School's starting tomorrow so I thought I should get this out while I can.
Okay, so I got more tips based on some experiences I have throughout my Brave Frontier F2P journey. These tips could be considered a rework of my old post, but I hope you guys can find this useful either way.
1. Boss/miniboss units DO NOT DROP for the most part.
If the boss in question is a RS unit, at least 3* in rarity, or is a storyline boss, chances are that they WILL NOT DROP. There are some exceptions, though. Lario's batch will not drop at the first map of Mistral. Mob boss units will not drop if you encounter them anytime after the first map of Mistral. Certain mob units/Lario's batch has a chance to drop if they're encountered as minibosses. Zebra, Mare, and Zurg, despite being storyline bosses, can drop if you're lucky enough. Mifa, fought in JP's latest map Rakshult, is a rather interesting case. He has a unit sprite like Mare and Zebra, so it's hinted that he IS capturable, but it's uncertain WHEN he'll be available for players to obtain.
2. Summon ONLY during Popular Units Rates Up (GLOBAL).
As of now, in Global, there is no such thing as a 'Rates Up' when units of a batch are first released. Popular Units Rates Up is when these units' rates are truly raised. If you want a shot at that Raaga you so desperately seek summon when his rates are up at that time.
JP has no rates up when a unit batch is initially released, but at least they have 2 summon doors, and the Super RS gate is 3 gems per summon when a new batch is released.
3. Starting out? Pick Selena as your starter.
No, seriously. Okay, I said that she was the weakest starter unit, with a mediocre HP pool and bad DEF, but now, she is OP. As a 7*, she is an absolute beast. Her ES allows her to survive an attack that would otherwise kill her, aka an Angel Idol effect, and boosts all her stats by 20% if Lexida is equipped. Lexida not only covers her poor HP pool, it also doubles her hit counts, effectively giving double HC and BC drops every time she attacks regularly. And to top it all off, Lexida is obtained through Selena's GGC, which is one of the easiest GGC to clear! She can solo Vargas's GGC AND is capable of being a one-woman army in Arena, and is a staple and, for the most part, a key unit in Quests (HoT buff + BC and HC drop) and Arena. She isn't dubbed the 'Queen of Arena' for nothing, you know.
4. This game is neither P2W nor P2P. It is an F2P game, and buying gems does make things easier, but it is by no means necessary to succeed.
Okay, I have had enough of this sh!t from non-BF players, or BF players who just don't know any better. I was watching some gameplay of Final Fantasy Record Keeper to see if it was actually worth downloading (it is for all you Final Fantasy nuts like me, but since it requires a minimum of iOS 7, I can't download it yet T_T), when I saw a comment on one of the videos, asking if the game was F2P like Brave Frontier. A comment reply said that yes, it's F2P, 'unlike Brave Sh!t'. I believe the comment was long since deleted, but I was laughing my @$$ off when I realize that hey, I'm an F2P player who's succeeding!
Brave Frontier is by no means a P2W game. Sure, buying gems makes things easier for players because buying gems = more Rare Summons = more chances at better units/better typings for your units. It doesn't mean that you NEED to buy gems to succeed. Sure, the strongest units start at 5* (Kira batch onwards), but most 6* units are still viable to use in late game, and all are still usable early on (yes, even Eric). I was still running around with Lucca lead, Darvanshell, Ragshelm, ORACLE 7* Colt with ES NOT ACTIVE, and 5* KANON in Celgrad in JP, after my long hiatus. And this was BEFORE the Oracle type buff in JP, so Oracle STILL was a cut in HP for higher REC. And only my Kanon and Darvanshell were at MAX level.
Point is, don't just regard the game as 'P2W' because you get 'horrible' units. Old units get 7* evolutions too you know, and most 7* units cover each others' weaknesses, even with similar skillsets. Just look at the LS sparker trio of Roa, Raaga, and Maharu! If gems are your problem, Global gives 1 every week through daily login, and it can be obtained starting at Group 8, while in JP, they have regular monthly gem giveaways. Frontier Hunter is also a good place to farm gems.
5. Unit > Type.
By now, most unit's base stats are amazing. So, if you get a particularly good unit such as Aaron, Krantz, Nadleeh, Chalice, or Maharu, don't just ditch the unit because it's an Oracle/Breaker/any type you don't want, especially if you NEED that particular unit or if that was your first. Remember, type doesn't really matter since there are imps, and spheres such as the Heresy Orb, Fallacy Orb, and Veragando can help with stats.
ONLY when you get a double unit the type starts to matter, and even then, ESPECIALLY if your first unit is already imped/dual-sphered/has UBB and their type is worse than the second one you pulled, you might want to keep the one with better typing as a side project.
But still. If you have the Anima, keep the Anima. A LOT of people will have your head if you ditch the Anima, unless you already have the Anima as your first summon and you kept it.
6. Just because his level's higher than you does NOT mean he's a better player.
(This here is a retelling of a story from one of the Brave Frontier groups I'm part of. My friend from the Confirmation Sacrament at church shared this to me.)
So, you got an Elza. She's a good unit, especially early on and for Arena. She's got high hit counts, can curse, and her drop check's pretty good. Nice LS too. You go to your higher-level friend, and he says, yes, put her as leader. So you do.
But then, you summon a Zelnite. And a Lucca. AND a Raaga. You get your Raaga to 6* and then you go to your friend. He suggests you keep your leader as 5* Elza because of cost issues. You do that.
Fast-forward to a few days later. You're talking to a friend and she says you should've used Raaga as your lead. You say no, your cost is not enough, and your higher-levelled friend said himself that you should keep your lead as Elza. And, since she's at level 120 and your friend is at level 154, you're going to follow your level 154 friend's advice to win, since he's a better player.
You, my friend, need to know this. A higher-level friend does not mean he's a better player!
Let's put this into perspective, shall we? There are level 40 players with 7* units, and level 150 players who died a lot during Mecha Totem runs. Level 140 players with Ark, level 120 with Xie'Jing, and level 190 who hasn't cleared Seria or Afla Dilith. Level 140 who has 6* Grahdens, and level 200 who doesn't. Level 200 at Arena Rank of General, and level 180 at Cherubium. Level 175 who hasn't finished Quests, and level 145 who cleared all Quests and bonus dungeons.
In Brave Frontier, PLAYER LEVEL DOESN'T MEAN SH!T IF YOU'RE TALKING ABOUT THE PLAYER'S SUCCESS! It isn't about how high your level is. Sure, he's got a high level, but if all he's been doing is spamming the Monday dungeon, Fourfold Pillar, or Changing the World, then it isn't that impressive now is it? Player level only matters in team-building and energy in higher levels.
Part of the fun in Brave Frontier is making your OWN team to suit your OWN needs. Play around with your available units, see what works best for you. Read Leader Skill and Brave Burst effects, see what your team needs and who you can cut to save cost. For example, Raaga can cover Rosetta and Feeva/Zelnite if set as leader, while Lucca is a more effective LS BB gauge supporter compared to Elza if you don't have much BC production. If you're sh!t at sparking, maybe you'd want Zelnite, Feeva, Lucca, or Elza as your leader, but if your team is build around sparking, the Raaga, Rosetta, Maharu, or Roa is the better leader.
Don't just blindly follow a higher-levelled player's (make that ANY PLAYER'S) advice. Asking advice from other players is part of the learning process, but if it's just one person, then that's not exactly much now is it?
Look, I could've followed my friend's advice to bring my Anima Ruby for Seria (in JP). Instead, I used Raaga lead, Colt, Elimo, Selena, Feeva, and Bestie friend, and I won with relative ease compared to him, who wasted all his Crescent Dews and Revive Lights!
I guess that's all for now, folks! Back to IB life, here I go...
Used to be my GP blog, but not now. I post mostly video game stuff (mainly JRPGs, especially Brave Frontier) and other random stuff like memes here. Also contains some dark stuff from my mind, so yeah.
Showing posts with label BF JP. Show all posts
Showing posts with label BF JP. Show all posts
Sunday, August 2, 2015
Sunday, July 26, 2015
Total Raid Overhaul?!
Yep, the Krantz update in JP servers included a major overhaul to the Raid Battle system. And I kid you not, Raid just got far more manageable there. At least, in my opinion.
You know Draegar? That @$$ from Raid X1 in Global that managed to gain the ire of Raiders for a very long time, especially those who need those evolution materials for Elaina and Grandt but RNG just hates them? This new Raid system would make him slightly more manageable...if Global would just stop bugging out so often.
So, what's the overhaul? Well, you know how you gotta move from one location to the next? In the old Raid battle format, every time you move, you'll have to face mooks. It gets annoying if you need to get back to the camp ASAP because your health is low.
However, in JP, you're able to move from one location to the next WITHOUT facing mooks. You get to choose where you want to fight mooks to gain BB gauges. Bosses are automatically fought upon arriving at their location.
So...what you want to do for the majority of the Raid bosses in JP is to pop a Detector, go to a tile near the boss, and battle there. Fill BB gauges, then attack the boss. For Granomos and Medronomus, you'll want to be careful on where you're going to battle because if you're unlucky, you're gonna fight them with empty BB gauges.
Welp, that's all I wanted to say for now. School's starting in a week so...yeah...
Bye guys!
You know Draegar? That @$$ from Raid X1 in Global that managed to gain the ire of Raiders for a very long time, especially those who need those evolution materials for Elaina and Grandt but RNG just hates them? This new Raid system would make him slightly more manageable...if Global would just stop bugging out so often.
So, what's the overhaul? Well, you know how you gotta move from one location to the next? In the old Raid battle format, every time you move, you'll have to face mooks. It gets annoying if you need to get back to the camp ASAP because your health is low.
However, in JP, you're able to move from one location to the next WITHOUT facing mooks. You get to choose where you want to fight mooks to gain BB gauges. Bosses are automatically fought upon arriving at their location.
So...what you want to do for the majority of the Raid bosses in JP is to pop a Detector, go to a tile near the boss, and battle there. Fill BB gauges, then attack the boss. For Granomos and Medronomus, you'll want to be careful on where you're going to battle because if you're unlucky, you're gonna fight them with empty BB gauges.
Welp, that's all I wanted to say for now. School's starting in a week so...yeah...
Bye guys!
Sunday, July 5, 2015
Making a big comeback in JP! (+ current events in JP servers)
I am back to playing intensively in the JP servers!
It's been two years since Brave Frontier first opened its gates to Grand Gaia and JP is celebrating it REALLY WELL. Right now, there's a half-energy event for EVERY SINGLE THING IN THE GAME (useful for farming levels, evo mats and metal units), daily metal/jewel keys (2 of a type each day, alternating), Super Honor Summon (no ghosts), increased Honor Points during questing (40 for strangers, 80 for friends), fusion rates up, and 2000 Honor Points daily. These events will last until July 16.
They also have a 'get a unit you want' campaign. It's accessible in the banners (the one with the '1') and is available until July 10. Just fill in the form in the web page the banner links to (The question is: How did you find out about Brave Frontier?) and select the unit element, the unit you want, and the type you want the unit to be. That's how I got my Krantz (Anima).
There is also a daily 2 gem giveaway as a part of the 2-year celebration, and by the end of this event, it totals to 124 gems.
They also have a 10-day summer giveaway that totals to 25 gems, 1 Crystal set, 100 Medals, 4 Burst Frogs, 1 Burst Emperor, 5000 Achievement Points, 1 imp set, 1 Almighty Imp Alton, and 1 Sphere Frog...seriously Alim is great when it comes to giveaways.
Another new feature in the Japan servers is the fact that there are 2 types of Rare Summons. The Super Rare Summon gate contains units that have 7* potential and start at 5*. It contains units from Feeva's batch onwards. 1 summon costs 5 gems, but when it first came out, it was 3 gems per summon.
The regular Rare Summon contains all units prior to Feeva, and does not include units from the Super Rare Summon gate. It costs 3 gems to summon from this gate.
I am practically living the life in JP. All I've been doing is summoning from the Super Rare Summon gate when it was 3 gems per summon and whaddya know? I got loads of good units. Here's a breakdown of the great units I got in no particular order (evolved some already, and don't mind some of these units, I was on an evolving spree):
-Rivera (B)
-Regrard (B)
-Medina (A)
-Kafka (L)
-Raaga (O)
-Aaron (G)
-Claire (A)
-Feeva (G)
-Yuura (L)
-Reis (O)
-Yuura (A)
-Colt (G)
-Alpha (B)
-Alpha (G)
I actually also got an oracle Alpha but that went as fodder for my Quaid.
Now comes the next problem: COST.
Seeing that I want my Krantz to be ready for future content, I will be raising his level while placing him in my main squad until I get my Aaron to 6* near-MAX level. That way, I can focus on Krantz easily when I finally evolve him to 7*.
But before that I'll beat Cardes first because my cost will not be enough to hold these units if they hit 7*. That's what my Kafka is for.
And right now I'm farming the level 4 Monday dungeon because of the high EXP/EN ratio...literally got 1 level up in 5 minutes.
SO! I still need more friends in JP. If you play in the Japanese servers, here is my player data:
Bye guys!
It's been two years since Brave Frontier first opened its gates to Grand Gaia and JP is celebrating it REALLY WELL. Right now, there's a half-energy event for EVERY SINGLE THING IN THE GAME (useful for farming levels, evo mats and metal units), daily metal/jewel keys (2 of a type each day, alternating), Super Honor Summon (no ghosts), increased Honor Points during questing (40 for strangers, 80 for friends), fusion rates up, and 2000 Honor Points daily. These events will last until July 16.
They also have a 'get a unit you want' campaign. It's accessible in the banners (the one with the '1') and is available until July 10. Just fill in the form in the web page the banner links to (The question is: How did you find out about Brave Frontier?) and select the unit element, the unit you want, and the type you want the unit to be. That's how I got my Krantz (Anima).
There is also a daily 2 gem giveaway as a part of the 2-year celebration, and by the end of this event, it totals to 124 gems.
They also have a 10-day summer giveaway that totals to 25 gems, 1 Crystal set, 100 Medals, 4 Burst Frogs, 1 Burst Emperor, 5000 Achievement Points, 1 imp set, 1 Almighty Imp Alton, and 1 Sphere Frog...seriously Alim is great when it comes to giveaways.
Another new feature in the Japan servers is the fact that there are 2 types of Rare Summons. The Super Rare Summon gate contains units that have 7* potential and start at 5*. It contains units from Feeva's batch onwards. 1 summon costs 5 gems, but when it first came out, it was 3 gems per summon.
The regular Rare Summon contains all units prior to Feeva, and does not include units from the Super Rare Summon gate. It costs 3 gems to summon from this gate.
I am practically living the life in JP. All I've been doing is summoning from the Super Rare Summon gate when it was 3 gems per summon and whaddya know? I got loads of good units. Here's a breakdown of the great units I got in no particular order (evolved some already, and don't mind some of these units, I was on an evolving spree):
-Rivera (B)
-Regrard (B)
-Medina (A)
-Kafka (L)
-Raaga (O)
-Aaron (G)
-Claire (A)
-Feeva (G)
-Yuura (L)
-Reis (O)
-Yuura (A)
-Colt (G)
-Alpha (B)
-Alpha (G)
I actually also got an oracle Alpha but that went as fodder for my Quaid.
Now comes the next problem: COST.
Seeing that I want my Krantz to be ready for future content, I will be raising his level while placing him in my main squad until I get my Aaron to 6* near-MAX level. That way, I can focus on Krantz easily when I finally evolve him to 7*.
But before that I'll beat Cardes first because my cost will not be enough to hold these units if they hit 7*. That's what my Kafka is for.
And right now I'm farming the level 4 Monday dungeon because of the high EXP/EN ratio...literally got 1 level up in 5 minutes.
SO! I still need more friends in JP. If you play in the Japanese servers, here is my player data:
Bye guys!
Thursday, April 16, 2015
I'm back in JP servers!
I'm finally back in JP servers.
WOO!
But my team right now is so outdated are you kidding me. This is how I left my team:
Lucca, level 34 (Anima) leader
Ragshelm, level 28 (Breaker)
Darvanshell, level MAX (Lord)
Ulkina, level MAX (Breaker)
Luther, level MAX (Guardian)
But, with the rates up just today, I've summoned quite a few good units, not to mention I got Feeva, Kanon, and Tora before I went on a hiatus in my JP file. The units I just summoned today? They were Ivris (Anima), Fadar (Breaker), and Kurt (Oracle).
That being said, I'm reworking my main team because let's face it...cost problems are just so limiting on your team's potential. So, after I get everyone up to speed, I'll rework my main team...
I have a few setups in mind, so I'll put them up here.
Setup 1 (Main team):
Feeva (B) leader
Darvanshell (L)
Ivris (A)/Ulkina (B)
Fadar (B)/Kurt (O)/Ragshelm (B)
Lucca (A)/Luther (G)
Setup 2 (Arena team?/Speed-clear team?):
Kurt (O) leader
Maxwell (L)
Fadar (B)/Tora (G)
Feeva (B)
Kanon (L)
Those are the 2 main setups I was thinking about but these are subject to change.
Well, right now I'm raising my Tora, Yujeh, and Ivris for Trial 004. Fadar, Kanon, Kurt, and Feeva are more or less works in progress as of writing, since I'm just getting everyone to 6* right now.
Friend slots are open, by the way. I use either Lucca or Feeva as leaders, both 6*. Cost problems...
ID: 23603487
IGN: Raiko
WOO!
But my team right now is so outdated are you kidding me. This is how I left my team:
Lucca, level 34 (Anima) leader
Ragshelm, level 28 (Breaker)
Darvanshell, level MAX (Lord)
Ulkina, level MAX (Breaker)
Luther, level MAX (Guardian)
But, with the rates up just today, I've summoned quite a few good units, not to mention I got Feeva, Kanon, and Tora before I went on a hiatus in my JP file. The units I just summoned today? They were Ivris (Anima), Fadar (Breaker), and Kurt (Oracle).
That being said, I'm reworking my main team because let's face it...cost problems are just so limiting on your team's potential. So, after I get everyone up to speed, I'll rework my main team...
I have a few setups in mind, so I'll put them up here.
Setup 1 (Main team):
Feeva (B) leader
Darvanshell (L)
Ivris (A)/Ulkina (B)
Fadar (B)/Kurt (O)/Ragshelm (B)
Lucca (A)/Luther (G)
Setup 2 (Arena team?/Speed-clear team?):
Kurt (O) leader
Maxwell (L)
Fadar (B)/Tora (G)
Feeva (B)
Kanon (L)
Those are the 2 main setups I was thinking about but these are subject to change.
Well, right now I'm raising my Tora, Yujeh, and Ivris for Trial 004. Fadar, Kanon, Kurt, and Feeva are more or less works in progress as of writing, since I'm just getting everyone to 6* right now.
Friend slots are open, by the way. I use either Lucca or Feeva as leaders, both 6*. Cost problems...
ID: 23603487
IGN: Raiko
Monday, December 29, 2014
SCREW YOU EMPEROR VERDUTE!!!
I HATE THIS GUY WITH A BURNING PASSION. Well, at least I beat him...
...with only one unit alive. But still. I beat him.
