Uh...IB, EE, IAs, IOCs. FOAs coming up, doing Great Gatsby for English A. University applications are starting and I'll be looking to take psychology in NTU.
We recently finished our IOCs, and they were INSANE. At least I got a text that I really enjoyed for my IOCs, even though I know I was sh!t at it since my average results during the three practices we did in class were low...
My scores were in the 18-20 range (IB score 5) while some of my friendly rivals were getting 20 and above, aaaaaagh.
Welp, new feature in Brave Frontier that I totally gave up in for this week...
Challenge Arena! (no seriously after a while this mode gets pretty repetitive)
Challenge Arena is basically Frontier Hunter, Arena style. It's a Global Exclusive feature at the time of writing. Rewards include gems and a new type of currency for a new in-game summon.
Restrictions set in place for this mode include:
1. Every single match will include an arena Random Rule.
2. Sphere effects WILL NOT BE IN EFFECT. Extra Skills that do not require spheres will still work, however.
3. HC recovery and drop rate is significantly lower.
4. Have a team that is way too strong and you risk your opponent attacking first.
5. HP and BB gauges will carry on from one match to the next.
6. Once a unit goes down for the count, they remain down until you revive them, or until the next ranking day starts.
7. BB gauge resets at the end of each day AND if you enter the unit in a match with the 'empty BB gauge start' rule.
Of course, there are some units that perform exceedingly well in this mode. This time, I will be highlighting some units that are AWESOME in this mode, especially in certain situations. I will be splitting this into two categories: LS-wise and BB-wise.
Let's go!
Part 1: LS-wise
1. 80% ATK boost LS
Why: These units provide a universal boost to ATK for ALL units. There are no restrictions in element for these units. They also have their own uses!
Alpha and Yuura recovers a portion of HP for every attack, Rize helps with HC drop (though this isn't very favorable in this mode), Ultor boosts DEF by 50% and boosts element-based extra damage, Zenia boosts BB gauge during Spark and boosts BB damage, Toutetsu boosts ATK by 50% more given the unit has full HP, and Melchio boosts BB gauge greatly after each normal attack and gives a small chance to ignore defense. Lune boosts element damage from Water and Fire units, along with boosting BB damage. And HADARON, bane of all existences in this mode, boosts ATK and DEF relative to remaining HP, with BB and SBB that grants stealth...
2. Five Light LS
Why: These squads provide elemental bonuses and resistances. At 7*, they boost ATK by 100%!
Quaid is very focused on BB recovery. Michele is more balanced between survivability and BB recovery, while Krantz is more focused on survivability compared to the other two. Another last unit you might want to consider is Lodin, since despite being 6*, his LS provides a nice boost to BB gauge fill rate and boosts ATK by 50%, and he provides a nice BB gauge boost in his BB and SBB, something that Dia and Eric might lack. And you REALLY need BB gauge sustainability in this mode.
3. Soul Covenant Charis
Why: This kid boosts hit counts, which boosts BC drop, HC drop, and damage! His regular BB also boosts HC and BC drop, also boosting hit count, and he is perfectly capable to rain down hell from normal attacks alone.
4. Neptunian Tridon
Why: An absolute NIGHTMARE to face against with the 'no BB' rule, he boosts HP by 40% and mitigates 10% of damage taken. And his shield. Can't forget his shield!
5. Oracle Knight Ark, Twilight God Grahdens, Mad Heretic Gazia
Why: 35% boost to all stats. Ark boosts BC drop rate and has a nice ES, Grahdens mitigates light and dark damage by 15%, while Gazia...hoo boy. 10% mitigation from all attacks, 35% boost to all stats, and a mitigation BB. Good luck.
6. Sanguine Hood Ciara
Why: A massive powerhouse in Arena, she boosts Fire, Water, Earth, and Thunder attack by 120% and boosts elemental damage. That alone should be enough to make her a viable choice for leads, especially for the 'No BB' rule, since her LS doesn't help with BB gauge fill much...
Part 2: MVP Units
1. Galactic Treasure Ivris & Wave Breaker Quartz
Why: THEIR ES. Both of them has an ES that provides them survivability from 1 KO attack, though this is more reliable with Ivris. They do not wear off after one Arena match, so you can use them multiple times without worrying too much about them suddenly dying. What's more, these two units also heal (though Quartz is more of a HoT buffer), and since it's hard to recover HP in this mode, these buffs are REALLY USEFUL.
2. Offensive mitigators
Why: When your enemies start pulling out all of these 7* units, you WILL need something to mitigate incoming damage, especially when they all start with all of their BB gauges filled/have a REALLY offensive LS.
Barienna is really good if you managed to get her, since her BB is an AOE even at base form. Gazia, if you've beaten his trial, can also provide an emergency BB boost. Shera is also nice for more damage. Old man Darvanshell is not really recommended, since he isn't very good offensively.
3. Grand Malediction Yuura & Gaia Sennin Oguro (No BB)
Why: Fill these guys' BB gauges up before using them. Once you do, on 'No BB' match rules, THEY DOMINATE. Their ES really helps in that regard, since it boosts their ATK if their BB gauge is filled.
