Showing posts with label Brave Frontier. Show all posts
Showing posts with label Brave Frontier. Show all posts

Sunday, August 2, 2015

Some more Brave Frontier tips, tricks, and fun facts for you all...

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...

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!

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!

Monday, April 27, 2015

Trial X2...

And...I'm back.

Just finished this Trial a few days ago...and it took me 3 HOURS (with breaks). Starting from the moment I got dismissed from school (3:10 pm) up until a few hours after I finished my piano lesson (6:15 pm).

I'M NOT KIDDING. IT'S REALLY TIME-CONSUMING.

First of all, to access this Trial, you must have beaten Trial X1 already, which is the Xenon and Estia trial. Then, you're gonna have access to this trial, which makes you go against the Battle Maidens. First battle is against Cayena, Lico, and Fennia, and the second battle is against Vanila, Bayley, and Serin.

My squad setup is mainly focused on survivability, and here are its components:

Tyrant Lilly Matah (Breaker) leader, with Phoenix Eye and Legwand Gem
Massacre God Belfura (Anima), with Legwand Gem
Guardian Goddess Tia (Breaker, level 67), with Legwand Gem
Mad God Narza (Breaker), with Dandelga and Evil Shard
Thunder Savior Shera (Anima), with Legwand Gem and Evil Shard
Heavenly Emperor Kanon (Lord) friend, UBB unlocked, with Malice Jewel and Ihsir's Guise

Lilly Matah's LS provides a nice boost to BB gauge when attacked, and when coupled with either her SBB or Narza's BB gauge fill when attacked SBB, it becomes pretty damn OP.

I used Belfura because she is a tank, and her BB and SBB allows the enemy to be hit with ATK and/or DEF debuffs for 1 turn. Her SBB also fills the BB gauge, though less than Zelnite's SBB.

Tia is currently one of the best pure healers in the game, if not the best. She heals, gives HP regen for 3 turns, and in her SBB, gives BB gauge regen for 3 turns.

I used double mitigators for this fight, because Cayena really enjoys draining your BB gauges.

Kanon's LS provides a 30% boost to DEF and HP, as well as nullifying status ailments, which allows me to bring Tia instead of Ulkina to this fight, who lacks the HP regen. His SBB provides a huge DEF boost (one of the best in the game as of now), and his UBB mitigates 50% of damage received for 3 turns.

As for the battle itself...

Battle 1: vs. War Rocket Cayena, Raid Bolt Fennia, and Demon Blade Lico

-Cayena drains BB gauges
-Fennia can inflict DEF down
-Lico has a strong STBB
-Every 3 turns, guard all your units because they will inflict heavy damage and will nullify all your buffs

Their HP thresholds are at 50%. Cayena in particular will start going insane BEFORE 50%, from my experience (around 60%). When "I AM RIGHTEOUS!" pops out, she will drain ALL of your units' BB gauges to 0, but thankfully it will not remove buffs. THIS is why I recommend a Matah lead. She will do it again after 50% (40% or 30%, will have to reconfirm).

She is also programmed to attack the unit with the least HP at least 50% of the time, which makes her the most threatening unit in this fight. However, I would not recommend killing her first. The moment she dies, Fennia and Lico will gain an ignore DEF buff, which can be pretty deadly (pretty is an understatement lol), especially when you put Lico's extremely strong STBB into consideration.

At 50% HP, Lico will do an INSANE STBB that you will most probably not survive unless you guard + mitigate. I would recommend killing her first, though.

Fennia provides the least threat in this phase, arguably. Before 50%, she will put up a mitigating shield around her team, for a few turns (2 or 3 I believe). Starting at 50%, she will be able to use Galvanizing Pulse often, which has a chance to inflict DEF down on your units. She used it two turns in a row once.

All 3 will gain ATK and CRIT buff around this point.

As soon as the battle starts, I gave a Fujin to my Narza and had him use his SBB, while everyone else attacked normally. Then, I tend to alternate mitigation between Narza and Shera, usually using Narza after the turn 3 insanity AOE, in conjunction with Matah and Tia's SBB for maximized BB regeneration AND HP regeneration. Belfura's SBB will ONLY be used in an emergency (she was SBB 1 at that time), and most of the other times I used her BB. I try to use Kanon's SBB the turn after the turn 3 insanity to try and soften more of the maidens' damage on my team.

Tia's HP regen is a godsend in this fight. With it, there's no need to heal every turn, something which you might need to do if you were to use Ulkina, Altri, Ivris, and the like. The reason why I wouldn't recommend Phoenix is that not only are his stats severely outclassed by now, but he technically isn't a burst healer - he only gives a heal over time buff.

