Showing posts with label Tips. Show all posts
Showing posts with label Tips. 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...

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!

Wednesday, March 11, 2015

Cheesing TWEWY's bonus boss on Ultimate! (SPOILER ALERT)

Argh, finally sat down to update this blog again. We have to start our Extended Essay, and I'm doing it on Psychology. Loads of work. Not only that, my classmate's birthday just came up and I was preparing a little surprise for him. He's actually the guy who was my Secret Angel from back in December, and is also one of KirinMax's old friends. Oh, and he's also my crush, and the guy KirinMax loves to ship me with.

I drew an SAO-inspired piece, sorta like what he'd look like in the game, because he got into anime again because I introduced him to SAO. I drew him dual-wielding swords and wearing a coat that sort-of resembled Kirito's coat..

But you're not here to hear me ramble about him, right? Of course not.



I recently picked up The World Ends With You again, and once I did, I immediately headed over to "Another Day" to attempt to beat Panthera Cantus...AGAIN. I only managed to beat him twice, on Easy and Normal, just to get the King Arthur pin. One to evolve to Excalibur (BPP), the other for pin mastery.

The reason I want to fight him? That Black Jupiter pin. Initial drop rate is 13%, I believe, so eating 8 Curious Mushrooms should be enough to max up its drop rate at level 100.

It goes without saying that my level is set back to 100, and I already buffed some of my stats with food (mostly HP and BRV though).

My team specs are as below:

Neku:
-My Phones
-Lollipop's Parka
-Iron Maiden's One-piece
-Aun

Joshua:
-Angel Feather
-Pi-Face's Cap
-Pi-Faces Jeans
-School Uniform w/Sweater

This setup is mainly focused on Defense. On Joshua's side, it's also focused on offense, and being able to score Fusion Stars throughout the fight, as well as being able to execute his ultimate aerial finisher. The Angel Feather helps tremendously, mainly due to the 2000(!!) HP boost.

I used the Eden Set, and Splish Splash Barrier, for pins. This, of course, requires all pin slots.

The basic strategy for this fight is hit-and-run for Joshua's side. Panthera Cantus has insane attack (1000, are you kidding me?), so if you see him on the ground, levitate, get some hits in, try to get a finisher in if possible. See him in the air, teleport back down. Get rid of the shadows as much as possible, because he might then waste turns trying to bring up more of them before attacking.

On Neku's side, the Eden Set grants him immunity when he holds the Light Puck. Get a combo in with Josh, then move around as much as possible. If ever Josh gets hit and you enter SOS, pull up the barrier and heal. It takes 33 seconds to recharge, so you can just play the evasion game with Josh until the pin reboots if ever you need healing.

Take note that the Light Puck WILL wear off after a certain amount of time (depending on sync rate), so you need to keep Neku moving too. This is also why maxing up sync with your partner is detrimental for this fight.

Save your Fusion for the end of the fight, so that you'll have no need to fight long when the yellow HP bar of Panthera is depleted, because at that point, he just becomes aggressive. Not only that, since Neku and Joshua's level 3 Fusion is just too OP, just use it shortly after the yellow HP bar is depleted.

And whaddya know!


I CAN LIVE WITH THE D RANK AS LONG AS I GET MY BLACK JUPITER PIN.

All that's left for me is to find those damn Fifenfrogs for the last Darklit Planet pin. Argh...

Well, I guess that's it, and good luck fighting this boss!

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!

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!

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!

Tuesday, July 29, 2014

Ryvern bosses are frustrating/cheap.

I've recently completed Ryvern in Agni. And guess what? We haven't saved Karl yet. Freaking Mare. In other news, Lugina's gonna be adventuring with us! Wait, WHAT?!

Ryvern follows the pattern back in Mistral and Palmyna, so no more of that 'each map has more than one element' nonsense. In exchange, though, some of the bosses in Ryvern are just plain CHEAP. I'm talking about the end-of-area bosses.

