Revive Light, Fujin Potion, Fujin Tonic *** Trial 2 *** Super gimmicky. The first round's enemy will reflect a portion of damage dealt to him. Inflicts poison and injury with great frequency. The damage reflection cannot reduce you below 1 HP, so you can BB spam, so long as you use your healer last. Dilma is an amazing choice here, as he can pop his SBB on Weiss, then take advantage of the built in self-heal, in addition to having an elemental type advantage. Second round has two enemies. Mifune has a ton of defense and no HP. Any defense ignore (SGX, Dilma, Raydn) will kill this guy in a single shot. Luna is just a typical boss with high stats. Grahdens' leader skill makes this round significantly easier. Round 3 is Juggernaut, and you will hate life if you don't have a way to reliably apply curse to the opponent. Nalmika or Kikuri are good at this. If you do not plan on cursing the opponent, here is what you must be prepared for. "Torrid Intervention" - 225,000 HP healed. Can be used multiple times per turn. Can be used multiple times per battle. "Immunity to critical strikes" - Exactly what it says on the tin. "Resolute Surge" - Attack buff for four turns, will kill allied units in one shot. Successful teams: Nalmika (Lead), Grahdens (Friend), Ronel, Lunaris (Drevas), Michele, Elimo -It's a bit of a hike to 1 Mifune to death, since there's no defense ignore, but it's easy to sustain against him with an evil shard on Elimo. Grahdens gives the darkfix, so you can target Luna first, then just let your BB gauges charge and fight the long fight. Nalmika lead will ensure that Juggernaut remains cursed throughout the whole battle. Grahdens lead gives you both resistance to Mifune and Luna in round two, and extra damage vs Luna. This is all in addition to more HP and DEF. Zelnite (Lead), Grahdens (Friend), Altri, Dilma, Zelban, Nalmika -Defense ignore, heals from a strong element, and status immunity Ronel (Lead), Dilma (Friend), Rickel, Kajah, Themis, Michele -Defense ignore for Mifune, then stack damage to run juggernaut over. Michele (Lead), Themis (Friend), Zelban, Zephyr, Luther, Esna Uda (Lead), Lilly Matah (Friend), Lilith, Dilma, Oulu, Altri Miku (Lead), Zelban (Friend), Lilith, Altri, Michele, Raydn Popular items: Cure, Holy Flute, Revive Light, Fujin Potion, Fujin Tonic Earth Seal, Earth Ore, Holy Light, Fujin Potion, Fujin Tonic Cure, Revive, Revive Light, Fujin Potion, Fujin Tonic *** Trial 3 *** More "ignore defense" shenanigans here. Poison is good here. Fill up that BB gauge best you can with Ares' excelsior or Lilly Matah. Round 1 - Paralyze and curse are problems, but they can be hit by statuses. Round 2 - Kill him fast, or he will end you with a single super-attack. Ignore defense helps, but is not necessary. Michele is amazing here. Round 3 - Lilith's self-replenishing Light element SBB is very strong here. Susceptible to myriad status effects. Successful Teams: Nalmika (Lead), Duel-SGX (Friend), Ronel, Lunaris, Michele, Elimo -Nalmika and Elimo trivialize round 3. Nalmika lets your whole team apply all the relevant status effects, and Elimo's combination heal/defense SBB will make it such that glassy units survive Black Hole with ease. Miku (Lead), Nalmika (Friend), Lilith, Altri, Michele, Raydn -Lilith cannot be commended highly enough for this fight. Oulu (Lead), Grahdens (Friend), Lilith, Lilith, Altri, Uda Felneus (Lead), Nalmika (Friend), Zelban, Zephyr, Luther, Altri -------------------------------------------------------------------------------- 04.00 - Advanced Information -------------------------------------------------------------------------------- This section includes tips geared towards more experienced players. The best use of metal keys is to set your experience to a point where you will gain a level on your last run, then use the key when you have enough energy. If you have 52 energy, you can run Metal Parade three times (45 energy) with a full bar. Set your "Experience required to level up" between 2001-3000, and wait until you have 45 energy. Use your key, run Metal Parade three times, level up, then run it three more times. This will make your metal keys last longer. The best use of gems is Rare Summon first, Unit Capacity Expansion second, anything else third, if ever. 1. - Rare Summons can *ONLY* be acquired via gems, and are almost always stronger than free units. The units acquired this way are also called "Premium Units". 2. - Unit Capacity Expansion is an amazing purchase. The same 5 gems that you can spend on a single unit can also be used to increase your storage capacity by 50%. At a rate of 1 gem per 5 capacity, it's a worthy investment to keep you from running back to sell units every time you run a stage. if you are wondering "Should I rare summon or expand my unit capacity?", chances are, you should expand your unit capacity. That one gem will replace itself soon enough. 3. - Energy Refill is not worth it, except in special circumstances. If you're running a special event dungeon, such as Super Metal Parade, Sibyl Sisters, Maiden Dungeons, or anything else that's running out of time and you really want to do more of it right now, that's the best use of an energy refill. Refilling energy to run a couple more metal parades, however, is not as valuable. You will always get more keys, and you can easily set your exp bar up to get two gems' worth of runs if you're patient. 4. - Resurrecting is almost never worth it. If you're in a dungeon and got a unit that has a low drop rate, and you need to resurrect to finish the stage, that's the best use of a gem for this purpose. If you're running a 100% capture stage and really need whatever drops, that's a passable use of a gem. However, if you're just running a Sibyl Sister stage, with no guarantee you're going to get her even if you DO come back, you're better off spending the gem on an energy refill and either running the stage again (if you think you can beat it normally), or running a different stage altogether, as you will have energy left over afterwards.
Nothing is more annoying than spending 3 gems to clear a stage only to not
get anything as a result of it.
5. - Arena Orbs should never be purchased. Spend it on Energy instead. When
you level up, you get your Arena Orbs refilled, and even at the higher
levels, you can gain half a level with a full energy bar. Gaining levels
also increases your Cost capacity and Energy capacity.
So that's a direct comparison.
1 gem - 3 arena orbs
1 gem - 1.5 arena orbs, half a level, tons of units, zel, and karma.
6. - Frontier Hunter Orbs should never be purchased. You are not going to be
number one unless you spend tons of gems. The top spots always drop an
incredible amount of money to have their name at the top of the scoreboard.
Victory Points Tournament, however, is slightly more worth it. While
collecting Victory Points, you are also gaining experience, zel, karma,
units, and doing whatever it what you were doing. As with Frontier Hunter,
though, the top spots will drop a ton of gems to make sure they win.
7. - Item Capacity is largely useless. If you're getting pulled back to sell
items every stage, odds are that you're holding on to a lot of useless
orbs. If you're NOT holding on to useless orbs, such as 5 angelic foils
for the arena, 4 medulla gems and 6 sacred gems for your teams, some
situationally useful BB gauge replenishing orbs, et al, you don't need a
guide to tell you what to spend your gems on.
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05.00 - Unit Compendium
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This section will list a host of units and their relevant stats at five star and
six star forms.
"Did I get a good unit?" or "Rate my pulls please!" topic creators can be
directed here to directly compare their unit to others.
Units will not have their titles listed in this section.
"Red Axe Michele" will be "Michele", and "Holy Ice Selena" will be "Selena".
"Power" is a formula measured by taking the base stats of a unit as Lord type,
and applying greater weight to ATK, and reduced weight to REC, while scaling HP
down to an average among units.
*IT IS AN ARBITRARY FORMULA*, and as such, is partly subjective, and not to be
used as a base for a "Tier List" or grounds for saying which unit is "The Best".
Six star units tend to be much worse in terms of stats per point of cost, as the
cost tends to nearly double, whereas the stats do not nearly get that much of a
boost. If you need to choose between five units at five stars, or 6/5/5/5/4,
you may need to weigh your options, as the power offered by the single six star
unit isn't nearly as massive as the jump from four stars to five stars is.
Brave Burst information will be abbreviated.
MT - Multi Target Attack
RT - Random Target Attack. Will hit a single unit multiple times.
ST - Single Target Attack
I - Ignore Element (Multi Element attack)
S - Status Effect (Poison, Weak, Injury, Paralysis)
B - Buff Effect (Defense up, Add element to attack)
Heal - Group burst heal
Regen - Effects that heal the party every turn for a few turns.
NUKE - Massive single target damage.
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05.10 - Dark Units - Five Star
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Cost to
Power
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Grahdens 5112 1799 1700 1500 1156 77 15 MT, I, B
Lunaris 5323 1830 1650 1250 1095 68.4 16 MT, S
Zephyr 5620 1588 1587 1361 1073 67 16 MT, B
Kajah 5089 1923 1492 1141 1063 62.6 17 MT, S
Kikuri 5277 1597 1472 1536 1047 69.8 15 MT, S
Lira 5198 1567 1568 1567 1036 64.8 16 MT
Mare 4802 1550 1550 1550 1035 60.9 17 MT, S, S
Eric 5093 1485 1511 1476 1003 62.7 16 RT, B
Xenon 5244 1610 1432 1310 977 65.2 15 ST, B
Madia 4783 1488 1477 1110 975 65 15 MT, I, I
Logan 4899 1768 1500 1221 973 64.9 15 ST, Selfheal
Lico 5309 1750 1130 1370 949 63.3 15 ST, S
Alice 3986 1503 1171 1898 931 77.6 12 MT
Duel-GX 5215 1297 1535 1325 930 71.5 13 B, B
Lemia 4796 1261 1261 1547 916 76.4 12 MT, S
Legion 4637 1324 1404 1409 910 75.9 12 MT
Oboro 4615 1422 1186 1371 907 60.5 15 MT, S
Shida 4444 1565 1015 1553 904 69.6 13 MT
Zebra 4104 1716 973 1430 896 59.8 15 MT
Mifune 3682 1946 928 961 861 61.5 14 MT
Magress 4875 1198 1400 755 822 82.2 10 MT
Lodaga 4405 1545 1121 827 801 66.8 12 ST, S
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05.11 - Earth Units - Five Star
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Cost to
Power
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Zelnite 4998 1693 1614 1622 1095 64.4 17 MT, B
Luly 5311 1619 1381 1750 1074 67.1 16 MT, B
Dilma 5011 1802 1110 1804 1057 70.5 15 MT, B
Ophelia 5542 1652 1431 1539 1047 65.4 16 MT
Nalmika 5184 1568 1490 1576 1033 60.8 17 ST, S, S, S, S
Twins 5279 1522 1534 1571 1026 68.4 15 MT
Lugina 5430 1860 1300 1200 1025 68.3 15 MT
Darvan 5242 1522 1522 1341 1024 64 16 MT, B
Golem 5496 1800 1625 782 1021 63.8 16 MT
Bayley 5278 1511 1288 1556 1001 66.7 15 MT, S
Edea 5016 1581 1656 1404 995 66.4 15 ST, S
Zelban 5072 1216 1532 1809 959 73.8 13 B, B
Paula 4504 1399 1400 1400 952 63.5 15 MT, I, S
Lidith 4645 1553 1067 1695 919 70.7 13 ST, B
Lario 5010 1280 1205 1620 913 65.3 14 MT
Eltri 5051 1110 1577 988 893 74.5 12 Heal, B
Leore 4946 1386 1049 1348 893 74.4 12 MT, S
Lemenara 4755 1100 1512 1424 872 72.7 12 B, B
Nemia 4853 1651 1052 1089 872 58.1 15 ST, S
Douglas 5090 1050 1444 817 817 68.1 12 RT
Lance 3894 1373 1378 805 808 80.8 10 MT
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05.12 - Fire Units - Five Star
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Cost to
Power
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Ramna 5281 1739 1352 1761 1094 68.4 16 MT, B
Kagutsuchi 5541 1666 1421 1372 1058 66.2 16 MT, B
Farlon 5500 1580 1580 1580 1058 66.2 16 MT
Dia 4812 1811 1213 1710 1034 64.7 16 RT, B
Wing Blaze 5360 1680 1345 1298 1030 73.6 14 MT, B
Luther 5062 1857 1450 1450 1026 60.4 17 ST, S, S
Vishra 4862 1716 1567 1181 1024 68.3 15 MT, S
Aisha 5311 1554 1488 1532 1022 68.2 15 MT
Cayena 5150 1510 1514 1265 997 66.5 15 MT, S
Seria 4805 1550 1417 1610 991 66.1 15 MT
Michele 4804 1667 1210 1582 961 73.9 13 B, B
Lorand 4983 1800 1140 1334 949 63.3 15 ST, S
Freya 4742 1421 1305 1305 943 62.9 15 MT, I, S
Lancia 4774 1036 1339 1804 918 76.5 12 Heal, B
Galant 4380 1411 1483 1011 899 60 15 MT, S
Lava 4680 1378 1330 1274 897 74.8 12 MT
Dalimaone 5011 1197 1523 1106 889 74.1 12 MT
Agni 5343 1575 1202 961 883 67.9 13 ST, S
Phoenix 4995 1125 1517 751 832 69.4 12 Heal
Vargas 3917 1364 1230 1082 815 81.5 10 MT
Zegar 4761 1522 1001 956 810 57.9 14 ST, S
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05.13 - Light Units - Five Star
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Cost to
Power
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Tilith 5300 1599 1599 2000 1134 75.6 15 Heal, B
Azael 5043 1764 1640 1315 1081 63.6 17 MT, I, I
Lubradine 5294 1617 1470 1764 1078 67.4 16 B, B, B
Alyut 5480 1502 1654 1576 1072 67 16 MT, S
Sodis 5600 1600 1600 1309 1070 66.9 16 MT, B
Xenon & Estia 5445 1690 1400 1200 1054 90.3 15 MT, B, B
Sefia 5167 1801 1615 988 1044 69.6 15 MT, S
Deemo 5000 1500 1500 1500 1040 61.2 17 MT, I, I, B
Vanila 5259 1599 1288 1370 1025 68.4 15 MT, S, S
Themis 4985 1472 1394 1727 1004 62.8 16 Heal, B
Estia 4986 1488 1300 1650 1002 66.8 15 MT, B
Zellha 5070 1580 1474 1612 992 58.4 17 ST, S, S
Sola 4701 1314 1483 1600 991 66.1 15 MT, I, I
Melchio 5015 1425 1483 1477 954 73.4 13 B, B
Lilith 5002 1544 1521 1400 946 63.1 15 ST
Gilnea 4650 1350 1100 1600 915 57.2 16 MT, I, I
Alma 4527 1350 1283 1536 905 60.4 15 MT
Jona 4085 1541 1448 1076 895 74.6 12 MT
Luna 3880 1567 1578 918 892 63.8 14 MT
Heidt 4869 1555 1359 905 889 68.5 13 ST, B