I decided to challenge him shortly after obtaining Maxwell's SBB, which wasn't a really good idea, in hindsight. My team was:
-Creator Maxwell (Lead, Lord)
-Fire Goddess Ulkina (Anima)
-Ice God Arius (Guardian)
-Spear King Raydn (Anima)
-Mad God Narza (Breaker)
-Snow Queen Signas (Friend, Lord)
Spheres used: Legwand (Maxwell), Drevas (Ulkina), Medulla (Raydn and Signas), Dandelga (Narza), Evil Shards (Ulkina and Narza) and Leomurg (Arius).
I will be thanking that Leomurg a whole friggin lot in this fight.
So, every two turns, this boss will unleash a huge AOE, and the turn after that, he puts up a damage mitigation shield. For the first 50% of his HP, at the very least. Then he uses an STBB that deals 99,999 damage. No, you didn't read that wrong. 99,999 damage.
Yes, it can be mitigated, it dropped to 42,000 or so when coupled with Narza's SBB AND Signas's LS, but you still can't survive...
Needless to say, you will need Revive Lights, Revives, and Crescent Dews if you're aiming for a no gem clear. Any combination of the two will work.
Then, this guy will be able to randomly use a strong AOE until...30% HP, I think? Then he uses the 99,999 STBB AGAIN. Only, guess what? He attacks two units this time.
Now's the time when I should be saying 'you're pretty much home free', but nope. Because he is EXTREMELY bulky, resists critical hits, and hits really hard.
No, seriously. The only unit that remained standing was my Arius, with Leomurg. On the last turns of the fight, the Leomurg AND his SBB helped regain his health to full before Verdute started spamming his BB again. Then the cycle continues until he dies.
Yep. This is why I LOVE my tanker-build Arius.
...with only one unit alive. But still. I beat him.
I decided to challenge him shortly after obtaining Maxwell's SBB, which wasn't a really good idea, in hindsight. My team was:
-Creator Maxwell (Lead, Lord)
-Fire Goddess Ulkina (Anima)
-Ice God Arius (Guardian)
-Spear King Raydn (Anima)
-Mad God Narza (Breaker)
-Snow Queen Signas (Friend, Lord)
Spheres used: Legwand (Maxwell), Drevas (Ulkina), Medulla (Raydn and Signas), Dandelga (Narza), Evil Shards (Ulkina and Narza) and Leomurg (Arius).
I will be thanking that Leomurg a whole friggin lot in this fight.
So, every two turns, this boss will unleash a huge AOE, and the turn after that, he puts up a damage mitigation shield. For the first 50% of his HP, at the very least. Then he uses an STBB that deals 99,999 damage. No, you didn't read that wrong. 99,999 damage.
Yes, it can be mitigated, it dropped to 42,000 or so when coupled with Narza's SBB AND Signas's LS, but you still can't survive...
Needless to say, you will need Revive Lights, Revives, and Crescent Dews if you're aiming for a no gem clear. Any combination of the two will work.
Then, this guy will be able to randomly use a strong AOE until...30% HP, I think? Then he uses the 99,999 STBB AGAIN. Only, guess what? He attacks two units this time.
Now's the time when I should be saying 'you're pretty much home free', but nope. Because he is EXTREMELY bulky, resists critical hits, and hits really hard.
No, seriously. The only unit that remained standing was my Arius, with Leomurg. On the last turns of the fight, the Leomurg AND his SBB helped regain his health to full before Verdute started spamming his BB again. Then the cycle continues until he dies.
Yep. This is why I LOVE my tanker-build Arius.
Monday, December 8, 2014
Beating Fallen God Lagzal in Global!
Literally, this guy is a pain. I have been trying to formulate a strategy to defeat him with no gems for at least A MONTH now, and it is only now that I found a way to beat him. With papers, exams, the Christmas play, IB being a headache, and my cousins who WILL NOT STOP SHIPPING ME WITH MY CLASSMATE. More on that in the second post, which I will put up shortly as a compensation. Also, a third for Grand Jelly will come shortly!
Alright! Back to Lagzal! Now, Dark Demigod Ardin is said to have fought this guy, according to the unit guide entry for him. He is a Light element unit, and the reward for clearing his dungeon is a gem and a Sphere Frog.
Now, my team stats.
Grahdens (Leader)
Level: MAX
Type: Lord
HP: 6134
ATK: 2158
DEF: 2040
REC: 1800
LS: Ancient Authority (20% boost to all stats, 15% damage reduction from light and dark units)
BB: Leader's Barrage (13 combo light and dark AOE, gives light and dark elements to all allies' attacks for 2 turns)
BB level: 2
Sphere: Medulla Gem (20% boost to all stats)
Lightning Gun Rowgen
Level: 28
Type: Lord
HP: 5748
ATK: 2221
DEF: 1878
REC: 1579
BB: Single Kill (Powerful STBB, chance to inflict weakness)
BB level: 7
Sphere: Medulla Gem (20% boost to all stats)
Ice God Arius
Level: 77
Type: Guardian
HP: 7004
ATK: 2067
DEF: 2332
REC: 2193
BB: Sacred Sting (13 combo powerful AOE, chance to inflict weakness)
BB level: 10
SBB: Bracing Slash (16 combo powerful AOE, chance to inflict weakness, heals party)
SBB level: 3
Sphere: Medulla Gem (20% boost to all stats)
Mad God Narza
Level: 23
Type: Breaker
HP: 5674
ATK: 1934
DEF: 1845
REC: 1878
BB: Idolizer (Halves damage taken for 1 turn, negates status ailments for 3 turns)
BB level: 10
SBB: Mad God's Wings (Halves damage for 1 turn, negates status ailments & increases BB gauge when damage is taken for 3 turns)
SBB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Alpha Tree Altri
Level: MAX
Type: Oracle
HP: 6661
ATK: 1498
DEF: 1960
REC: 1874
BB: Spectral Purge (Greatly recovers HP, clears status ailments)
BB level: 10
SBB: Cosmic Radius (Greatly recovers HP, clears status ailments, nullifies status ailments for 3 turns)
SBB level: 3
Spheres: Sacred Jewel (15% boost to all stats), Refined Gem (nullifies all status ailments)
Literally, I plugged 6 froggies into Narza just for his SBB. And, if it weren't for the SBB, I would've lost halfway into the battle.
Also, I brought an Ultor friend. Pretty good choice, if I do say so myself.
Alright, so a bit of info about Lagzal. I literally had no plan facing him. All I remembered was trying to use Narza's BB/SBB as often as possible, and just spamming Rowgen's BB. Tree on guard mode unless used to heal. Grahdens only for his LS. Arius as a backup healer as well as a damage dealer.
One thing to make sure of: When the text 'I can hear someone singing...' comes up, GUARD. Lagzal unleashes a strong STBB, and your Ultor is damned when he Taunts Lagzal. I learned that the HARD way.
Not only that, he heals 20k HP (I think) when he reaches a certain point (around 20%), so make sure your team can still bring him down to 0.
That's really all I can say about this guy. Mitigator + Ultor is a great combo to work with for this fight, and have a healer or two is handy. Not only that, just bring a status nullifier to be extra safe.
Grand Jelly coming soon! But really, that guy is easy due to a certain OP trial unit...
Alright! Back to Lagzal! Now, Dark Demigod Ardin is said to have fought this guy, according to the unit guide entry for him. He is a Light element unit, and the reward for clearing his dungeon is a gem and a Sphere Frog.
Now, my team stats.
Grahdens (Leader)
Level: MAX
Type: Lord
HP: 6134
ATK: 2158
DEF: 2040
REC: 1800
LS: Ancient Authority (20% boost to all stats, 15% damage reduction from light and dark units)
BB: Leader's Barrage (13 combo light and dark AOE, gives light and dark elements to all allies' attacks for 2 turns)
BB level: 2
Sphere: Medulla Gem (20% boost to all stats)
Lightning Gun Rowgen
Level: 28
Type: Lord
HP: 5748
ATK: 2221
DEF: 1878
REC: 1579
BB: Single Kill (Powerful STBB, chance to inflict weakness)
BB level: 7
Sphere: Medulla Gem (20% boost to all stats)
Ice God Arius
Level: 77
Type: Guardian
HP: 7004
ATK: 2067
DEF: 2332
REC: 2193
BB: Sacred Sting (13 combo powerful AOE, chance to inflict weakness)
BB level: 10
SBB: Bracing Slash (16 combo powerful AOE, chance to inflict weakness, heals party)
SBB level: 3
Sphere: Medulla Gem (20% boost to all stats)
Mad God Narza
Level: 23
Type: Breaker
HP: 5674
ATK: 1934
DEF: 1845
REC: 1878
BB: Idolizer (Halves damage taken for 1 turn, negates status ailments for 3 turns)
BB level: 10
SBB: Mad God's Wings (Halves damage for 1 turn, negates status ailments & increases BB gauge when damage is taken for 3 turns)
SBB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Alpha Tree Altri
Level: MAX
Type: Oracle
HP: 6661
ATK: 1498
DEF: 1960
REC: 1874
BB: Spectral Purge (Greatly recovers HP, clears status ailments)
BB level: 10
SBB: Cosmic Radius (Greatly recovers HP, clears status ailments, nullifies status ailments for 3 turns)
SBB level: 3
Spheres: Sacred Jewel (15% boost to all stats), Refined Gem (nullifies all status ailments)
Literally, I plugged 6 froggies into Narza just for his SBB. And, if it weren't for the SBB, I would've lost halfway into the battle.
Also, I brought an Ultor friend. Pretty good choice, if I do say so myself.
Alright, so a bit of info about Lagzal. I literally had no plan facing him. All I remembered was trying to use Narza's BB/SBB as often as possible, and just spamming Rowgen's BB. Tree on guard mode unless used to heal. Grahdens only for his LS. Arius as a backup healer as well as a damage dealer.
One thing to make sure of: When the text 'I can hear someone singing...' comes up, GUARD. Lagzal unleashes a strong STBB, and your Ultor is damned when he Taunts Lagzal. I learned that the HARD way.
Not only that, he heals 20k HP (I think) when he reaches a certain point (around 20%), so make sure your team can still bring him down to 0.
That's really all I can say about this guy. Mitigator + Ultor is a great combo to work with for this fight, and have a healer or two is handy. Not only that, just bring a status nullifier to be extra safe.
Grand Jelly coming soon! But really, that guy is easy due to a certain OP trial unit...
Tuesday, October 28, 2014
Brave Frontier Bonus Dungeon: Valmadora's Nest
Guess who's back?
...I seriously owe all of you an apology.
IB is killing me. Like, no kidding. I haven't had the time to update this blog because of all the work and tests being given right now...
There's a new update that was just released a few days back. This update contained the 6* versions of Darvanshell's batch, more bonus dungeons, a new map (Lanara), Sphere Frogs, Stat Imps, and the newest season of Frontier Hunter. Raid Battles are not yet released, sadly.
So far, there are only four possible sphere frogs obtainable in Global: three from the bonus dungeons (one each + gem), and one upon obtaining 950000 Esteem Points in Uncharted Frontier - End in this Frontier Hunter season.
After seeing one of my friends BARELY beating Valmadora, I decided to see if luck was on my side after a crushing defeat in the hands of Cursed Estia level 10.
His team consists of:
Tyrant Lilly Matah (Leader)
Final Apostle Tiara
Sacred Flame Lava
Black Lotus Lunaris
Holy Arms Douglas
Thief God Zelnite (friend)
Only the Douglas and Zelnite lasted until the end. He used up all of his healing items (Divine Light and Holy Light), all of his Holy Flutes, and all of his Goddess Idols. He didn't use up all of his tonics.
I decided to do the dungeon myself, since he said that the boss was rather easy.
My team stats:
Havoc God Luly (Leader)
Level: 20
Type: Anima
HP: 5681
ATK: 1783
DEF: 1489
REC: 1895
LS: Thunder's Conviction (15% damage reduction from Thunder types, increase in damage dealt to Thunder types by Earth types)
BB: World's Power (10 combo powerful Earth AOE, boost to HC drop rate for 3 turns)
BB level: 2
Sphere: Mystic Lantern (15% boost to all stats, slight boost to crit rate)
Blade Hero Zelban
Level: MAX
Type: Guardian
HP: 6086
ATK: 1284
DEF: 2035
REC: 2170
BB: Brilliant Guard (Boosts DEF of all allies & gives Earth element to all allies' attack for 3 turns)
BB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Alpha Tree Altri
Level: 39
Type: Oracle
HP: 5602
ATK: 1246
DEF: 1759
REC: 1321
BB: Spectral Purge (Greatly recovers HP and status ailments for all allies)
BB level: 10
SBB: Cosmic Radius (Greatly recovers HP and status ailments for all allies, nullifies all status ailments for all allies' for 3 turns)
SBB level: 3
Sphere: Sacred Jewel (15% boost to all stats)
Terminator Lilith
Level: 40
Type: Guardian
HP: 5929
ATK: 1780
DEF: 1947
REC: 1698
BB: Arcana Blaster (15 combo massive Light STBB)
BB level: 10
SBB: Eternity Force (16 combo massive Light STBB, fully refills own BB gauge to MAX)
SBB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Goddess Axe Michele
Level: 79
Type: Lord
HP: 6265
ATK: 2205
DEF: 1700
REC: 2059
BB: Crimson Changer (Boosts ATK of all allies & gives Fire element to all allies' attacks for 3 turns)
BB level: 10
SBB: Meggido Cross (18 combo Fire AOE, boosts ATK of all allies & gives Fire element to all allies' attacks for 3 turns)
SBB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Not very promising, as you can see. My Luly was barely maxed, and I have one 5* unit with me. I also don't have any damage mitigators in the team...
Oh well, I started the dungeon, and brought a Havoc Angel Ronel (Breaker, MAX, w/SBB) friend with me.
I brought Cure, High Cure, Divine Light, Fujin Potion, and Revive.
...I won with relative ease, using up two Divine Lights and four Cures.
Well, the first thing I realized, if all my failed attempts in JP had told me, is whenever Valmodora's attack goes down for one turn, guard everyone. He gains an unreal ATK buff for one turn and can massacre your team relatively easily.
On those occasions, I use Lilith's SBB while guarding everyone else. My Michele took quite a sizable amount of damage then, even on guard mode.
Next thing to watch out for is when he uses 'Power Charge', at approximately 40% HP. Guard the turn after seeing 'Power Charge', because the turn after he uses that attack, he uses Killer Scream, his ultimate attack. All of my units survived the attack while guarding, and I used up a Divine Light to heal them.
After Killer Scream, you're pretty much home free. Keep attacking Valmodora until he goes down for good.
With this team, I had to apply Zelban's buff as much as possible. Also, Michele's ATK buff brought the fight to a quicker conclusion. Not only that, my Lilith is bulky by virtue of being a Guardian, and Luly's LS AND BB is particularly useful in this fight.
Have your BB gauge filled fully before facing off against Valmodora, it can mean life and death. Save your burst healer's BB for when you need it the most (I recall only using Cosmic Radius once).
But in all seriousness, Valmadora is easier than that goddamn Grand Jelly, despite the energy requirements.
I'll see you guys soon!
...I seriously owe all of you an apology.
IB is killing me. Like, no kidding. I haven't had the time to update this blog because of all the work and tests being given right now...
There's a new update that was just released a few days back. This update contained the 6* versions of Darvanshell's batch, more bonus dungeons, a new map (Lanara), Sphere Frogs, Stat Imps, and the newest season of Frontier Hunter. Raid Battles are not yet released, sadly.
So far, there are only four possible sphere frogs obtainable in Global: three from the bonus dungeons (one each + gem), and one upon obtaining 950000 Esteem Points in Uncharted Frontier - End in this Frontier Hunter season.
After seeing one of my friends BARELY beating Valmadora, I decided to see if luck was on my side after a crushing defeat in the hands of Cursed Estia level 10.
His team consists of:
Tyrant Lilly Matah (Leader)
Final Apostle Tiara
Sacred Flame Lava
Black Lotus Lunaris
Holy Arms Douglas
Thief God Zelnite (friend)
Only the Douglas and Zelnite lasted until the end. He used up all of his healing items (Divine Light and Holy Light), all of his Holy Flutes, and all of his Goddess Idols. He didn't use up all of his tonics.
I decided to do the dungeon myself, since he said that the boss was rather easy.
My team stats:
Havoc God Luly (Leader)
Level: 20
Type: Anima
HP: 5681
ATK: 1783
DEF: 1489
REC: 1895
LS: Thunder's Conviction (15% damage reduction from Thunder types, increase in damage dealt to Thunder types by Earth types)
BB: World's Power (10 combo powerful Earth AOE, boost to HC drop rate for 3 turns)
BB level: 2
Sphere: Mystic Lantern (15% boost to all stats, slight boost to crit rate)
Blade Hero Zelban
Level: MAX
Type: Guardian
HP: 6086
ATK: 1284
DEF: 2035
REC: 2170
BB: Brilliant Guard (Boosts DEF of all allies & gives Earth element to all allies' attack for 3 turns)
BB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Alpha Tree Altri
Level: 39
Type: Oracle
HP: 5602
ATK: 1246
DEF: 1759
REC: 1321
BB: Spectral Purge (Greatly recovers HP and status ailments for all allies)
BB level: 10
SBB: Cosmic Radius (Greatly recovers HP and status ailments for all allies, nullifies all status ailments for all allies' for 3 turns)
SBB level: 3
Sphere: Sacred Jewel (15% boost to all stats)
Terminator Lilith
Level: 40
Type: Guardian
HP: 5929
ATK: 1780
DEF: 1947
REC: 1698
BB: Arcana Blaster (15 combo massive Light STBB)
BB level: 10
SBB: Eternity Force (16 combo massive Light STBB, fully refills own BB gauge to MAX)
SBB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Goddess Axe Michele
Level: 79
Type: Lord
HP: 6265
ATK: 2205
DEF: 1700
REC: 2059
BB: Crimson Changer (Boosts ATK of all allies & gives Fire element to all allies' attacks for 3 turns)
BB level: 10
SBB: Meggido Cross (18 combo Fire AOE, boosts ATK of all allies & gives Fire element to all allies' attacks for 3 turns)
SBB level: 1
Sphere: Medulla Gem (20% boost to all stats)
Not very promising, as you can see. My Luly was barely maxed, and I have one 5* unit with me. I also don't have any damage mitigators in the team...
Oh well, I started the dungeon, and brought a Havoc Angel Ronel (Breaker, MAX, w/SBB) friend with me.
I brought Cure, High Cure, Divine Light, Fujin Potion, and Revive.
...I won with relative ease, using up two Divine Lights and four Cures.
Well, the first thing I realized, if all my failed attempts in JP had told me, is whenever Valmodora's attack goes down for one turn, guard everyone. He gains an unreal ATK buff for one turn and can massacre your team relatively easily.
On those occasions, I use Lilith's SBB while guarding everyone else. My Michele took quite a sizable amount of damage then, even on guard mode.
Next thing to watch out for is when he uses 'Power Charge', at approximately 40% HP. Guard the turn after seeing 'Power Charge', because the turn after he uses that attack, he uses Killer Scream, his ultimate attack. All of my units survived the attack while guarding, and I used up a Divine Light to heal them.