4. BC and HC buffers, used in conjunction with AOE multi-hit BBs
Outstanding examples include Soul Covenant Charis (BB), Valkyrie Archangel Griel, Angelic Paladin Will (BB), Angelic Blades Sefia (SBB), and Neptunian Tridon (SBB).
Why: Helps with BB gauge and HP regen. Griel is practically the best unit in this category. Combine Griel with a TON of sparkers and wait for two or more of your units to BB, including Griel. I can guarantee you'll recover most, if not all, of your HP. Griel also has a high BB proc rate, so that's nice!
That's all I can really think of at the moment...I'm currently raising my Lunaris and Alyut for general use, while prepping my Semira for Eriole EX Trial.
Now to finish my Psychology IA...
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 Updates. Show all posts
Showing posts with label BF Updates. Show all posts
Thursday, November 12, 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!
Monday, June 22, 2015
Blades and Blossoms...
I am so sorry for not being able to update for such a long time! I joined a camp, like the one around this time last year, and met up with my bro KirinMax AGAIN! It's weird though, we were so awkward with each other last year, this year we were around each other pretty much 90% of the time during free time and whenever there isn't any group-related activities.
BUT! New GGC. Right. Finished it a while back, let's hope my memory isn't rusty...
I trust with the abundance of 7* units, the first two stages will be easy. Then you reach the final one, Blades and Blossoms. Okay, fine, but what's this? No continues?
No gemming here?!
Welp...this is gonna be hard.
I only managed to beat this GGC after a few failed trials...first time 'round I brought my Lance for the ATK relative to DEF boost, and I failed. Then I swapped my Lance in favor of Magress's UBB buff...only to fail because of mistiming of the UBB. Then I used the exact same squad.
WELL WHOOP DEE DOO I WON.
First thing's first: my squad. It's a weird hybrid between "being able to have constant defense" to "HELL NAW LET'S ATTACK", with these components (all MAX level):
Heavenly Emperor Kanon (G, UBB unlocked) lead
Galactic Treasure Ivris (B, UBB unlocked)
Dark Demigod Ardin (A, SBB 10)
Thunder Savior Shera (A, SBB 1)
Dark Legend Magress (B, UBB unlocked)
Cataclysm Empress Feeva (L, UBB unlocked) friend
First thing's first, though. For this fight, your squad needs at least 8.5k HP to survive on account of these two enemies just NULLIFYING leader skills after a certain point.
Kanon as leader because of his nice HP and DEF boost in leader skill, as well as his null status ailment, AND his DEF buff boost. Highest in the game, tied with Elimo, for SBB at 7*. The spheres I gave him are Legwand Gem and Blessed Robe.
Ivris as a healer, Angel Idol buff on herself (saves one Revive), and emergency BB booster and status nuller when LS goes down. While she is a Breaker, I equipped her with Drevas and an Evil Shard to help with her BB recovery, HP, and DEF.
Ardin for the Light and Dark element buff, which helped to bring the fight to a quicker close. Not only that, he has a nice ATK down debuff on his SBB, and considering the insane damage potential of Kikuri and Sefia in this fight I'd say it was useful. Spheres equipped were Legwand Gem and Virtue Stone.
Shera as the mitigator. I can't stress this too much: YOU NEED TO MITIGATE EVERY TURN FOR THIS GGC. Kikuri and Sefia can deal insane damage, especially when they null LS and then nulls your buffs. The ATK boost is useful too. Spheres were Legwand Gem and Ihsir's Guise, for the BB gauge return.
Magress as a backup mitigator and DEF buffer. On turns where LS is nulled, I tend to mitigate the first turn and activate Magress's UBB gauge, then use his UBB the next turn, then go back to Shera's regular mitigation until the next time they null LS, in which I tend to use any backup Fujins I have remaining if the Overdrive Gauge isn't filled yet. Spheres equipped are Leomurg and Evil Shard.
Feeva for the BC and HC drop boost (highest in the game right now), and the boost to BB gauge fill rate and BC drop rate during Spark LS. She's really useful so that you can spam BB/SBB every turn. Spheres on her are Spirit Tiara and Heresy Orb, and she was fully-imped.
As for the fight itself...it consists of two battles, the second one being considerably longer than the first.
First battle is against four Archangels and a Sky Goddess Raquel. They hit pretty hard so you might want to mitigate from turn 1, if possible. In this setup, I gave a Fujin to Shera and Feeva and had them SBB. This brought everyone's BB gauges to MAX and I pretty much SBB-spammed towards the end of this battle.
The next battle is the main event. First off, it's just Holy Blades Sefia. Try to manage your BB gauges well in this segment. Mitigate every turn, get Kanon's DEF buff up, heal when necessary, the usual. Whittle her health down to 50% and Death Idol Kikuri will appear. After this point just do your usual thing (mitigate, heal when necessary, etc., though you should be able to SBB spam safely at this point with Feeva lead and her BC buff) and the battleground will change to the Frontier Hunter background.
This is where it starts to get hard.
Sefia will recover all her health at this point. Focus fire on her.
During this fight, Kikuri will be able to recover HP, while Sefia will be able to remove buffs on one of your units. This is why Ardin's ATK down buff is a godsend; THESE TWO HIT HARD.
When Kikuri's health falls below 50%, she will recover all her health. Switch targets to her and attack.