Aem 5167 1529 1000 1014 872 72.7 112 MT, S
Will 5239 1240 1368 847 856 71.4 12 MT
Atro 3730 1325 1325 1325 840 84 10 MT
Rameldria 4424 1517 1155 850 836 69.7 12 MT
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05.14 - Thunder Units - Five Star
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Cost to
Power
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Rina 5362 1750 1452 1500 1076 67.3 16 MT, S
Grybe 5369 1842 1312 1496 1073 67.1 16 MT, S
Bran 4728 1674 1519 1655 1064 66.5 16 MT, B
Elsel 5392 1518 1518 1568 1057 66.1 16 MT, B
Uda 5100 1644 1644 1455 1046 61.5 17 MT
Cerise 5850 1560 1500 1100 1035 69 15 MT, B
Esna 4966 1641 1493 1794 1033 60.7 17 B, B
Paris 5000 1720 1570 1320 1029 68.6 15 MT
Rashil 4796 1322 1612 1708 1014 67.6 15 Heal, B
Loch 5230 1525 1470 1552 1011 67.4 15 MT
Fennia 5378 1421 1387 1501 1006 67.1 15 MT, S
Amy 5569 1500 1624 1394 1002 66.8 15 ST, S
Lodin 4600 1815 1164 1488 962 74.1 13 B, B
Zele 4874 1476 1241 1286 950 63.3 15 MT, I, S
Elulu 4051 1593 962 1960 944 78.7 12 MT, S
Zazabis 4775 1451 1373 1358 916 76.4 12 RT
Zeln 4926 1587 1033 1115 905 60.4 15 MT, S
Falma 4990 1546 1232 1212 890 68.5 13 ST, S
Weiss 5157 1223 1130 1926 888 63.4 14 B
Emilia 4707 1341 1309 1304 857 71.4 12 ST, S
Behemoth 5090 1154 1507 876 856 71.4 12 MT
Eze 4233 1460 1006 770 781 78.1 10 MT
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05.15 - Water Units - Five Star
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Cost to
Power
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Raydn 5375 1611 1619 1505 1086 67.9 16 MT, B
Phee 5056 1461 1590 1765 1061 62.5 17 MT, B
Signas 5680 1860 1365 1100 1057 66.1 16 MT, S
Karl 5323 1733 1523 1389 1049 52.5 20 MT
Rickel 4971 1793 1150 1950 1017 67.8 15 ST, S
Reeze 5455 1659 1314 1244 1010 67.4 15 MT, S
Dean 5102 1502 1424 1652 1003 66.9 15 MT, S
Serin 5400 1489 1369 1442 1003 66.9 15 MT, S
Lucina 4951 1639 1625 1300 997 62.3 16 ST, B
Tiara 4867 1263 1354 2055 985 75.8 13 Heal, B
Eliza 4616 1464 1255 1347 942 62.8 15 MT, I, S
Tesla 5688 1374 1715 980 932 58.3 16 Buff
Mega 4169 1517 1064 1851 921 76.8 12 MT
Elimo 4680 1003 1376 1873 920 76.7 12 Heal, B
Sergio 5050 1424 1307 1376 899 69.2 13 ST, S
Stya 4253 1449 1175 1699 894 59.7 15 ST, B
Meltia 4972 1164 1555 1151 873 72.8 12 B, B
Malnaplis 4900 1097 1553 927 847 70.6 12 MT
Selena 3815 1355 1127 1461 834 83.4 10 MT
Zephu 4971 1505 1032 807 806 57.6 14 ST, S
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05.20 - Dark Units - Six Star
--------------------------------------------------------------------------------
Cost to
Power Super
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Lunaris 5905 2163 1948 1475 1320 50.8 26 MT, B, B
Zephyr 6304 1850 1850 1603 1272 49 26 MT, B, B
Kikuri 6055 1933 1651 1720 1211 50.5 24 MT, S
Lira 5850 1941 1795 1795 1211 48.5 25 NUKE
Logan 5844 2101 1774 1471 1204 50.2 24 ST, H
Alice 5056 1954 1333 2055 1180 53.6 22 MT, H
Duel-SGX 5676 1592 1833 1520 1167 50.8 23 MT, B, B
Lemia 5677 1600 1600 1799 1121 51 22 MT, S
Dilias 5344 2000 1263 1059 1046 47.6 22 MT, S
Magress 5941 1482 1659 960 1033 51.6 20 MT, B
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05.21 - Earth Units - Six Star
--------------------------------------------------------------------------------
Cost to
Power Super
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Luly 5905 1925 1502 2100 1267 48.7 26 MT, B, B
Ophelia 6248 1984 1601 1722 1236 47.6 26 MT, B
Dilma 6055 2203 1481 1837 1231 51.3 24 MT
Golem 6173 2182 1836 1245 1223 48.9 25 MT
Twins 5923 1786 1644 1752 1219 50.8 24 MT, B, B
Zelban 5524 1501 1829 2000 1195 52 23 MT, B, B
Leore 5805 1702 1422 1716 1152 52.4 22 MT, Heal, S
Edea 5578 1806 1806 1543 1141 51.9 22 ST, S, S, B
Douglas 6000 1476 1688 1334 1083 49.2 22 MT, B
Altri 6082 1303 1705 1320 1081 49.2 22 Heal, B, B
Lance 5272 1656 1603 1010 1029 51.5 20 MT, B
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05.22 - Fire Units - Six Star
--------------------------------------------------------------------------------
Cost to
Power Super
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Ramna 5951 2055 1535 2094 1303 50.1 26 MT, B, B
Bordebegia 6222 2061 1653 1562 1276 51 25 MT, B, B
Farlon 6202 1800 1800 1800 1236 47.6 26 MT, B
Michele 5532 1928 1505 1794 1210 52.6 23 MT, B, B
Aisha 6071 1825 1602 1688 1189 49.5 24 MT, B
Vishra 5821 2000 1823 1455 1188 49.5 24 MT
Lorand 5555 2155 1405 1525 1179 53.6 22 NUKE, B
Lancia 5381 1478 1478 2060 1130 51.4 22 Heal, B, B
Lava 5689 1697 1571 1508 1116 50.7 22 MT, B
Phoenix 5815 1362 1567 1833 1107 50.3 22 MT, H
Vargas 5313 1660 1456 1376 1051 52.6 20 MT, B
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05.23 - Light Units - Six Star
--------------------------------------------------------------------------------
Cost to
Power Super
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Leorone 5944 2000 1711 2000 1344 53.8 25 MT, B, B, B
Sodis 6302 1903 1903 1551 127 49.5 26 MT, B, B
Alyut 6182 1754 1918 1810 1281 49.3 26 MT, B, B
Melchio 5511 1772 1811 1811 1273 55.3 23 MT, I^4, B
Sefia 5999 2080 1782 1443 1229 51.2 24 MT, S
Lilith 6005 1823 1792 1649 1178 49.1 24 ST, B
Aem 5934 1807 1436 1471 1124 51.1 22 MT, B
Atro 5034 1605 1605 1605 1105 55.3 20 MT, B, B
Will 6211 1535 1674 1241 1094 49.8 22 MT, B
Duelmex 6000 1700 1400 1250 1064 48.4 22 MT, S
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05.24 - Thunder Units - Six Star
--------------------------------------------------------------------------------
Cost to
Power Super
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Grybe 6043 2229 1484 1721 1281 49.3 26 MT, S, B
Rina 6000 2063 1731 1753 1276 49.1 26 MT, S, S
Ronel 6032 1879 1731 1800 1267 50.7 25 MT, B, B
Lodin 5173 2125 1532 1824 1241 54 23 MT, B, B
Elulu 5111 2082 1207 2203 1207 54.9 22 MT, S, B
Amy 6254 1753 1693 1582 1197 49.9 24 MT, S, S
Rashil 5721 1522 1686 1983 1150 47.9 24 Heal, B
Loch 5800 1745 1598 1702 1125 51.2 22 MT
Emilia 5748 1620 1582 1582 1121 51 22 MT, S, S
Behemoth 5556 1612 1661 1193 1066 48.5 22 MT, B
Eze 5460 1806 1230 971 1006 50.3 20 MT, B
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05.25 - Water Units - Six Star
--------------------------------------------------------------------------------
Cost to
Power Super
Name HP Atk Def Rec Power Ratio Cost Brave Burst
Raydn 6022 1911 1911 1679 1289 49.6 26 MT, B, B
Signas 6373 2201 1533 1432 1268 48.8 26 MT, S, B
Tiara 5435 1559 1768 2233 1220 53.1 23 MT, B, B
Rickel 5565 2001 1325 2238 1217 50.7 24 NUKE, S
Reeze 6406 1905 1601 1522 1171 48.8 24 MT
Dean 5756 1726 1642 1761 1165 53 22 Heal, B
Mega 5214 1982 1264 1910 1145 52 22 MT, B
Oulu 6397 1653 1959 1421 1142 45.7 25 B, B
Elimo 5338 1319 1524 2184 1115 50.7 22 Heal, B, B
Felneus 5378 1578 1603 1586 1086 49.4 22 MT, B
Selena 5097 1647 1351 1701 1056 52.8 20 Mt, B
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06.00 - Special Events
--------------------------------------------------------------------------------
This section includes information on non-story, non-vortex missions that offer
special rewards.
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06.10 - Frontier Hunter
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06.20 - Victory Points Tournament
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06.30 - Summoners' Research Lab
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To acquire the powerful one-of-a-kind units Karl and Grahdens, you will need to
win a drawn out fight at the Summoners' Research Lab.
In addition to being a powerful boss unit that promises an extended fight, these
fights also have special gimmicks that require either trial and error, at the
cost of 50 energy per attempt, or the assistance of a FAQ.
At the time this guide was released, it is possible to beat Karl and Grahdens
with single teams, provided the units were strong enough.
This guide will give tips on how to beat these missions with a single team.
Additional teams may be considered bonus teams that are there to pick up the
slack if someone falls short, or if your units simply are not strong enough.
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06.31 - One Team Karl
--------------------------------------------------------------------------------
Karl attacks with water, thunder, earth, and light element attacks, rendering
most of your units unable to avoid taking amplified damage at some point.
-DEF and REC are more important in this battle than they are in other, as an
Anima Tesla will eat up three cures to get to full HP.
-Once Karl is at 50% HP, he will unleash a massive attack (Blue Execution) once,
and it will deal massive damage to your whole party. You can send one unit to
attack him on the turn he will fall below 50% HP, and have the rest of your team
defend to mitigate the damage.
-Karl will paralyze you often. Having a leader with status immunity, such as
Elsel, Twins, or Reeze, will completely negate one of his larger threats.
Alternatively, you can bring Altri and give him a paralysis resisting gem, and
let the Tree cure your team's paralysis.
-There are two ways to win this match; Race him or sustain against him.
Most guides will tell you to take a team of five thunder units, regardless of
how much training you've put into them, and deal as much damage as you can in as
little time as possible. I have never attempted this method, but I assume you
would want to stay away from units that will eat your cures fast, such as Eze,
Elulu, or Behemoth. The upside of this is that you have access to thunder seal
and thunder ore.
This guide will detail sustaining against Karl. The battle will take longer,
but your cures will last forever, and after Blue Execution, it becomes nearly
impossible to lose.
LEADER: Either you or your friend MUST have Elsel/Twins/Reeze for the paralysis
immunity. Because the battle takes longer, you will run out of paralysis cures
long before the end.
LEADER: Either you or your friend MAY want Grahdens, Leore, Tesla, or other stat
boosting unit. With Grahdens' 20% HP/Def and stat boosting sphere, a six star
lightning unit with no defensive buff can survive Blue Execution.
TEAM: A healer is 100% necessary. Two healers increases your success rate, but
also makes the battle take longer. Elimo, Rashil, and Tiara are the best
healers here. Anima or Guardian May will also pass.
TEAM: A lightning fixer (Lodin) will make the battle go faster, but is not
necessary.
SPHERES: Sacred Jewels, Medulla Gems, Legwand Gems, Flesh Armor, and the like.
Increasing defense and HP is tantamount. Increasing the REC can make Tesla very
good for this extended battle. Increasing ATK makes the battle go faster.
ITEMS:
Cure/High Cure: Necessary.
Divine Light: Not necessary, but good.
Fujin Tonic: Necessary.
Revive: May be necessary.
Defensive Seals: Not necessary, but good.
With two healers alternating between their BBs, your heals will last almost
indefinitely. Even a slow healer, such as Alice, is good for supplementing one
other healer. Tiara's regeneration on a team of units that have their DEF/REC
amplified by spheres and leader skills may as well say "Heal your team to full
for the next three turns".
On the second form, when approaching the 50% mark, the smart play would be to
prepare for the Blue Execution. If you have Elimo/Tiara, make sure you heal
the turn before you plan on reducing him below 50% hp. If Elimo has her SBB
enabled, she can activate her SBB the same turn you reduce Karl below 50%.
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06.33 - One Team Maxwell
--------------------------------------------------------------------------------
The single most powerful free unit in the game requires a host of fully levelled
and max-SBB units to conquer. Even if you *do* have the perfect team and do
everything right, it is still PROBABLE that you will have to run this stage many
times to succeed. Listed below are only some of the bad things that can happen,
and will cost you cures, revives, or fujin potions.
Juggernaut may status your party up before you can activate Altri/Lunaris.
Abaddon's 30% may hit the same non-guarding target twice.
Abaddon may not activate his 30% until lower HP, causing you to waste turns.
Abaddon may use buff strip, then paralyze/curse that unit.
Maxwell may start using double destiny at 35%.
Maxwell may use Rune on a target, then proceed to smack it several more times.
With Dandelga and Evil Shard, Darvanshel may simply refuse to take BC.
Do not let this distract you, however, as nearly everybody will tell you,
"A thousand energy is totally worth it."
Successful teams:
REQUIRED!: Premium healer, status removal/immunity, high damage
SUPER GOOD!: Damage reduction (Oulu, Darvanshel), Lilly Matah's leader skill
-Grahdens (Lead), Lilly Matah (Friend), Darvanshel (Dandelga+Evil Shard),
Altri (Drevas+Evil Shard), Lilith, Lilith
Here's your ideal cookie-cutter. Grahdens gives light/dark for the second and
third fights, reduces damage from the second and third fights, and gives HP and
DEF to increase survivability, and decrease RNG having its way with you.
Oulu can replace Darvanshel, but he does not generate BC when activating his
abilities.
-Lilly (Lead), Grahdens (Friend), Lilith, Oulu, Altri, Melchio
-Grahdens (Lead), Grahdens (Friend), Lilith, Darvanshel, Lilly Matah, Altri
Double Grah will make it such that you're more likely to survive hard rounds,
such as Rune+Destiny, or double Destiny, but the two spheres on Darvanshel and
your healer become even more important than before.
-Grahdens (Lead), Tilith (Friend), Tilith, Darvanshel, Lodin, Zelnite
If you have Tilith, you probably don't need a guide for this, or you've
already beaten Maxwell. In any case, Tilith is very good at filling up gauges.