Battle 2: vs. Sky Angel Vanila, Wild Slash Bayley, and Gun Goddess Serin

-Vanila has a RTBB that can inflict most status ailments (poison, weak, injury, paralysis)
-Serin can inflict taunt on one of your units for focus fire
-Bayley heals every 5 (?) turns, 50000 HP per heal
-Serin mitigates a LOT in this fight (once every 3/4 (need confirmation) turns the mitigation shield is gone)

This fight is more of an endurance test more than anything. First thing that you WILL find out is that Bayley WILL heal her team for 50000 HP every few turns. Be careful; she is capable of putting you in something similar to the notorious Sacred Song Loop from Maxwell fame if you can't hurt her more than she heals. She will gain an Angel Idol buff at approximately 20% HP, and at this point you really should just focus fire on her until she goes down for good. I don't know if she will reapply the Angel Idol buff because at that point, the mitigation shield is gone and I overkilled her with Kanon's UBB.

Actually, Vanila's RTBB is a godsend in this fight if you bring someone with 'fills BB gauge when attacked' LS or BB/SBB effect because each of the random hit is treated as one attack, so you can go from empty BB gauge to full in almost no time.

HP thresholds are at 50% HP. Bayley and Serin just unleashes a strong MTBB on everyone. Vanila ALSO does that, but it's arguably worse if you don't mitigate and guard in her case. My friend's Kanon died when he wasn't guarding (mitigation shield on); that should give you an idea.

I would recommend killing Bayley off first for this portion. It's really easy to regain BB gauges in this fight because no one steals BB gauges here. However, I suggest focus-firing on Bayley initially before focusing on Serin, killing Vanila last. If Serin and Bayley are out of the way your damage output is drastically increased. Not only that, try activating Overdrive one or two turns before the mitigating shield goes down so you can unleash it For Massive Damage.

Vanila gained an Angel Idol buff towards the end of the fight, but I'm not so sure if Serin was the one who applied it to her, if she got it from Bayley beforehand, or if it was supposed to happen once her HP reached 20% or so.

Completing this quest, you get a Gem, EXP, Zel, and Blighted Seal.

Blighted Seal: Boosts ATK by 100%, CRIT damage by 50%, lowers DEF and REC by 20%

It's an OP sphere alright.

Good luck with this trial!

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

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!

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!

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!

Monday, January 5, 2015

Cardes prep!

Hey all! This will be my final post before school starts tomorrow...

WHY

So now, as I am trying to get my Brave Frontier Global to connect so that I can spam Metal Parades for my Esna, I am ALSO trying to formulate teams to beat Cardes the eff-ing Malevolent. AKA Trial 004. Because I am pretty confident I can oneshot the Palmyna version using dual Maxwell, Zellha, Lilith, Hogar, and Leorone.

Back to Cardes prep! I plan on utilizing the 'split' strategy, where two different squads are used for the two stages of this fight.

First battle is against 5* Zebra, second battle is against Luther, Phee, and Cardes, all 6*.

All powered up.

Zebra can inflict all status ailments (random ailment for his STBB, curse for his AOE), Luther can remove all buffs, Phee mitigates when she's alive, and Cardes not only buffs ATK and DEF for himself, he constantly revives Phee and Luther.

This is Gonna Suck.

Good news though: Zebra can be injured, Luther can be paralyzed, Phee can be cursed, and Cardes can be weakened. All can have their attack lowered.

Still...This is gonna suck so bad.

Looking from the current information I have received from the Gumi forums, courtesy of Hyperion (I believe he's on AppInvasion as well), the two squads must have these main components:

-A damage mitigator
-A healer
-Status nullifier
-Damage dealer
-A dark damage reducer (fingers crossed a few people would have defeated Cardes and used him as leader...otherwise GRAH)
-Someone to paralyze Luther (I really want a Falma or a Luther to fill this role, otherwise 6* Lich if he's released or Nalmika will have to do)
-A BB buffer is recommended as well
-An ATK down unit is also recommended (Earth unit from Priscilla's batch, Ardin, or Fiora apparently)

I am SO thankful for my Nalmika now. Like, really. Not only is she useful for the final boss in Bariura (not gonna give spoilers on who it is), who is susceptible to status ailments, she is also usable in this trial because of her BB or SBB, which inflicts random status ailments on enemies! Semira is also a good replacement for her if you have her.

So...if I were to combine my healer and status nullifier into one unit, I would have more working space around everything. Thank goodness for Altri AND Ulkina then!

Alright, since I have a lot of units...I can play around with them A LOT. Not only that, my units may not have their optimal types as well... Oracle Lodin, Oracle Altri, and Breaker Narza FML

My first team will likely consist of...

-Grah (L) leader
-Narza (B)
-Altri (O)
-Lilith (G)
-Raydn (A), Lucca (A), Ultor (B), or Ronel (B)
-Friend Lilly Matah

As for my second team...

-Lilly Matah (B) leader
-Ulkina (A)
-Oulu (L)
-Nalmika (B) or 6* Lich (A)
-Maxwell (L)
-Friend Cardes or Grah

...I'm prepared to fight this guy a lot of times.

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.

Monday, December 8, 2014

Grand Jelly Made Easy!