Make sure their HP isn't too far apart, for reasons I will cover later on. If the HP gap becomes bigger, use STBB and attack normally until the HP gap lessens.
Supposedly, when the two's HP falls below half, they will null LS for 3 turns. Now, I say 'supposedly' because for some odd reason, when Sefia's HP falls below half while Kikuri's HP is still well over half, my team's Leader Skills still got nulled. Meh.
After the LS null wears off, they will null LS again approximately 2-4 turns later, so be on your toes and use BB/SBB appropriately! THIS is where Magress's UBB can come in handy, especially since at this point, their attacks hit HARD.
Another thing to note is that Extra Skills do NOT get nullified.
FINAL THING! You have to kill them at the same time. If you kill one before the other, you are REQUIRED to kill the other in the next turn. Failure to do so will allow the remaining girl to revive the dead one. To full health. If that happens, do yourself a favor and just ragequit.
You get the usual stuff: 3 gems, Zel, Karma, and a Sphere reward. The Sphere reward is the Spirit Tiara, which boosts ATK, DEF, and REC of a unit by 65% when the unit's HP is above half. It's really useful for Anima units, and my latest leader's sphere build relies on the Spirit Tiara.
Guess I'll see you guys soon!
BUT! New GGC. Right. Finished it a while back, let's hope my memory isn't rusty...
I trust with the abundance of 7* units, the first two stages will be easy. Then you reach the final one, Blades and Blossoms. Okay, fine, but what's this? No continues?
No gemming here?!
Welp...this is gonna be hard.
I only managed to beat this GGC after a few failed trials...first time 'round I brought my Lance for the ATK relative to DEF boost, and I failed. Then I swapped my Lance in favor of Magress's UBB buff...only to fail because of mistiming of the UBB. Then I used the exact same squad.
WELL WHOOP DEE DOO I WON.
First thing's first: my squad. It's a weird hybrid between "being able to have constant defense" to "HELL NAW LET'S ATTACK", with these components (all MAX level):
Heavenly Emperor Kanon (G, UBB unlocked) lead
Galactic Treasure Ivris (B, UBB unlocked)
Dark Demigod Ardin (A, SBB 10)
Thunder Savior Shera (A, SBB 1)
Dark Legend Magress (B, UBB unlocked)
Cataclysm Empress Feeva (L, UBB unlocked) friend
First thing's first, though. For this fight, your squad needs at least 8.5k HP to survive on account of these two enemies just NULLIFYING leader skills after a certain point.
Kanon as leader because of his nice HP and DEF boost in leader skill, as well as his null status ailment, AND his DEF buff boost. Highest in the game, tied with Elimo, for SBB at 7*. The spheres I gave him are Legwand Gem and Blessed Robe.
Ivris as a healer, Angel Idol buff on herself (saves one Revive), and emergency BB booster and status nuller when LS goes down. While she is a Breaker, I equipped her with Drevas and an Evil Shard to help with her BB recovery, HP, and DEF.
Ardin for the Light and Dark element buff, which helped to bring the fight to a quicker close. Not only that, he has a nice ATK down debuff on his SBB, and considering the insane damage potential of Kikuri and Sefia in this fight I'd say it was useful. Spheres equipped were Legwand Gem and Virtue Stone.
Shera as the mitigator. I can't stress this too much: YOU NEED TO MITIGATE EVERY TURN FOR THIS GGC. Kikuri and Sefia can deal insane damage, especially when they null LS and then nulls your buffs. The ATK boost is useful too. Spheres were Legwand Gem and Ihsir's Guise, for the BB gauge return.
Magress as a backup mitigator and DEF buffer. On turns where LS is nulled, I tend to mitigate the first turn and activate Magress's UBB gauge, then use his UBB the next turn, then go back to Shera's regular mitigation until the next time they null LS, in which I tend to use any backup Fujins I have remaining if the Overdrive Gauge isn't filled yet. Spheres equipped are Leomurg and Evil Shard.
Feeva for the BC and HC drop boost (highest in the game right now), and the boost to BB gauge fill rate and BC drop rate during Spark LS. She's really useful so that you can spam BB/SBB every turn. Spheres on her are Spirit Tiara and Heresy Orb, and she was fully-imped.
As for the fight itself...it consists of two battles, the second one being considerably longer than the first.
First battle is against four Archangels and a Sky Goddess Raquel. They hit pretty hard so you might want to mitigate from turn 1, if possible. In this setup, I gave a Fujin to Shera and Feeva and had them SBB. This brought everyone's BB gauges to MAX and I pretty much SBB-spammed towards the end of this battle.
The next battle is the main event. First off, it's just Holy Blades Sefia. Try to manage your BB gauges well in this segment. Mitigate every turn, get Kanon's DEF buff up, heal when necessary, the usual. Whittle her health down to 50% and Death Idol Kikuri will appear. After this point just do your usual thing (mitigate, heal when necessary, etc., though you should be able to SBB spam safely at this point with Feeva lead and her BC buff) and the battleground will change to the Frontier Hunter background.
This is where it starts to get hard.
Sefia will recover all her health at this point. Focus fire on her.
During this fight, Kikuri will be able to recover HP, while Sefia will be able to remove buffs on one of your units. This is why Ardin's ATK down buff is a godsend; THESE TWO HIT HARD.