-Grahdens (Lead), Lilly Matah (Friend), Elimo, Dia, Lunaris (Drevas),
Darvanshel (Dandelga+Evil Shard)
This was the team I used. It is imperative you keep Grahdens alive, as you
need his dark fix to deal the last 100,000 damage. Elimo's 25% damage reduction
is nice, but under no circumstances should Elimo's SBB be used to replace a 50%
damage reduction on a hard turn.
Spheres:
With resounding popularity, it seems the sphere of choice is stat booster.
Medulla, Legwand, Malice, what-have-you. HP is super important for this trial,
and good non-HP-boosting gems, such as Batootha, are ignored.
Dandelga+Evil Shard on Darvanshel/Oulu is a popular choice.
Drevas+Evil Shard on Altri is a popular choice.
Items:
Nearly every successful team posted uses one of these item sets.
Cure, Revive, Revive Light, Fujin Potion, Fujin Tonic
Cure, Crescent Dew, Revive Light, Fujin Potion, Fujin Tonic
~~
Okay! I have everything! What do I do now?
~~
This trial is tricky in that you must both watch for HP thresholds (Like you did
with Grahdens and Karl) AND count turns. Either use a piece of paper, excel
sheet, or online Maxwell turn counter (they exist) to keep track of your turns,
starting with the first battle.
When you start the battle, you will be on turn 1. When you complete your turn,
Maxwell will do the attacks listed on "Turn 1" if you were facing her. After
you take your turn, mark that you are on turn 2, and wait to act. After you get
to turn 20, the next turn will be 1.
TURN 1 - Maxwell will perform random attacks, while IGNORING DEFENSE.
(Activate Darvanshel/Oulu if possible)
TURN 2 - SAFE TURN - Maxwell will perform random attacks.
TURN 3 - SAFE TURN - Maxwell will perform random attacks.
(Two hard turns incoming)
TURN 4 - Maxwell will perform random attacks, while IGNORING DEFENSE.
Maxwell will perform RUNE, which strips buffs and damages one.
(Activate Darvanshel/Oulu if possible)
TURN 5 - Maxwell will perform random attacks, while IGNORING DEFENSE.
Maxwell will perform DESTINY.
(Activate Darvanshel/Oulu if possible)
TURN 6 - SAFE TURN - Maxwell will perform random attacks.
TURN 7 - SAFE TURN - Maxwell will perform random attacks.
(Three hard turns incoming)
TURN 8 - Maxwell will perform random attacks, while IGNORING DEFENSE.
Maxwell will perform RUNE, which strips buffs and damages one.
(Activate Darvanshel/Oulu if possible)
TURN 9 - Maxwell will perform random attacks, while IGNORING DEFENSE.
(Activate Darvanshel/Oulu if possible)
TURN 10 - Maxwell will perform DESTINY.
TURN 11 - SAFE TURN - Maxwell will perform random attacks.
(Two hard turns incoming)
TURN 12 - Maxwell will perform random attacks, while IGNORING DEFENSE.
Maxwell will perform RUNE, which strips buffs and damages one.
(Activate Darvanshel/Oulu if possible)
TURN 13 - Maxwell will perform random attacks, while IGNORING DEFENSE.
(Activate Darvanshel/Oulu if possible)
TURN 14 - SAFE TURN - Maxwell will perform random attacks.
(Three hard turns incoming)
TURN 15 - Maxwell will perform DESTINY.
TURN 16 - Maxwell will perform random attacks, while IGNORING DEFENSE.
Maxwell will perform RUNE, which strips buffs and damages one.
(Activate Darvanshel/Oulu if possible)
TURN 17 - Maxwell will perform random attacks, while IGNORING DEFENSE.
(Activate Darvanshel/Oulu if possible)
TURN 18 - SAFE TURN - Maxwell will perform random attacks.
TURN 19 - SAFE TURN - Maxwell will perform random attacks.
(Hardest turn coming, followed by another hard turn)
TURN 20 - Maxwell will perform random attacks, while IGNORING DEFENSE.
Maxwell will perform RUNE, which strips buffs and damages one.
Maxwell will perform DESTINY.
(Activate Darvanshel/Oulu. Fujin if necessary)
DESTINY is a single target, defense ignoring attack that deals around 14,000
damage to a single character. For purposes of this attack, conventional defense
is IGNORED. Activating damage reducing effects, such as Darvanshel or Oulu
will reduce this damage.
GUARDING will also reduce this damage.
Boss 1/3 - Juggernaut (Lightning)
Probably the most annoying part of the battle is waiting to get your BB gauges
full. He will drop paralysis, defense down, and attack down at you until you
get your Altri/Lunaris running.
Shenanigans:
Every fourth turn, he'll drop a powerful multi-target thunder attack.
Boss 2/3 - Abaddon (Dark)
Drops a whole host of status ailments on you.
Can randomly strip buffs with single target attacks. Possible to strip status
immunity given by Altri, then paralyze/curse that unit.
Once you kill Abaddon, Maxwell will spawn and immediately perform the attacks
listed above, depending on which turn you're on.
Shenanigans:
At 50% HP, he will drop two single target nukes on you. If your HP is high and
your damage reduction is active, this should not be an issue with Grahdens as
a leader. Otherwise, guard on five and attack with the sixth.
3% chance of hitting the same character twice.
0.5% chance of hitting the unit that attacked twice.
At 30% HP, he will drop four single target nukes on you.
Due to the increased chance of two of these attacks hitting the same target, it
is vitally important that you activate your damage reduction effect (Darvanshel
is ideal) the turn you drop him below 30%, and guard with as many units as
possible.
43% chance of hitting the same character twice.
7% chance of hitting the unit that attacked twice.
Boss 3/3 - Creator Maxwell (Light)
Inflicts weakness and injury only.
Shenanigans:
In addition to her battle script listed above, she also has HP thresholds to
watch out for.
At 70% HP, Maxwell will add the single target attack METEOR to her random attack
pattern, in addition to casting it the turn you reduce her below this mark.
At 50% HP, Maxwell will cast resurrection, a multi-target attack, and heal
herself for a very small amount. Not particularly threatening on its own, but
avoid bringing this on a dangerous turn.
At 30% HP, Maxwell will cast destiny, and will furthermore proceed to use
destiny TWICE every five turns, rather than once.
At 20% HP, Maxwell will cast endless, a super powerful multi-target attack.
Trigger this attack on a safe turn only. Even with Grahdens leading and Oulu's
50% buff, and units on defense, it is possible to lose a unit on this turn, if
Maxwell is feeling particularly feisty and keeps smacking the same unit after
using endless.
When you kill Maxwell, she will REVIVE with 100,000 HP, due to the angel idol
buff given by Sacred Song cast on every fourth turn. In order to beat her for
good, you will need to kill her, then kill her again BEFORE SHE GETS TO HER NEXT
SACRED SONG, or the resurrection will start all over again. The best timing to
kill her, which buys you the most time to do the last 100,000 damage, is on any
turn listed below, in order from easiest to hardest.
TURN 1 - Two safe turns in a row, followed by a third turn she won't get.
TURN 17 - Two safe turns in a row, followed by a third turn she won't get.
TURN 13 - A safe turn before she throws a double destiny at you.
TURN 9 - She will revive, and on your next turn, get your damage reduction up,
or you will be eating two full power destinies.
TURN 5 - She will revive and immediately throw two destinies at you.
If you kill her on any other turn, you will have LESS THAN THREE TURNS to deal
100,000 damage to her, which could be very difficult, depending on your team's
alive-ness and your item reserves.
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07.00 - Feeling Lucky?
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"OMG I GOT 5 GHOSTS IN A ROW ON METAL PARADE I'M SO UNLUCKY!!11!1one!!!"
This section will explain in detail every luck-based aspect of the game.
Unless otherwise stated, all information in this section is collected by me, and
is based solely on personal experience. That is to say, your mileage may vary.
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07.10 - Metal Parade Data
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As the primary source of unit experience in the game, Metal Parades are a
constant source of superstition and rumors. These are all false.
"Attack the king first for better chance of drop!"
"Bring all dark units for more dark type metal units!"
"Bring only five star units for more crystals!"
Anything that sounds like this is 100% baseless, and should be ignored.
Anybody that has "Ignore target's defense" on it is useful here.
Data based on 1310 drops (262 runs)
Type Number Rate Info
Ghost 509 38.85% You have a 0.8% chance of getting a five-Ghost run.
King 719 54.88% You have a 4.9% chance of getting a five-King run.
God 60 4.58% You will get a God every 4.7 runs.
Crystal 22 1.67% You will get a Crystal every 12.3 runs.
When a Ghost and God appear together, you will almost always get the God.
15 times out of 17.
Super Metal Parade is a rare event, but very worth it.
Data based on 620 drops (124 runs), from other users
Type Number Rate Info
King 270 43.54% You have a 1.5% chance of getting a five-King run.
God 303 48.87% You have a 2.7% chance of getting a five-God run.
Crystal 47 7.58% You will get a crystal every 3 runs.
Super Metal Parade gives 5182 unit exp per energy vs Metal Parade's 3795.
Super Metal Parade costs less Zel, as there are fewer units to fuse.
Super Metal Parade gives more Summoner Experience per energy.
Super Metal Parade gives no ghosts.
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07.20 - Fusion Data
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When the news section says "Fusion Great and Super Success rates UP!", the rates
of great and super success go up. If that message is NOT in the news, the rates
are normal. Great Success is 1.5x exp, and increased chance to BB level up.
Super Success is 2x exp, and significantly increased chance to BB level up.
Normal Rate UP Super Rate UP
Success 147 86.98% 133 67.17% 33 40.74%
Great Success 12 7.1% 49 24.74% 36 44.44%
Super Success 10 5.91% 16 8.08% 12 14.81%
"Is it worth it to clog up unit space to wait for a fusion rate up?", or rather
"How much exp is my ghost/king/god/crystal worth?"
An elemental crystal's base exp is 151524. Multiplied by the chance of great
and super success, the actual amount each crystal gives during each event is
as follows
No rate up 165869
Rate UP 182517 (10% more than normal)
Super rate UP 207644 (25% more than normal)
The difference is there, but it's very small for rate UP, and Super rate UP has
only happened once at this time, meaning it may not be worth holding on to units
waiting for one.
Metal Gods come infrequently enough, barring super metal parades, that it may be
worth holding them and waiting for rate UP events if you have the unit space to
spare for them.
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07.30 - BB Levelling
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When you fuse a unit with an attack type BB to another unit with an attack type
BB, there is a chance that unit's BB level will increase.
It seems to be that the base chance of increasing a BB level is about 5% per
unit on a normal success, and 30% per unit on a super success.
Because of this, it's best to do your BB levelling during a "Fusion Great and
Super Success rate UP!" event, to make the best use of your zel.
If you fuse a Burst Frog to any unit, there is a 100% chance that unit's BB
level will increase by 1.
Fusing 5 units at a time seems to be just as good as fusing 1 unit at a time.
If you have one unit, fuse it. If you have five units, fuse them. There's no
reason to prefer one over the other.
Raw data follows. Mind the small sample size.
Units Type Count BBLv Rate
One Success 113 4 3.53%
One Great Success 52 1 1.92%
One Super Success 9 3 33.33%
Five Success 89 24 26.96% (5.39% per unit)
Five Great Success 13 5 38.46% (7.7% per unit)
Five Super Success 7 11 157.14% (31.43% per unit)
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07.40 - Evolution Materials
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So you need Nymphs, Idols, Spirits, Pots, Mimics, and Totems to evolve your
favorite poke... er... unit, but not sure what the fastest way to acquire the
material is? This section is for you!
~~NYMPH~~
If you need a specific element of nymph, go to the appropriate area in Mistral.
You can expect to spend about 8.5 energy per nymph you're trying to collect.
Fire Nymph Cave of Fire
Water Nymph Egor Snowfield
Earth Nymph Forest of Beasts
Thunder Nymph Magutagal Wetlands
Light Nymph Remains of Mirza
Dark Nymph Monster's Nest
If you need nymphs of varying elements to evolve multiple units, go to the
Vortex on Tuesday and run "Garden of Nymphs". The drop rate seems to be 100%,
which means 2 energy per nymph, or 12 energy per nymph of a specific type.
~~SPIRIT~~
Still collecting data on this one.
The elemental zones in Morgan have spirits, and will cost you about 19.5 energy
per spirit you want.
~~IDOL~~
If you need experience anyways, you can run the elemental stages in St. Lamia.
The Experience:Energy ratios in that zone are good, and you also collect a fair
amount of Zel, Karma, and Units in the process. However, if your goal is idols
RIGHT NOW, the Tuesday dungeon is the only way to fly.
St. Lamia gives you an idol every 148 energy
Garden of Idols gives you an idol every 9.16 energy (55 per specific idol)
~~POT~~
Elemental pots are the single most annoying evolution material to acquire in the
game. If ever you're considering selling pots, you should probably just
increase your unit capacity or sell a Totem instead.
Practically the only way to acquire elemental pots is via the Tuesday dungeon,
"Phantom Pots". Each stage has a pot, but the drop rate is very low. The final
stage's pot has a 100% capture rate.
Phantom Pots gives you a pot every 18.75 energy (112.5 per specific pot)
~~ELEMENTAL TOTEM~~
Totems can only be acquired on Thursday by entering the appropriate elemental
ruins stage.
Elemental Ruins gives one totem per 30 energy.
Light and Dark Totems are encountered randomly in Elemental Ruins and Miracle
Ruins. The sample sizes are currently too small to give any advice on which
stage (Miracle vs Elemental) is best to run for Light and Dark Totems, but it
seems all the Elemental Ruins are the same as each other for Light and Dark.
~~MIRACLE TOTEM~~
Miracle Totem can only be acquired on Thursday by entering the Miracle Ruins.
Any Totem can appear in this stage.
Miracle Ruins gives one Miracle Totem per 50 energy.
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07.50 - Honor Summon
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Honor Summon gives you a wide variety of junk units to sell, but occasionally
gives useful units as well.
When the news says "Increased chance to get metal units from Honor Summon", that
is the only time you can get Ghosts, Kings, and Gods from Honor Summoning. As
such, it is the only time you should be using your Honor Points at all, unless
you're a fan of Burny, Harpy, and Witch Liza.
Metal rate UP event Super metal rate UP event
Metal Ghost 114 32.57% 17 30.9%
Metal King 31 8.85% 7 12.72%
Metal God 29 8.28% 4 7.27%
Jewel Ghost 20 5.71% 4 7.27%
Jewel King 0 0% 2 3.63%
Jewel God 5 1.42% 1 1.81%
Nymph 11 3.14% 0 0%
Spirit 13 3.71% 1 1.81%
Idol 21 6% 3 5.45%
Starter 2 0.57% 2 3.63%
Garbage 100 28.57% 9 16.35%
Elemental Pot 4 1.14% 2 3.63%
Crystal 3 5.45%
"Metal Ghost/King/God" refers to any element of Ghost/King/God.