After Killer Scream, you're pretty much home free. Keep attacking Valmodora until he goes down for good.
With this team, I had to apply Zelban's buff as much as possible. Also, Michele's ATK buff brought the fight to a quicker conclusion. Not only that, my Lilith is bulky by virtue of being a Guardian, and Luly's LS AND BB is particularly useful in this fight.
Have your BB gauge filled fully before facing off against Valmodora, it can mean life and death. Save your burst healer's BB for when you need it the most (I recall only using Cosmic Radius once).
But in all seriousness, Valmadora is easier than that goddamn Grand Jelly, despite the energy requirements.
I'll see you guys soon!
Thursday, October 9, 2014
Brave Frontier JP New Unit: Hatsune Miku!
Wow, we have a LOT of vortex events in Brave Frontier in general. Global received Deemo (And now KirinMax is back to a regular player, yay!), who still remains OP, especially for BB spam teams. The batch of insanely hard event units (Reed, Lugana, El, those guys) were back in JP too, and I managed to get myself Reed, thank goodness.
And now there's the Hatsune Miku event, which I completed earlier today.
The dungeon itself isn't THAT hard. I'd say the battles leading to the boss was similar in setup to Alma's dungeon (Remember her? From the Elemental Heroes batch?).
The boss itself, however, was a bit of a different story.
Contrary to what you would expect, Miku is an Earth unit. I actually expected her to be Light, while KirinMax thought she would be either Water or Light.
As for the difficulty of the boss, I'd say she was about the same difficulty as Deemo. Can't be so sure about that, though, since I did a two-turn kill with my main team in JP. With a Lodin lead.
My team stats:
Lodin 6* (Lord, leader)
Level: MAX
HP/ATK/DEF/REC: 7041/2673/1991/2380
Has SBB 6, using SJ and Skill Bracer
Zephyr 6* (Breaker)
Level: 76
HP/ATK/DEF/REC: 7404/2374/1980/2014
Has SBB 2, using Medulla and inflict weakness sphere
Luther 6* (Guardian)
Level: 83
HP/ATK/DEF/REC: 8288/2778/1965/1947
Has SBB 4, using Dandelga and Steeple Rose
Zelban 6* (Lord)
Level: 72
HP/ATK/DEF/REC: 6214/1664/2043/2274
Has SBB 3, using Medulla
Lilith 6* (Breaker)
Level: MAX (in preparation for Maxwell trial)
HP/ATK/DEF/REC: 7206/2445/1921/1978
Has SBB 4, using Medulla and Omni Gizmo
She certainly hits quite hard, and her Brave Burst at 5* probably has 15-19 hits, not so sure. But really, she's way easier than Reed's batch of units. WAY EASIER.
You can capture a 4* Hatsune Miku from this event.
Base (4*)
HP/ATK/DEF/REC: 2500/750/740/720
LS: Increases BB gauge and BB gauge fill rate
BB: 12 combo AOE, fills BB gauge for 3 turns
She might go well in a BB spam squad, but I'd still prefer a 6* Luther/6* Lodin + 6* Uda leader combination. Just a matter of opinion, though.
Bye, guys!
And now there's the Hatsune Miku event, which I completed earlier today.
The dungeon itself isn't THAT hard. I'd say the battles leading to the boss was similar in setup to Alma's dungeon (Remember her? From the Elemental Heroes batch?).
The boss itself, however, was a bit of a different story.
Contrary to what you would expect, Miku is an Earth unit. I actually expected her to be Light, while KirinMax thought she would be either Water or Light.
As for the difficulty of the boss, I'd say she was about the same difficulty as Deemo. Can't be so sure about that, though, since I did a two-turn kill with my main team in JP. With a Lodin lead.
My team stats:
Lodin 6* (Lord, leader)
Level: MAX
HP/ATK/DEF/REC: 7041/2673/1991/2380
Has SBB 6, using SJ and Skill Bracer
Zephyr 6* (Breaker)
Level: 76
HP/ATK/DEF/REC: 7404/2374/1980/2014
Has SBB 2, using Medulla and inflict weakness sphere
Luther 6* (Guardian)
Level: 83
HP/ATK/DEF/REC: 8288/2778/1965/1947
Has SBB 4, using Dandelga and Steeple Rose
Zelban 6* (Lord)
Level: 72
HP/ATK/DEF/REC: 6214/1664/2043/2274
Has SBB 3, using Medulla
Lilith 6* (Breaker)
Level: MAX (in preparation for Maxwell trial)
HP/ATK/DEF/REC: 7206/2445/1921/1978
Has SBB 4, using Medulla and Omni Gizmo
She certainly hits quite hard, and her Brave Burst at 5* probably has 15-19 hits, not so sure. But really, she's way easier than Reed's batch of units. WAY EASIER.
You can capture a 4* Hatsune Miku from this event.
Base (4*)
HP/ATK/DEF/REC: 2500/750/740/720
LS: Increases BB gauge and BB gauge fill rate
BB: 12 combo AOE, fills BB gauge for 3 turns
She might go well in a BB spam squad, but I'd still prefer a 6* Luther/6* Lodin + 6* Uda leader combination. Just a matter of opinion, though.
Bye, guys!
Wednesday, September 24, 2014
My favorite Brave Frontier units! (Leaders)
Hey guys!
So for now, I'm gonna be talking about my favorite Brave Frontier units. I'll be giving some sort of small analysis of the unit, and the reasons why I like said unit. Reasons may include:
- Stats
- Brave Burst/Super Brave Burst
- Attacking power
You may notice that I have some words in parentheses at the top. I will be splitting my favorite units into different parts: Leaders, Attackers, and Support. This time, I will be talking about my favorite units as leaders. Among those three possible reasons on why I like the unit, there is the Leader Skill, which is why we select the unit as leader in the first place.
Also, this list comes from units that I personally have in Global AND JP, and are currently available in the JP version. Their lower evolutionary forms are available in Global right now, so it might give an idea on who you want to raise in preparation for the new 6* evolutions. This list is done in no particular order.
Here we go!
1. Grahdens (Dark, 5*, only available as Lord)
Grah is a trial unit, that is, he is obtainable by beating a trial in the Imperial Capital Randall. Grah is the enemy in Trial 002, which I covered a while back. He is an essential unit to fight Maxwell with in Trial 003, mainly because of his Leader Skill. His stats lean more to ATK compared to other stats as well.
I use Grahdens as my leader in my strong Global file. This is mainly due to his Leader Skill, which compliments well with my team there. In Global, my team is mainly composed of Light and Dark units, the only exception being my Empyreal Drake Lodin (Oracle).
LS: Ancient Authority (20% boost to all stats, 15% reduction in damage taken from Light and Dark units)
BB: Leader's Barrage (15 combo Light and Dark AOE, gives Light and Dark element to all allies' attack for 2 turns)
2. Defiant God Luther (Fire 6*, Guardian or Anima typing preferred)
Luther, Ruza, whatever. He's an awesome character to have.
Luther is a Rare Summon unit from Uda's batch. The units from that batch signify the power creep happening in Global right now (and JP back then). Their stats are superior compared to the Twelve Guardians, and they ain't scared to flaunt it.
Luther is a unit specially made for spark teams, what with his LS and SBB. His attack is high, but his defense is not something to write home about, so a Guardian typing is preferred for this guy. Or Anima, but I prefer Guardian. Personally, I absolutely LOVE his character design (I personally think he's better-looking compared to Uda. Lodin's still the best for me though.), and he is one of my most-wanted units in Global.
I use a Guardian Defiant God Luther as leader in my JP file, and I have an Anima Luther in my weak Global file. Luther is my leader in JP because my team is really easy to spark with.
LS: Raging Might (Boost to damage inflicted and BC produced during spark)
BB: Full Metal Cross (15 combo strong STBB, chance to inflict paralysis and weakness)
SBB: Inferno Sin (28 combo AOE that increases spark damage for 3 turns)
3. Empyreal Drake Lodin (Thunder 6*, Guardian or Anima preferred)
Ah, Lodin. He is one of my most favorite units in Brave Frontier history, and has beaten Lance for that position. Why? 6* Lodin is freaking awesome AND useful, especially his SBB and his LS!
He is a Rare Summon unit, and is generally considered one of the better units you could possibly summon, even when his cost is lower than some of the newer units.
Lodin has extremely high attack to begin with, much like Luther. His defense is nothing to write home about, however. It's the reason why Guardian typing is the most preferred for him. But, Anima is alright too.
Lodin is an extremely useful Five Light leader, and it's the main reason why my leader in Global might change to Empyreal Drake Lodin (Oracle) at times, other than the fact that his design is really cool.
LS: Five Light's Spirit (50% boost to attack power and boost to BB gauge fill rate for a team with 5 or more elements)
BB: Rising Quasar (Fills BB gauge of allies, and gives Thunder element to all allies' attacks for 3 turns)
SBB: Thunder Collision (15 combo AOE, gives Thunder element to all allies' attacks and BB gauge regen for all allies' for 3 turns)
4. ANY Ares Excelsior leader, most obvious being Crusher God Uda and Felneus
Why?
Ares Excelsior.
Just Ares Excelsior.
Why Uda and Felneus?
BC drop rate boost. That is all.
They're most useful in...any situation, really. But I like to use them in Frontier Hunter when it starts.
LS: Ares Excelsior (Huge boost in BB gauge fill rate)
I think that's it for now...see you, guys!
So for now, I'm gonna be talking about my favorite Brave Frontier units. I'll be giving some sort of small analysis of the unit, and the reasons why I like said unit. Reasons may include:
- Stats
- Brave Burst/Super Brave Burst
- Attacking power
You may notice that I have some words in parentheses at the top. I will be splitting my favorite units into different parts: Leaders, Attackers, and Support. This time, I will be talking about my favorite units as leaders. Among those three possible reasons on why I like the unit, there is the Leader Skill, which is why we select the unit as leader in the first place.
Also, this list comes from units that I personally have in Global AND JP, and are currently available in the JP version. Their lower evolutionary forms are available in Global right now, so it might give an idea on who you want to raise in preparation for the new 6* evolutions. This list is done in no particular order.
Here we go!
1. Grahdens (Dark, 5*, only available as Lord)
Grah is a trial unit, that is, he is obtainable by beating a trial in the Imperial Capital Randall. Grah is the enemy in Trial 002, which I covered a while back. He is an essential unit to fight Maxwell with in Trial 003, mainly because of his Leader Skill. His stats lean more to ATK compared to other stats as well.
I use Grahdens as my leader in my strong Global file. This is mainly due to his Leader Skill, which compliments well with my team there. In Global, my team is mainly composed of Light and Dark units, the only exception being my Empyreal Drake Lodin (Oracle).
LS: Ancient Authority (20% boost to all stats, 15% reduction in damage taken from Light and Dark units)
BB: Leader's Barrage (15 combo Light and Dark AOE, gives Light and Dark element to all allies' attack for 2 turns)
2. Defiant God Luther (Fire 6*, Guardian or Anima typing preferred)
Luther, Ruza, whatever. He's an awesome character to have.
Luther is a Rare Summon unit from Uda's batch. The units from that batch signify the power creep happening in Global right now (and JP back then). Their stats are superior compared to the Twelve Guardians, and they ain't scared to flaunt it.
Luther is a unit specially made for spark teams, what with his LS and SBB. His attack is high, but his defense is not something to write home about, so a Guardian typing is preferred for this guy. Or Anima, but I prefer Guardian. Personally, I absolutely LOVE his character design (I personally think he's better-looking compared to Uda. Lodin's still the best for me though.), and he is one of my most-wanted units in Global.
I use a Guardian Defiant God Luther as leader in my JP file, and I have an Anima Luther in my weak Global file. Luther is my leader in JP because my team is really easy to spark with.
LS: Raging Might (Boost to damage inflicted and BC produced during spark)
BB: Full Metal Cross (15 combo strong STBB, chance to inflict paralysis and weakness)
SBB: Inferno Sin (28 combo AOE that increases spark damage for 3 turns)
3. Empyreal Drake Lodin (Thunder 6*, Guardian or Anima preferred)
Ah, Lodin. He is one of my most favorite units in Brave Frontier history, and has beaten Lance for that position. Why? 6* Lodin is freaking awesome AND useful, especially his SBB and his LS!
He is a Rare Summon unit, and is generally considered one of the better units you could possibly summon, even when his cost is lower than some of the newer units.
Lodin has extremely high attack to begin with, much like Luther. His defense is nothing to write home about, however. It's the reason why Guardian typing is the most preferred for him. But, Anima is alright too.
Lodin is an extremely useful Five Light leader, and it's the main reason why my leader in Global might change to Empyreal Drake Lodin (Oracle) at times, other than the fact that his design is really cool.
LS: Five Light's Spirit (50% boost to attack power and boost to BB gauge fill rate for a team with 5 or more elements)
BB: Rising Quasar (Fills BB gauge of allies, and gives Thunder element to all allies' attacks for 3 turns)
SBB: Thunder Collision (15 combo AOE, gives Thunder element to all allies' attacks and BB gauge regen for all allies' for 3 turns)
4. ANY Ares Excelsior leader, most obvious being Crusher God Uda and Felneus
Why?
Ares Excelsior.
Just Ares Excelsior.
Why Uda and Felneus?
BC drop rate boost. That is all.
They're most useful in...any situation, really. But I like to use them in Frontier Hunter when it starts.
LS: Ares Excelsior (Huge boost in BB gauge fill rate)
I think that's it for now...see you, guys!
Monday, September 1, 2014
Useful notes: Brave Frontier
Hey guys!
It just occurred to me that there may be people reading this blog that haven't played Brave Frontier for long. So, here is a list of common terms that I use, along with other terms that can be commonly found in the Brave Frontier community (from my experience), with my best possible definition. Here we go!
The basics (aka You Should Probably Know This By Now)
BB: Brave Burst, a unit's special skill
BC: Battle Crystals, required to be able to activate BB
HP: Hit Points. If it reaches 0 the unit dies. If your entire party dies it's game over.
HC: Heart Crystals, for healing after battle.
SBB: Super Brave Burst, 6* units and above.
STBB: Single-target Brave Burst
RTBB: Random-target Brave Burst
MTBB: Multi-target Brave Burst
AOE: Area of Effect, has the same connotation as MTBB, where it targets the entire party.
Spark: This shows up when two units attack an enemy at the same time. It gives increased damage and more BC, HC, and item drops.
FH: Frontier Hunter, a monthly event where you can get goodies!
HR: Hunter Rank, which determines what rewards you're going to get from Frontier Hunter.
RC: Raid Class, which determines the difficulty of Raid quests you can do.
HS: Honor Summon. Keep those points for the next Super Honor Summon for easy frogs, crystals, gods, jewels, and imps.
RS: Rare Summon, where all the good units are. Except Eric. Only contains units up to Rigness's batch in JP. 3 gems a pop in JP, while its 5 gems in Global.
Super RS: Super Rare Summon. Guaranteed 5* and above (as of now) and is an event in Global. A separate gate that gives units from Feeva's batch onwards in JP. 5 gems a pop for both servers.
Debuffs: These are NOT status ailments. They can't be dispelled most of the time, and lowers a stat of the affected unit.
Overdrive: Think of it as Limit Break in Final Fantasy terms. When a 7* unit gets his UBB (SBB level 10), he needs to get into Overdrive mode and fill the Overdrive BB gauge in two turns tops to be able to unleash his UBB, which usually does insane damage and provides insanely good buffs. Magress, for example, provides a 100% damage mitigation. However, you also need to fill the Overdrive gauge to MAX before being able to enter Overdrive.
UBB: Ultimate Brave Burst, 7* exclusive insanely strong attack.
Trials: Can be considered end-game stuff starting from Trial 003: Maxwell (and X1, to an extent). Will give either an OP unit or an OP sphere reward upon completion. They're 50 energy a pop.
MP: Metal Parade, for level-up materials and Metal Mimics.
JP: Jewel Parade, for Zel
Zel: In-game currency, required to evolve.
Karma: In-game currency, required to upgrade facilities and to craft spheres.
Gems: In-game purchase, required to summon, refill energy, increase unit capacity/item space, and for RS.
GGC: Grand Gaia Chronicles, a series of hard quests that reward you with an OP sphere at the end.
Crit: Shorthand for Critical.
Team setups
BB Spam Team: A team that is designed to be able to use their BB really quickly. Commonly has an Ares Excelsior, Lilly Matah, Deemo, Rosetta, or Five Light's Spirit (for rainbow teams) lead, at least one unit with a high hit count, and other units will generally have a relatively fast BB fill rate. Commonly seen in Arena, where Brave Bursts are the key to victory.
Spark Team: A team designed for sparking. Almost always consists of units with high hit counts (a BB spam team leader is optional, but commonly used in Arena). Commonly used for item farming, often coupled with the Thief Bracer sphere, as well as in Raid Battles/Frontier Hunter where more damage/more spark damage = better item drops/more Esteem points.
Mono Team: A team with only one element in it. Commonly consists of an element ATK boost leader (eg: 50% boost to ATK and 10% boost to HP of one element, 65% boost to attack of one element, 50% boost to ATK and 10% boost to DEF and REC of Fire/Thunder/Water/Earth units). Not recommended in Lizeria or in later quests. Still viable in arena due to the advent of 7* units, with the starters providing a 100% ATK boost and 30% HP boost to units of the same element.
Trick Leaders: An extremely annoying occurrence in Arena, where a team is made to look like a mono team, but trolls the challenger since the team has that one element that can counter the mono leader's weakness. Becoming less common as people are mainly using BB Spam teams now. Moreover, rainbow teams are becoming extremely favorable nowadays, especially with the 7* leaders not providing an ATK boost to other elements, and the advent of the Dungeon Clearer batch, which gives all allies their element and their foil element buff for 3 turns. Oh, and QUAID/SHIDA.
Rainbow Team: A team that fulfills the conditions of the Five Light leaders for their LS. The team has 5 elements, basically.
Crit Team: A team that utilizes units such as Zebra and Maxwell to maximize damage output through Criticals (Maxwell is the more popular choice at this point in time though, due to superior stats and superior LS if utilized correctly). It works by raising critical hit rates through the roof using Duel-SGX or Colt's SBB (best buff at 60%), before unleashing all manner of holy hell onto the enemy.
Units
That F****** Bird: Any unit from the Thunderbird line. Enough said. No longer significant due to 6* Ziz providing a multi-target BB AND SBB, with SBB providing a 70% Spark damage boost buff (that's the same as Elza). It's not bad, but if you have Elza, why not use her?
That F****** Unit: ERIC. Random-target BB AND SBB, are you kidding me?!
BB Fodder: Units that are only good for raising the Brave Burst level of other, stronger units.
Broken: A character that is unfair in a sense that he is way too strong. This was Hadaron before a nerf was implemented on his Stealth skill.
OP: Shorthand for Overpowered, it has almost the same meaning as Broken.
Spark Machine: A character that has a high hit count, and, therefore, is easy to spark with. Examples include Serin, Kikuri, Cayena, and Douglas.