When Kikuri's health falls below 50%, she will recover all her health. Switch targets to her and attack.
Make sure their HP isn't too far apart, for reasons I will cover later on. If the HP gap becomes bigger, use STBB and attack normally until the HP gap lessens.
Supposedly, when the two's HP falls below half, they will null LS for 3 turns. Now, I say 'supposedly' because for some odd reason, when Sefia's HP falls below half while Kikuri's HP is still well over half, my team's Leader Skills still got nulled. Meh.
After the LS null wears off, they will null LS again approximately 2-4 turns later, so be on your toes and use BB/SBB appropriately! THIS is where Magress's UBB can come in handy, especially since at this point, their attacks hit HARD.
Another thing to note is that Extra Skills do NOT get nullified.
FINAL THING! You have to kill them at the same time. If you kill one before the other, you are REQUIRED to kill the other in the next turn. Failure to do so will allow the remaining girl to revive the dead one. To full health. If that happens, do yourself a favor and just ragequit.
You get the usual stuff: 3 gems, Zel, Karma, and a Sphere reward. The Sphere reward is the Spirit Tiara, which boosts ATK, DEF, and REC of a unit by 65% when the unit's HP is above half. It's really useful for Anima units, and my latest leader's sphere build relies on the Spirit Tiara.
Guess I'll see you guys soon!
Wednesday, March 25, 2015
7* units are out! Tips to get them!
I'm back!
After a refreshing CAS trip with friends to Batam, a movie marathon with the same friends at Ciwalk where we watched Cinderella and Insurgent, and a new update from Brave Frontier, I'm back!
So, new update, 7* units are out. We have the 7* forms of the Six Heroes now, and their LS boosts are insane. 100% ATK and 30% HP boost to those of the same type? Are you kidding me?!
The moment I found out about the update, I grabbed my phone, updated Brave Frontier, went in the Earth Mecha Totem dungeon, and evolved my Lance. So my leader now is Earth Legend Lance, SBB 1, Anima.
Coming from someone who got a 7* unit already, here are some tips for obtaining them.
1. The Legend Stone
You can get a Legend Stone by trading for one in Daily Quests. Right now, it's on a sale at 100 BP per stone, one per week. It is an evolution material required for a unit to hit 7*.
It's the icon on the far right on the evolution screen. Sometimes it does not appear; it's a visual glitch. I was still able to evolve my Lance despite the icon being invisible.
The requirements to evolve a unit from the Six Heroes batch to 7* include:
1 Mecha Totem
1 Miracle Totem
1 Totem
1 Idol
1 Legend Stone
2. Energy requirements
It's 70 energy per run. You SHOULD be prepared for a marathon battle. And you probably should be really sure if you're gonna run this dungeon, since 70 energy is no small amount. The Trials are 50 energy, for crying out loud!
3. Team
I recommend using elements that are strong to the dungeon you aim to clear. For example, if you want to go to the Earth Mecha Totem dungeon, use a mainly-fire team. The totem's AOEs hit pretty hard, especially if they decide to use it 3 times in a row.
That's where the Light and Dark totems become a problem. My solution? Cardes lead. That 20% damage reduction can work wonders.
You need a damage mitigator and a healer too, for failsafe.
Like most (if not all) enemies in the game, they can be inflicted with ATK and DEF down debuffs, so if you have Ardin, Fiora, Ragshelm, or the like, feel free to use them.
4. Dungeon layout
The dungeon consists of three battles.
First battle is from a round of mooks that you SHOULD be able to curbstomp easily. I would suggest gaining BC for the BB gauges here because...
Battle 2 is against a group of elite mooks from the Thunderbird line. SBB spam if necessary, but try to keep the gauge filled out for the third battle.
Battle 3 is against the totem and IT HITS HARD. Ultor or mitigators will work wonders here. It only knows an AOE other than regular attacking, so don't worry about Chaos Trilogy-like attacks!
Well...I guess that's all I need to say right now. Good luck with your first 7* unit!
After a refreshing CAS trip with friends to Batam, a movie marathon with the same friends at Ciwalk where we watched Cinderella and Insurgent, and a new update from Brave Frontier, I'm back!
So, new update, 7* units are out. We have the 7* forms of the Six Heroes now, and their LS boosts are insane. 100% ATK and 30% HP boost to those of the same type? Are you kidding me?!
The moment I found out about the update, I grabbed my phone, updated Brave Frontier, went in the Earth Mecha Totem dungeon, and evolved my Lance. So my leader now is Earth Legend Lance, SBB 1, Anima.
Coming from someone who got a 7* unit already, here are some tips for obtaining them.
1. The Legend Stone
You can get a Legend Stone by trading for one in Daily Quests. Right now, it's on a sale at 100 BP per stone, one per week. It is an evolution material required for a unit to hit 7*.
It's the icon on the far right on the evolution screen. Sometimes it does not appear; it's a visual glitch. I was still able to evolve my Lance despite the icon being invisible.
The requirements to evolve a unit from the Six Heroes batch to 7* include:
1 Mecha Totem
1 Miracle Totem
1 Totem
1 Idol
1 Legend Stone
2. Energy requirements
It's 70 energy per run. You SHOULD be prepared for a marathon battle. And you probably should be really sure if you're gonna run this dungeon, since 70 energy is no small amount. The Trials are 50 energy, for crying out loud!