So, for those bosses, we have the 4* forms of Aisha's batch as enemies. The boss of the final area is Gramvaln, a light-elemental dragon that can inflict paralysis. But, in order of annoyance, this is how I'd rank them...

Note: All of these bosses (except Gramvaln) gain an ATK buff at approx. 75% HP.

7. Drake Lord Aisha (Glomore Hollow)

She only has a regular attack, an AOE attack, and an AOE BB. Nothing too severe here. Double ATK boost build is recommended, and Tiara is especially useful if you're running a rainbow team.

6. Bolt Pike Amy (Azura Ruins)

She has a regular attack, an AOE attack that nullifies all buffs (that includes seals/ores, ATK/DEF/REC/CRIT boost, Spark damage boost, gradual recovery, increased BC/HC drops, and gradual BB gauge fill, among others, or maybe I listed them all), and an STBB that can inflict injury and weakness. It's only frustrating if she nullifies the buffs, but other than that, she's not very intimidating. Mono-earth teams with Gaia Armor/Holy Arms/Holy Earth leads can easily blaze through her.

5. Gramvaln (White Tower)

I placed him here since he only has a regular attack an AOE BB. Granted, the BB can hurt a lot AND can inflict paralysis, but he doesn't gain an ATK buff in the middle of the battle. Also, it may be just me, but it's less likely to run into a totem in the Tower compared to anywhere else. Some more info from you guys regarding totem appearance rate and Gramvaln's BB(s?) is heavily appreciated...

Also, while he might be able to dish out the damage, he's pretty squishy. So give him all you got with a double ATK boost build and bring Stimulants.

4. Blade Storm Sefia (Ryvern Mountains)

Just the fact that she inflicts paralysis AND gains an ATK buff in the battle is annoying. She has a single-target attack, another single-target attack that deals roughly twice the damage her single-target attack deals (either that or an ignore DEF attack, since Elimo and Lance are both capable of giving DEF buffs), and an AOE BB that can inflict paralysis. Dark units beware: she hits very hard. My Magistra Lira (Lord, lvl 76 w/ SJ at the time) died pretty early on, leaving Aisha and Serin as the only units that can dish out strong attacks. Lance's attack (without SJ) just pales in comparison to Aisha and Serin.

3. Twin Flash Rickel (Snow Area Khelne)

She has a regular attack, a random-target attack that deals slightly more damage per hit, and a strong STBB that can inflict poison AND paralysis. Twins, Reeze, and Elsel leads are highly recommended, or you could bring a Melchio. Lodin is also recommended for rainbow teams. Also, her single-target BB is more deadly compared to Amy's one, so be careful.

2. Earthly Il and Mina (Stokhelna Forest)

Though they arguably deal less damage compared to the other bosses, it's their attacks that are annoying. They have a single target attack, an AOE BB, and an AOE attack. Now, the AOE attack is the annoying one. It can inflict injury, weakness, and sickness, sometimes a combination of two of those, or ALL THREE AT ONCE. Twins or Reeze leader/helper is highly recommended, or you could bring a Melchio, as the one time I did the dungeon with a Grah helper, I lost after running out of Tonics.

1. Goth Kikuri (Abyss Cave)

...come on. You were expecting it.

Kikuri is the definition of OP back then, maybe even now due to the advent of Death Idol Kikuri. Just need to wait until November/December for full Selha teams with Uda lead to screw Arena players over. Or rainbow BB spam teams with Empyreal Drake Lodin leads, which will come next month, after the 6* forms of the 12 Guardians are released.

But I digress.

Kikuri can use a regular attack, an AOE attack, and an AOE BB. She inflicts curse, poison, AND paralysis. If you treasure your items, you'd be wise to bring a healer and a Twins/Reeze/Elsel lead. Also have Grah with you if you don't want to use a Divine Gale leader, but be warned, you'll be wasting a whole lot of items.

I used my main squad (cut a few levels) with a Grah helper (brought Antidotes and Stimulants), and lost Lira, Lilith, and Aisha to the boss, in Global. In JP, I used my main squad (swap Elimo with Blade Hero Zelban (L, 39)) with a Twins helper. I STILL lost Alyut, the twins, and Zephyr.