Arena Units/BB Spammers: Units with fast BB recharge. Examples include Farlon, Lira, and Lilith.
Chargeup: The time a unit takes before unleashing its attack. It is the Copra line's main issue: Its attack literally takes 3 seconds after initiating to hit the opponent.
Evo Mats: Evolution Materials. Units used for evolution (i.e. Nymphs, Spirits, Idols, Totems, Mimics, Bulbs)
Burst Healer: Units that heal upon using Brave Burst. Examples include Altri, Ulkina, Lancia, and Elimo.
HoT: Heal over Time, otherwise known as HP Regen. Remember Phoenix? Yeah...he's notorious in the olden days for this.
DoT: Damage over Time. This isn't Poison, since it's a DEBUFF, not a status ailment. Reduces the afflicted unit's HP by a certain percentage at the end of each turn.
Questing
That F****** Level: Master of Lomass in Cordelica, solely for the fact that there is an extremely huge difficulty spike there, and we get a taste of cheap AI too (Zafonic Bullet hits everyone For Massive Damage instead of a random-hitting attack). Insignificant now due to the advent of mitigation units and the sharp increase in average strength of units.
Item-farming Quest: People often bring their spark teams to these quests so that they are able to farm materials for items such as Cures, Stimulants, etc.
EXP Farming Quest: A quest that has a high energy/EXP ratio, so that the player can increase his player level faster. Monday Karma dungeon is the most common quest for this type.
Rage Quit: Force-quitting the app when situations seem bleak. In regular Quests, you won't lose any items you used before rage-quitting. In Arena, it counts as a loss (at least in JP).
Cheap: Self-explanatory. The enemy is just annoying/overpowered and can kick your @$$ in a few turns if you're unlucky.
That One Damn Trial: Trial 003 Maxwell. Enough said. If Grah and Karl are easily beatable with units in the current metagame, Maxwell can still prove to be quite a challenge!
Raid Battles
Medals: Required to access slots, which can allow you to get goodies such as Sphere Frogs and Burst Frogs.
Others
Random Number God: The god every player has to pray to before Rare Summoning, doing an event dungeon, or hoping the AI doesn't get cheap with the player.
View ABP: An Easter egg in Arena where one taps the area below the 'Refresh' button repeatedly, and after refreshing, the opponent's ABP will show up. May require several trials before it shows, however. Is now unavailable. Bring it back, Gumi!
Blobs are the cause of server downtime! : A running joke in the Facebook page of Brave Frontier is that they blame Burny and friends (mostly Burny though) for any problems in the servers. It then changed to Squirty once (Squirty splashed water on our servers), and now uses Squirty for the 'Advisory' banner. Whenever there is server downtime for an extended period of time, or when there is something wrong in the game (eg the Thunder Vortex Arena being unplayable), expect at least one post about another blob unit messing up the server. TURNED INTO A DUNGEON FOR APRIL FOOLS.
SJ/Sacred: Sacred Jewel sphere (15% boost to all stats)
Medulla: Medulla Gem sphere (20% boost to all stats)
I'll add more as time comes.
Bye guys!
It just occurred to me that there may be people reading this blog that haven't played Brave Frontier for long. So, here is a list of common terms that I use, along with other terms that can be commonly found in the Brave Frontier community (from my experience), with my best possible definition. Here we go!
The basics (aka You Should Probably Know This By Now)
BB: Brave Burst, a unit's special skill
BC: Battle Crystals, required to be able to activate BB
HP: Hit Points. If it reaches 0 the unit dies. If your entire party dies it's game over.
HC: Heart Crystals, for healing after battle.
SBB: Super Brave Burst, 6* units and above.
STBB: Single-target Brave Burst
RTBB: Random-target Brave Burst
MTBB: Multi-target Brave Burst
AOE: Area of Effect, has the same connotation as MTBB, where it targets the entire party.
Spark: This shows up when two units attack an enemy at the same time. It gives increased damage and more BC, HC, and item drops.
FH: Frontier Hunter, a monthly event where you can get goodies!
HR: Hunter Rank, which determines what rewards you're going to get from Frontier Hunter.
RC: Raid Class, which determines the difficulty of Raid quests you can do.
HS: Honor Summon. Keep those points for the next Super Honor Summon for easy frogs, crystals, gods, jewels, and imps.
RS: Rare Summon, where all the good units are. Except Eric. Only contains units up to Rigness's batch in JP. 3 gems a pop in JP, while its 5 gems in Global.
Super RS: Super Rare Summon. Guaranteed 5* and above (as of now) and is an event in Global. A separate gate that gives units from Feeva's batch onwards in JP. 5 gems a pop for both servers.
Debuffs: These are NOT status ailments. They can't be dispelled most of the time, and lowers a stat of the affected unit.
Overdrive: Think of it as Limit Break in Final Fantasy terms. When a 7* unit gets his UBB (SBB level 10), he needs to get into Overdrive mode and fill the Overdrive BB gauge in two turns tops to be able to unleash his UBB, which usually does insane damage and provides insanely good buffs. Magress, for example, provides a 100% damage mitigation. However, you also need to fill the Overdrive gauge to MAX before being able to enter Overdrive.
UBB: Ultimate Brave Burst, 7* exclusive insanely strong attack.
Trials: Can be considered end-game stuff starting from Trial 003: Maxwell (and X1, to an extent). Will give either an OP unit or an OP sphere reward upon completion. They're 50 energy a pop.
MP: Metal Parade, for level-up materials and Metal Mimics.
JP: Jewel Parade, for Zel
Zel: In-game currency, required to evolve.
Karma: In-game currency, required to upgrade facilities and to craft spheres.
Gems: In-game purchase, required to summon, refill energy, increase unit capacity/item space, and for RS.
GGC: Grand Gaia Chronicles, a series of hard quests that reward you with an OP sphere at the end.
Crit: Shorthand for Critical.
Team setups
BB Spam Team: A team that is designed to be able to use their BB really quickly. Commonly has an Ares Excelsior, Lilly Matah, Deemo, Rosetta, or Five Light's Spirit (for rainbow teams) lead, at least one unit with a high hit count, and other units will generally have a relatively fast BB fill rate. Commonly seen in Arena, where Brave Bursts are the key to victory.
Spark Team: A team designed for sparking. Almost always consists of units with high hit counts (a BB spam team leader is optional, but commonly used in Arena). Commonly used for item farming, often coupled with the Thief Bracer sphere, as well as in Raid Battles/Frontier Hunter where more damage/more spark damage = better item drops/more Esteem points.
Mono Team: A team with only one element in it. Commonly consists of an element ATK boost leader (eg: 50% boost to ATK and 10% boost to HP of one element, 65% boost to attack of one element, 50% boost to ATK and 10% boost to DEF and REC of Fire/Thunder/Water/Earth units). Not recommended in Lizeria or in later quests. Still viable in arena due to the advent of 7* units, with the starters providing a 100% ATK boost and 30% HP boost to units of the same element.
Trick Leaders: An extremely annoying occurrence in Arena, where a team is made to look like a mono team, but trolls the challenger since the team has that one element that can counter the mono leader's weakness. Becoming less common as people are mainly using BB Spam teams now. Moreover, rainbow teams are becoming extremely favorable nowadays, especially with the 7* leaders not providing an ATK boost to other elements, and the advent of the Dungeon Clearer batch, which gives all allies their element and their foil element buff for 3 turns. Oh, and QUAID/SHIDA.
Rainbow Team: A team that fulfills the conditions of the Five Light leaders for their LS. The team has 5 elements, basically.
Crit Team: A team that utilizes units such as Zebra and Maxwell to maximize damage output through Criticals (Maxwell is the more popular choice at this point in time though, due to superior stats and superior LS if utilized correctly). It works by raising critical hit rates through the roof using Duel-SGX or Colt's SBB (best buff at 60%), before unleashing all manner of holy hell onto the enemy.
Units
That F****** Bird: Any unit from the Thunderbird line. Enough said. No longer significant due to 6* Ziz providing a multi-target BB AND SBB, with SBB providing a 70% Spark damage boost buff (that's the same as Elza). It's not bad, but if you have Elza, why not use her?
That F****** Unit: ERIC. Random-target BB AND SBB, are you kidding me?!
BB Fodder: Units that are only good for raising the Brave Burst level of other, stronger units.
Broken: A character that is unfair in a sense that he is way too strong. This was Hadaron before a nerf was implemented on his Stealth skill.
OP: Shorthand for Overpowered, it has almost the same meaning as Broken.
Spark Machine: A character that has a high hit count, and, therefore, is easy to spark with. Examples include Serin, Kikuri, Cayena, and Douglas.
Arena Units/BB Spammers: Units with fast BB recharge. Examples include Farlon, Lira, and Lilith.
Chargeup: The time a unit takes before unleashing its attack. It is the Copra line's main issue: Its attack literally takes 3 seconds after initiating to hit the opponent.
Evo Mats: Evolution Materials. Units used for evolution (i.e. Nymphs, Spirits, Idols, Totems, Mimics, Bulbs)
Burst Healer: Units that heal upon using Brave Burst. Examples include Altri, Ulkina, Lancia, and Elimo.
HoT: Heal over Time, otherwise known as HP Regen. Remember Phoenix? Yeah...he's notorious in the olden days for this.
DoT: Damage over Time. This isn't Poison, since it's a DEBUFF, not a status ailment. Reduces the afflicted unit's HP by a certain percentage at the end of each turn.
Questing
That F****** Level: Master of Lomass in Cordelica, solely for the fact that there is an extremely huge difficulty spike there, and we get a taste of cheap AI too (Zafonic Bullet hits everyone For Massive Damage instead of a random-hitting attack). Insignificant now due to the advent of mitigation units and the sharp increase in average strength of units.
Item-farming Quest: People often bring their spark teams to these quests so that they are able to farm materials for items such as Cures, Stimulants, etc.
EXP Farming Quest: A quest that has a high energy/EXP ratio, so that the player can increase his player level faster. Monday Karma dungeon is the most common quest for this type.
Rage Quit: Force-quitting the app when situations seem bleak. In regular Quests, you won't lose any items you used before rage-quitting. In Arena, it counts as a loss (at least in JP).
Cheap: Self-explanatory. The enemy is just annoying/overpowered and can kick your @$$ in a few turns if you're unlucky.
That One Damn Trial: Trial 003 Maxwell. Enough said. If Grah and Karl are easily beatable with units in the current metagame, Maxwell can still prove to be quite a challenge!
Raid Battles
Medals: Required to access slots, which can allow you to get goodies such as Sphere Frogs and Burst Frogs.
Others
Random Number God: The god every player has to pray to before Rare Summoning, doing an event dungeon, or hoping the AI doesn't get cheap with the player.
View ABP: An Easter egg in Arena where one taps the area below the 'Refresh' button repeatedly, and after refreshing, the opponent's ABP will show up. May require several trials before it shows, however. Is now unavailable. Bring it back, Gumi!
Blobs are the cause of server downtime! : A running joke in the Facebook page of Brave Frontier is that they blame Burny and friends (mostly Burny though) for any problems in the servers. It then changed to Squirty once (Squirty splashed water on our servers), and now uses Squirty for the 'Advisory' banner. Whenever there is server downtime for an extended period of time, or when there is something wrong in the game (eg the Thunder Vortex Arena being unplayable), expect at least one post about another blob unit messing up the server. TURNED INTO A DUNGEON FOR APRIL FOOLS.
SJ/Sacred: Sacred Jewel sphere (15% boost to all stats)
Medulla: Medulla Gem sphere (20% boost to all stats)
I'll add more as time comes.
Bye guys!
Sunday, August 24, 2014
Beating Grahdens in JP and Global!
Hey guys! Sorry for the absence, school work is piling up. German (which I picked as an elective) is freaking hard. I dare say that Japanese is easier compared to German...
Good news, however! You may notice that I mentioned Grah last post. YES, I beat Grah with ONE squad in JP. And guess what? I beat Karl (Global) on Thursday, 21 August 2014, and then Grah three days later!
Yes, I have beaten Grahdens in Global too! Now, I will be telling you how I was able to do this in both files. Karl in Global will come soon, so stay tuned!
Let's start with the JP file...the one-squad clear.
My team consists of:
Hail Mech Reeze (Breaker, level 77, SJ, leader)
Empyreal Drake Lodin (Lord, level 82, Medulla)
Ice Tower Tesla (Guardian, level 54, Goddess Seal)
Genius Elimo (Anima, MAX, Goddess Seal)
Divine Light Alyut (Anima, level 78, Beast Blade)
Friend: Selha 6* (Guardian, MAX, forgot the sphere as friend changes leader quite often)
With this team, it all comes down to a few things:
1. How often you can apply Elimo's DEF buff (every 3 turns if possible)
2. Timing Tesla's BB on the 70%, 40%, and <1% HP marks
3. GUARD ON TURN 1 FOR THE LOVE OF ALL THINGS HOLY.
4. Getting Lodin/Alyut/Selha to SBB at least once for more BC/BB gauge fill for more BB...FOR MASSIVE DAMAGE.
5. Use potions sparingly. Units with high REC helps a bit.
Now, in the Global file...the three-squad clear.
Team 1
Hail Mech Reeze (Lord, level 55, Flesh Armor, leader)
Drake Angel Aisha (Lord, level 71, Soul Spear)
Bolt Goddess Amy (Breaker, level 47, Burny Soul Stone)
Unflinching Themis (Breaker, level 36, Holy Crown)
Xenon & Estia (Guardian, level 56, Cordelicite)
Friend: Grahdens (Lord, level 49, SJ)
This team lasted until the 40% HP AOE.
Team 2
Empyreal Drake Lodin (Oracle, level 43, Medulla, leader)
War Rocket Cayena (Guardian, level 54, Flesh Armor)
Gun Goddess Serin (Breaker, MAX, SJ)
Cyborg Lilith II (Guardian, MAX, SJ)
Alpha Tree Altri (Oracle, level 13, Refined Gem)
Friend: Grahdens (Lord, MAX, SJ)
This team is sacrificed for the final AOE at <1% HP.
Team 3
Blade God Seria (Lord, level 57, SJ, leader)
Head Chef Lancia (Guardian, level 65, Royal Shield)
Magistra Lira (Lord, MAX, Soul Spear)
Legatus Melchio (Oracle, level 13, SJ)
Holy Earth Lance (Anima, level 91, Brave Crest)
Friend: Felneus (Anima, MAX, SJ)
This team is the cleanup squad, used to finish off Grah in case the second team couldn't make it past the final AOE. Was used in the end.
It all comes down to these:
1. Making sure my first team plows through until the 40% HP mark (in the middle of the 's' in Grahdens/in the middle of the 'ra' in 'Guradensu' in the JP version, which is the fourth character from the right)
2. Sparking. The only reason my second team was successful in reducing Grah's HP to <1% without much difficulty was because of loads of sparking, producing more BC and ensuring Altri can BB, even when my units are all underleveled.
3. Making sure my units don't die off very quickly. All healers guard. I didn't use a Revive for this battle, mind you.
4. GUARD ON TURN 1. I cannot stress this enough.
5. Grah friends can turn the tables to your favor, as Grah's LS works AGAINST him!
Pattern of attacks
Turn 1: Dialogue box. All units guard.
'How about an attack to start things off?'
Why? Grahdens will use Soul Rejection...
Soul Rejection: AOE that is an insta-kill if you don't guard/have Tesla or Darvanshell's BB activated, but deals 55% of your HP's worth of damage when guarding/with Tesla or Darvanshell's BB activated. This is reduced to approx. 50% with a Grahdens helper.
You'll notice the 'Angel Idol' buff. No, that doesn't resurrect him like Cursed Estia or Holy Flame Vargas in Frontier Hunter. Think of it as 'Endure' from Pokemon, where he stays alive when he's supposed to be dead.
'A normal attack should suffice!'
He then starts using normal attacks and some BBs:
Ignite Heaven: Fire AOE
Cursed Blue Slash: Water AOE
Ground Rock: Earth AOE
Lightning Volcano: Thunder AOE
At 85% HP (?)
'I'm tired. Time for a break.'
Grahdens will swap to Light element, ATK down while DEF up (I believe). Casts Life Shower, (not so sure about Steel Fortification) and can still use the BBs from above.
Life Shower: Health regen for 3 turns (approx. 8000 HP per turn), only once...until a few phases later.
At 70% HP
'Break's over!'
Soul Rejection again. Guard/activate Tesla or Darvanshell's BB. Reeze died here (Global), didn't bother reviving her.
Uses more moves:
Vanishing Wave: Nullifies all buffs
Holy Light: Light AOE that can inflict weakness and injury
At 40% HP
A dialogue box will open, and he uses another strong AOE.
Apocalypse: AOE that is an insta-kill if you don't guard/have Tesla or Darvanshell's BB activated, but deals 55% of your HP's worth of damage when guarding/with Tesla or Darvanshell's BB activated. This is reduced to approx. 50% with a Grahdens helper.
Please note: Apocalypse was the Japanese literal translation. I didn't pay attention to the name in Global for this attack.
Team 1 died here. Barely pulled through the final stretch for that phase. (Global)
'Time for some fun!' (I think.)
He gains an ATK buff here. Normal attacks can inflict weakness and injury.
Can use all attacks and BBs from previous phases, along with a few new ones. Can use Life Shower at any moment.
More attacks:
Sacred Change: AOE that changes his element from Dark to Light, or vice versa
Sharp Gaze: Strong STBB, can inflict paralysis, weakness, and injury
Steel Fortification: Damage mitigation buff for one turn
At <1% HP
Final dialogue box. If you're still in squad 2, you're home free.
Apocalypse Zero: 9999 damage AOE on all your units. 4999 damage while guarding/with Tesla or Darvanshell's BB activated.
Team 2 got annihilated here. (Global)
Then, you're free to attack him all you want, since he supposedly stops attacking for two turns. I'm not sure if this is a glitch, but when I fought Grahdens in Global, he still attacks me after the team swap AND after Apocalypse Zero (causing Altri to die, since he was the only survivor after Apocalypse Zero).
You get 1000000 Zel, 50000 EXP, and a Gem for completion. You also get a unit: Grahdens!
Base stats
HP: 3660
ATK: 1390
DEF: 1220
REC: 1050
LS: Ancient Authority (20% boost to all stats, 15% damage reduction from Light and Dark damage)
BB: Leader's Barrage (15 combo AOE Light and Dark damage, gives Light and Dark element to all allies' attacks for 2 turns)
So...I hope this helps for beating Grahdens!
Bye guys!
Good news, however! You may notice that I mentioned Grah last post. YES, I beat Grah with ONE squad in JP. And guess what? I beat Karl (Global) on Thursday, 21 August 2014, and then Grah three days later!
Yes, I have beaten Grahdens in Global too! Now, I will be telling you how I was able to do this in both files. Karl in Global will come soon, so stay tuned!
Let's start with the JP file...the one-squad clear.