3. Team
I recommend using elements that are strong to the dungeon you aim to clear. For example, if you want to go to the Earth Mecha Totem dungeon, use a mainly-fire team. The totem's AOEs hit pretty hard, especially if they decide to use it 3 times in a row.
That's where the Light and Dark totems become a problem. My solution? Cardes lead. That 20% damage reduction can work wonders.
You need a damage mitigator and a healer too, for failsafe.
Like most (if not all) enemies in the game, they can be inflicted with ATK and DEF down debuffs, so if you have Ardin, Fiora, Ragshelm, or the like, feel free to use them.
4. Dungeon layout
The dungeon consists of three battles.
First battle is from a round of mooks that you SHOULD be able to curbstomp easily. I would suggest gaining BC for the BB gauges here because...
Battle 2 is against a group of elite mooks from the Thunderbird line. SBB spam if necessary, but try to keep the gauge filled out for the third battle.
Battle 3 is against the totem and IT HITS HARD. Ultor or mitigators will work wonders here. It only knows an AOE other than regular attacking, so don't worry about Chaos Trilogy-like attacks!
Well...I guess that's all I need to say right now. Good luck with your first 7* unit!
Sunday, February 15, 2015
Trial X1 is ridiculous.
...it has been around 2 weeks after the arrival of Cardes.
AND NOW WE HAVE THIS NEW TRIAL.
If you checked out Ushi's new video on Trial X1, you can just cheese it with Hadaron, but I don't have him, so...
Imma do it MY WAY.
So, I was talking to the guys as per usual, and it seems as if I'm the second person in the group to beat Trial X1. The other person in the group, Tails, finished this Trial before I even got wind of it, but I beat it in my first try.
I used this team:
Grahdens (Lord, leader), with Legwand Gem
Mad God Narza (Breaker), with Dandelga and Evil Shard
Empyreal Drake Lodin (Oracle), heavily imped, with Legwand Gem and Evil Shard
Fire Goddess Ulkina (Anima), with Drevas and Evil Shard
Creator Maxwell (Lord), fully maxed, with Lexida and Advent Solace
Cardes the Malevolent (Lord, friend), with Dandelga and Glass Crown
There are three phases in this Trial. First is against Cursed Estia, then its against Princess Estia, and third is against Xenon & Estia. As you can see, all of these units are light...
Cursed Estia is pretty much like her encounter in the Cursed Tower. She's powered down a bit, I guess, but maybe that's because I used a Grah and Cardes combo. Not only that, she doesn't revive. THANK GOODNESS.
You want to mitigate as much as possible in this portion.
Phase 2 is against Princess Estia, who will regularly drain your BB gauges and who will also inflict a plethora of status ailments on your team. Okay, maybe just poison and curse.
You'll want to avoid BB-spamming here, and she's pretty weak, so yeah.
Phase 3 is against Xenon & Estia, and is easily the most frustrating phase of the fight. Every three turns, for the first 50% of their HP bar, they will drain some of your units' BB gauges, so having Narza's SBB up really helps matters. It's not much of a problem if you bring a Lilly Matah and her SBB is up, though.
At 50% HP, they'll start to use Elysian Glory, and at other points, they'll spam one of their AOEs multiple times that it'll best be classified as a pseudo-Endless. Because of this, you'll want to mitigate as much as possible. Every turn, if possible.
My Lodin plays the role of BB booster in this fight, but Zelnite might be a better choice for this.
So yeah. Good luck beating this Trial!
AND NOW WE HAVE THIS NEW TRIAL.
If you checked out Ushi's new video on Trial X1, you can just cheese it with Hadaron, but I don't have him, so...
Imma do it MY WAY.
So, I was talking to the guys as per usual, and it seems as if I'm the second person in the group to beat Trial X1. The other person in the group, Tails, finished this Trial before I even got wind of it, but I beat it in my first try.
I used this team:
Grahdens (Lord, leader), with Legwand Gem
Mad God Narza (Breaker), with Dandelga and Evil Shard
Empyreal Drake Lodin (Oracle), heavily imped, with Legwand Gem and Evil Shard
Fire Goddess Ulkina (Anima), with Drevas and Evil Shard
Creator Maxwell (Lord), fully maxed, with Lexida and Advent Solace
Cardes the Malevolent (Lord, friend), with Dandelga and Glass Crown
There are three phases in this Trial. First is against Cursed Estia, then its against Princess Estia, and third is against Xenon & Estia. As you can see, all of these units are light...
Cursed Estia is pretty much like her encounter in the Cursed Tower. She's powered down a bit, I guess, but maybe that's because I used a Grah and Cardes combo. Not only that, she doesn't revive. THANK GOODNESS.
You want to mitigate as much as possible in this portion.
Phase 2 is against Princess Estia, who will regularly drain your BB gauges and who will also inflict a plethora of status ailments on your team. Okay, maybe just poison and curse.
You'll want to avoid BB-spamming here, and she's pretty weak, so yeah.
Phase 3 is against Xenon & Estia, and is easily the most frustrating phase of the fight. Every three turns, for the first 50% of their HP bar, they will drain some of your units' BB gauges, so having Narza's SBB up really helps matters. It's not much of a problem if you bring a Lilly Matah and her SBB is up, though.