"Starter" refers to powerful units with five and six star forms, but are
generally weaker than premium units. Mifune, Selena, Vargas, Atro, and Lario
are examples of Starters.
"Garbage" is the booby prize. Goblin, Merman, Mandragora, Angel, Skeleton,
Merith, Mimir, Maria, and other common units from running stages.
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07.60 - Rare Summon
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Brave Frontier's primary money sink is in Rare Summoning. You can spend five
gems in a gacha-like system which allows you to acquire a random premium unit.
Because there are nearly 100 unique units you can acquire from rare summoning,
your best chance to get a desired unit is to either wait for the unit's summon
rate to go up, unless you have no objection to spending many gems reaching for
your desired unit, or don't mind if you collect other rate up units in the
process.
When a unit's rate goes up, it has historically been in groups of three.
However, when two groups get released close to one another, it's possible that
six units can have their summon rate go up at the same time.
Rate up - 26.31%
Three Stars 28.98%
Four Stars 66.66%
Five Stars 4.34%
From this, you can derive your chances of getting that one unit you like.
"What are my odds of getting Kikuri when her summon rate is up in a group of
three units?", you say? Step into my office.
One try (Good luck) 5 gems 8.7%
Two tries 10 gems 16.7%
Three tries 15 gems 24%
Four tries 20 gems 30.7%
Five tries 25 gems 36.8%
Seven tries 35 gems 47.4%
Ten tries 50 gems 60%
Fourteen tries 70 gems 72.3%
Eighteen tries 90 gems 80.8%
In a perfectly fair world, it will take an average of eleven tries (55 gems) to
get whichever unit you like **when their summon rate is up** in a group of three
units. Of course, this world is not fair, and you're going to pull thunderbirds
like it's your job, and when their summon rate is not up, you may as well be
playing the lottery if you have a single unit in mind.
One try 5 gems 0.88%
Five tries 25 gems 4.33%
Ten tries 50 gems 9.85%
Twenty tries 100 gem 16.23%
As you can see, you may as well be throwing gems into the wind if you're trying
to get a specific unit without a rate up, needing an average of nearly 600 gems
to get one.
If you don't care what you get, though, and just want new shinies to bolster
your army, there's nothing wrong with summoning at random, so long as you don't
mind getting the units that have their summon rates raised.
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08.00 - Team Building 101
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"Rate my team!" or "How do I make a _____ Team?!" has become far too common a
question. This section will define some of the more popular teams, and how to
go about building teams that work like the ones you hear about.
These teams will list *THE MOST POPULAR* units first, and *PASSABLE* units
second.
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08.01 - Rainbow Team
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An all-purpose team that dominates quest, arena, and vortex dungeons, often with
little more than auto battle. The damage is massive, but with very little in
the way of defense. Rainbow teams are the easiest to make, as you're not
begging the rare summon gate to supply you with five of the same element for a
mono team, nor are you hoping you'll get that one Felneus or Uda you need to
make your BB spam team complete.
*POPULAR LEADERS*
Lodin, Dia, Lilith
Lodin/Dia
Lodin and Dia both facilitate consistent use of Brave Burst use. As a leader,
Lodin would restrict you from having Uda on your team, whereas Dia would prevent
you from having michele on your team.
Lilith
Lilith has a self replenishing SBB, making her ideal for boss killing. She also
offers a 65% damage boost, whereas most others only offer 50%.
*PASSABLE LEADERS*
Michele, Logan
Michele
While Michele is an indispensable unit, she falls short as a leader. Where Dia
and Lodin offer BB gauge filling as a secondary ability, Michele offers 10% HP.
Logan
Logan gives the same 65% Lilith does, but without the automatic cannon SBB she
offers.
*UNITS*
Anybody, so long as you've got five different elements. Duel-SGX brings
critical hit chance to the table, Deemo and Douglas bring spark damage buff,
Ronel generates BC and HC, Michele gives 120% attack and a fire fix. Just bring
your strongest units and you'll have a team that operates well.
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08.02 - Critical Team
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Desparately in need of a nerf, the Critical Damage team is running wild, tearing
through Terminus like a hot knife through butter, and making short work of
battles that were otherwise meant to be long and drawn out ordeals.
NOTE: Critical strike chance is capped at 70%. Duel-SGX and Havoc Axe is
overdoing it.
*POPULAR LEADERS*
Mariudeth, Maxwell, Zebra, Mare
Maxwell
+125% critical damage and +100% damage to weak elements makes her the single
best critical leader, with a built in critical chance booster in her SBB,
offering +30% chance at SBB level 10.
Naturally offset by how difficult she is to obtain, and her 30 cost.
Zebra
+150% critical damage is the highest you can get in a single unit. He is a free
unit that caps at five stars, making him very glassy.
Mariudeth
+100% critical damage, and his SBB also increases critical chance by 45% at
SBB level 10.
Mare
*ONLY TO BE USED IN CONJUNCTION WITH ZEBRA, MAXWELL, OR MARIUDETH*
That is to say, if you're using Mare, bring a Zebra friend. If you're using
Zebra, you can bring a Mare friend.
Mare's leader skill allows you to do massive additional damage to enemies who
are weak to your elements. You will want some elemental fixers to make use of
Zebra and Mare's synergy.
e.g. You are in Terminus, fighting an earth and a lightning elemental boss.
Duel-SGX uses SBB first (60% critical, darkfix)
Michele uses SBB next (120% attack, firefix. Mare's bonus kicks in on one)
Zelban uses SBB next (earth fix, Mare's bonus kicks in on second unit)
Then everyone else unleashes their attacks at highly multiplied effect.
*PASSABLE LEADERS*
Vishra
Vishra
This guy hardly qualifies as a critical damage leader, only offering 50% boost
to critical damage, but he also offers "chance of status ailment", making him
an ideal boss killer versus targets that can be affected by paralysis, weaken,
and the like.
*UNITS*
Duel-SGX, Mariudeth, Rashil, Aisha, Dilma
Duel-SGX
The premier in heartseeker technology. At level 10, his BB/SBB increases your
party's critical strike chance by 60%.
Mariudeth
At level 10, his BB increases your party's critical strike chance by 40%.
At level 10, his SBB increases your party's critical strike chance by 45%.
Rashil
In addition to providing a critical strike bonus, Rashil is also a healer.
At level 10, his BB increases your party's critical strike chance by 32%.
At level 10, his SBB increases your party's critical strike chance by 35%.
Aisha
At level 10, her SBB increases your party's critical strike chance by 45%.
Dilma
His SBB attacks at a +20% critical strike chance.
He also provides a buff which ignores enemy defense.
He is also one of the better BC generators.
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08.03 - BB Spam Team
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And on the seventh day, Felneus was gifted to mankind, and none ever hungered
for the ability to use their brave bursts every turn ever again.
Have you ever watched a video on youtube where the guy fills up his gauges and
uses SBB every turn? Felneus makes this happen. A synergistic relationship
between "Massively increases BB gauge fill rate" and "increases BC generation
rate" as his leader skill and SBB skill, respectively, increases your fill rate
several times over.
When activating your every-turn-SBBs, be sure to activate your BC generators'
ability first.
*POPULAR LEADERS*
Felneus, Uda (six stars only), Lilly Matah
Felneus
Until Uda gets his six star, this is the only way you can spearhead a BB Spam
team. Others simply generate less gas per turn on their own.
Uda
Felneus with higher stats, and an easier to fill BB gauge. Hello, powercreep!
Once his six star form comes out, you will see fewer and fewer Felneuses on your
friends list.
Lilly Matah
*DEFENSIVE BB SPAM LEADER*
Good for single target, extended duration fights. She has "Boost to BB gauge
when attacked" as a leader skill and a brave burst, in addition to increasing
BB gauge at the end of every turn on her brave burst.
She is also ideal for arena teams, as equipping an aegis cloak on her will make
her invincible *and* expound upon her natural ability to increase BB when
attacked.
*PASSABLE LEADERS*
Bordebegia, Duelmex, Zellha, Lodin
Bordebegia
The fire-centaur is a stronger Felneus, but requires you to get your "BC bonus
on attack" buff from another unit.
Duelmex
About as strong as Felneus, but requires you to get your "BC bonus on attack"
buff from another unit.
Zellha
She works from the end backwards, reducing the amount of BC required to fill
your units' gauges, rather than increasing the amount gained. At six stars, she
will be one of the only units that says "Greatly reduced BB gauge required for
BB"
Lodin
A weird and strange leader. His leader skill increases fill rate, his SBB
increases fill rate, and while that on its own does not compare to the above
units, he is also a rainbow leader (50% damage) and has huge stats.
*UNITS*
Michele, Lodin, Ronel, Lunaris, Douglas, Deemo, Aisha, Bordebegia, Grahdens,
Duel-SGX, Oulu, Darvanshel
Michele
15 hits on normal attack.
18 hits SBB, a firefix, and 120% attack boost at SBB 10, she does too much to
ignore. An absolutely amazing support unit and damage unit.
Lodin
8 hits on normal attack.
14 hits SBB, a thunderfix, and increases BB gauge fill rate, stacking with Ares'
excelsior. A great utility character, but doesn't generate much BC on his own.
Ronel
8 hits on normal attack.
14 hits on SBB, and boosts BC and HC generation. Amazing if you don't have
Felneus leading, crap if you DO have Felneus leading.
Lunaris
10 hits on normal attack.
15 hits on SBB, heals your whole team of status ailments, and then makes your
team immune to status ailments for three turns. A middlin' BC generator, but
with awesome survival capacity.
Douglas
14 hits on normal attack.
30 hits on SBB (acts as per 15 hits, due to penalty), AND increases damage dealt
during spark for three turns. His stats and damage are both low, but he is an
astounding enabler. The spark damage buff he gives synergizes well with his
ability to roll out 30 hits.
Deemo
17 hits on normal attack.
20 hits on BB. This makes her the single best BC generator for the sake of
generating BC. Her stats are slightly lower than Douglas', but she still offers
the same spark damage buff. She is a five star unit, meaning her BB is strictly
easier to get up and running. No news of a six star Deemo yet, but if it
happens, it will be hard to replace her.
Aisha
6 hits on normal attack.
15 hits on SBB. She's not a particularly great BC generator, and she pales in
comparison to Duel-SGX, but her stats are huge, and she does offer a critical
hit chance bonus for those that either don't have, or don't want to use, Duel in
her place.
Bordebegia
9 hits on normal attack.
15 hits on SBB. Strictly better than Aisha. Boosts critical hit chance *and*
spark damage.
Grahdens
10 hits on normal attack.
13 hits on BB. Easier to get his BB than others' SBB. Spectacular stats, as
well as a light *and* dark fix.
Duel-SGX
15 hits on normal attack.
20 hits on SBB, as well as the 60% critical strike chance. He's one of the best
BC generators, as well as the best critical strike support unit. He also gives
a dark fix to your team.
Oulu
8 hits on normal attack.
The worst BC generator you could ever want and more! What this guy does is
allows you to survive until the next turn so you can unleash your BB storm
again and again. He is presently the strongest defensive unit, giving your team
100% defense and 50% damage reduction buff. If the rest of your team can keep
this guy filled up every turn, you shouldn't have a problem surviving any battle
indefinitely.
Darvanshel
5 hits on normal attack.
10 hits single target on BB, as well as offering 50% damage reduction for one
turn.
Basically the same as Oulu, but without the bonus 100% defense, and providing
more offense and BC generation.
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08.10 - Example Teams
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If you're still having a hard time assembling a team, this section will list a
few successful teams.
They're demonstrations of balanced teams. If you don't need a healer, take the
healer out. If you would rather use a light healer and water sparker, feel free
to replace Sodis and Elimo with Themis and Raydn.
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08.11 - Example Rainbow Teams
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You can pull what you need out of the teams here. The only rules are:
1) The units on the team are 5 different elements.
2) The leader gives an attack boost when 5 different elements are present.
Lodin (Lead) (BB fill) Michele (Lead) (Attack, Firefix)
Michele (Attack, Firefix) Douglas (Spark damage)
Duel-SGX (Critical chance) Ronel (BC/HC generation)
Sodis/Deemo (Spark damage) Tesla (Defense buff)
Elimo (Healer, Defense buff) Lunaris (Status removal)
Dia (Lead) (BC generation) Logan (Lead)
Sodis/Deemo (Spark damage) Bordebegia (Spark damage, Critical)
Lodin (BB fill) Leorone (Atk/Def/Rec buff)
Mariudeth (Critical chance) Zelnite (BC/HC generation)
Zelban (Defense buff, Earthfix) Elulu (Cute)
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08.12 - Example Critical Teams
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Zebra's +300% critical damage has been reduced to match Japan's +150%.
Maxwell and Mariudeth both fill the same purpose, and thus, any team that lists
one as a leader can also use the other.
Zebra (Lead) (Critical Damage) Zebra (Lead) (Critical Damage)
Bordebegia (Spark damage, crit chance) Duel-SGX (Critical chance)
Mare (Weakness abuse) Sodis (Spark Damage)
Melchio (Lightfix) Michele (Attack)
Michele (Attack, Firefix) Aem (BC generation)
Mariudeth (Lead) (Crit damage/chance) Vishra (Lead) (Critical damage)
Douglas (Spark damage) Aisha (Critical chance)
Felneus (BC generation) Lucina (Attack, Earthfix)
Lancia (Attack, Healer) Darvanshel (Defense)
Lodin (BB fill) Dilma (Defense ignore)
Maxwell (Lead) (Crit damage/chance)
Raydn (Spark damage, defense ignore)
Dia (BC generation, thunderfix)
Lucina (Attack, earthfix)
Melchio (Tons of hits, lightfix)
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08.13 - Example BB Spam Teams
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Felneus is the best at what he does, but any leader with the skill "Ares'
Excelsior" will get the job done, so long as you have another unit to crank out
some BC generation. It's all about multi-targeting, high-BC-generating SBBs on
these teams.
Felneus (Lead) Bordebegia (Lead) (Spark, Critical)
Douglas (30 hit, Spark damage) Ronel (BC generation)
Lucina (Attack, Earthfix) Zelnite (BC generation)
Zellha (BB fill) Leorone (Atk/Def/Rec buff)
Dilma (Defense ignore) Alice (Healer)
Other ways of filling the BB gauge also exist. Although a recent release, it
looks like Deemo may be much better at Felneus' job vs single targets.
Deemo (Lead) (Spark damage)
Mariudeth (Critical chance)
Ronel (BC/HC generation)
Michele (Attack, Firefix)
Lunaris (Status stripping)
Lilly Matah increases BB gauge while on the defensive, making her a good choice
for BB spamming vs single targets.
Lilly Matah (Lead)
Oulu (Defense)
Luther (Spark damage)
Uda (BC generation)
Twins (Heal over time)
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09.00 - Unit Comparison
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So, I heard you wanted to know who the best crit buffer was, who the best spark
buffer was, and who was the best BC generator out there? Look no further!