My team consists of:
Hail Mech Reeze (Breaker, level 77, SJ, leader)
Empyreal Drake Lodin (Lord, level 82, Medulla)
Ice Tower Tesla (Guardian, level 54, Goddess Seal)
Genius Elimo (Anima, MAX, Goddess Seal)
Divine Light Alyut (Anima, level 78, Beast Blade)
Friend: Selha 6* (Guardian, MAX, forgot the sphere as friend changes leader quite often)
With this team, it all comes down to a few things:
1. How often you can apply Elimo's DEF buff (every 3 turns if possible)
2. Timing Tesla's BB on the 70%, 40%, and <1% HP marks
3. GUARD ON TURN 1 FOR THE LOVE OF ALL THINGS HOLY.
4. Getting Lodin/Alyut/Selha to SBB at least once for more BC/BB gauge fill for more BB...FOR MASSIVE DAMAGE.
5. Use potions sparingly. Units with high REC helps a bit.
Now, in the Global file...the three-squad clear.
Team 1
Hail Mech Reeze (Lord, level 55, Flesh Armor, leader)
Drake Angel Aisha (Lord, level 71, Soul Spear)
Bolt Goddess Amy (Breaker, level 47, Burny Soul Stone)
Unflinching Themis (Breaker, level 36, Holy Crown)
Xenon & Estia (Guardian, level 56, Cordelicite)
Friend: Grahdens (Lord, level 49, SJ)
This team lasted until the 40% HP AOE.
Team 2
Empyreal Drake Lodin (Oracle, level 43, Medulla, leader)
War Rocket Cayena (Guardian, level 54, Flesh Armor)
Gun Goddess Serin (Breaker, MAX, SJ)
Cyborg Lilith II (Guardian, MAX, SJ)
Alpha Tree Altri (Oracle, level 13, Refined Gem)
Friend: Grahdens (Lord, MAX, SJ)
This team is sacrificed for the final AOE at <1% HP.
Team 3
Blade God Seria (Lord, level 57, SJ, leader)
Head Chef Lancia (Guardian, level 65, Royal Shield)
Magistra Lira (Lord, MAX, Soul Spear)
Legatus Melchio (Oracle, level 13, SJ)
Holy Earth Lance (Anima, level 91, Brave Crest)
Friend: Felneus (Anima, MAX, SJ)
This team is the cleanup squad, used to finish off Grah in case the second team couldn't make it past the final AOE. Was used in the end.
It all comes down to these:
1. Making sure my first team plows through until the 40% HP mark (in the middle of the 's' in Grahdens/in the middle of the 'ra' in 'Guradensu' in the JP version, which is the fourth character from the right)
2. Sparking. The only reason my second team was successful in reducing Grah's HP to <1% without much difficulty was because of loads of sparking, producing more BC and ensuring Altri can BB, even when my units are all underleveled.
3. Making sure my units don't die off very quickly. All healers guard. I didn't use a Revive for this battle, mind you.
4. GUARD ON TURN 1. I cannot stress this enough.
5. Grah friends can turn the tables to your favor, as Grah's LS works AGAINST him!
Pattern of attacks
Turn 1: Dialogue box. All units guard.
'How about an attack to start things off?'
Why? Grahdens will use Soul Rejection...
Soul Rejection: AOE that is an insta-kill if you don't guard/have Tesla or Darvanshell's BB activated, but deals 55% of your HP's worth of damage when guarding/with Tesla or Darvanshell's BB activated. This is reduced to approx. 50% with a Grahdens helper.
You'll notice the 'Angel Idol' buff. No, that doesn't resurrect him like Cursed Estia or Holy Flame Vargas in Frontier Hunter. Think of it as 'Endure' from Pokemon, where he stays alive when he's supposed to be dead.
'A normal attack should suffice!'
He then starts using normal attacks and some BBs:
Ignite Heaven: Fire AOE
Cursed Blue Slash: Water AOE
Ground Rock: Earth AOE
Lightning Volcano: Thunder AOE
At 85% HP (?)
'I'm tired. Time for a break.'
Grahdens will swap to Light element, ATK down while DEF up (I believe). Casts Life Shower, (not so sure about Steel Fortification) and can still use the BBs from above.
Life Shower: Health regen for 3 turns (approx. 8000 HP per turn), only once...until a few phases later.
At 70% HP
'Break's over!'
Soul Rejection again. Guard/activate Tesla or Darvanshell's BB. Reeze died here (Global), didn't bother reviving her.
Uses more moves:
Vanishing Wave: Nullifies all buffs
Holy Light: Light AOE that can inflict weakness and injury
At 40% HP
A dialogue box will open, and he uses another strong AOE.
Apocalypse: AOE that is an insta-kill if you don't guard/have Tesla or Darvanshell's BB activated, but deals 55% of your HP's worth of damage when guarding/with Tesla or Darvanshell's BB activated. This is reduced to approx. 50% with a Grahdens helper.
Please note: Apocalypse was the Japanese literal translation. I didn't pay attention to the name in Global for this attack.
Team 1 died here. Barely pulled through the final stretch for that phase. (Global)
'Time for some fun!' (I think.)
He gains an ATK buff here. Normal attacks can inflict weakness and injury.
Can use all attacks and BBs from previous phases, along with a few new ones. Can use Life Shower at any moment.
More attacks:
Sacred Change: AOE that changes his element from Dark to Light, or vice versa
Sharp Gaze: Strong STBB, can inflict paralysis, weakness, and injury
Steel Fortification: Damage mitigation buff for one turn
At <1% HP
Final dialogue box. If you're still in squad 2, you're home free.
Apocalypse Zero: 9999 damage AOE on all your units. 4999 damage while guarding/with Tesla or Darvanshell's BB activated.
Team 2 got annihilated here. (Global)
Then, you're free to attack him all you want, since he supposedly stops attacking for two turns. I'm not sure if this is a glitch, but when I fought Grahdens in Global, he still attacks me after the team swap AND after Apocalypse Zero (causing Altri to die, since he was the only survivor after Apocalypse Zero).
You get 1000000 Zel, 50000 EXP, and a Gem for completion. You also get a unit: Grahdens!
Base stats
HP: 3660
ATK: 1390
DEF: 1220
REC: 1050
LS: Ancient Authority (20% boost to all stats, 15% damage reduction from Light and Dark damage)
BB: Leader's Barrage (15 combo AOE Light and Dark damage, gives Light and Dark element to all allies' attacks for 2 turns)
So...I hope this helps for beating Grahdens!
Bye guys!
Sunday, August 10, 2014
Friend spots open! (JP)
I have 18 slots for friends in my JP file, and if you want to add me...go ahead.
First, I should probably list all my leaders and potential leaders...and their stats too. Here they are:
Current leader
Grahdens (Dark, Lord)
Level: 43/80
LS: 20% boost to all stats, 15% damage reduction from dark and light types
HP: 5317
ATK: 1928
DEF: 1770
REC: 1548
Sphere: Medulla Gem
BB: 13 combo light and dark damage AOE, gives light and dark element to all allies' attacks for 2 turns (lv 5)
Other potential leaders
Hail Mech Reeze (Water, Breaker)
Level: 78/80
LS: Nullifies all status ailments
HP: 6218
ATK: 2068
DEF: 1320
REC: 1419
Sphere: Sacred Jewel, Thunder Bow
BB: 10 combo water AOE, chance to inflict paralysis (lv 2)
Empyreal Drake Lodin (Thunder, Lord)
Level: 82/100
LS: 50% ATK boost & large boost to BB gauge fill rate for team with at least 5 elements
HP: 6705
ATK: 2635
DEF: 1972
REC: 2155
Sphere: Medulla Gem, Skill Bracer
BB: Fills BB gauge of allies, gives thunder element to all allies' attacks for 3 turns (lv 10)
SBB: 14 combo thunder AOE, BB regen & gives thunder element to all allies' attacks for 3 turns (lv 4)
Possible future leaders (Bold most likely to be used)
>Dark Warlord Zephyr (Dark, Breaker)
>Havoc Angel Ronel (Thunder, Lord)
>Ice Warrior Karl (Water, Lord)
>Inferno Princess Dia (Fire, Anima)
>Felneus (Water, Anima)
>Ruza 6* (Fire, Guardian)
>Hail Gigantron Reeze (Water, Breaker)
>Wise Mage Elimo (Water, Anima)
>Ice Fortress Oulu (Water, Guardian)
>Deemo and Little Girl (5* form, Light, Lord)
>6* Karl and Grahdens, if they are/will be released. (Lord for both, Karl is water, Grahdens is dark)
But even with all of these, I have some...requirements, see. Here they are:
1. THE most important: Gift accordingly, please!
2. Grahdens, Divine Gale, Ares Excelsior, and Five Light leaders are prioritized. For Five Light and Divine Gale leaders, I accept 5* and 6* forms. You don't need to max out stats, but make sure they SURVIVE in the Agni Region.
3. Your leader must be at least 5*. 4* can be accepted at times, but Grahdens/6* leaders are the most prioritized.
And...I guess that's it. Go ahead and pop me a friend request if you'd like to!
My ID: 23603487
IGN: Raiko
First, I should probably list all my leaders and potential leaders...and their stats too. Here they are:
Current leader
Grahdens (Dark, Lord)
Level: 43/80
LS: 20% boost to all stats, 15% damage reduction from dark and light types
HP: 5317
ATK: 1928
DEF: 1770
REC: 1548
Sphere: Medulla Gem
BB: 13 combo light and dark damage AOE, gives light and dark element to all allies' attacks for 2 turns (lv 5)
Other potential leaders
Hail Mech Reeze (Water, Breaker)
Level: 78/80
LS: Nullifies all status ailments
HP: 6218
ATK: 2068
DEF: 1320
REC: 1419
Sphere: Sacred Jewel, Thunder Bow
BB: 10 combo water AOE, chance to inflict paralysis (lv 2)
Empyreal Drake Lodin (Thunder, Lord)
Level: 82/100
LS: 50% ATK boost & large boost to BB gauge fill rate for team with at least 5 elements
HP: 6705
ATK: 2635
DEF: 1972
REC: 2155
Sphere: Medulla Gem, Skill Bracer
BB: Fills BB gauge of allies, gives thunder element to all allies' attacks for 3 turns (lv 10)
SBB: 14 combo thunder AOE, BB regen & gives thunder element to all allies' attacks for 3 turns (lv 4)
Possible future leaders (Bold most likely to be used)
>Dark Warlord Zephyr (Dark, Breaker)
>Havoc Angel Ronel (Thunder, Lord)
>Ice Warrior Karl (Water, Lord)
>Inferno Princess Dia (Fire, Anima)
>Felneus (Water, Anima)
>Ruza 6* (Fire, Guardian)
>Hail Gigantron Reeze (Water, Breaker)
>Wise Mage Elimo (Water, Anima)
>Ice Fortress Oulu (Water, Guardian)
>Deemo and Little Girl (5* form, Light, Lord)
>6* Karl and Grahdens, if they are/will be released. (Lord for both, Karl is water, Grahdens is dark)
But even with all of these, I have some...requirements, see. Here they are:
1. THE most important: Gift accordingly, please!
2. Grahdens, Divine Gale, Ares Excelsior, and Five Light leaders are prioritized. For Five Light and Divine Gale leaders, I accept 5* and 6* forms. You don't need to max out stats, but make sure they SURVIVE in the Agni Region.
3. Your leader must be at least 5*. 4* can be accepted at times, but Grahdens/6* leaders are the most prioritized.
And...I guess that's it. Go ahead and pop me a friend request if you'd like to!
My ID: 23603487
IGN: Raiko
Thursday, August 7, 2014
I BEAT KARL WITH ONE SQUAD! Well, in JP.
...YES, it warranted an update.
Karl was insane, let me tell you that. I keep on dying at Blue Execution in my Global file, but in my JP file...
I beat him the first time. With one squad.
I came into the battle with 3 squads, the first one being the squad THE Ushi-sensei suggested (he suggested using a Grah helper, but I didn't have a Grah helper, so...yeah). The three squads are...
Team 1: Reeze 5* (leader, B), Tesla (G), Elimo 5* (A), Alyut 6* (A), Lodin 6* (L), Lira 6* (helper, B)
Team 2: Kushra (leader, L), Elulu 5* (L), May 3* (B), Emilia 5* (L), Falma 5* (A), Eze 6* (helper, G)
Team 3: Aem 5* (Leader, A), Lemia 5* (B), Zephyr 5* (B), Duel GX II (L), Lance 5* (G), Il and Mina 5* (helper, A)
I only used team 1. I brought Fujin Elixir, Divine Light, High Cure, Revive, and Thunder Seal (it was insurance in case my first team died). Tesla and Reeze died at Blue Execution. Lira died near the end, and I revived her to make sure Karl dies quickly.
In hindsight I could've won even without reviving Lira.
So, the stats of my first squad...
Hail Mech Reeze (Leader, B)
Level: 77/80
LS: Nullifies all status ailments
Sphere: Sacred Jewel
Stats (HP/ATK/DEF/REC): 6189/2058/1315/1413
BB: 10 combo water AOE, chance of paralysis (level 2)
Ice Tower Tesla (G)
Level: 54/80
Sphere: Goddess Seal
Stats: 5066/1157/1922/883
BB: Halves damage taken for 1 turn (level 2)
Genius Elimo (A)
Level: 80/80
Sphere: Flesh Armor, Poison Shiv (w/Sphere Frog)
Stats: 5263/1003/1674/1721 (light stat imp buff)
BB: Greatly recovers HP, gives DEF buff for 3 turns (level 2)
Divine Light Alyut (A)
Level: 71/100
Sphere: Beast Blade
Stats: 6273/1906/1795/1644 (light stat imp buff)
BB: 11 combo light AOE, chance of injury (level 10)
SBB: 14 combo light AOE, BB gauge refill & HP regen for 3 turns (level 7)
Empyreal Drake Lodin (L)
Level: 76/100
Sphere: Medulla Gem, Skill Bracer (w/Sphere Frog)
Stats: 6942/2552/1938/2120 (heavy buffing with stat imps)
BB: Fills BB gauge of allies, gives thunder element to all allies' attacks for 3 turns (level 10)
SBB: 14 combo thunder AOE, BB gauge refill & gives thunder element to all allies' attacks for 3 turns (level 4)
God Eater Lira (helper, B)
Level: 100/100
LS: 25% boost to ATK of all units, all allies' attacks has chance to inflict random status ailment
Sphere: Steeple Rose, Beast Armor (w/Sphere Frog)
Stats: 6710/2379/1879/1935 (heavy buffing with stat imps)
BB: 11 combo dark AOE (level 10)
SBB: Strong 13 combo dark STBB (level 1)
How the battle goes:
- Karl uses a water AOE every 5 turns (Frozen Axe), until 75% HP @ first form. Don't use items yet; you'll need it for his second form.
- Karl starts using these attacks @ 75% HP of his first form:
> Verdant Axe (Earth), inflicts Weakness
> Lightning Axe (Thunder), inflicts Paralysis
> Flood Offensive (3 turn DEF debuff, ATK buff)
- 50% HP @ first form, he evolves into his 5* form, regains all HP, starts using Verdant Axe and Lightning Axe. Start using items now.
- 75% HP @ second form, can use a light STBB (Flashing Axe Combo)
- 50% HP @ second form, uses an extremely strong water AOE capable of one-shotting teams that are not mono thunder. Def buff from Elimo and Tesla's BB needed to survive without guarding. Even then, Reeze and Tesla died, Lira was in the red zone, everyone else very close to red, except for Lodin.
- After Blue Execution, Karl can use a strong water AOE at random (Cursed Blue Slash). Two or more in a row is not unheard of.
- 15% HP @ second form, uses an attack that gives him DEF buff and regens health (approx. 7000-7500 HP per turn) for 3 turns. Reapplies this buff 5 turns after the last turn he regens HP.
How I beat him:
- Elimo always heals and reapplies DEF buff as soon as she can use her BB. ALL Fujins go to her.
- Don't mind SBB! As soon as a unit can use their BB, I used it, except Elimo and Tesla. SBB takes too long to charge up.
- Tesla's BB is saved for Blue Execution/Frozen Axe.
- Lodin's BB is needed to deal more damage.
- Save all items for Karl's second form. YOU'LL NEED THEM.
- Activate Tesla's BB @ Blue Execution and make sure Elimo's DEF buff is still present, and you won't suffer a total wipeout, even without guarding.
- When he hits 15% HP, you're pretty much home free, so slug all you have at him.
So there! Hopefully this helps in finishing off Karl.
See you!
Karl was insane, let me tell you that. I keep on dying at Blue Execution in my Global file, but in my JP file...
I beat him the first time. With one squad.
I came into the battle with 3 squads, the first one being the squad THE Ushi-sensei suggested (he suggested using a Grah helper, but I didn't have a Grah helper, so...yeah). The three squads are...
Team 1: Reeze 5* (leader, B), Tesla (G), Elimo 5* (A), Alyut 6* (A), Lodin 6* (L), Lira 6* (helper, B)
Team 2: Kushra (leader, L), Elulu 5* (L), May 3* (B), Emilia 5* (L), Falma 5* (A), Eze 6* (helper, G)
Team 3: Aem 5* (Leader, A), Lemia 5* (B), Zephyr 5* (B), Duel GX II (L), Lance 5* (G), Il and Mina 5* (helper, A)
I only used team 1. I brought Fujin Elixir, Divine Light, High Cure, Revive, and Thunder Seal (it was insurance in case my first team died). Tesla and Reeze died at Blue Execution. Lira died near the end, and I revived her to make sure Karl dies quickly.
In hindsight I could've won even without reviving Lira.
So, the stats of my first squad...
Hail Mech Reeze (Leader, B)
Level: 77/80
LS: Nullifies all status ailments
Sphere: Sacred Jewel
Stats (HP/ATK/DEF/REC): 6189/2058/1315/1413
BB: 10 combo water AOE, chance of paralysis (level 2)
Ice Tower Tesla (G)
Level: 54/80
Sphere: Goddess Seal
Stats: 5066/1157/1922/883
BB: Halves damage taken for 1 turn (level 2)
Genius Elimo (A)
Level: 80/80
Sphere: Flesh Armor, Poison Shiv (w/Sphere Frog)
Stats: 5263/1003/1674/1721 (light stat imp buff)
BB: Greatly recovers HP, gives DEF buff for 3 turns (level 2)
Divine Light Alyut (A)
Level: 71/100
Sphere: Beast Blade
Stats: 6273/1906/1795/1644 (light stat imp buff)
BB: 11 combo light AOE, chance of injury (level 10)
SBB: 14 combo light AOE, BB gauge refill & HP regen for 3 turns (level 7)
Empyreal Drake Lodin (L)
Level: 76/100
Sphere: Medulla Gem, Skill Bracer (w/Sphere Frog)
Stats: 6942/2552/1938/2120 (heavy buffing with stat imps)
BB: Fills BB gauge of allies, gives thunder element to all allies' attacks for 3 turns (level 10)
SBB: 14 combo thunder AOE, BB gauge refill & gives thunder element to all allies' attacks for 3 turns (level 4)
God Eater Lira (helper, B)
Level: 100/100
LS: 25% boost to ATK of all units, all allies' attacks has chance to inflict random status ailment
Sphere: Steeple Rose, Beast Armor (w/Sphere Frog)
Stats: 6710/2379/1879/1935 (heavy buffing with stat imps)
BB: 11 combo dark AOE (level 10)
SBB: Strong 13 combo dark STBB (level 1)
How the battle goes:
- Karl uses a water AOE every 5 turns (Frozen Axe), until 75% HP @ first form. Don't use items yet; you'll need it for his second form.