At 50% HP, they'll start to use Elysian Glory, and at other points, they'll spam one of their AOEs multiple times that it'll best be classified as a pseudo-Endless. Because of this, you'll want to mitigate as much as possible. Every turn, if possible.
My Lodin plays the role of BB booster in this fight, but Zelnite might be a better choice for this.
So yeah. Good luck beating this Trial!
Thursday, February 5, 2015
CARDES IS WAY EASIER WITH ZABOETH (+ Trial 004 Tips)
NOT GONNA LIE.
So, we all know that Cardes was released just a few days ago. In those three days that I was despairing after wasting God knows how much energy. And whaddaya know, I finally beat Cardes just earlier!
My first strategy was just using two teams. All units are at MAX evolution AND MAX level, with SBB unlocked, unless otherwise notified.
My two teams consisted of...
Team 1:
Lilly Matah (B) lead
Altri (O)
Oulu (L)
Rowgen (L)
Lucca (A)
Grah (L) friend
Team 2:
Grah (L) lead
Nalmika (B), level 82
Shera (A), level 78
Narza (B)
Ulkina (A)
Lario (A) friend
Worked out pretty well, until I started failing horribly at the 50% mark. Then I swapped the Lario with a Tridon after leveling up my units and fiddling around with my team.
Team:
Grah (L) lead
Narza (B)
Nalmika (B)
Ulkina (A)
Maxwell (L)
Tridon (L) friend
Same thing. 50% mark dead.
FINALLY I got Zaboeth and plugged 7 frogs to get his SBB.
I then also used the split strategy, so my teams then became...
Team 1:
Lilly Matah (B) lead
Shera (A)
Altri (O)
Rowgen (L)
Ultor (B), BB 4
Grah (L) friend
Team 2:
Grah (L)
Narza (B)
Zaboeth (A)
Ulkina (A)
Maxwell (L)
Cardes (L) friend
Zaboeth is really a better choice compared to Nalmika in this fight. Let's compare the two, shall we?
Zaboeth
+More survivability (Dark)
+BB is AOE
+Cost is lower than Nalmika, so you can add more higher-cost units to your teams
-Worse stats
-SBB does not inflict status effects
Nalmika
+Better stats
+STBB has high proc rate of status ailments
+SBB inflicts status ailments
-Need SBB for AOE status-effect inflicting
-SBB ailment proc rate is around the same as Zaboeth's BB (need confirmation, but it seems like this for me)
-Higher cost
-Less survivability (Earth, Luther can kill her easily if you're not careful)
The fact that Zaboeth's BB can inflict status ailments AND the fact that he's a dark unit and won't suffer from any weak element attacks in this fight is his main selling point. However, if you have Semira, I would suggest using her. So far, in Global, my choice of order for status ailment-inflicting units in this fight would be:
Semira > Zaboeth > Falma (Paralysis) > Nalmika = Luther or any other paralysis-inflicting units
As long as Luther is out of commission this fight would be easier compared to Maxwell. I was playing with no turn count (is there even one?) and won. There is really no use to try and curse Phee, but an injured Cardes is pretty much a godsend. His ATK and DEF buffs are RIDICULOUS.
Status ailments that can be inflicted include...
Zebra: Injury
Cardes: Weakness and Injury
Phee: Curse and Poison
Luther: Paralysis
Percentages to watch out for...
Zebra:
50%: Deadly End, 51000 damage on one unit. Guaranteed kill unless Tridon's shield and mitigator is up.
25%: Deadly End twice, 42000 damage on each unit. Guaranteed kill unless Tridon's shield and mitigator is up.
Sacrifice squad 1 here unless you're using Grah + Tridon combo lead.
Cardes (might need help for this):
70%: Foreign Light, heals 200000 HP. Deadly End twice, strong STBB
50%: Foreign Light, heals 200000 HP. Deadly End twice, strong STBB
20%: Endless, strong AOE BB
You need to kill Cardes, Luther, and Phee to officially finish this Trial.
And there you have it! Good luck fighting Cardes!
...I can't be the only one who has a weird anime crush on Cardes right? His unit design is AMAZING!
So, we all know that Cardes was released just a few days ago. In those three days that I was despairing after wasting God knows how much energy. And whaddaya know, I finally beat Cardes just earlier!
My first strategy was just using two teams. All units are at MAX evolution AND MAX level, with SBB unlocked, unless otherwise notified.
My two teams consisted of...
Team 1:
Lilly Matah (B) lead
Altri (O)
Oulu (L)
Rowgen (L)
Lucca (A)
Grah (L) friend
Team 2:
Grah (L) lead
Nalmika (B), level 82
Shera (A), level 78
Narza (B)
Ulkina (A)
Lario (A) friend
Worked out pretty well, until I started failing horribly at the 50% mark. Then I swapped the Lario with a Tridon after leveling up my units and fiddling around with my team.
Team:
Grah (L) lead
Narza (B)
Nalmika (B)
Ulkina (A)
Maxwell (L)
Tridon (L) friend
Same thing. 50% mark dead.
FINALLY I got Zaboeth and plugged 7 frogs to get his SBB.
I then also used the split strategy, so my teams then became...