This section has all your numberwally needs!
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09.01 - Critical Hit Chance
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This section lists units that improve critical hit chance for your team.
NOTE: Critical strikes have a 10% base chance of happening.
NOTE: Critical strike chance is hardcapped at 70%, and stacks additively.
NOTE: Buffs that provide a symbol, such as "Critical rate UP" do not stack
when applied by multiple units. Bonuses provided by Leader skills, brave
bursts, and items will stack with each other.
Units that have the source of their critical strike chance increase as "brave
burst" or "super brave burst" as a varying chance, such as Duel-SGX's 40% - 60%,
will increase the chance as the BB or SBB levels up. Level 1 SBB from Duel-SGX
gives 40% critical strike chance, whereas level 10 SBB from Duel-SGX gives 60%
critical strike chance.
Unit Source Increase
Duel-GX II Brave Burst 40% - 60% for 3 turns
Duel-SGX Brave Burst 40% - 60% for 3 turns
Duel-SGX Super Brave Burst 40% - 60% for 3 turns
Duel-GX Brave Burst Lv. 10 30% - 50% for 3 turns
Axe God Mariudeth Super Brave Burst 30% - 45% for 3 turns
Drake Angel Aisha Super Brave Burst 30% - 45% for 3 turns
Flora Goddess Faris Super Brave Burst 30% - 45% for 3 turns
Meltia Brave Burst 15% - 45% for 3 turns
Axe God Mariudeth Brave Burst 25% - 40% for 3 turns
Sky Mage Rashil Super Brave Burst 25% - 35% for 3 turns
God Engineer Garnan Brave Burst 25% - 35% for 3 turns
Axe King Mariudeth Brave Burst 15% - 30% for 3 turns
Bolt Magus Rashil Brave Burst 20% - 30% for 3 turns
Bordebegia Super Brave Burst 20% - 30% for 3 turns
Creator Maxwell Super Brave Burst 20% - 30% for 3 turns
God Engineer Garnan Super Brave Burst 20% - 30% for 3 turns
Head Engineer Garnan Brave Burst 20% - 30% for 3 turns
Sky Mage Rashil Brave Burst 22% - 32% for 3 turns
Dark Axe Mariudeth Brave Burst 10% - 25% for 3 turns
Lead Engineer Garnan Brave Burst 15% - 25% for 3 turns
Shock Mage Rashil Brave Burst 15% - 25% for 3 turns
Siren Brave Burst 8% - 17% for 4 turns
Undine Brave Burst 5% - 14% for 4 turns
Unit Source Increase
Titan Wing Blaze Leader Skill 5% for fire units
Vorpal Wing Cerise Leader Skill 5% for thunder units
Crimson Wing Blaze Leader Skill 3% for fire units
Storm Wing Cerise Leader Skill 3% for thunder units
These units gain a boost to their critical hit chance when using their Super
Brave Bursts. The effect only lasts for the unit using the Super Brave Burst,
and only for that attack.
Unit Source Increase
Heaven's Bow Loch Super Brave Burst 25% for this attack only
Brave God Hogar Super Brave Burst 20% for this attack only
Noble Fist Dilma Super Brave Burst 20% for this attack only
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09.02 - Spark Damage
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This section is for units that give "Boost in spark damage" bonuses.
NOTE: Buffs that provide a symbol, such as "Boost in spark damage" do not stack
when applied by multiple units.
Unit Source Increase
Bordebegia Brave Burst 50% - 70% for 3 turns
God Engineer Garnan Super Brave Burst 50% - 70% for 3 turns
Guardian Chief Sodis Super Brave Burst 50% - 70% for 3 turns
Inferno Goddess Elza Super Brave Burst 50% - 70% for 3 turns
Omega Behemoth Super Brave Burst 30% - 70% for 3 turns
Spear King Raydn Super Brave Burst 50% - 70% for 3 turns
Bordebegia Brave Burst 40% - 60% for 3 turns
God Engineer Garnan Brave Burst 40% - 60% for 3 turns
Guardian Chief Sodis Brave Burst 40% - 60% for 3 turns
Spear King Raydn Brave Burst 40% - 60% for 3 turns
Cavalryman Sodis Brave Burst 30% - 50% for 3 turns
Deemo and the Girl (5*) Brave Burst 30% - 50% for 3 turns
Defiant God Luther Super Brave Burst 30% - 50% for 3 turns
Head Engineer Garnan Brave Burst 30% - 50% for 3 turns
Holy Arms Douglas Super Brave Burst 30% - 50% for 3 turns
Kagutsuchi Brave Burst 30% - 50% for 3 turns
Spear Arms Raydn Brave Burst 30% - 50% for 3 turns
Deemo and the Girl Brave Burst 20% - 40% for 3 turns
Homusubi Brave Burst 20% - 40% for 3 turns
Horseman Sodis Brave Burst 20% - 40% for 3 turns
Lead Engineer Garnan Brave Burst 20% - 40% for 3 turns
Spear Fist Raydn Brave Burst 20% - 40% for 3 turns
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09.03 - Brave Burst Shenanigans
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This section is for units that give "Boost to BC drop rate" bonuses, reduced
BB gauge required for activation, and fill over time effects.
NOTE: Buffs that provide a symbol, such as "Boost to BC drop rate" do not stack
when applied by multiple units.
Unit Source Increase
Crow Tengu Brave Burst 20% - 38% for 3 turns
Felneus Super Brave Burst 20% - 30% for 3 turns
Ultra Blade Aem Super Brave Burst 20% - 30% for 3 turns
Crusher God Uda Super Brave Burst 15% - 25% for 3 turns
Djin Brave Burst 15% - 24% for 3 turns
Havoc Angel Ronel Super Brave Burst 15% - 25% for 3 turns
Havoc Angel Ronel Brave Burst 15% - 25% for 3 turns
Inferno Princess Dia Super Brave Burst 12% - 22% for 3 turns
Rebel Angel Elsel Brave Burst 12% - 22% for 3 turns
Sylph Brave Burst 13% - 22% for 3 turns
Tyrant Lilly Matah Super Brave Burst 10% - 20% for 3 turns
Sky Angel Kushra Brave Burst 10% - 20% for 3 turns
Thief God Zelnite Super Brave Burst 5% - 15% for 3 turns
Unit Source Increase
Assassin Oboro Leader Skill 20%
Bahamut Leader Skill 20%
Bordebegia Leader Skill 50%
Crusher God Uda Leader Skill 50%
Crusher Uda Leader Skill 40%
Death Idol Kikuri Leader Skill 20%
Duelmex Leader Skill 50%
Empyreal Drake Lodin Leader Skill 30%
Felneus Leader Skill 50%
Flora Goddess Faris Leader Skill 50%
Flora Princess Faris Leader Skill 20%
Flora Queen Faris Leader Skill 40%
Holy Blades Sefia Leader Skill 20%
Homusubi Leader Skill 20%
Inferno Elza Leader Skill 20%
Inferno Goddess Elza Leader Skill 50%
Inferno Princess Dia Leader Skill 30%
Inferno Queen Elza Leader Skill 40%
Kagutsuchi Leader Skill 40%
Leviathan Leader Skill 20%
Loch Ness Leader Skill 20%
Malnaplis Leader Skill 40%
Ninja Oboro Leader Skill 20%
Rameldria Leader Skill 40%
Red Shadow Oboro Leader Skill 40%
Shadow Oboro Leader Skill 40%
Uda Leader Skill 20%
Wyvern Leader Skill 20%
Unit Source Increase
Empyreal Drake Lodin Super Brave Burst 5 BC/turn for 3 turns
Tesla Club Elulu Super Brave Burst 4 BC/turn for 3 turns
Tyrant Lilly Matah Super Brave Burst 4 BC/turn for 3 turns
Tyrant Lilly Matah Brave Burst 4 BC/turn for 3 turns
God Engineer Garnan Brave Burst 4 BC/turn for 3 turns
Divine Light Alyut Super Brave Burst 3 BC/turn for 3 turns
Empress Lilly Matah Brave Burst 3 BC/turn for 3 turns
Head Engineer Garnan Brave Burst 3 BC/turn for 3 turns
War Queen Ophelia Super Brave Burst 3 BC/turn for 3 turns
Arcane Solo Eric Super Brave Burst 2 BC/turn for 3 turns
Dictator Lilly Matah Brave Burst 2 BC/turn for 3 turns
Lead Engineer Garnan Brave Burst 2 BC/turn for 3 turns
The leader skills stack with each other, and they also stack with the
brave bursts listed above.
Unit Source Increase
Drake Angel Aisha Leader Skill 3 BC/turn
Ice God Arius Leader Skill 3 BC/turn
Ultra Blade Aem Leader Skill 3 BC/turn
Arcane Solo Eric Leader Skill 2 BC/turn
Bolt Magus Rashil Leader Skill 2 BC/turn
Brave Hero Alma Leader Skill 2 BC/turn
Champ Fist Dilma Leader Skill 2 BC/turn
Divine Prince Arius Leader Skill 2 BC/turn
Drake Queen Aisha Leader Skill 2 BC/turn
Final Apostle Tiara Leader Skill 2 BC/turn
Goddess Tilith Leader Skill 2 BC/turn
Holy Master Aem Leader Skill 2 BC/turn
Noble Fist Dilma Leader Skill 2 BC/turn
Sky Mage Rashil Leader Skill 2 BC/turn
Adventurer Alma Leader Skill 1 BC/turn
Champion Aem Leader Skill 1 BC/turn
Drake Chief Aisha Leader Skill 1 BC/turn
Drake Lord Aisha Leader Skill 1 BC/turn
Hell Keep Alice Leader Skill 1 BC/turn
Hero Alma Leader Skill 1 BC/turn
Holy Arms Douglas Leader Skill 1 BC/turn
Holy Guard Will Leader Skill 1 BC/turn
Holy Shock Emilia Leader Skill 1 BC/turn
Knight Aem Leader Skill 1 BC/turn
Platinum Nekky Leader Skill 1 BC/turn
Prince Arius Leader Skill 1 BC/turn
Pugilist Dilma Leader Skill 1 BC/turn
Sacred Flame Lava Leader Skill 1 BC/turn
Sea King Mega Leader Skill 1 BC/turn
Shock Mage Rashil Leader Skill 1 BC/turn
Star King Nekky Leader Skill 1 BC/turn
Star Prince Nekky Leader Skill 1 BC/turn
Tilith Leader Skill 1 BC/turn
Listed here are the units that *reduce* the amount of BC required to activate
a unit's Brave Burst or Super Brave Burst.
Unit Source Decrease
Ruin Goddess Zellha Leader Skill 20%
Tyrant Goddess Phee Leader Skill 20%
Ruin Zellha Leader Skill 15%
Tyrant Phee Leader Skill 15%
Phee Leader Skill 10%
Zellha Leader Skill 10%
The tangible effect of these leader skills on BBs varies from unit to unit.
Here's a list of the more popular SBBs, their costs, and the savings provided by
the leader skills.
Base Cost 10% reduce 15% reduce 20% reduce
Lira (BB) 15 14 (-1) 13 (-2) 12 (-3)
Deemo (BB) 20 18 (-2) 17 (-3) 16 (-4)
Duel-SGX 30 27 (-3) 26 (-4) 24 (-6)
Goddess Michele 33 30 (-3) 29 (-4) 27 (-6)
Lodin 40 36 (-4) 34 (-6) 32 (-8)
Elimo 40 36 (-4) 34 (-6) 32 (-8)
Oulu 43 39 (-4) 37 (-6) 35 (-8)
Felneus 46 42 (-4) 40 (-6) 35 (-9)
Douglas 47 43 (-4) 40 (-7) 38 (-9)
Hell Keep Alice 48 44 (-4) 41 (-7) 39 (-9)
Tyrant Lilly Ma 48 44 (-4) 41 (-7) 39 (-9)
Thief God Zelni 48 44 (-4) 41 (-7) 39 (-9)
Have Angel Rone 64 58 (-6) 55 (-9) 52 (-12)
Here's a list of the highest BC generators.
Use discretion when choosing single target, random target, or multi target BBs.
Unit Source Cost Max BC generated
Creator Maxwell Super Brave Burst 49 33
Terminator Lilith Super Brave Burst 42* 32
Twin Arms Rickel Brave Burst 16 32
Azure Warrior Lucina Brave Burst 15 30
Creator Maxwell Brave Burst 20 30
Flora Goddess Faris Brave Burst 18 30
Holy Arms Douglas Super Brave Burst 47 30**
Holy Guard Will Super Brave Burst 46 30
Inferno Goddess Elza Super Brave Burst 45 30
Noble Fist Dilma Brave Burst 25 30
Ruin Goddess Zellha Super Brave Burst 48 30
Seraph Azael Super Brave Burst 55 30
Terminator Lilith Brave Burst 13 30
Goddess Hatsune Miku Brave Burst 25 27
The below listed are the units with the highest BC generation on their normal
attacks, in order from highest to lowest. Only six star units are included,
with the exception of Deemo and Cerise, and their BB/SBB costs will be listed
along with the maximum BC generation of the BB/SBBs.
The SBB cost is the total cost of both the BB and SBB costs combined, and at
maximum level.
Unit Source Max BC BB/SBB cost Max BC
Legatus Melchio Normal Attack 39 10/30 --/15
Azure Goddess Lucina Normal Attack 36 16/40 14/16
Deemo and the Girl (5*) Normal Attack 34 25/-- 18/--
Twin Arms Rickel Normal Attack 32 16/28 18/20
Inferno Goddess Elza Normal Attack 30 25/45 13/30
Mech God Grybe Normal Attack 30 28/52 13/15
Goddess Axe Michele Normal Attack 30 18/33 --/18
Duel-SGX Normal Attack 30 20/30 --/20
Vorpal Wing Cerise Normal Attack 30 25/-- 22/--
Divine Light Alyut Normal Attack 27 28/52 11/14
Fire Samba Ramna Normal Attack 27 28/52 11/13
Inferno Swords Logan Normal Attack 27 16/32 13/16
Flora Goddess Faris Normal Attack 26 18/43 30/20
Thief God Zelnite Normal Attack 26 28/48 --/17
Blaze Guru Bran Normal Attack 24 25/45 13/16
Death Idol Kikuri Normal Attack 24 34/54 13/15
Guardian Chief Sodis Normal Attack 24 28/52 10/12
Red Swordsman Farlon Normal Attack 24 15/30 9/12
Creator Maxwell Normal Attack 22 20/49 30/33
God Engineer Garnan Normal Attack 22 18/43 --/15
Hell Keep Alice Normal Attack 21 28/48 9/13
Sky Mage Rashil Normal Attack 21 20/40 --/--
Snow Queen Signas Normal Attack 21 28/52 9/11
Spear King Raydn Normal Attack 21 28/52 12/14
Axe God Mariudeth Normal Attack 20 22/47 18/15
Black Lotus Lunaris Normal Attack 20 28/52 11/15
Brave God Hogar Normal Attack 20 15/37 12/26
Defiant God Luther Normal Attack 20 15/45 15/28
Gaia Armor Edea Normal Attack 20 18/38 11/12
Guardian Darvanshel Normal Attack 20 22/43 12/13
Hail Gigantron Reeze Normal Attack 20 25/50 11/14
Holy Blades Sefia Normal Attack 20 34/54 12/14
Holy Shock Emilia Normal Attack 20 18/43 11/13
Inferno Princess Dia Normal Attack 20 22/42 --/16
Noble Fist Dilma Normal Attack 20 25/40 30/24
Tyrant Goddess Phee Normal Attack 20 25/43 12/15
Worldly Themis Normal Attack 20 20/44 --/--
Arcane Solo Eric Normal Attack 18 20/40 --/--
Beast God Exvehl Normal Attack 18 10/40 --/24
Bordebegia Normal Attack 18 34/56 11/15
Dark Warlord Zephyr Normal Attack 18 28/52 13/15
God Emperor Orwen Normal Attack 18 28/56 7/11
Goddess Hatsune Miku Normal Attack 18 25/-- 27/--
Empyreal Drake Lodin Normal Attack 18 20/40 --/14
Heaven's Bolt Amy Normal Attack 18 18/33 10/13
Holy Ice Selena Normal Attack 18 28/48 8/12
Seraph Azael Normal Attack 18 25/55 12/30
Soul Vortex Lemia Normal Attack 18 25/50 10/12
Taskmaster Lorand Normal Attack 18 18/40 7/ 8
Terminator Lilith Normal Attack 18 13/42 30/32
Tyrant Lilly Matah Normal Attack 18 23/48 --/--
*As an addendum, Lilith's SBB refills itself to 100% upon use.