- Karl starts using these attacks @ 75% HP of his first form:
> Verdant Axe (Earth), inflicts Weakness
> Lightning Axe (Thunder), inflicts Paralysis
> Flood Offensive (3 turn DEF debuff, ATK buff)
- 50% HP @ first form, he evolves into his 5* form, regains all HP, starts using Verdant Axe and Lightning Axe. Start using items now.
- 75% HP @ second form, can use a light STBB (Flashing Axe Combo)
- 50% HP @ second form, uses an extremely strong water AOE capable of one-shotting teams that are not mono thunder. Def buff from Elimo and Tesla's BB needed to survive without guarding. Even then, Reeze and Tesla died, Lira was in the red zone, everyone else very close to red, except for Lodin.
- After Blue Execution, Karl can use a strong water AOE at random (Cursed Blue Slash). Two or more in a row is not unheard of.
- 15% HP @ second form, uses an attack that gives him DEF buff and regens health (approx. 7000-7500 HP per turn) for 3 turns. Reapplies this buff 5 turns after the last turn he regens HP.
How I beat him:
- Elimo always heals and reapplies DEF buff as soon as she can use her BB. ALL Fujins go to her.
- Don't mind SBB! As soon as a unit can use their BB, I used it, except Elimo and Tesla. SBB takes too long to charge up.
- Tesla's BB is saved for Blue Execution/Frozen Axe.
- Lodin's BB is needed to deal more damage.
- Save all items for Karl's second form. YOU'LL NEED THEM.
- Activate Tesla's BB @ Blue Execution and make sure Elimo's DEF buff is still present, and you won't suffer a total wipeout, even without guarding.
- When he hits 15% HP, you're pretty much home free, so slug all you have at him.
So there! Hopefully this helps in finishing off Karl.
See you!
Tuesday, August 5, 2014
Brave Frontier and Deemo's collaboration: New event unit!
Alim does a collaboration yet again, people! This time, they're collaborating with Rayark, the guys that created Cytus and Deemo!
This collaboration has brought the characters of Deemo: the titular character and the little girl that he tries to help. They are a collective unit, and is of light element.
THEY ARE FREAKING OP. Well, for a free unit.
I mean, their Brave Burst AT FOUR STARS is already 18 combo Light AND Dark damage, and increases Spark damage for 3 turns! And in five stars, their Brave Burst is the same, but has 20 combos!
Their LS fills the BB gauge when sparking. Kinda OP when their regular attack hits for at least 8 times in a short time frame between hits.
What I like is the adjustments Brave Frontier JP made because of this event. The Vortex dungeon list had its song changed from 'Hazama' to the menu screen of Deemo (the music in the piano room, attic, and the library). The dungeon itself plays the song 'Friction' in the battles leading to the boss, and the boss, Deemo and Little Girl, has the AWESOME song 'Magnolia' playing!
'Magnolia' is also sung by Guriri, a well-known utaite, so...yeah.
And their Brave Bursts?
At four stars, it's read 'Furikushion'.
At five stars, it's read 'Magunoria'.
'Friction' and 'Magnolia'.
*faints*
This collaboration has brought the characters of Deemo: the titular character and the little girl that he tries to help. They are a collective unit, and is of light element.
THEY ARE FREAKING OP. Well, for a free unit.
I mean, their Brave Burst AT FOUR STARS is already 18 combo Light AND Dark damage, and increases Spark damage for 3 turns! And in five stars, their Brave Burst is the same, but has 20 combos!
Their LS fills the BB gauge when sparking. Kinda OP when their regular attack hits for at least 8 times in a short time frame between hits.
What I like is the adjustments Brave Frontier JP made because of this event. The Vortex dungeon list had its song changed from 'Hazama' to the menu screen of Deemo (the music in the piano room, attic, and the library). The dungeon itself plays the song 'Friction' in the battles leading to the boss, and the boss, Deemo and Little Girl, has the AWESOME song 'Magnolia' playing!
'Magnolia' is also sung by Guriri, a well-known utaite, so...yeah.
And their Brave Bursts?
At four stars, it's read 'Furikushion'.
At five stars, it's read 'Magunoria'.
'Friction' and 'Magnolia'.
*faints*
Thursday, July 31, 2014
Team help on JP...
I am literally traumatized by Karl ever since my entire team is dropping like flies at Blue Execution. Same old, need help with him in regards with team builds. But I want your opinions on my other squads too...
I should say my teams for JP now, all in their current levels...
Main squad:
- Empyreal Drake Lodin (L, SBB 4), lvl 75 (leader)
- Genius Elimo (A), lvl MAX
- Ruza 5* (G), lvl MAX
- Dark Warrior Zephyr (B), lvl 57
- Divine Light Alyut (A, SBB 7), lvl 50
Sub units for main squad:
- Blade Hero Zelban (L), lvl 47
- Ice Tower Tesla (G), lvl 45
- Hail Mech Reeze (B), lvl 21
Dream arena squad
- Empyreal Drake Lodin (L, SBB 4), lvl 75 (leader)
- Red Slash Farlon (B), lvl 1
- War Girl Ophelia (B), lvl 48
- Duel GX II (L), lvl 32/Dark Warrior Zephyr (B), lvl 57
- Hail Mech Reeze (B), lvl 21/Divine Light Alyut (A, SBB 7), lvl 50
Karl squads:
Meat shield 1
- Hail Mech Reeze (B), lvl 21 (leader)
- Blade Hero Zelban (L), lvl 47
- Duel GX II (L), lvl 32
- Champion Aem (A), lvl 56
- Kaja 4* (A), lvl 27
Meat shield 2
- Ice Tower Tesla (G), lvl 45
- War Girl Ophelia (B), lvl 48
- Genius Elimo (A), lvl MAX
- Dark Warrior Zephyr (B), lvl 57
- Divine Light Alyut (A, SBB 7), lvl 50
Mono thunder
- Goddess Emilia (L), lvl 10 (leader)
- Empyreal Drake Lodin (L, SBB 4), lvl 75
- Bolt Mallet Elulu (L), lvl 49
- Royal Dancer May (B), lvl 29
- Sky Legend Falma (A), lvl 21
Other noteworthy (some are debatable) units:
Fire
-Knight Agni (B)
-Lava (L)
-Dark Princess Dia (A)
Water
-Malnaplis (A)
-Ice Keep Copra (B)
Earth
-Nature God Lance (G)
-Earth Pike Lance (G)
-Archer Lario (L)
Light
-Squire Atro (B)
-Sky Hero Athena (B)
Dark
-Samurai Mifune (B)
-Soul Keeper Lemia (B)
-Dark Tunes Eric (B)
-Dark Blade Lico (L)
-Vampire (G)
The Vampire was one of my worst pulls...along with Sky Hero Athena. It seems that with every bad pull the game bounces back with an AMAZING pull, as I pulled Hail Bot Reeze after Athena and I pulled Red Slash Farlon after the disappointing Vampire. I mean, if you're gonna give me a yellow door, at least make it Edea's batch, Aisha's batch, or Will's batch! Yeesh!
So...comments on what I should do with my squads, or if they're fine, is appreciated. Thanks!
I should say my teams for JP now, all in their current levels...
Main squad:
- Empyreal Drake Lodin (L, SBB 4), lvl 75 (leader)
- Genius Elimo (A), lvl MAX
- Ruza 5* (G), lvl MAX
- Dark Warrior Zephyr (B), lvl 57
- Divine Light Alyut (A, SBB 7), lvl 50
Sub units for main squad:
- Blade Hero Zelban (L), lvl 47
- Ice Tower Tesla (G), lvl 45
- Hail Mech Reeze (B), lvl 21
Dream arena squad
- Empyreal Drake Lodin (L, SBB 4), lvl 75 (leader)
- Red Slash Farlon (B), lvl 1
- War Girl Ophelia (B), lvl 48
- Duel GX II (L), lvl 32/Dark Warrior Zephyr (B), lvl 57
- Hail Mech Reeze (B), lvl 21/Divine Light Alyut (A, SBB 7), lvl 50
Karl squads:
Meat shield 1
- Hail Mech Reeze (B), lvl 21 (leader)
- Blade Hero Zelban (L), lvl 47
- Duel GX II (L), lvl 32
- Champion Aem (A), lvl 56
- Kaja 4* (A), lvl 27
Meat shield 2
- Ice Tower Tesla (G), lvl 45
- War Girl Ophelia (B), lvl 48
- Genius Elimo (A), lvl MAX
- Dark Warrior Zephyr (B), lvl 57
- Divine Light Alyut (A, SBB 7), lvl 50
Mono thunder
- Goddess Emilia (L), lvl 10 (leader)
- Empyreal Drake Lodin (L, SBB 4), lvl 75
- Bolt Mallet Elulu (L), lvl 49
- Royal Dancer May (B), lvl 29
- Sky Legend Falma (A), lvl 21
Other noteworthy (some are debatable) units:
Fire
-Knight Agni (B)
-Lava (L)
-Dark Princess Dia (A)
Water
-Malnaplis (A)
-Ice Keep Copra (B)
Earth
-Nature God Lance (G)
-Earth Pike Lance (G)
-Archer Lario (L)
Light
-Squire Atro (B)
-Sky Hero Athena (B)
Dark
-Samurai Mifune (B)
-Soul Keeper Lemia (B)
-Dark Tunes Eric (B)
-Dark Blade Lico (L)
-Vampire (G)
The Vampire was one of my worst pulls...along with Sky Hero Athena. It seems that with every bad pull the game bounces back with an AMAZING pull, as I pulled Hail Bot Reeze after Athena and I pulled Red Slash Farlon after the disappointing Vampire. I mean, if you're gonna give me a yellow door, at least make it Edea's batch, Aisha's batch, or Will's batch! Yeesh!
So...comments on what I should do with my squads, or if they're fine, is appreciated. Thanks!
Tuesday, July 29, 2014
Ryvern bosses are frustrating/cheap.
I've recently completed Ryvern in Agni. And guess what? We haven't saved Karl yet. Freaking Mare. In other news, Lugina's gonna be adventuring with us! Wait, WHAT?!
Ryvern follows the pattern back in Mistral and Palmyna, so no more of that 'each map has more than one element' nonsense. In exchange, though, some of the bosses in Ryvern are just plain CHEAP. I'm talking about the end-of-area bosses.
So, for those bosses, we have the 4* forms of Aisha's batch as enemies. The boss of the final area is Gramvaln, a light-elemental dragon that can inflict paralysis. But, in order of annoyance, this is how I'd rank them...
Note: All of these bosses (except Gramvaln) gain an ATK buff at approx. 75% HP.
7. Drake Lord Aisha (Glomore Hollow)
She only has a regular attack, an AOE attack, and an AOE BB. Nothing too severe here. Double ATK boost build is recommended, and Tiara is especially useful if you're running a rainbow team.
6. Bolt Pike Amy (Azura Ruins)
She has a regular attack, an AOE attack that nullifies all buffs (that includes seals/ores, ATK/DEF/REC/CRIT boost, Spark damage boost, gradual recovery, increased BC/HC drops, and gradual BB gauge fill, among others, or maybe I listed them all), and an STBB that can inflict injury and weakness. It's only frustrating if she nullifies the buffs, but other than that, she's not very intimidating. Mono-earth teams with Gaia Armor/Holy Arms/Holy Earth leads can easily blaze through her.
5. Gramvaln (White Tower)
I placed him here since he only has a regular attack an AOE BB. Granted, the BB can hurt a lot AND can inflict paralysis, but he doesn't gain an ATK buff in the middle of the battle. Also, it may be just me, but it's less likely to run into a totem in the Tower compared to anywhere else. Some more info from you guys regarding totem appearance rate and Gramvaln's BB(s?) is heavily appreciated...
Also, while he might be able to dish out the damage, he's pretty squishy. So give him all you got with a double ATK boost build and bring Stimulants.
4. Blade Storm Sefia (Ryvern Mountains)
Just the fact that she inflicts paralysis AND gains an ATK buff in the battle is annoying. She has a single-target attack, another single-target attack that deals roughly twice the damage her single-target attack deals (either that or an ignore DEF attack, since Elimo and Lance are both capable of giving DEF buffs), and an AOE BB that can inflict paralysis. Dark units beware: she hits very hard. My Magistra Lira (Lord, lvl 76 w/ SJ at the time) died pretty early on, leaving Aisha and Serin as the only units that can dish out strong attacks. Lance's attack (without SJ) just pales in comparison to Aisha and Serin.
3. Twin Flash Rickel (Snow Area Khelne)
She has a regular attack, a random-target attack that deals slightly more damage per hit, and a strong STBB that can inflict poison AND paralysis. Twins, Reeze, and Elsel leads are highly recommended, or you could bring a Melchio. Lodin is also recommended for rainbow teams. Also, her single-target BB is more deadly compared to Amy's one, so be careful.
2. Earthly Il and Mina (Stokhelna Forest)
Though they arguably deal less damage compared to the other bosses, it's their attacks that are annoying. They have a single target attack, an AOE BB, and an AOE attack. Now, the AOE attack is the annoying one. It can inflict injury, weakness, and sickness, sometimes a combination of two of those, or ALL THREE AT ONCE. Twins or Reeze leader/helper is highly recommended, or you could bring a Melchio, as the one time I did the dungeon with a Grah helper, I lost after running out of Tonics.
1. Goth Kikuri (Abyss Cave)
...come on. You were expecting it.
Kikuri is the definition of OP back then, maybe even now due to the advent of Death Idol Kikuri. Just need to wait until November/December for full Selha teams with Uda lead to screw Arena players over. Or rainbow BB spam teams with Empyreal Drake Lodin leads, which will come next month, after the 6* forms of the 12 Guardians are released.
But I digress.
Kikuri can use a regular attack, an AOE attack, and an AOE BB. She inflicts curse, poison, AND paralysis. If you treasure your items, you'd be wise to bring a healer and a Twins/Reeze/Elsel lead. Also have Grah with you if you don't want to use a Divine Gale leader, but be warned, you'll be wasting a whole lot of items.
I used my main squad (cut a few levels) with a Grah helper (brought Antidotes and Stimulants), and lost Lira, Lilith, and Aisha to the boss, in Global. In JP, I used my main squad (swap Elimo with Blade Hero Zelban (L, 39)) with a Twins helper. I STILL lost Alyut, the twins, and Zephyr.
So yeah. The bosses after this area are pretty tame so far (in the Earth area, the map isn't released yet in Global) tame though, I wonder why...
...I also pretty much spoiled the end-of-area bosses in Ryvern. Forgive me.
Ryvern follows the pattern back in Mistral and Palmyna, so no more of that 'each map has more than one element' nonsense. In exchange, though, some of the bosses in Ryvern are just plain CHEAP. I'm talking about the end-of-area bosses.
So, for those bosses, we have the 4* forms of Aisha's batch as enemies. The boss of the final area is Gramvaln, a light-elemental dragon that can inflict paralysis. But, in order of annoyance, this is how I'd rank them...
Note: All of these bosses (except Gramvaln) gain an ATK buff at approx. 75% HP.
7. Drake Lord Aisha (Glomore Hollow)
She only has a regular attack, an AOE attack, and an AOE BB. Nothing too severe here. Double ATK boost build is recommended, and Tiara is especially useful if you're running a rainbow team.
6. Bolt Pike Amy (Azura Ruins)
She has a regular attack, an AOE attack that nullifies all buffs (that includes seals/ores, ATK/DEF/REC/CRIT boost, Spark damage boost, gradual recovery, increased BC/HC drops, and gradual BB gauge fill, among others, or maybe I listed them all), and an STBB that can inflict injury and weakness. It's only frustrating if she nullifies the buffs, but other than that, she's not very intimidating. Mono-earth teams with Gaia Armor/Holy Arms/Holy Earth leads can easily blaze through her.
5. Gramvaln (White Tower)
I placed him here since he only has a regular attack an AOE BB. Granted, the BB can hurt a lot AND can inflict paralysis, but he doesn't gain an ATK buff in the middle of the battle. Also, it may be just me, but it's less likely to run into a totem in the Tower compared to anywhere else. Some more info from you guys regarding totem appearance rate and Gramvaln's BB(s?) is heavily appreciated...
Also, while he might be able to dish out the damage, he's pretty squishy. So give him all you got with a double ATK boost build and bring Stimulants.
4. Blade Storm Sefia (Ryvern Mountains)
Just the fact that she inflicts paralysis AND gains an ATK buff in the battle is annoying. She has a single-target attack, another single-target attack that deals roughly twice the damage her single-target attack deals (either that or an ignore DEF attack, since Elimo and Lance are both capable of giving DEF buffs), and an AOE BB that can inflict paralysis. Dark units beware: she hits very hard. My Magistra Lira (Lord, lvl 76 w/ SJ at the time) died pretty early on, leaving Aisha and Serin as the only units that can dish out strong attacks. Lance's attack (without SJ) just pales in comparison to Aisha and Serin.
3. Twin Flash Rickel (Snow Area Khelne)
She has a regular attack, a random-target attack that deals slightly more damage per hit, and a strong STBB that can inflict poison AND paralysis. Twins, Reeze, and Elsel leads are highly recommended, or you could bring a Melchio. Lodin is also recommended for rainbow teams. Also, her single-target BB is more deadly compared to Amy's one, so be careful.
2. Earthly Il and Mina (Stokhelna Forest)
Though they arguably deal less damage compared to the other bosses, it's their attacks that are annoying. They have a single target attack, an AOE BB, and an AOE attack. Now, the AOE attack is the annoying one. It can inflict injury, weakness, and sickness, sometimes a combination of two of those, or ALL THREE AT ONCE. Twins or Reeze leader/helper is highly recommended, or you could bring a Melchio, as the one time I did the dungeon with a Grah helper, I lost after running out of Tonics.
1. Goth Kikuri (Abyss Cave)
...come on. You were expecting it.
Kikuri is the definition of OP back then, maybe even now due to the advent of Death Idol Kikuri. Just need to wait until November/December for full Selha teams with Uda lead to screw Arena players over. Or rainbow BB spam teams with Empyreal Drake Lodin leads, which will come next month, after the 6* forms of the 12 Guardians are released.
But I digress.
Kikuri can use a regular attack, an AOE attack, and an AOE BB. She inflicts curse, poison, AND paralysis. If you treasure your items, you'd be wise to bring a healer and a Twins/Reeze/Elsel lead. Also have Grah with you if you don't want to use a Divine Gale leader, but be warned, you'll be wasting a whole lot of items.
I used my main squad (cut a few levels) with a Grah helper (brought Antidotes and Stimulants), and lost Lira, Lilith, and Aisha to the boss, in Global. In JP, I used my main squad (swap Elimo with Blade Hero Zelban (L, 39)) with a Twins helper. I STILL lost Alyut, the twins, and Zephyr.