Team 1:
Lilly Matah (B) lead
Shera (A)
Altri (O)
Rowgen (L)
Ultor (B), BB 4
Grah (L) friend
Team 2:
Grah (L)
Narza (B)
Zaboeth (A)
Ulkina (A)
Maxwell (L)
Cardes (L) friend
Zaboeth is really a better choice compared to Nalmika in this fight. Let's compare the two, shall we?
Zaboeth
+More survivability (Dark)
+BB is AOE
+Cost is lower than Nalmika, so you can add more higher-cost units to your teams
-Worse stats
-SBB does not inflict status effects
Nalmika
+Better stats
+STBB has high proc rate of status ailments
+SBB inflicts status ailments
-Need SBB for AOE status-effect inflicting
-SBB ailment proc rate is around the same as Zaboeth's BB (need confirmation, but it seems like this for me)
-Higher cost
-Less survivability (Earth, Luther can kill her easily if you're not careful)
The fact that Zaboeth's BB can inflict status ailments AND the fact that he's a dark unit and won't suffer from any weak element attacks in this fight is his main selling point. However, if you have Semira, I would suggest using her. So far, in Global, my choice of order for status ailment-inflicting units in this fight would be:
Semira > Zaboeth > Falma (Paralysis) > Nalmika = Luther or any other paralysis-inflicting units
As long as Luther is out of commission this fight would be easier compared to Maxwell. I was playing with no turn count (is there even one?) and won. There is really no use to try and curse Phee, but an injured Cardes is pretty much a godsend. His ATK and DEF buffs are RIDICULOUS.
Status ailments that can be inflicted include...
Zebra: Injury
Cardes: Weakness and Injury
Phee: Curse and Poison
Luther: Paralysis
Percentages to watch out for...
Zebra:
50%: Deadly End, 51000 damage on one unit. Guaranteed kill unless Tridon's shield and mitigator is up.
25%: Deadly End twice, 42000 damage on each unit. Guaranteed kill unless Tridon's shield and mitigator is up.
Sacrifice squad 1 here unless you're using Grah + Tridon combo lead.
Cardes (might need help for this):
70%: Foreign Light, heals 200000 HP. Deadly End twice, strong STBB
50%: Foreign Light, heals 200000 HP. Deadly End twice, strong STBB
20%: Endless, strong AOE BB
You need to kill Cardes, Luther, and Phee to officially finish this Trial.
And there you have it! Good luck fighting Cardes!
...I can't be the only one who has a weird anime crush on Cardes right? His unit design is AMAZING!
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!
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
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*
Wednesday, July 9, 2014
Global New Map: Agni Region!
Global servers are back up, and there's a new area to explore after Lizeria! It's the Agni Region, home of Vargas! The first map is called Ryvern, and let me tell you, the plot is getting interesting! Just what is Eriole planning? What on earth is Graham up to now? And why exactly would Paris look for the 'energy source' back in Lizeria?!
The full map looks really nice. I've been having bad vibes from it, though...
I've been getting started on this map, and let me tell you this, I'm adopting my play style in JP to Global. I'll be running rainbow teams for each and every map. It's a good thing my rainbow squad is pretty solid. I have three 6* units and two 5* units, so that's pretty good.
It seems like Head Thief Leon and Cerberus will be making appearances as normal enemies in this new map, Glomore Hollow. It also seems like we have new 3* units of what I would like to call as the 'fusion crap' batch. I assume Hobgoblins are evolved forms of Redcaps, since whenever I capture one, it just shows up as a Redcap.
The Hobgoblins seem to drop Fujin Eyes as well. Just take a look at the picture below.
The first boss of this area is...annoying, to say the least. They are Mountaineer Talos, Warlock Liza, and Great Thief Leon. Perhaps I should have reshuffled my summoner helpers until a Tiara showed up...
And just who is this mysterious woman?! I honestly believe she is one of those capturable bosses, much like Demon Zebra (who won't drop for me...).
I'll be posting my main team's stats in Global now.
I run a full assault team in Global. Most of my units are rather tanky in nature, so I don't really use healers. I have a lot of Tiara friends anyways.
As per usual, my leader is Cyborg Lilith II. She's a Guardian...I think I'll just post their stats. I will be explaining them in-depth soon.