So yeah. The bosses after this area are pretty tame so far (in the Earth area, the map isn't released yet in Global) tame though, I wonder why...

...I also pretty much spoiled the end-of-area bosses in Ryvern. Forgive me.

Tuesday, June 17, 2014

Brave Frontier Tips

I've been meaning to do this for quite a while, actually. I wanted to share some of my strategies to clearing quests. I mean, some of the people I know in real life have some sort of difficulty clearing regular quests but not event quests and Frontier Hunter, or winning arena matches. While I'm the inverse. Blazing through quests, couldn't care less about Arena and Xenon.

The difficulty spike in Brave Frontier is quite unexpected. I got the first taste of a true difficulty spike when fighting Demon Abaddon with pretty weak units. They were Princess Lidith, Fire Knight Lava, Ice Selena, Holy Queen Luna, and Great Tree Alneu. I used a gem. Feel free to laugh at my idiocy. Then I felt the need to evolve and level up my units.

While I DID manage to beat Maxwell with four-star units, I had to use a gem for Cardes because I was lazy as HELL. I got him to the point where one or two turns was all it took to beat him, and I didn't want to redo the entire freaking battle, so I used a gem. I used a mono-earth team against him, by the way.

I considered beating Maxwell with four star units a big achievement since everyone else I knew had at least one five star unit in their squad. Yeah. I started doing totems AFTER reaching Amdahl. I remember using a Fire Knight Lava at Elios Plains, and that Fire God Lava was my first five star unit that I evolved. Laugh at me.

You can't hold back on obtaining totems now, though. The second difficulty spike was the Vampire and Gunner Douglas dual boss in Cordelica. I don't know why either. Maybe because Zafonic Bullet hits everyone, and not random targets. I ended up using Drake Queen Aisha, Commander Mega, Fire God Vargas, God Tree Eltri, and Nature God Lance to finish the two off. Before losing at least five times. With loads of different team combinations.

Third difficulty spike was the Bow God Lario and the two Legnauras boss in Lizeria. I mean, I SLAUGHTERED Lugina in four turns with my rainbow team and a Michele helper while sacrificing my Lodin, then Lario showed up and turned my rainbow team to mush. I beat them with my mono earth team in the end.

The latest difficulty spike I experienced was Sir Sancus Xenon. He was easy. Up until he reaches Sir Sancus. Three Soul Descretions in a row is enough to kill off my team. Dark units just hate me, I suppose.

And NOW IN JP, we have BEIORG. Revives to FULL HEALTH THRICE, nulls buffs every 4 turns and uses a strong AOE the turn after, can use another AOE after buff-wiping, can paralyze...the only reason I won was because I played double mitigators (Aaron and Krantz), double 30% HP + DEF boost leads (Kanon lead + Oguro friend),  and brought Feeva (OP BC + HC boost) and Lucca (Earth element buff + 100% ATK boost in SBB). And OWEN, who comes immediately afterwards in the next map Wulgee, whose stage is a 1-battle area, is just too hard without a mono-water squad.

So! Strategies and tips. Let's go!

General Tips

1. Use your gems for rare summoning, especially if you're just starting out. In the early stages of the game, ANY rare unit is good. Then, after getting the units you want, start investing your gems for unit/item limit expansion, energy recovery, hunter/raid orb recovery, and reviving units. Oh, and more rare summons.

      1a) Don't use your gems to refill arena orbs. They refill naturally in an hour and will be refilled upon leveling up as well. Also, as of the current update in JP, Raid orbs are fully restored upon leveling up.

2. Use any and all good units in your squads in the start. After obtaining a sizable amount of units, you can start building a variety of teams: mono, arena, rainbow...

       2a) That being said, there are times when some units are more suited for a certain situation compared to others. Take 7* Elimo and Kanon, for example. Both are hailed as the defensive support masters in Brave Frontier. While Elimo and Kanon have the best DEF buff in the game in their SBB (at least, in Global) and can cleanse status ailments, Kanon doesn't heal and mitigate. Elimo also doesn't null status ailments, something Kanon is capable of doing in his BB. Also, Kanon's ES acts as his personal Refined Gem, allowing for more sphere combos with stat boosts on him.