**Although Holy Arms Douglas' SBB has a MAX of 30, he suffers a -50% BC
generation penalty while using his SBB. Plenty of sparking is required to get
the full amount out of it. Fortunately since he's hitting 30 times, he helps
you get max BC out of all your other units.
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09.04 - Critical Damage
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This section will list your external sources of critical hit damage.
Unit Source Increase
Fire Princess Lyn Leader Skill 300%*
Mad God Zebra Leader Skill 150%
Dark Axe Mariudeth Leader Skill 100%
Disciple Zebra Leader Skill 50%
Creator Maxwell Leader Skill 125%
Axe God Mariudeth Leader Skill 100%
Axe King Mariudeth Leader Skill 100%
Rakshasa Lord Vishra Leader Skill 50%
*Fire Princess Lyn is a three star unit with 3000 HP.
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09.10 - Leader Skill Comparison
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This section will compare the leader skills of six star units and relevant five
star units. This will answer the question, "Why use any unit other than the one
that gives the highest increase to my desired stat?"
Attack Leaders
Black Lotus Lunaris Death Idol Kikuri
+65% attack for dark units +50% attack for dark units
+20% BB gauge fill rate
Divine Light Alyut Gold Queen Rina
+65% attack for light units +65% attack for thunder units
Duel-SGX Evil God Kajah
+25% attack boost +100% attack boost when the unit
+15% chance to ignore enemy defense has 30% HP or less
Gaia Armor Edea God Eater Lira
+50% attack for earth units +25% attack boost
+10% def/rec for earth units +10% injury/sick/weaken
+7% poison/curse/paralysis
Heaven's Bolt Amy
+25% attack/def for all units Holy Arms Douglas
+50% attack to earth units
Heaven's Bow Loch BB gauge autofill; 1 BC/turn
+50% attack to thunder units
+10% def/rec to thunder units Hell Keep Alice
+50% attack to dark units
Holy Blades Sefia BB gauge autofill; 1 BC/turn
+50% attack to light units
+20% BB gauge fill rate Holy Flame Vargas
+50% attack to fire units
Holy Earth Lance +10% HP to fire units
+50% attack to earth units
+10% HP to earth units Holy Ice Selena
+50% attack to water units
Holy Guard Will +10% HP to water units
+50% attack to light units
BB gauge autofill; 1 BC/turn Holy Shock Emilia
+50% attack to thunder units
Holy Light Atro BB gauge autofill; 1 BC/turn
+50% attack to light units
+10% HP to light units
Holy Thunder Eze Ice Master Dean
+50% attack to thunder units +50% attack to water units
+10% HP to thunder units +10% def/rec to water units
Legatus Melchio Pixy Lord Leore
+25% attack to all units +25% attack/defense to all units
+15% chance to ignore enemy defense
Sacred Flame Lava
Red Swordsman Farlon +50% attack to fire units
+65% attack to fire units BB gauge autofill; 1 BC/turn
Sea King Mega Seraph Azael
+50% attack to water units +50% attack to light and dark units
BB gauge autofill; 1 BC/turn 10% reduced damage from light and dark
Spear King Raydn Taskmaster Lorand
+65% attack to water units 50% attack to fire units
10% Def/Rec to fire units
Unholy Magress War Queen Ophelia
50% attack to dark units 65% attack to earth units
10% HP to dark units
BB Gauge Autofill
Arcane Solo Eric Drake Angel Aisha
+50% attack boost to rainbow BB gauge autofill; 3 BC/turn
BB gauge autofill; 2 BC/turn
God Emperor Orwen
Final Apostle Tiara 50% chance to fill 5 BC when attacking
+50% attack boost to rainbow +15% chance to ignore enemy defense
BB gauge autofill; 2 BC/turn
Hail Gigantron Reeze Hell Keep Alice
Nullify status ailments +50% attack to dark units
Gain 1-2 BC when attacked BB gauge autofill; 1 BC/turn
Holy Arms Douglas Holy Guard Will
+50% attack to earth units +50% attack to light units
BB gauge autofill; 1 BC/turn BB gauge autofill; 1 BC/turn
Holy Shock Emilia Ice God Arius
+50% attack to thunder units +25% heart crystal effectiveness
BB gauge autofill; 1 BC/turn BB gauge autofill; 3 BC/turn
Noble Fist Dilma Ruin Goddess Zellha
+30% spark damage -20% BC required for BB
BB gauge autofill; 2 BC/turn
Sacred Flame Lava Sea King Mega
+50% attack for fire units +50% attack for water units
BB autofill; 1 BC/turn BB autofill; 1 BC/turn
Seraph Azael Sky Mage Rashil
50% attack to light/dark units BB gauge autofill; 2 BC/turn
10% reduced damage from light/dark 50% increased BC generation during spark
Tesla Club Elulu Tyrant Goddess Phee
+50% spark damage -20% BC required for BB
40% chance to fill 3 BC on attack
Tyrant Lilly Matah Ultra Blade Aem
Gain 3-6 BC when attacked BB autofill; 3 BC/turn
Deemo and the Girl (5*) Goddess Hatsune Miku
Gain 2-3 BC during spark BB autofill; 3 BC/turn
+25% fill rate
BB Gauge Fill Rate
Bordebegia Crusher God Uda
+50% fill rate +50% fill rate
Death Idol Kikuri Duelmex
+20% fill rate +50% fill rate
+50% attack for dark units
Felneus
Empyreal Drake Lodin +50% fill rate
+50% attack boost to rainbow
+30% fill rate Flora Goddess Faris
+50% fill rate
Holy Blades Sefia
+50% attack boost to light units Inferno Goddess Elza
+20% fill rate +50% fill rate
Inferno Princess Dia Goddess Hatsune Miku
+50% attack boost to rainbow BB autofill; 3 BC/turn
+30% fill rate +25% fill rate
Critical Damage
Axe God Mariudeth Creator Maxwell
+100% critical damage +125% critical damage
+15% chance to ignore enemy defense +100% damage to weak elements
Rakshasa Lord Vishra Mad God Zebra
+50% critical damage +150% critical damage
+10% injury/sick/weaken
+7% poison/curse/paralysis
Elemental Hate
Dark Warlord Zephyr Fire Samba Ramna
15% reduced damage from light types 15% reduced damage from earth types
+25% damage dealt to light by dark +25% damage dealt to earth by fire
Guardian Chief Sodis Havoc God Luly
15% reduced damage from dark types 15% reduced damage from thunder types
+25% damage dealt to dark by light +25% damage dealt to thunder by earth
Mech God Grybe Seraph Azael
15% reduced damage from water types +50% attack to light and dark units
+25% damage dealt to water by thunder 10% reduced damage from light and dark
Snow Queen Signas Grahdens
15% reduced damage from fire types +20% to all stats
+25% damage dealt to fire by water 15% reduced damage from light and dark
Blazing Mare Creator Maxwell
+125% extra damage to weak elements +100% extra damage to weak elements
+125% critical damage
Rainbow Leaders
Arcane Solo Eric Azure Goddess Lucina
+50% attack boost to rainbow +50% attack boost to rainbow
BB gauge autofill; 2 BC/turn +10% chance to ignore enemy defense
Blade Emperor Zelban Blaze Guru Bran
+50% attack boost to rainbow +50% attack boost to rainbow
+10% Def/Rec to all units +30% spark damage
Empyreal Drake Lodin Goddess Axe Michele
+50% attack boost to rainbow +50% attack boost to rainbow
+30% BB gauge fill rate +10% HP to all units
Impenetrable Darvan Inferno Princess Dia
+50% attack boost to rainbow +50% attack boost to rainbow
+10% HP to all units +30% BB gauge fill rate
Inferno Swords Logan Terminator Lilith
+65% attack boost to rainbow +65% attack boost to rainbow
Ignore Enemy Defense
Azure Goddess Lucina Axe God Mariudeth
+50% attack boost to rainbow +100% critical damage
+10% chance to ignore enemy defense +15% chance to ignore enemy defense
Duel-SGX God Emperor Orwen
+25% attack boost 50% chance to fill 5 BC when attacking
+15% chance to ignore enemy defense +15% chance to ignore enemy defense
Legatus Melchio
+25% attack boost
+15% chance to ignore enemy defense
Heart Crystals
Ace Chef Lancia Alpha Tree Altri
+50% HC created during spark +75% HC effectiveness
+30% BC created during spark
Ice God Arius Phoenix Reborn
+25% HC effectiveness +75% HC effectiveness
BB gauge autofill; 3 BC/turn
Thief God Zelnite
Soul Vortex Lemia +18% BC generation
+30% BC created during spark +18% HC generation
+20% HC created during spark +3% item drop rate
+70% Karma created during spark +10% karma generation
+15% zel generation
Twin Arms Rickel
+50% spark damage
+20% HC created during spark
Wise Mage Elimo Worldly Themis
+50% HC effectiveness +50% attack to rainbow
+20% HC generation +20% HC generation
HP Boosters
Beast God Exvehl Goddess Axe Michele
+30% HP to all units +50% attack boost to rainbow
Restores 200-400 HP each turn +10% HP to all units
Gravion Havoc Angel Ronel
+20% HP/def to all units Nullify status ailments
10% chance of "damage reduced by 20%" +10% HP to all units
Holy Earth Lance Holy Flame Vargas
+50% attack to earth units +50% attack to fire units
+10% HP to earth units +10% HP to fire units
Holy Ice Selena Holy Light Atro
+50% attack to water units +50% attack to light units
+10% HP to water units +10% HP to light units
Holy Thunder Eze Ice Fortress Oulu
+50% attack to thunder units +20% Def/HP
+10% HP to thunder units +10% chance of "damage reduced by 20%"
Impenetrable Darvan Unholy Magress
+50% attack to rainbow +50% attack to dark units
+10% HP to all units +10% HP to dark units
Grahdens
+20% to all stats
15% reduced damage from light/dark
Spark Damage
Blaze Guru Bran Brave God Hogar
+50% attack boost to rainbow +75% spark damage
+30% spark damage
Defiant God Luther God Engineer Garnan
+50% spark damage +50% spark damage
+30% BC created during spark +30% BC created during spark
Hellborn Dilias Leorone
+75% spark damage +50% spark damage
+30% BC created during spark
Ivy Goddess Nalmika
+30% spark damage Noble Fist Dilma
+10% Injury/sick/weaken +30% spark damage
+7% poison/curse/paralysis BB gauge autofill; 2 BC/turn
Omega Behemoth Tesla Club Elulu
+75% spark damage +50% spark damage
40% chance to fill 3 BC on attack
Status Ignore
Gaians Il&Mina Guardian Darvanshel
Nullify status ailments Nullify status ailments
+10% to def/rec of all units 10% chance of "damage reduced by 20%"
Hail Gigantron Reeze Havoc Angel Ronel
Nullify status ailments Nullify status ailments
Gain 1-2 BC when attacked +10% HP to all units
Status Infliction
God Eater Lira Ivy Goddess Nalmika
+25% attack boost +30% spark damage
+10% injury/sick/weaken +10% injury/sick/weaken
+7% poison/curse/paralysis +7% poison/curse/paralysis
Rakshasa Vishra
+50% critical damage
+10% injury/sick/weaken
+7% poison/curse/paralysis
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09.20 - Super Brave Burst Comparison
--------------------------------------------------------------------------------
This section will list the Super Brave Bursts of six star units, and relevant
five star units, in order of power, and sorted by purpose.
--------------------------------------------------------------------------------
09.21 - Single Target Brave Burst
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Taskmaster Lorand
8 hit combo (65, 5, 5, 5, 5, 5, 5, 5)
40 BC
+100% atk/def/rec boost to self
680% power / 2155 attack
Twin Arms Rickel
20 hit combo
28 BC
80% chance to add paralysis/poison
680% power / 2001 attack
Gaia Armor Edea
12 hit combo
38 BC
90% chance to add poison/sick
25% damage reduction for 1 turn
640% power / 1806 attack
Terminator Lilith
16 hit combo
42 BC
620% power / 1823 attack
Automatically refills SBB after use
God Eater Lira
13 hit combo
30 BC
600% power / 1941 attack
Impenetrable Darvan
14 hit combo
35 BC
Water element added
90% chance to add injury/paralysis
600% power / 1789 attack
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09.22 - Random Target Brave Burst
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There is currently only ONE (1) unit that has a random target super brave burst.
Due to the popularity (or lack thereof) of random target BBs, Eric remains the
equivalent of "The Dark Thunderbird", despite his absolutely massive damage
multiplier on his attack.
Once content starts releasing enemies that have a resistance to critical
strikes, the drawback of Eric's random target will go away, and you will only be
left with a 40 BC attack that deals massive damage.