Cyborg Lilith II
Type: Guardian
Level: 70
Element: Light
Leader Skill: Five Light's Force (50% ATK boost to teams with at least 5 elements in it, including leader)
Sphere: Burny's Soul Stone (10% boost to all stats)
HP: 5253
ATK: 1482
DEF: 1761
REC: 1475
Brave Burst: Divine Blaster (12 combo massive Light attack on single enemy)
BB Level: 1
Drake Queen Aisha
Type: Lord
Level: 74
Element: Fire
Leader Skill: Pulsating Retribution (Great boost to BB gauge every turn)
Sphere: Cordelicite (10% ATK and DEF boost)
HP: 5177
ATK: 1676
DEF: 1601
REC: 1498
Brave Burst: Dragon Rage (10 combo powerful Fire attack on all enemies)
BB Level: 1
Sea King Mega
Type: Anima
Level: 54
Element: Water
Leader Skill: Water Lord's Power (50% ATK boost to water types, fills BB gauge each turn)
Sphere: Mech Sword (5% boost to all stats)
HP: 5042
ATK: 1782
DEF: 1179
REC: 1775
Brave Burst: Delta Flood (8 combo powerful Water attack on all enemies)
BB Level: 4
Holy Earth Lance
Type: Anima
Level: 81
Element: Earth
Leader Skill: Earth Creator's Power (50% ATK boost and 10% HP boost to earth units)
Sphere: Flesh Armor (10% DEF and HP boost)
HP: 6013
ATK: 1575
DEF: 1687
REC: 785
Brave Burst: Eternal Symphony (8 combo powerful Earth attack on all enemies)
BB Level: 10
Super Brave Burst: Mistral Barrage (10 combo Earth elemental attack on all enemies & great boost to all allies' DEF for 3 turns)
SBB Level: 7
Holy Thunder Eze
Type: Lord
Level: 69
Element: Thunder
Leader Skill: Thunder Creator's Power (50% ATK boost and 10% HP boost to thunder units)
Sphere: Sacred Jewel (15% boost to all stats)
HP: 5593
ATK: 1900
DEF: 1298
REC: 1016
Brave Burst: Thunder Crush (8 combo powerful Thunder attack on all enemies)
BB Level: 10
Super Brave Burst: Super Thunder Crush (10 combo Thunder elemental attack on all enemies & great boost to all allies' ATK for 3 turns)
SBB Level: 1
Anyways, that's the gist of the new map so far! I'll be trying to complete it really quickly, the plot has interested me. See you soon!
The full map looks really nice. I've been having bad vibes from it, though...
I've been getting started on this map, and let me tell you this, I'm adopting my play style in JP to Global. I'll be running rainbow teams for each and every map. It's a good thing my rainbow squad is pretty solid. I have three 6* units and two 5* units, so that's pretty good.
It seems like Head Thief Leon and Cerberus will be making appearances as normal enemies in this new map, Glomore Hollow. It also seems like we have new 3* units of what I would like to call as the 'fusion crap' batch. I assume Hobgoblins are evolved forms of Redcaps, since whenever I capture one, it just shows up as a Redcap.
The Hobgoblins seem to drop Fujin Eyes as well. Just take a look at the picture below.
The first boss of this area is...annoying, to say the least. They are Mountaineer Talos, Warlock Liza, and Great Thief Leon. Perhaps I should have reshuffled my summoner helpers until a Tiara showed up...
And just who is this mysterious woman?! I honestly believe she is one of those capturable bosses, much like Demon Zebra (who won't drop for me...).
I'll be posting my main team's stats in Global now.
I run a full assault team in Global. Most of my units are rather tanky in nature, so I don't really use healers. I have a lot of Tiara friends anyways.
As per usual, my leader is Cyborg Lilith II. She's a Guardian...I think I'll just post their stats. I will be explaining them in-depth soon.
Cyborg Lilith II
Type: Guardian
Level: 70
Element: Light
Leader Skill: Five Light's Force (50% ATK boost to teams with at least 5 elements in it, including leader)
Sphere: Burny's Soul Stone (10% boost to all stats)
HP: 5253
ATK: 1482
DEF: 1761
REC: 1475
Brave Burst: Divine Blaster (12 combo massive Light attack on single enemy)
BB Level: 1
Drake Queen Aisha
Type: Lord
Level: 74
Element: Fire
Leader Skill: Pulsating Retribution (Great boost to BB gauge every turn)
Sphere: Cordelicite (10% ATK and DEF boost)
HP: 5177
ATK: 1676
DEF: 1601
REC: 1498
Brave Burst: Dragon Rage (10 combo powerful Fire attack on all enemies)
BB Level: 1
Sea King Mega
Type: Anima
Level: 54
Element: Water
Leader Skill: Water Lord's Power (50% ATK boost to water types, fills BB gauge each turn)
Sphere: Mech Sword (5% boost to all stats)
HP: 5042
ATK: 1782
DEF: 1179
REC: 1775
Brave Burst: Delta Flood (8 combo powerful Water attack on all enemies)
BB Level: 4
Holy Earth Lance
Type: Anima
Level: 81
Element: Earth
Leader Skill: Earth Creator's Power (50% ATK boost and 10% HP boost to earth units)
Sphere: Flesh Armor (10% DEF and HP boost)
HP: 6013
ATK: 1575
DEF: 1687
REC: 785
Brave Burst: Eternal Symphony (8 combo powerful Earth attack on all enemies)
BB Level: 10
Super Brave Burst: Mistral Barrage (10 combo Earth elemental attack on all enemies & great boost to all allies' DEF for 3 turns)
SBB Level: 7
Holy Thunder Eze
Type: Lord
Level: 69
Element: Thunder
Leader Skill: Thunder Creator's Power (50% ATK boost and 10% HP boost to thunder units)
Sphere: Sacred Jewel (15% boost to all stats)
HP: 5593
ATK: 1900
DEF: 1298
REC: 1016
Brave Burst: Thunder Crush (8 combo powerful Thunder attack on all enemies)
BB Level: 10
Super Brave Burst: Super Thunder Crush (10 combo Thunder elemental attack on all enemies & great boost to all allies' ATK for 3 turns)
SBB Level: 1
Anyways, that's the gist of the new map so far! I'll be trying to complete it really quickly, the plot has interested me. See you soon!
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