3. Mono teams can make your life easier in the early quests. Be careful in Amdahl and Lizeria, however, where bosses can have element counters. So, if you bring a mono-water to a fire dungeon, there is one boss stage with Sky King Falma in the dungeon. Lizeria in particular can be jarring for mono teams because in ANY map, there is more than one element of enemies. For example, in Frozen Lake Lodan, there is an abundance of Trents and Time Mage Claris to mess up mono thunder teams.

       3a) Two-element buffers, such as Lucca and Ardin, can help with the element penalty when attacking. Quaid is even better because his SBB buffs your team with 4 elements, and his UBB with all 6. Shida is also great, but his SBB is full support while giving 6 elements to all of your attacks + BB gauge boost + ATK boost, while Quaid's SBB is an AOE.

4. It'd be good if you can obtain a Miracle Totem in your first try without using any gems, but a sizable amount of players, mostly free players, need at least one gem for their first Miracle Totem. So don't worry. After getting a six star, preferably the six star forms of the Six Heroes (Vargas and friends), Miracle Totems get WAY easier. Especially if you're playing a mono team.  Scratch that. Miracle is easy now, with our current insane units! MECHA is where things get really hard. But don't gem here! Just look for a strong friend and keep trying! Oguro, Feeva, and 6* Grah are amazing for this.

5. Don't hesitate to put off quest progression if you're running out of materials. Also, don't hesitate to revisit earlier stages for synthesis materials. Some of the farming spots (like Adventurer's Prairie) are frequently visited for synthesis materials because you can get as much as 20 of the material you need provided you spark well.

6. Frontier Hunter has a few good stuff if you manage to obtain a certain amount of points, so participate once it goes on! A Refined Gem at rank 5? Sounds like a good deal. Also, as long as you have a solid team, getting two ranks up each Frontier Hunter is doable if you're a free player.

       6a) The general tip for FH is that you need to SBB spam as much as possible. Sparking, overkill, multikill, and attack bonuses rack up the most points. Also, that Survival Bonus is really great for Esteem Points, especially in Terminus. 

This'll be constantly updated, so stay tuned!

Saturday, June 7, 2014

Zebra farming tips, anyone? (plus random stuff)

I've been hunting this guy for quite a while already. 20 runs and still no Zebra. It seriously tries your patience. But, on the bright side, I replenished my stock of Suzu Nuts, Buru Nuts, and Blue Drops. I've been running out of Red Drops, but by going on to many forums (App Invasion and Brave Frontier Forum comes to mind), I've been able to replenish my stock of Red Drops VERY quickly. Thankfully.

So...I actually have TWO team configurations for Zebra. One is my main squad, and the other is my main squad, but Aisha is replaced with a Head Chef Lancia. Stats shown below:

Head Chef Lancia
Level: 24 (in the process of BB levelling)
Type: Guardian
Element: Fire
Leader Skill: Pure Strobe (Large boost in Heart Crystals produced during Spark)
Sphere: Royal Shield (50% DEF boost for first 3 turns)
HP: 3677
ATK: 807
DEF: 1117
REC: 1449
Brave Burst: Gourmet Dish (Greatly recovers HP for all allies and boosts ATK for 3 turns)
BB Level: 8

Yeah. She's my alternative to the Zebra dungeon squad. Why? Well...

I only have three types of units that I can bring to the Zebra dungeon, in terms of summoner helpers. They are:

Ice Apostle Tiara
Phoenix Reborn
Gemini Il and Mina

I only use the Lancia configuration when Il and Mina are selectable summoner helpers. My items will then change accordingly. For example, with my main squad, my items are:

Cure
High Cure
Tonic
Holy Water
Revive

But, with the Lancia + Il and Mina, my items are:

Cure
High Cure
Divine Light
Fujin Potion
Revive

Makes a huge difference. Il and Mina's 5* leader skill nullifies all status ailments, so only healing items and a Revive is what I need. If there's no Il and Mina, however, I still have to bring Holy Waters and Tonics. The Fujin Potions in the Lancia configuration is for Holy Earth Lance's SBB. The DEF buff from his SBB is particularly useful.