Arcane Solo Eric
15 hit combo
40 BC
BB gauge autofill; 2 BC for 3 turns
Light element added
800% power / 1743 attack
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09.23 - Multi Target Brave Burst
--------------------------------------------------------------------------------
Gravion
12 hit combo
79 BC
750% power / 2182 attack
Evil God Kajah
15 hit combo
70 BC
80% chance to add curse
720% power / 2232 attack
Seraph Azael
15 hit combo, Light and Dark
55 BC
700% power / 2100 attack
Heaven's Bow Loch
1 hit combo
67 BC
+25% critical for this attack only
+50% BC generated for this attack only
700% power / 1745 attack
Creator Maxwell
33 hit combo
49 BC
+30% critical strike chance
660% power / 2000 attack
Axe God Mariudeth
3 hit combo (80%, 10%, 10%)
47 BC
+45% critical strike chance
580% power / 2354 attack
Brave God Hogar
2 hit combo (40%, 60%)
40 BC
+70% attack boost to all allies
580% power / 2321 attack
Noble Fist Dilma
2 hit combo (50, 50)
40 BC
Ignore defense for 2 turns
+20% critical for this attack only
Restore 100% HP for 3 turns, self only
580% power / 2203 attack
Bordebegia
15 hit combo
62 BC
+70% damage dealt during spark
+30% critical strike chance
480% power / 2061 attack
Havoc Angel Ronel
14 hit combo
64 BC
+25% BC/HC drop rate
480% power / 1879 attack
Holy Blades Sefia
15 hit combo
54 BC
70% chance to add paralysis
460% power / 2080 attack
Death Idol Kikuri
15 hit combo
54 BC
70% chance to curse
460% power / 1933 attack
God Emperor Orwen
14 hit combo
48 BC
+70% attack boost to all allies
Ignore defense for 2 turns
450% power / 2142 attack
Inferno Goddess Elza
30 hit combo
45 BC
+70% damage dealt during spark
60% chance to add curse
450% power / 2083 attack
God Engineer Garnan
15 hit combo
43 BC
+70% damage dealt during spark
+30% critical strike chance
450% power / 2055 attack
Flora Goddess Faris
20 hit combo
43 BC
+45% critical strike chance
+85% HC drop rate (This attack only)
450% power / 1964 attack
Rakshasa Lord Vishra
13 hit combo
55 BC
Fill 1-3 BC when attacked
440% power / 2000 attack
Drake Angel Aisha
15 hit combo
48 BC
+45% critical strike chance
440% power / 1825 attack
Gaians Il&Mina
13 hit combo
48 BC
Regen 1800-2100 + (0.1*REC) for 3 turns
440% power / 1786 attack
Snow Queen Signas
11 hit combo
52 BC
60% chance to add injury
+40% attack for water units
430% power / 2201 attack
Black Lotus Lunaris
15 hit combo
52 BC
Remove all status ailments
Status immunity for three turns
430% power / 2163 attack
Gold Queen Rina
13 hit combo
52 BC
60% chance to add curse/paralysis
430% power / 2063 attack
Fire Samba Ramna
13 hit combo
52 BC
+60% defense boost to all allies
+40% attack boost to fire units
430% power / 2055 attack
Havoc God Luly
12 hit combo
52 BC
+25% HC drop rate
+40% attack to earth units
430% power / 1925 attack
Spear King Raydn
14 hit combo
52 BC
+70% damage dealt during spark
Ignore defense for 2 turns
430% power / 1911 attack
Guardian Chief Sodis
12 hit combo
52 BC
+70% damage dealt during spark
+40% attack boost to light units
430% power / 1903 attack
Dark Warlord Zephyr
15 hit combo
52 BC
Ignore defense for 2 turns
+40% attack boost to dark units
430% power / 1850 attack
Divine Light Alyut
14 hit combo
52 BC
Regen 1800-2100 + (0.1*REC) for 3 turns
BB gauge autofill; 3 BC for 3 turns
430% power / 1755 attack
Tesla Club Elulu
8 hit combo
48 BC
60% chance to add injury
BB Autofill; 4 BC for 3 turns
420% power / 2082 attack
Sea King Mega
11 hit combo
48 BC
BC drop rate +75% for this attack only
420% power / 1982 attack
Hell Keep Alice
13 hit combo
48 BC
Heals 1600-1900 + (1.25*REC)
420% power / 1954 attack
Sacred Flame Lava
12 hit combo
48 BC
Ignore defense for 2 turns
420% power / 1697 attack
Holy Guard Will
10 hit combo
46 BC
+85% HC drop rate for this attack only
420% power / 1535 attack
Defiant God Luther
28 hit combo
45 BC
+50% damage dealt during spark
400% power / 2179 attack
Inferno Swords Logan
16 hit combo
32 BC
+200% attack for this unit for 3 turns
-50% defense for this unit for 3 turns
400% power / 2101 attack
Thief God Zelnite
17 hit combo
48 BC
BC drop rate increased by 15%
HC drop rate increased by 15%
item drop rate increased by 15%
BB gauge autofill; 8 BC for 3 turns
400% power / 2003 attack
Hellborn Dilias
10 hit combo
33 BC
80% chance to add curse
400% power / 2000 attack
Ice God Arius
16 hit combo
37 BC
60% chance to add weaken
Heal 2000-2300 + (125% REC)
400% power / 1990 attack
Beast God Exvehl
24 hit combo
40 BC
Remove all status ailments
Status immunity for three turns
400% power / 1965 attack
Crusher God Uda
15 hit combo
43 BC
+25% BC drop rate
400% power / 1950 attack
Hail Gigantron Reeze
14 hit combo
50 BC
+100% atk/def/rec boost to self
400% power / 1905 attack
Ivy Goddess Nalmika
14 hit combo
36 BC
50% chance to add a random status
400% power / 1833 attack
Ultra Blade Aem
10 hit combo
46 BC
+30% BC drop rate
400% power / 1807 attack
Holy Thunder Eze
10 hit combo
20 BC
+38% attack boost to all allies
400% power / 1806 attack
Heaven's Bolt Amy
13 hit combo
33 BC
60% chance to add injury/weaken
400% power / 1753 attack
Tyrant Goddess Phee
15 hit combo
43 BC
+25% HC drop rate
+85% HC drop rate for this attack
400% power / 1722 attack
Pixy Lord Leore
14 hit combo
48 BC
60% chance to add weaken
heal 1600-1900 + (1.25*REC)
400% power / 1702 attack
Duelmex
10 hit combo
40 BC
70% chance of paralysis
400% power / 1700 attack
Holy Flame Vargas
10 hit combo
48 BC
+40% attack boost to all allies
400% power / 1660 attack
Holy Earth Lance
10 hit combo
48 BC
+40% defense boost to all allies
400% power / 1656 attack
Holy Ice Selena
12 hit combo
48 BC
Regen 1000-1200 + (0.1*REC) for 3 turns
400% power / 1647 attack
Omega Behemoth
7 hit combo
45 BC
+70% damage dealt during spark
400% power / 1612 attack
Holy Light Atro
9 hit combo
48 BC
+35% atk/def boost to all allies
400% power / 1605 attack
Soul Vortex Lemia
12 hit combo
50 BC
45% chance to add a random status
400% power / 1600 attack
Unholy Magress
9 hit combo
48 BC
+40% defense boost for all allies
400% power / 1483 attack
Phoenix Reborn
8 hit combo
35 BC
Regen 1800-2200 + (0.15*REC) for 3 turn
400% power / 1366 attack
Leorone
10 hit combo
40 BC
+70% atk/def/rec boost to all allies
360% power / 2000 attack
Inferno Princess Dia
16 hit combo
42 BC
+22% BC drop rate
Thunder element added
350% power / 2190 attack
Empyreal Drake Lodin
14 hit combo
40 BC
BB gauge autofill; 5 BC for 3 turns
Thunder element added
350% power / 2125 attack
Blaze Guru Bran
16 hit combo
45 BC
+110% defense boost to all allies
Fire element added
350% power / 2000 attack
War Queen Ophelia
13 hit combo
30 BC
BB gauge autofill; 3 BC for 3 turns
350% power / 1984 attack
Goddess Axe Michele
18 hit combo
33 BC
+120% attack boost to all allies
Fire element added
350% power / 1928 attack
Azure Goddess Lucina
16 hit combo
40 BC
+50% attack boost to all allies
Earth element added
350% power / 1921 attack
Ruin Goddess Zellha
30 hit combo
48 BC
60% chance to add injury/weaken
350% power / 1851 attack
Holy Shock Emilia
13 hit combo
43 BC
80% chance to add weaken/paralysis
350% power / 1620 attack
Duel-SGX
20 hit combo
30 BC
+60% critical strike chance
Dark element added
350% power / 1592 attack
Felneus
10 hit combo
46 BC
+30% BC drop rate
350% power / 1578 attack
Final Apostle Tiara
12 hit combo
33 BC
Regen 1800-2100 + (0.13*REC) for 3 turns
Water element added
350% power / 1559 attack
Blade Emperor Zelban
12 hit combo
33 BC
+115% defense boost to all allies
Earth element added
350% power / 1501 attack
Holy Arms Douglas
30 hit combo
47 BC
Spark damage increased by 50%
-50% BC drop rate for this attack only
350% power / 1476 attack
Guardian Darvanshel
13 hit combo
44 BC
50% damage reduction for 1 turn
+50% defense boost to all allies
320% power / 1905 attack
Legatus Melchio
15 hit combo, 5 elements
30 BC
Status Immunity for 3 turns
Light element added
300% power / 1772 attack
Red Swordsman Farlon
12 hit combo
30 BC
+200% attack for this unit for 3 turns
-50% defense for this unit for 3 turns
250% power / 1800 attack
Goddess Hatsune Miku (Brave Burst)
27 hit combo
25 BC
BB gauge autofill; 3 BC/turn
190% power / 1539 attack
War Queen Ophelia (Brave Burst)
10 hit combo
15 BC
160% power / 1984 attack
God Eater Lira (Brave Burst)
11 hit combo
15 BC
160% power / 1941 attack
Red Swordsman Farlon (Brave Burst)
9 hit combo
15 BC
160% power / 1800 attack
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09.24 - Utility Brave Burst
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All attacks listed here, unless otherwise specified are all of the following:
-Level 10
-Super Brave Burst
-Multi Target, if a hit combo is mentioned
Attack buff
The highest attack buffer available is Goddess Axe Michele, at +120% attack for
three turns, in addition to a firefix.
Leorone gives attack, defense, and recovery.
Ace Chef Lancia Azure Goddess Lucina
38 BC 40 BC
50% Attack boost to all allies 16 hit combo
Heal 3160-3360 + (1.25*REC) +50% attack boost to all allies
Regen 860-1060 + (0.1*REC) for 3 turns Earth element added
350% power / 1921 attack
Brave God Hogar Dark Warlod Zephyr
2 hit combo (40%, 60%) 15 hit combo
40 BC 52 BC
+70% attack boost to all allies Ignore defense for 2 turns
580% power / 2321 attack +40% attack for dark units
430% power/ 1850 attack
Fire Samba Ramna Goddess Axe Michele
13 hit combo 18 hit combo
52 BC 33 BC
+60% defense boost to all allies +120% attack boost to all allies
+40% attack boost to fire units Fire element added
430% power / 2055 attack 350% power / 1928 attack
Guardian Chief Sodis Havoc God Luly
12 hit combo 12 hit combo
52 BC 52 BC
+70% damage dealt during spark +25% HC drop rate
+40% attack boost to light units +40% attack to earth units
430% power / 1903 attack 430% power / 1925 attack
Holy Flame Vargas Holy Light Atro
10 hit combo 9 hit combo
48 BC 48 BC
+40% attack boost to all allies +35% atk/def boost to all allies
400% power / 1660 attack 400% power / 1605 attack
Holy Thunder Eze Leorone
10 hit combo 10 hit combo
20 BC 40 BC
+38% attack boost to all allies +70% atk/def/rec boost to all allies
400% power / 1806 attack 360% power / 2000 attack
Mech God Grybe Snow Queen Signas
15 hit combo 11 hit combo
52 BC 52 BC
+40% attack for thunder units 60% chance to add injury
60% chance to add weaken +40% attack for water units
430% power / 2229 attack 430% power / 2201 attack
BB gauge filling
Lilly Matah is the premier in defensive BB spam versus bosses that hit your
whole party multiple times per turn.
Zelnite's 8 BC/turn fill is massive, *and* he offers BC and HC generation.
Divine Light Alyut Empyreal Drake Lodin
14 hit combo 14 hit combo
52 BC 40 BC
Regen 1800-2100 + (0.1*REC) for 3 turns BB gauge autofill; 5 BC for 3 turns
BB gauge autofill; 3 BC for 3 turns Thunder element added
430% power / 1755 attack 350% power / 2125 attack
Arcane Solo Eric Goddess Hatsune Miku (Brave Burst)
15 hit combo (RANDOM TARGET) 27 hit combo
40 BC 25 BC
BB gauge autofill; 2 BC for 3 turns BB gauge autofill; 3 BC for 3 turns
Light element added 190% power / 1539 attack
800% power / 1743 attack
Rakshasa Lord Vishra Tesla Club Elulu
13 hit combo 8 hit combo
55 BC 48 BC
Fill 1-3 BC when attacked 60% chance to add injury
440% power / 2000 attack BB gauge autofill; 4 BC for 3 turns
420% power / 2082 attack
Thief God Zelnite Tyrant Lilly Matah
17 hit combo 48 BC
48 BC BB autofill; 4 BC for 3 turns
+15% BC/HC/Item drop rate fill 3-6 BC when attacked
BB gauge autofill; 8 BC for 3 turns +20% BC drop rate
400% power / 2003 attack
War Queen Ophelia
13 hit combo
30 BC
BB gauge autofill; 3 BC for 3 turns
350% power / 1984 attack
BC drop rate
Crusher God Uda Felneus
15 hit combo 10 hit combo
43 BC 46 BC
+25% BC drop rate +30% BC drop rate
400% power / 1950 attack 350% power / 1578 attack
Havoc Angel Ronel Inferno Princess Dia
14 hit combo 16 hit combo
64 BC 42 BC
+25% BC/HC drop rate +22% BC drop rate
480% power / 1879 attack 350% power / 2190 attack
Thunder element added
Thief God Zelnite Tyrant Lilly Matah
17 hit combo 48 BC
48 BC BB autofill; 4 BC for 3 turns
+15% BC/HC/Item drop rate fill 3-6 BC when attacked
BB gauge autofill; 8 BC for 3 turns +20% BC drop rate
400% power / 2003 attack
Ultra Blade Aem
10 hit combo
46 BC
+30% BC drop rate
400% power / 1807 attack
Critical chance
Duel-SGX will cap you at 70% by himself.
Maxwell/Mariudeth also has a critical damage leader skill, filling two roles.
Bordebegia/Garnan gives 70% (highest) spark damage on hit, filling two roles.