So yeah. The bosses after this area are pretty tame so far (in the Earth area, the map isn't released yet in Global) tame though, I wonder why...
...I also pretty much spoiled the end-of-area bosses in Ryvern. Forgive me.
Labels:
BF Global,
BF JP,
Brave Frontier,
Spoilers,
Tips
Tuesday, July 15, 2014
All my rage...
...it's directed at Mare. This will get a bit 'ranty' in nature, so be warned! Also, SPOILER ALERT!
For those who haven't reached the Agni Region yet, the mysterious woman who appears in Ryvern is called Mare. And why is all my rage directed at her?
There's a list we can go through, and I'm sure there are more reasons, but here's what I can come up with right now. I'm still at Ryvern Mountains, the light area of Ryvern, and I'm waiting for energy to recharge...as well as finding ways to make sure my Magistra Lira won't die quickly.
The first thing that comes to mind is the second time we get to see her on-screen, in the water area of Ryvern. She just comes up, introduces herself, and STARTS PISSING OFF KARL. Like, how...
Now, I see Karl as one of the calmer people in the storyline, bested only by Paris, Elder Grahdens, and the player character (who doesn't show emotions anyways, unless verbally noted by another character). So, how does Mare piss Karl off?
Let's start with the basic things. She talked sh!t about Elder Grahdens, who took care of Karl when he was a baby. YES, Karl was an orphan. Then, she proceeded to talk about how the Elder BRAINWASHED him into thinking all that he knows is not the truth, and says that he must 'follow her to see the truth'. Karl was freakishly pissed off and CHASED AFTER HER. Oh wow.
I felt like punching her in the face right then and there. I also heard that she could be FARMED like Zebra in a future map. Great...
Second thing: she kidnapped Karl. Not gonna lie, she kidnapped Karl. She kidnapped one of the strongest extra bosses in the freaking game. Okay, that might be an exaggeration, but STILL. This is KARL we're talking about. She's holding him hostage in the final area of Ryvern.
Third thing, she injured Seria pretty badly just to give a message to us. Mare's probably like 'Hey, it's nice to see you protecting your friend, but I'm gonna be a total @$$ and send a group of minions after you while I take blue-haired guy here! Oh, and I'm keeping you alive, but you better tell his friend that I took him hostage! Toodle-loo!'
And now Seria's back in Elgaia, recovering from her wounds, and we're venturing into the mountains. ALONE, since Tillith went with Seria. At least we meet Elder Grahdens near the mountains. And he seems pissed too, but doesn't show it much.
And final, rather odd thing. Why in the name of Gaia is she called MARE?! (facepalms)
And...I guess that ends my rant. I don't know why I got a bit worked up over her (understatement of the century), but maybe it's because Karl IS my favorite NPC in Brave Frontier. I really, really want him in my squad.
Bye guys!
For those who haven't reached the Agni Region yet, the mysterious woman who appears in Ryvern is called Mare. And why is all my rage directed at her?
There's a list we can go through, and I'm sure there are more reasons, but here's what I can come up with right now. I'm still at Ryvern Mountains, the light area of Ryvern, and I'm waiting for energy to recharge...as well as finding ways to make sure my Magistra Lira won't die quickly.
The first thing that comes to mind is the second time we get to see her on-screen, in the water area of Ryvern. She just comes up, introduces herself, and STARTS PISSING OFF KARL. Like, how...
Now, I see Karl as one of the calmer people in the storyline, bested only by Paris, Elder Grahdens, and the player character (who doesn't show emotions anyways, unless verbally noted by another character). So, how does Mare piss Karl off?
Let's start with the basic things. She talked sh!t about Elder Grahdens, who took care of Karl when he was a baby. YES, Karl was an orphan. Then, she proceeded to talk about how the Elder BRAINWASHED him into thinking all that he knows is not the truth, and says that he must 'follow her to see the truth'. Karl was freakishly pissed off and CHASED AFTER HER. Oh wow.
I felt like punching her in the face right then and there. I also heard that she could be FARMED like Zebra in a future map. Great...
Second thing: she kidnapped Karl. Not gonna lie, she kidnapped Karl. She kidnapped one of the strongest extra bosses in the freaking game. Okay, that might be an exaggeration, but STILL. This is KARL we're talking about. She's holding him hostage in the final area of Ryvern.
Third thing, she injured Seria pretty badly just to give a message to us. Mare's probably like 'Hey, it's nice to see you protecting your friend, but I'm gonna be a total @$$ and send a group of minions after you while I take blue-haired guy here! Oh, and I'm keeping you alive, but you better tell his friend that I took him hostage! Toodle-loo!'
And now Seria's back in Elgaia, recovering from her wounds, and we're venturing into the mountains. ALONE, since Tillith went with Seria. At least we meet Elder Grahdens near the mountains. And he seems pissed too, but doesn't show it much.
And final, rather odd thing. Why in the name of Gaia is she called MARE?! (facepalms)
And...I guess that ends my rant. I don't know why I got a bit worked up over her (understatement of the century), but maybe it's because Karl IS my favorite NPC in Brave Frontier. I really, really want him in my squad.
Bye guys!
Wednesday, July 9, 2014
Units: Main squad (JP)
As promised, I will be talking about my team builds in JP and in Global! And due to the fact that Global is experiencing server maintenance as I write this, I'll be doing JP first.
In my JP squad, there are three main units in the squad. The others rotate around as the quest sees fit. The three main units are Genius Elimo (5*, Anima), Lodin (6*, Lord), and Ruza (5*, Guardian). The units that swap around are Nature God Lance (5*, Guardian), Zephyr (4*, Breaker), Elk (4*, Breaker), and Aryuto (5*).
My main team is usually built on endurance and respectable attack power.
My leader is Lodin 6*. His leader skill increases the attack power of a team that consists of five elements or more (including leader) by 50%, and increases the BB gauge fill rate of a team like that every turn. His BB increases the BB gauge of all units and gives thunder element to the teams attacks. His SBB is a 14-hit combo on all enemies that fills the BB gauge of the team by a pretty large amount each turn for three turns.
See Lodin's SBB in action here (sorry for my crappy playing and video skills, or if the video quality is crappy, I was half asleep and taking a video with a phone I don't even use anymore -__-"):
Conclusion: 6* Lodin is pretty broken.
Next of my mainstays is Genius Elimo. She's the main healer and the provider of the DEF buff in the video above.
The last of my mainstays is Ruza 5*. Even as a Guardian, he has explosive attacks, great DEF, and great HP. He's in the newest batch of units that BF JP released. And I really love his character design!
Now for the rotating units! First is my starter: Nature God Lance. His DEF is good, but I swap him out in fire dungeons because let's face it...he only deals average damage at best in fire dungeons.
Next is Elk 4*. If the boss is insanely hard and is of the dark element, he's the one I bring, because of his BB.
After that is Zephyr 4*. He was on my 'need to have' list as soon as I saw his picture on the App Invasion forums. Why? He looks cool, and he has good stats. If the main element in the dungeon is dark, but the boss isn't THAT hard, I bring him instead of Elk, since he has better DEF compared to Elk.
Finally, my last rotating member is Aryuto 5*. He is a very solid unit, and I am extremely fortunate to have him as an Anima. BUT WHY MUST HE LOOK LIKE A GIRL?!
Here are the stats of each of my units, along with spheres and any stat boosts from imps.
Lodin 6*
Type: Lord
Level: 56
Element: Thunder
Leader Skill: 50% boost to ATK power and increase to BB gauge fill rate of a team with at least five elements (including leader)
Spheres (used a Sphere Frog on him): Champion Axe (boost to Crit rate), Mech Sword (boosts all stats by 5%)
HP: 4933 (with 100 HP boost from imps)
ATK: 2024 (with 20 ATK boost from imps)
DEF: 1405 (with 20 DEF boost from imps)
REC: 1732 (with 40 REC boost from imps)
Brave Burst: Gives Thunder element to all attacks for 3 turns and increases the BB gauge
BB level: 10
Super Brave Burst: 14-hit Thunder elemental attack on all enemies that gives thunder element to all allies' attacks and provides great increase to BB gauge for 3 turns
SBB level: 1
Genius Elimo
Level: 70
Type: Anima
Element: Water
Leader Skill: Loving Devotion (large boost in effectiveness of Heart Crystals)
Sphere: Flesh Armor (boosts DEF and HP by 10%)
HP: 5492
ATK: 968
DEF: 1504 (with 40 DEF boost from imps)
REC: 1677
Brave Burst: Guardian Force (Greatly restores all allies' HP and gives a DEF boost for 3 turns)
BB Level: 2
Ruza 5*
Level: 73
Type: Guardian
Element: Fire
Leader Skill: Large increase to spark damage, apparently. (Possibly Intense Strobe like Ryujin Mifune and Alpha Behemoth)
Spheres (used a Sphere Frog on him): Holy Blade (boosts ATK by 10%), Champion Axe (boost to Crit rate)
HP: 4978 (with 50 HP boost from imps)
ATK: 1873 (with 20 ATK boost from imps)
DEF: 1574 (with 20 DEF boost from imps)
REC: 1476 (with 60 REC boost from imps)
Brave Burst: 10 combo single-target, heavy fire damage on single enemy, with chance of inflicting Weakness and Paralysis
BB Level: 2
Nature God Lance
Level: 80
Type: Guardian
Element: Earth
Leader Skill: Earth God's Power (50% ATK boost to all Earth types)
Sphere (used a Sphere Frog on him): Holy Blade (10% boost to ATK), Poison Shiv (adds possible Poison effect to attacks)
HP: 3944 (with 50 HP boost from imps)
ATK: 1347
DEF: 1540
REC: 805
Brave Burst: Eternal Zephyr (6-combo Earth elemental power attack to all enemies)
BB Level: 1
Eric 4*
Level: 60
Type: Breaker
Element: Dark
Leader Skill: Five Light's Power (25% ATK boost to a squad with 5 elements or more, including leader)
Sphere: Holy Blade (boosts ATK by 10%)
HP: 4289 (with 50 HP boost from imps)
ATK: 1494
DEF: 1171 (with 20 DEF boost from imps)
REC: 1249 (with 20 REC boost from imps)
Brave Burst: 7-combo random Light and Dark elemental damage on all enemies and gives Light element to all allies' attacks for 3 turns
BB Level: 2
Zephyr 4*
Level: 49
Type: Breaker
Element: Dark
Leader Skill: Light's Protection (reduce Light damage from enemies by 10%)
Sphere: Dragon Seal (boosts DEF by 10%)
HP: 4294
ATK: 1371
DEF: 1250
REC: 1061
Brave Burst: 8-combo Dark elemental attack on all enemies and ignores enemies DEF when attacking for 2 turns
BB Level: 1
Alyut 5*
Level: 61
Type: Anima
Element: Light
Leader Skill: Light God's Power (50% ATK boost to Light types)
Sphere: Holy Blade (boosts ATK by 10%)
HP: 5498
ATK: 1562
DEF: 1561
REC: 1352
Brave Burst: 9-combo Light elemental damage with chance of inflicting injury
BB Level: 1
All spheres are craftable in the town, except for the Mech Sword, which is given to you as a reward for reaching the rank 'Amateur' in the Arena. Oh, and Flesh Armors, which I covered in my earlier post on my mono-earth team.
So...if anyone has a suggestion for better teams, I'd appreciate that. All my other units:
- Head Thief Leon, Breaker (Zel farming)
- Dia 4*, Anima
- Malnaplis, Anima
- Ice Keep Copra, Breaker
- Ice Keep Copra, Guardian
- Vine Pike Lance, Guardian
- Archer Lario, Lord (recent HS)
- High Dancer May, Breaker (will swap her with a Guardian one when I have space, for Karl)
- Bolt Mallet Elulu, Lord
- Samurai Mifune, Breaker (AAARRRGGGHHHHH... WHY.)
- Soul Keeper Lemia, Breaker
Bye guys!
In my JP squad, there are three main units in the squad. The others rotate around as the quest sees fit. The three main units are Genius Elimo (5*, Anima), Lodin (6*, Lord), and Ruza (5*, Guardian). The units that swap around are Nature God Lance (5*, Guardian), Zephyr (4*, Breaker), Elk (4*, Breaker), and Aryuto (5*).
My main team is usually built on endurance and respectable attack power.
My leader is Lodin 6*. His leader skill increases the attack power of a team that consists of five elements or more (including leader) by 50%, and increases the BB gauge fill rate of a team like that every turn. His BB increases the BB gauge of all units and gives thunder element to the teams attacks. His SBB is a 14-hit combo on all enemies that fills the BB gauge of the team by a pretty large amount each turn for three turns.
See Lodin's SBB in action here (sorry for my crappy playing and video skills, or if the video quality is crappy, I was half asleep and taking a video with a phone I don't even use anymore -__-"):
Conclusion: 6* Lodin is pretty broken.
Next of my mainstays is Genius Elimo. She's the main healer and the provider of the DEF buff in the video above.
The last of my mainstays is Ruza 5*. Even as a Guardian, he has explosive attacks, great DEF, and great HP. He's in the newest batch of units that BF JP released. And I really love his character design!
Now for the rotating units! First is my starter: Nature God Lance. His DEF is good, but I swap him out in fire dungeons because let's face it...he only deals average damage at best in fire dungeons.
Next is Elk 4*. If the boss is insanely hard and is of the dark element, he's the one I bring, because of his BB.
After that is Zephyr 4*. He was on my 'need to have' list as soon as I saw his picture on the App Invasion forums. Why? He looks cool, and he has good stats. If the main element in the dungeon is dark, but the boss isn't THAT hard, I bring him instead of Elk, since he has better DEF compared to Elk.
Finally, my last rotating member is Aryuto 5*. He is a very solid unit, and I am extremely fortunate to have him as an Anima. BUT WHY MUST HE LOOK LIKE A GIRL?!
Here are the stats of each of my units, along with spheres and any stat boosts from imps.
Lodin 6*
Type: Lord
Level: 56
Element: Thunder
Leader Skill: 50% boost to ATK power and increase to BB gauge fill rate of a team with at least five elements (including leader)
Spheres (used a Sphere Frog on him): Champion Axe (boost to Crit rate), Mech Sword (boosts all stats by 5%)
HP: 4933 (with 100 HP boost from imps)
ATK: 2024 (with 20 ATK boost from imps)
DEF: 1405 (with 20 DEF boost from imps)
REC: 1732 (with 40 REC boost from imps)
Brave Burst: Gives Thunder element to all attacks for 3 turns and increases the BB gauge
BB level: 10
Super Brave Burst: 14-hit Thunder elemental attack on all enemies that gives thunder element to all allies' attacks and provides great increase to BB gauge for 3 turns
SBB level: 1
Genius Elimo
Level: 70
Type: Anima
Element: Water
Leader Skill: Loving Devotion (large boost in effectiveness of Heart Crystals)
Sphere: Flesh Armor (boosts DEF and HP by 10%)
HP: 5492
ATK: 968
DEF: 1504 (with 40 DEF boost from imps)
REC: 1677
Brave Burst: Guardian Force (Greatly restores all allies' HP and gives a DEF boost for 3 turns)
BB Level: 2
Ruza 5*
Level: 73
Type: Guardian
Element: Fire
Leader Skill: Large increase to spark damage, apparently. (Possibly Intense Strobe like Ryujin Mifune and Alpha Behemoth)
Spheres (used a Sphere Frog on him): Holy Blade (boosts ATK by 10%), Champion Axe (boost to Crit rate)
HP: 4978 (with 50 HP boost from imps)
ATK: 1873 (with 20 ATK boost from imps)
DEF: 1574 (with 20 DEF boost from imps)
REC: 1476 (with 60 REC boost from imps)
Brave Burst: 10 combo single-target, heavy fire damage on single enemy, with chance of inflicting Weakness and Paralysis
BB Level: 2
Nature God Lance
Level: 80
Type: Guardian
Element: Earth
Leader Skill: Earth God's Power (50% ATK boost to all Earth types)
Sphere (used a Sphere Frog on him): Holy Blade (10% boost to ATK), Poison Shiv (adds possible Poison effect to attacks)
HP: 3944 (with 50 HP boost from imps)
ATK: 1347
DEF: 1540
REC: 805
Brave Burst: Eternal Zephyr (6-combo Earth elemental power attack to all enemies)
BB Level: 1
Eric 4*
Level: 60
Type: Breaker
Element: Dark
Leader Skill: Five Light's Power (25% ATK boost to a squad with 5 elements or more, including leader)
Sphere: Holy Blade (boosts ATK by 10%)
HP: 4289 (with 50 HP boost from imps)
ATK: 1494
DEF: 1171 (with 20 DEF boost from imps)
REC: 1249 (with 20 REC boost from imps)
Brave Burst: 7-combo random Light and Dark elemental damage on all enemies and gives Light element to all allies' attacks for 3 turns
BB Level: 2
Zephyr 4*
Level: 49
Type: Breaker
Element: Dark
Leader Skill: Light's Protection (reduce Light damage from enemies by 10%)
Sphere: Dragon Seal (boosts DEF by 10%)
HP: 4294
ATK: 1371
DEF: 1250
REC: 1061
Brave Burst: 8-combo Dark elemental attack on all enemies and ignores enemies DEF when attacking for 2 turns
BB Level: 1
Alyut 5*
Level: 61
Type: Anima
Element: Light
Leader Skill: Light God's Power (50% ATK boost to Light types)
Sphere: Holy Blade (boosts ATK by 10%)
HP: 5498
ATK: 1562
DEF: 1561
REC: 1352
Brave Burst: 9-combo Light elemental damage with chance of inflicting injury
BB Level: 1
All spheres are craftable in the town, except for the Mech Sword, which is given to you as a reward for reaching the rank 'Amateur' in the Arena. Oh, and Flesh Armors, which I covered in my earlier post on my mono-earth team.
So...if anyone has a suggestion for better teams, I'd appreciate that. All my other units:
- Head Thief Leon, Breaker (Zel farming)
- Dia 4*, Anima
- Malnaplis, Anima
- Ice Keep Copra, Breaker
- Ice Keep Copra, Guardian
- Vine Pike Lance, Guardian
- Archer Lario, Lord (recent HS)
- High Dancer May, Breaker (will swap her with a Guardian one when I have space, for Karl)
- Bolt Mallet Elulu, Lord
- Samurai Mifune, Breaker (AAARRRGGGHHHHH... WHY.)
- Soul Keeper Lemia, Breaker
Bye guys!
Monday, July 7, 2014
Brave Frontier JP is AWESOME.
I seem to have started playing the JP version of Brave Frontier at the perfect time... The people at BF Japan seriously know how to party for Brave Frontier's first anniversary! That's right, Brave Frontier JP has been around for 1 year, people!
There's a lot of giveaways and events. They're giving away one gem everyday for 60 days. When HS rates up happens, there will be 1000 Honor Points in the presents box. Right now, HS rates up, half energy for ALL Quests and Trials, and evolution material dungeons are available.
Link to all BF JP giveaways and events here: http://appinvasion.com/threads/events-frontier-hunter-100-ele-rs-honor-fusion-rates-1-2-en-evo-vortex-super-ele-mp-daily-gem.54490/
Thanks to the 'half energy for all quests' event, I have reached Encervis in a little over one week of play time. I've also gotten a few good Rare Summons, and evolved quite a few of my units. I'm also done in Cordelica, too.