I bring Phoenix or Tiara for the gradual heal effect. With Il and Mina, my healer is Lancia, so...yeah. Dat ATK boost.

Damage output comparison for my three teams:

Tiara helper > Phoenix helper > Il and Mina helper

Why? Let's just say my Aisha is usually stronger than the Il and Mina and my Lancia, and I have to swap her out for Lancia in order for the Five Light's Force to kick in. With Tiara, it's a double Five Light's Force, so damage output is the greatest in that case.

Right. For Zebra, if you're planning to bring Light units...make sure they have high DEF. My Lilith II (Guardian) still took a sizable amount of damage from Zebra's Chaos Rage and her DEF was 1600 or so. My Lodin was still squishier though.

I beat Cardes yesterday (Albeit using a gem. I suck.) with a mono Earth team, consisting of Holy Earth Lance, Empress Lidith, Bow God Lario, Nyan Slash Bayley, and God Tree Eltri, with a Gemini Il and Mina helper. The exact same team (swap Il and Mina with ANOTHER Holy Earth Lance) beat a Miracle Totem with relative ease. Maybe you guys can play mono for Zebra and Cardes. It could work...but I'm not risking it for Zebra.

You see, I'm very reliant on Sparking to deal a hell load of damage, and I still can't spark that well with my mono-earth team after replacing Gaia Fist Nemia with Nyan Slash Bayley. I really should evolve her, but I...have other plans. I'm aiming for a Sea King Mega first (for my main team), then a Sky Angel Vanila (the Guardian one), before moving on to either Holy Light Atro (for my mono light team) or Holy Thunder Eze (for Karl), maybe evolve Zele, Bolt Knight Amy, or my other Maiden Vanila (Anima) while I'm at it.

I have too much units. Pokemon Syndrome still running strong. I'm a casual player, usually, so my team is weaker compared to the other Brave Frontier veterans that I know. I mean, I know someone with Hell Keep Alice AND Phoenix Reborn in his team, and most of his units in that squad are MAX level! WHAT!

...ahem.

Item farming? Running out of items? Well...I've been going to some forums...usually Brave Frontier Forum . net and App Invasion, and I've managed to get some important info for getting some of the items you might need for Zebra.

Buru Nuts: Forest of Beasts - Shadowy Forests (Spark the Mandragoras)
Suzu Nuts: Monster's Nest - The Heinous Chamber (Spark the Skeletons)
Blue Drops: Cave of Flames - Wielder of the Fire (Sparking anyone can, apparently, make them drop the Blue Drops, but Nymphs seem to drop Blue Drops the most often, thanks to App Invasion for location)
Green Grass and Green Drops: Adventurer's Prairie - Beginning of Adventure (Spark everyone! Every single forum I've been on, as well as many players, suggest this spot to farm for those two items. On that note, all of the blobs in Mistral drop these two items as well.)
Red Drops: Destroyed Cathedral - The Peculiar Black Knight (Spark the Minotaurs and Fairies)

Rule of thumb: Look for the lowest energy cost for an area in Mistral and start using your spark team, so item drops are increased. Also, equip a Thief Bracer on your main sparker.

...I should really evolve my Stya to her 5* form soon. Also, I really should start investing my time to get a Gun Goddess Serin, War Rocket Cayena, Holy Ice Selena, and...many more units. And in 'get', I mean 'evolve'.

Right after I evolve Commander Mega though. He's my main water unit and one of the first units I Rare Summoned, so I'm very attached to him. And he's Anima too. Heh, wait til I get a second Sea King Mega...I have a MAX level Captain Mega (Anima) just waiting to be evolved.

If there's anything I missed, please let me know. And until then...I'll be completing Lizeria!

See you soon!