Grand Jelly used to be one of the most frustrating bosses in Brave Frontier history. Now, due to a recent update that introduces a certain OP trial unit, Grand Jelly has become a joke. Not only that, there seems to be a Global-exclusive glitch, covered by Ushi Gaming Channel, that affects the LS of said OP trial unit, along with two other units.

Yes, people, I mean Creator Maxwell.

The one unit I have resigned to the fate of never having before Rare Summoning a Breaker Narza and a Lord Copra. The one unit I can never seem to beat in JP, requiring me to retool my team quite a bit. The one I can oneshot in Mistral now, even with subpar units (at least, with my strong Global file's standards).

No seriously. Due to the advent of Maxwell, Grand Jelly is a joke!

My team for this particular fight is:

Ice God Arius (Lead)
Goddess Axe Michele
Ruin Goddess Zellha
Inferno Goddess Elza
Terminator Lilith
Creator Maxwell (friend)

AND I PRETTY MUCH DID A 2-TURN KILL WITH THEM.

Turn 1, I used Lilith's SBB to check out damage done. Then I BB spammed and whaddya know?

Elza's SBB + Michele's ATK and fire buff + Maxwell's SBB + Maxwell's LS + Loads and Loads of Sparks = Overkill

I think the glitch comes into play for this.

Alright, so Brave Frontier TH recently discovered a Global-exclusive glitch, which Ushi did experiments on, where from the second hit onward, an attack buffed with an element-addition buff will be affected by the LS of Maxwell, Mare, and Ultor. This does not happen in JP. In fact, I decided on this team setup after learning about this glitch, since Zellha and Elza have 30-hit SBB, Maxwell has a 33-hit SBB, Michele gives fire buff and buffs ATK, and Lilith has a large number of hits. Arius is my failsafe healer.

Another thing to mention about the Maxwell is that she's using the Amanohabaken sphere (75% boost to ATK and boost to CRIT rate for first 2 turns) AND the Death Axe (boosts CRIT rate when HP is full). Imagine that.

So...there you have it! How to make Grand Jelly a total joke!

Check out more info about the glitch here:

https://www.youtube.com/watch?v=RgLHnl1pg5k

https://www.youtube.com/watch?v=KwH6_2_SRLA

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...

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!

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!

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!

Thursday, September 18, 2014

Preparing for Raid Battles!

June 4th, 2014. A monumental day in the history of Brave Frontier, since it was the date when Raid Battles were first launched in the JP servers.

With Global being approximately 5 months behind JP, we can expect raid battles to be out by October. Woo!

I've tried Raid Battles in JP and failed horribly at the second one (the turtle). I accidentally brought Ruza/Luther to the battle so...yeah. It was still RC 1 too! (hides in shame)

I have yet to retry that Raid mission. Frontier Hunter is back on in JP and I am aiming for rank 30000 or above. I run a spark team (aka my main team) consisting of:

Defiant God Luther (Guardian, leader) SBB 3
Empyreal Drake Lodin (Lord) SBB 5
Blade Emperor Zelban (Lord) SBB 1
Divine Light Alyut (Anima) SBB 7
Grahdens (Lord) BB 10

Once I have enough cost, Grahdens will be replaced with either Spear King Raydn (Lord), Red Swordsman Farlon (Breaker), Havoc Angel Ronel (Lord), Havoc God Luly (Anima), Tyrant Goddess Phee (Oracle), Duel-SGX (Lord), Black Lotus Lunaris (Anima), or Dark Warlord Zephyr (Breaker/Anima), or even Deemo and Little Girl if I max them up (Lord). But so far, I'll have to make do with Grahdens.

Raid Battles' primary focus is teamwork between players. Even so, with an insane team, it is highly possible to solo an early raid quest, but it's far easier if you're in a room with high-level, non-slacking players. Also, in higher Raid Battles, Elimo or Oulu is needed just to survive. With Raid Battles in mind, I'm preparing a team that can hopefully, HOPEFULLY, be able to survive in said mode.

I have three configurations in mind. Here they are:

Config. 1: Five Light

Empyreal Drake Lodin (Oracle, leader)
Duel-SGX (Breaker)
Legatus Melchio (Oracle)
Havoc God Luly (Anima)/Wise Mage Elimo (Anima)
Drake Angel Aisha (Lord)/Blade Emperor Zelban (Guardian)/Ice Master Dean (Anima)/Gaia Armor Edea (Lord)/Snow Queen Signas (Breaker)

Config. 2: Grah

Grahdens (Lord, leader)
God Eater Lira (Lord)
Terminator Lilith (Guardian)
Empyreal Drake Lodin (Oracle)
Legatus Melchio (Oracle)

Config. 3: Ares Excelsior

Felneus/Duelmex (Guardian, leader)
War Queen Ophelia (Lord)
Empyreal Drake Lodin (Oracle)
Legatus Melchio (Oracle)
Alpha Tree Altri (Oracle)/Havoc God Luly (Anima)/Ace Chef Lancia (Guardian)/Wise Mage Elimo (Anima)

Personally, I think the first configuration will last me well into the raid battles. Any thoughts?

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!

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!

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

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!