Axe God Mariudeth Bordebegia
3 hit combo (80%, 10%, 10%) 15 hit combo
47 BC 62 BC
+45% critical strike chance +70% damage dealt during spark
580% power +30% critical strike chance
480% power / 2061 attack
Creator Maxwell Drake Angel Aisha
33 hit combo 15 hit combo
49 BC 48 BC
+30% critical strike chance +45% critical strike chance
660% power / 2000 attack 440% power / 1825 attack
Duel-SGX Flora Goddess Faris
20 hit combo 20 hit combo
30 BC 43 BC
+60% critical strike chance +45% critical strike chance
Dark element added +85% HC drop rate (This attack only)
350% power / 1592 attack 450% power / 1964 attack
God Engineer Garnan Sky Mage Rashil
15 hit combo 40 BC
43 BC Heal 3360-3560 + (1.25*REC)
+70% damage dealt during spark +35% critical strike chance
+30% critical strike chance Renders self immune to death
450% power / 2055 attack
Defense - "Defense Boost" and "Damage Reduction" buffs stack with each other
"Damage reduction" is super important for many raids and trials. This makes
Oulu and Darvanshel desirable units.
Blade Emperor Zelban Blaze Guru Bran
12 hit combo 16 hit combo
33 BC 45 BC
+115% defense boost to all allies +110% defense boost to all allies
Earth element added Fire element added
350% power / 1501 attack 350% power / 2000 attack
Fire Samba Ramna Gaia Armor Edea
13 hit combo 12 hit combo (Single Target)
52 BC 38 BC
+60% defense boost to all allies 90% chance to add poison/sick
+40% attack boost to fire units 25% damage reduction for 1 turn
430% power / 2055 attack 640% power / 1806 attack
Guardian Darvanshel Holy Earth Lance
13 hit combo 10 hit combo
44 BC 48 BC
50% damage reduction for 1 turn +40% defense boost to all allies
+50% defense boost to all allies 400% power / 1656 attack
320% power / 1905 attack
Holy Light Atro Ice Fortress Oulu
9 hit combo 43 BC
48 BC 50% damage reduction for 1 turn
+35% atk/def boost to all allies +100% defense boost to all allies
400% power / 1605 attack
Leorone Unholy Magress
10 hit combo 9 hit combo
40% BC 48 BC
+70% atk/def/rec boost to all allies +40% defense boost to all allies
360% power / 2000 attack 400% power / 1483 attack
Wise Mage Elimo
40 BC
+50% defense to all units
+25% damage reduction for 1 turn
Heal 3160-3360 + (1.25*REC)
Elemental fixing
Azure Goddess Lucina Blade Emperor Zelban
16 hit combo 12 hit combo
40 BC 33 BC
+50% attack boost to all allies +115% defense boost to all allies
Earth element added Earth element added
350% power / 1921 attack 350% power / 1501 attack
Blaze Guru Bran Duel-SGX
16 hit combo 20 hit combo
45 BC 30 BC
+110% defense boost to all allies +60% critical strike chance
Fire element added Dark element added
350% power / 2000 attack 350% power / 1592 attack
Empyreal Drake Lodin Final Apostle Tiara
14 hit combo 12 hit combo
40 BC 33 BC
BB gauge autofill; 5 BC for 3 turns Regen 1800-2100 + (0.13*REC) for 3 turns
Thunder element added Water element added
350% power / 2125 attack 350% power /1559 attack
Goddess Axe Michele Arcane Solo Eric
18 hit combo 15 hit combo (RANDOM TARGET)
33 BC 40 BC
+120% attack boost to all allies BB gauge autofill; 2 BC for 3 turns
Fire element added Light element added
350% power / 1928 attack 800% power / 1743 attack
Impenetrable Darvan Inferno Princess Dia
14 hit combo 16 hit combo
35 BC 42 BC
Water element added +22% BC drop rate
90% chance to add injury/paralysis Thunder element added
600% power / 1789 attack 350% power / 2190 attack
Legatus Melchio Worldly Themis
15 hit combo, 5 elements 44 BC
30 BC Heal 4000-4500 + (1.25*REC)
Status Immunity for 3 turns Dark element added
Light element added +80% REC to all allies
300% power / 1772 attack
Healing
At present, Hell Keep Alice is the only burst healer that also attacks.
Ace Chef Lancia Divine Light Alyut
38 BC 52 BC
50% Attack boost to all allies 14 hit combo
Heal 3160-3360 + (1.25*REC) Regen 1800-2100 + (0.1*REC) for 3 turns
Regen 860-1060 + (0.1*REC) for 3 turns BB gauge autofill; 3 BC for 3 turns
430% power / 1755 attack
Final Apostle Tiara Gaians Il&Mina
12 hit combo 13 hit combo
33 BC 48 BC
Regen 1800-2100 + (0.13*REC) for 3 turn Regen 1800-2100 + (0.1*REC) for 3 turns
Water element added 440% power / 1786 attack
350% power / 1559 attack
Hell Keep Alice Holy Ice Selena13 hit combo 12 hit combo 48 BC 48 BC Heal 1600-1900 + (1.25*REC) Regen 1000-1200 + (0.1*REC) for 3 turns 420% power / 1954 attack 400% power / 1647 attack Ice God Arius Ice Master Dean 16 hit combo Heal 1760-2160 + (1.25*REC) 37 BC Remove all status ailments 60% chance to add weaken 35 BC Heal 2000-2300 + (125*REC) 400% power / 1990 attack Phoenix Reborn Pixy Lord Leore 8 hit combo 48 BC 35 BC 14 hit combo Regen 1800-2200 + (0.15*REC) for 3 turn 60% chance to add weaken 400% power / 1366 attack Heal 1600-1900 + (1.25*REC) 400% power / 1702 attack Wise Mage Elimo Worldly Themis 40 BC 44 BC +50% defense to all units Heal 4000-4500 + (1.25*REC) +25% damage reduction for 1 turn Dark element added Heal 3160-3360 + (1.25*REC) +80% REC to all allies Ignore Defense Raydn both ignores defense and gives 70% (maximum) spark damage. Dark Warlord Zephyr God Emperor Orwen 15 hit combo 14 hit combo 52 BC 48 BC Ignore defense for 2 turns +70% attack boost to all allies +40% attack for dark units Ignore defense for 2 turns 430% power / 1850 attack 450% power / 2142 attack Noble Fist Dilma Sacred Flame Lava 2 hit combo (50, 50) 12 hit combo 40 BC 48 BC Ignore defense for 2 turns Ignore defense for 2 turns +20% critical for this attack only 420% power / 1697 attack Restore 100% HP for 3 turns, self only 580% power / 2203 attack Spear King Raydn 14 hit combo 52 BC +70% damage dealt during spark Ignore defense for 2 turns 430% power / 1911 attack Sparking Raydn gives ignore defense in addition to 70% spark damage. Garnan/Bordebegia gives critical strike chance in addition to 70% spark damage. Bordebegia Defiant God Luther 15 hit combo 28 hit combo 62 BC 45 BC +70% damage dealt during spark +50% damage dealt during spark +30% critical strike chance 400% power / 2179 attack 480% power / 2061 attack God Engineer Garnan Guardian Chief Sodis 15 hit combo 12 hit combo 43 BC 52 BC +70% damage dealt during spark +70% damage dealt during spark +30% critical strike chance +40% attack boost to light units 450% power / 2055 attack 430% power / 1903 attack Holy Arms Douglas Inferno Goddess Elza 30 hit combo 30 hit combo 47 BC 45 BC Spark damage increased by 50% +70% damage dealt during spark -50% BC drop rate for this attack only 60% chance to add curse 350% power / 1476 attack 450% power / 2083 attack Omega Behemoth Spear King Raydn 7 hit combo 14 hit combo 45 BC 52 BC +70% damage dealt during spark +70% damage dealt during spark 400% power / 1612 attack Ignore defense for 2 turns 430% power / 1911 attack Status Immunity Alpha Tree Altri Beast God Exvehl 40 BC 40 BC Remove all status ailments 24 hit combo Status immunity for three turns Remove all status ailments Heal 4000-4500 + (1.25*REC) Status immunity for three turns 400% power/ 1965 attack Black Lotus Lunaris Ice Master Dean 15 hit combo Heal 1760-2160 + (1.25*REC) 52 BC Remove all status ailments Remove all status ailments 35 BC Status immunity for three turns 430% power / 2163 attack Legatus Melchio 15 hit combo, 5 elements 30 BC Status Immunity for 3 turns Light element added 300% power / 1772 attack Status Infliction Death Idol Kikuri Duelmex 15 hit combo 10 hit combo 54 BC 40 BC 70% chance to curse 70% chance to paralyze 460% power / 1933 attack 400% power / 1700 attack Evil God Kajah Gaia Armor Edea 15 hit combo 12 hit combo (Single Target) 70 BC 38 BC 80% chance to add curse 90% chance to add poison/sick 720% power / 2232 attack 25% damage reduction for 1 turn 640% power / 1806 attack Gold Queen Rina Heaven's Bolt Amy 13 hit combo 13 hit combo 52 BC 33 BC 60% chance to add curse/paralysis 60% chance to add injury/weaken 430% power / 2063 attack 400% power / 1753 attack Hellborn Dilias Holy Blades Sefia 10 hit combo 15 hit combo 33 BC 54 BC 80% chance to add curse 70% chance to add paralysis 400% power / 2000 attack 460% power / 2080 attack Holy Shock Emilia Ice God Arius 13 hit combo 16 hit combo 43 BC 37 BC 80% chance to add weaken/paralysis 60% chance to add weaken 350% power / 1620 attack Heal 2000-2300 + (125% REC) 400% power / 1990 attack Impenetrable Darvan Inferno Goddess Elza 14 hit combo (SINGLE TARGET) 30 hit combo 35 BC 45 BC Water element added +70% damage dealt during spark 90% chance to add injury/paralysis 60% chance to add curse 600% power / 1789 attack 450% power / 2083 attack Ivy Goddess Nalmika Mech God Grybe 14 hit combo 15 hit combo 36 BC 52 BC 50% chance to add a random status +40% attack for thunder units 400% power / 1833 attack 60% chance to add weaken 430% power / 2229 attack Ruin Goddess Zellha Soul Vortex Lemia 30 hit combo 12 hit combo 48 BC 50 BC 60% chance to add injury/weaken 45% chance to add a random status 350% power / 1851 attack 400% power / 1600 attack Tesla Club Elulu Twin Arms Rickel 8 hit combo 20 hit combo 48 BC 28 BC 60% chance to add injury 80% chance to add paralysis/poison BB Autofill; 4 BC for 3 turns 680% power / 2001 attack 420% power / 2082 attack -------------------------------------------------------------------------------- 10.00 - Frequently Asked Questions -------------------------------------------------------------------------------- How good is (TYPE) on (UNIT)? What is (UNIT)'s best type? It depends on your goals, and the unit's inherent stats. ANIMA - +HP/-REC -Good for all units in Arena -Good for high REC units -Good for high HP units -Bad for low REC units -Bad for extended fights, unless the unit has a high REC score BREAKER - +ATK/-DEF -Good for most units in Arena -Bad for low DEF/HP units -Bad for extended fights GUARDIAN - +DEF/-ATK -Bad for most units in Arena -Good for quests and extended fights ORACLE - +REC/-HP -Good for units with very low REC -Bad for units with medium to high REC -Bad for units with low HP I just got (UNIT) from Rare Summon! Is it any good? Short answer: Yes. Long answer: Starters are good units when you have limited cost and an abundance of six-star units that have a massive cost. Thunderbird is useful if you have a slot on your team being taken up by a non-premium unit, or if you don't have five units for a thunder team. Every unit has a use, until you get to very high levels, where cost is no longer an issue, and you have a unit capacity of 200, filled with multiples of all relevant types. If that is the case, why are you reading this? The first unit I got has the lowest power on your unit list! Is it useless? No. Even starters (Selena, Lario, Atro, and friends) are more useful than the free units you acquire while playing through the game. Merith, Angel, Goblin, and Parmi are not even listed above. Additionally, starters have the highest cost:power ratios in the game, with 10 cost in a division where nearly every new unit produced is 15 or 16 cost. At 50 cost, you can have a team of five starters at the five star level, while you would only be able to have three Lira, Farlon, or Raydn on that same team. I heard you can get free gems/energy/whatever from downloading this program! It's a scam. Did it ask you to fill out a survey before downloading? Surveys make money for other people. Did it ask you to install some other app on your device? You're making money for someone else. Did it trigger your antivirus? It's probably a virus. Did the link have "r=" or "ref=" in the title? You're making money for someone else again. Does it even work after all this? If it does, you're likely to have your account suspended after the next Frontier Hunter or Victory Points Tournament, when they do their scans for cheaters. This is a massively popular online game that pays for its servers by making its playerbase buy gems. If there was some easy and free way to get around this, more people would know about it, and fewer people would be buying gems. Thus, the servers would not be able to be sustained, and the game would fail. Is this unit batch worth using gems on? -Does your Lightning/Rainbow/Arena team have a slot for the unit? If yes, summon. If no, continue. -Does the new unit have a LEADER SKILL that is worth pumping tons of zel, evolution units, and metal parades worth of runs into, to replace whatever your current leader is? If yes, summon. If no, continue. -Is the disparity between the new unit's stats and the stats of the unit you will be replacing large enough that it's worth training up a new unit? If yes, summon. If no, continue. -Do you want the unit for any other reason? Cuteness, Pokedex completion, etc.? If yes, summon. If no, do not summon. How much experience will a fused unit give my main unit? If the units are the same element, the main unit will gain 50% more experience than if the units were separate elements. A dark unit will get 227,286 experience from a dark crystal, whereas non-dark units will get 151,524. Ghosts give 1,506 experience each. Kings give 11,012 experience each. Gods give 51,518 experience each. Crystals give 151,524 experience each. The amount of experience a unit gives when fused is based on the RARITY of the fused unit, plus the 40% of the amount of EXPERIENCE it has (not its level). Base experience given by a level 1 unit at each rarity 1 star 2 star 3 star 4 star 5 star 6 star 100 ?? 512 1024 1534 ?? At 9,789 experience, (six ghosts fused, one of which was a great success), a 3* Galant is level 14 and gives 4,428 experience when fused. Also at 9,789 experience, a 5* Ivy Nalmika is level 12, and gives 5,450 experience when fused. At level 1, they gave 512 and 1,534 experience, respectively. Still unsure if higher level or higher rarity units give better chance of BB levelling. -------------------------------------------------------------------------------- 99.00 - Special Thanks -------------------------------------------------------------------------------- Successful "Trial of the Gods" teams provided by the following GameFAQs users: FLIPprata Hazel7 Agent Starrk gartaroo Valen-stein DuFuq yumioi jlenh Super Metal Parade and Rare Summon data provded by the following GameFAQs users: brandozer Super Metal Parade data provided by the following GameFAQs users: NodgeFalec PSO_Phoenix Jayplus SaltyZero24 BirgitteSilver jory014 Red Commando hikaruomega Figuratively 3s0o0h3 blaza192 cento8485 Rennny L9n Sir_Pete_of_BF Super_Game_guru HolyCrux ayanami_rei_2nd sidoro ThaerinZero xShinichi Rare Summon data provided by the following GameFAQs users: u8magum Shinychezburger ScraftyG staticcole olmansilverpant Shadow_of_Deth PowerofFusion Kuniro