The JP version is extremely different compared to the Global version of BF. It's extremely apparent to me, as a free player. For example, Idols and Pots in JP drop like Nymphs in Global. With every Idol or Pot run, you are pretty much guaranteed to get five Idols/Pots. Rare Summons also seem to be better, but maybe I just summoned during the event where most units summoned will be 4* or above. Also, Burst Frogs can be obtained from Honor Summon. I haven't found a Burst Frog in Global through Honor Summons, even though the wiki says they can be obtained from HS in Global...
Here's the list of my first 10 Rare Summons in JP:
1. Soul Keeper Lemia, Breaker (5*)
2. Elk, Breaker (4*)
3. Ice Keep Copra, Breaker (4*)
4. Ruza, Guardian (4*)
5. Drake God Lodin, Lord (5*) (SO FREAKIN HAPPY...my Global Lodin was Oracle and had horrible HP)
6. Leviathan, Anima (3*)
7. Ice Keep Copra, Guardian (4*)
8. Elimo, Anima (3*)
9. Tinkerer Elulu, Lord (3*)
10. Zephyr, Breaker (4*) (He looks cool. End of story.)
While in Global, these are my first 10 Rare Summons:
1. Holy Queen Luna, Anima (4*)
2. Princess Lidith, Lord (3*)
3. Great Tree Alneu, Oracle (3*)
4. Lava, Guardian (3*)
5. War Captain Mega, Anima (4*) (He's actually my favorite water unit...Mega for life. Favorite unit is still Lance though.)
6. Leviathan, Guardian (3*)
7. Lich, Anima (4*)
8. Thunderbird, Lord (3*)
9. Malnaplis, Guardian (5*)
10. Samurai Mifune, Breaker (3*)
The JP version has more units for the RNG to choose from, so that may be a factor. Also, I got a 5* Anima Aryuto earlier from JP Rare Summons as well. FINALLY I can use my Light Crystal.
I'll be talking about the units in my squad in both the Global and JP servers soon, particularly Ruza in the JP servers. He was only recently released in JP, and at 6*, has a whopping 27 cost.
These are my two main configurations for my main squad. It's a rainbow squad, much like my main squad in Global. I'll have to stick with the bottom squad until I reach level 52 before I can use the upper squad, if I decide to evolve Lodin tomorrow. I already have a Miracle Totem (didn't use a gem too, unlike Global...the experience from Global that I bring into JP surely helped), and I just need the Thunder Pot and the Dragon Mimic. I already have two Thunder Totems as well.
My summoner helper is Ramise, another Five Light leader whose BB heals the entire team and gives dark element to the team's attacks for 3 turns. And yes, that's a Genius Elimo and a Nature God Lance, as well as 5* Ruza. I've been on an evolving frenzy these past few days.
To think that I reached there in a matter of around one week, give or take, from this...
Told you my holidays are spent playing video games!
Welp, I'll see you guys soon. Feel free to add me in JP/Global servers, but I rarely play in Global now... I'm just waiting for the new map after Lizeria, or Frontier Hunter, whichever comes first, before playing again.
JP Servers
Player name: Raiko
Player ID: 23603487
Leader: Drake God Lodin (Lord, MAX level), might change to them later on...
- Lodin 6* when I evolve him (Lord)
- Elk 6* when I evolve him (Breaker)
- Aryuto 6* when I evolve her (Anima)
Global Servers
Player name: Raiko
Player ID: 87290497
Leader: Cyborg Lilith II (Guardian, level 70), might change to them later on...
- Holy Flame Vargas (Lord)
- Holy Thunder Eze (Lord)
- Sea King Mega (Anima)
- Holy Earth Lance (Anima)
- Holy Light Atro (Breaker/Anima)
- Death Magress (Breaker)
- Frost Queen Stya (Lord, when item farming)
- Legionary Melchio (Oracle, when doing Metal Parades)
- Anyone from the Leon evolutionary line (Lord, when farming Zel)
- 6* Lodin when he is released (Oracle)
- 6* Lilith when she is released (Guardian)
- Unholy Magress when I evolve him (Breaker/Guardian)
- Mother Snow Stya when I evolve her (Lord/Anima, when item farming)
- 6* Melchio when he is released (Oracle)
There's a lot of giveaways and events. They're giving away one gem everyday for 60 days. When HS rates up happens, there will be 1000 Honor Points in the presents box. Right now, HS rates up, half energy for ALL Quests and Trials, and evolution material dungeons are available.
Link to all BF JP giveaways and events here: http://appinvasion.com/threads/events-frontier-hunter-100-ele-rs-honor-fusion-rates-1-2-en-evo-vortex-super-ele-mp-daily-gem.54490/
Thanks to the 'half energy for all quests' event, I have reached Encervis in a little over one week of play time. I've also gotten a few good Rare Summons, and evolved quite a few of my units. I'm also done in Cordelica, too.
The JP version is extremely different compared to the Global version of BF. It's extremely apparent to me, as a free player. For example, Idols and Pots in JP drop like Nymphs in Global. With every Idol or Pot run, you are pretty much guaranteed to get five Idols/Pots. Rare Summons also seem to be better, but maybe I just summoned during the event where most units summoned will be 4* or above. Also, Burst Frogs can be obtained from Honor Summon. I haven't found a Burst Frog in Global through Honor Summons, even though the wiki says they can be obtained from HS in Global...
Here's the list of my first 10 Rare Summons in JP:
1. Soul Keeper Lemia, Breaker (5*)
2. Elk, Breaker (4*)
3. Ice Keep Copra, Breaker (4*)
4. Ruza, Guardian (4*)
5. Drake God Lodin, Lord (5*) (SO FREAKIN HAPPY...my Global Lodin was Oracle and had horrible HP)
6. Leviathan, Anima (3*)
7. Ice Keep Copra, Guardian (4*)
8. Elimo, Anima (3*)
9. Tinkerer Elulu, Lord (3*)
10. Zephyr, Breaker (4*) (He looks cool. End of story.)
While in Global, these are my first 10 Rare Summons:
1. Holy Queen Luna, Anima (4*)
2. Princess Lidith, Lord (3*)
3. Great Tree Alneu, Oracle (3*)
4. Lava, Guardian (3*)
5. War Captain Mega, Anima (4*) (He's actually my favorite water unit...Mega for life. Favorite unit is still Lance though.)
6. Leviathan, Guardian (3*)
7. Lich, Anima (4*)
8. Thunderbird, Lord (3*)
9. Malnaplis, Guardian (5*)
10. Samurai Mifune, Breaker (3*)
The JP version has more units for the RNG to choose from, so that may be a factor. Also, I got a 5* Anima Aryuto earlier from JP Rare Summons as well. FINALLY I can use my Light Crystal.
I'll be talking about the units in my squad in both the Global and JP servers soon, particularly Ruza in the JP servers. He was only recently released in JP, and at 6*, has a whopping 27 cost.
These are my two main configurations for my main squad. It's a rainbow squad, much like my main squad in Global. I'll have to stick with the bottom squad until I reach level 52 before I can use the upper squad, if I decide to evolve Lodin tomorrow. I already have a Miracle Totem (didn't use a gem too, unlike Global...the experience from Global that I bring into JP surely helped), and I just need the Thunder Pot and the Dragon Mimic. I already have two Thunder Totems as well.
My summoner helper is Ramise, another Five Light leader whose BB heals the entire team and gives dark element to the team's attacks for 3 turns. And yes, that's a Genius Elimo and a Nature God Lance, as well as 5* Ruza. I've been on an evolving frenzy these past few days.
To think that I reached there in a matter of around one week, give or take, from this...
Told you my holidays are spent playing video games!
Welp, I'll see you guys soon. Feel free to add me in JP/Global servers, but I rarely play in Global now... I'm just waiting for the new map after Lizeria, or Frontier Hunter, whichever comes first, before playing again.
JP Servers
Player name: Raiko
Player ID: 23603487
Leader: Drake God Lodin (Lord, MAX level), might change to them later on...
- Lodin 6* when I evolve him (Lord)
- Elk 6* when I evolve him (Breaker)
- Aryuto 6* when I evolve her (Anima)
Global Servers
Player name: Raiko
Player ID: 87290497
Leader: Cyborg Lilith II (Guardian, level 70), might change to them later on...
- Holy Flame Vargas (Lord)
- Holy Thunder Eze (Lord)
- Sea King Mega (Anima)
- Holy Earth Lance (Anima)
- Holy Light Atro (Breaker/Anima)
- Death Magress (Breaker)
- Frost Queen Stya (Lord, when item farming)
- Legionary Melchio (Oracle, when doing Metal Parades)
- Anyone from the Leon evolutionary line (Lord, when farming Zel)
- 6* Lodin when he is released (Oracle)
- 6* Lilith when she is released (Guardian)
- Unholy Magress when I evolve him (Breaker/Guardian)
- Mother Snow Stya when I evolve her (Lord/Anima, when item farming)
- 6* Melchio when he is released (Oracle)
Tuesday, July 1, 2014
My biggest fails: Brave Frontier
Alright, let's face it. When we first started playing games, we must have made some pretty stupid mistakes in the past. It's not just you. When we were all just newbies, stupid mistakes are inevitable.
Same with me here. When I first started playing Brave Frontier, GOD I was so lame. I got the game back then when I though Ayakashi Ghost Guild was the best game on the iOS, and first saw Brave Frontier as a rip-off from Final Fantasy and Pokemon.
...I was a huge Final Fantasy fangirl back then. Now, Megami Tensei is the best RPG series for me.
But now...I see that Brave Frontier is a unique RPG on its own right that deserves more attention than it currently gets. I mean, I see the old-school FF games getting recommended for the iOS, some more Square Enix games, the occasional Pokemon-style game, but Brave Frontier? Nope.
But I'll rant about this another time. Now, here are my worst fails I've done when playing Brave Frontier. Here we go...
1. Starting with Selena.
I started with Selena originally because...well, she has the best character design for me back then (curls up in shame). She seemed pretty good at the start too. I was blazing through the Cave of Flames.
And then I reached the thunder stage in Mistral. Magutagal Wetlands, if I am not mistaken.
For any new players who came here to see what are the classic fails that I did to prevent them from happening when you start the game, thunder units deal more damage to water units. Water units, however, deal less damage to thunder units. Think of it like the Pokemon type matchups, except water moves actually does normal damage to electric types in Pokemon. Selena is the water starter. You can see where this is going.
The fact that Selena is a rather squishy unit (she has low HP and DEF) does NOT make things easier. It's a good thing my Selena is an Anima, otherwise she would've been nigh useless in my team back then (Animas give an HP boost in exchange for a reduced REC stat, a stat that is very high for Selena in the first place).
I ended up switching her out for War Captain Mega (Anima). And now my team consists of Lilith 5*, Lance 6*, Eze 6*, Mega 6*, and Aisha 5*.
2. Not doing a reroll when my first Rare Summon was a Holy Queen Luna.
Back then, I didn't know that Luna can be obtained from Honor Summon or farmed from Secluded Sanctuary - Conqueror of the Heavens. So I kept her. It's a good thing she was an Anima, or I would've fused her away or something...and even then, I swear, my Oracle Hell King Hades probably had better HP! I mean yeah, her ATK and DEF are BOTH good, but 3005 HP at level 47, with Anima boost, as a 4*? My Knight Agni has 3720 HP at MAX level as a Breaker.
I'm a player who probably focuses more on balanced stats. I got Lance for his SBB DEF boost (and the fact that he can tank damage pretty effectively), and Eze for his SBB that can raise attack to kill of bosses quickly (he has better DEF than my Lodin too), Lilith solely for Five Light's Force (and she's a Guardian), Mega for his high attack (and he's an Anima to boot), and Aisha as the most balanced unit in my team. Most of these units can break through 5000 HP (Lance in particular broke through 6000, he's an Anima).
So Luna? Meh...
3. Not using Great Tree Alneu at the start because I thought he looked stupid.
Rule of thumb: premium healers (healers you get from Rare Summons) are the best healers. And the tree is one of the best premium healers that ever existed. It is probably the only unit (apart from Fairy) that can heal AND remove status problems.
The fact that I never used Alneu probably contributed to the fact that I had to use a gem on Demon Abaddon. That, and the fact that I brought Luna and Atro. (epic facepalm)
4. Fusing away my Royal Dancer May.
I need her for Karl. Why the hell did I fuse her away?!
5. Thinking that Thunderbird was actually a very good unit.
That was a far cry from the truth. The bird has pretty awful stats for a 3*, and his BB hits random targets and only hits 5 times, I think. Vanila's BB was way better! Random, but hits 12 times and can inflict a random status ailment!
6. Thinking that Shida would drop in Destroyed Cathedral - The Land Devoured by Monsters.
Fact: he won't drop. I feel so stupid, what a waste of energy...
7. Using TWO gems for Alma's dungeon level 2...and not getting her.
This is pretty self-explanatory. I was desperate for Alma back then because I thought she won't appear again...
And she did appear again. I got her on level 2. As an Oracle. (curls up in a corner, blasting VGM, Vocaloid, and J-Pop)
8. Playing rainbow on the 2X Legnaura + Bow God Lario boss in Lizeria.
Lodin died too quickly and damage output is seriously lowered. The battle dragged on for too long and I wasted a crapton of healing items, and the bosses love to spam their Brave Bursts. Beat them with my mono earth team.
9. First turn Brave Bursts from my entire team during bosses.
For some odd reason, if you spam your BB in turn 1 (i.e. Everyone uses their BB), chances are, the enemy AI is gonna be a huge d*** to you and spam their OWN BB in the first turn, and will use their BB every other turn, unless it is specified by the AI for the enemy to use their BB every set number of turns (Phoenix every 3 turns, Endless every 5 turns, and so on).
Or, they would target that member in your team who's a glass cannon or has an elemental weakness. (glares at Bow God Lario, who is whistling 'innocently')
So, unless you're in the early stages of the game or are VERY CONFIDENT you will survive the assault from the enemy afterwards, do NOT BB spam in one turn.
I'm sure I can think of more fails later on, but this is all I have for now. Bye guys!
Same with me here. When I first started playing Brave Frontier, GOD I was so lame. I got the game back then when I though Ayakashi Ghost Guild was the best game on the iOS, and first saw Brave Frontier as a rip-off from Final Fantasy and Pokemon.
...I was a huge Final Fantasy fangirl back then. Now, Megami Tensei is the best RPG series for me.
But now...I see that Brave Frontier is a unique RPG on its own right that deserves more attention than it currently gets. I mean, I see the old-school FF games getting recommended for the iOS, some more Square Enix games, the occasional Pokemon-style game, but Brave Frontier? Nope.
But I'll rant about this another time. Now, here are my worst fails I've done when playing Brave Frontier. Here we go...
1. Starting with Selena.
I started with Selena originally because...well, she has the best character design for me back then (curls up in shame). She seemed pretty good at the start too. I was blazing through the Cave of Flames.
And then I reached the thunder stage in Mistral. Magutagal Wetlands, if I am not mistaken.
For any new players who came here to see what are the classic fails that I did to prevent them from happening when you start the game, thunder units deal more damage to water units. Water units, however, deal less damage to thunder units. Think of it like the Pokemon type matchups, except water moves actually does normal damage to electric types in Pokemon. Selena is the water starter. You can see where this is going.
The fact that Selena is a rather squishy unit (she has low HP and DEF) does NOT make things easier. It's a good thing my Selena is an Anima, otherwise she would've been nigh useless in my team back then (Animas give an HP boost in exchange for a reduced REC stat, a stat that is very high for Selena in the first place).
I ended up switching her out for War Captain Mega (Anima). And now my team consists of Lilith 5*, Lance 6*, Eze 6*, Mega 6*, and Aisha 5*.
2. Not doing a reroll when my first Rare Summon was a Holy Queen Luna.
Back then, I didn't know that Luna can be obtained from Honor Summon or farmed from Secluded Sanctuary - Conqueror of the Heavens. So I kept her. It's a good thing she was an Anima, or I would've fused her away or something...and even then, I swear, my Oracle Hell King Hades probably had better HP! I mean yeah, her ATK and DEF are BOTH good, but 3005 HP at level 47, with Anima boost, as a 4*? My Knight Agni has 3720 HP at MAX level as a Breaker.
I'm a player who probably focuses more on balanced stats. I got Lance for his SBB DEF boost (and the fact that he can tank damage pretty effectively), and Eze for his SBB that can raise attack to kill of bosses quickly (he has better DEF than my Lodin too), Lilith solely for Five Light's Force (and she's a Guardian), Mega for his high attack (and he's an Anima to boot), and Aisha as the most balanced unit in my team. Most of these units can break through 5000 HP (Lance in particular broke through 6000, he's an Anima).
So Luna? Meh...
3. Not using Great Tree Alneu at the start because I thought he looked stupid.
Rule of thumb: premium healers (healers you get from Rare Summons) are the best healers. And the tree is one of the best premium healers that ever existed. It is probably the only unit (apart from Fairy) that can heal AND remove status problems.
The fact that I never used Alneu probably contributed to the fact that I had to use a gem on Demon Abaddon. That, and the fact that I brought Luna and Atro. (epic facepalm)
4. Fusing away my Royal Dancer May.
I need her for Karl. Why the hell did I fuse her away?!
5. Thinking that Thunderbird was actually a very good unit.
That was a far cry from the truth. The bird has pretty awful stats for a 3*, and his BB hits random targets and only hits 5 times, I think. Vanila's BB was way better! Random, but hits 12 times and can inflict a random status ailment!
6. Thinking that Shida would drop in Destroyed Cathedral - The Land Devoured by Monsters.
Fact: he won't drop. I feel so stupid, what a waste of energy...
7. Using TWO gems for Alma's dungeon level 2...and not getting her.
This is pretty self-explanatory. I was desperate for Alma back then because I thought she won't appear again...
And she did appear again. I got her on level 2. As an Oracle. (curls up in a corner, blasting VGM, Vocaloid, and J-Pop)
8. Playing rainbow on the 2X Legnaura + Bow God Lario boss in Lizeria.
Lodin died too quickly and damage output is seriously lowered. The battle dragged on for too long and I wasted a crapton of healing items, and the bosses love to spam their Brave Bursts. Beat them with my mono earth team.
9. First turn Brave Bursts from my entire team during bosses.
For some odd reason, if you spam your BB in turn 1 (i.e. Everyone uses their BB), chances are, the enemy AI is gonna be a huge d*** to you and spam their OWN BB in the first turn, and will use their BB every other turn, unless it is specified by the AI for the enemy to use their BB every set number of turns (Phoenix every 3 turns, Endless every 5 turns, and so on).
Or, they would target that member in your team who's a glass cannon or has an elemental weakness. (glares at Bow God Lario, who is whistling 'innocently')
So, unless you're in the early stages of the game or are VERY CONFIDENT you will survive the assault from the enemy afterwards, do NOT BB spam in one turn.
I'm sure I can think of more fails later on, but this is all I have for now. Bye guys!
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