Difference between revisions of "Tips"

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=Starting Party Composition=
=Starting Party Composition=
In the beginning, it's really hard to recommend a "go-to" party layout and units to aim for, as most units shine at their end game (that being, maxed out). The "difficulty" curve is minimal in the beginning, so focusing on a solid team is just not needed, and the old <em>use units that looks nice</em> adage is actually the way to go.
In the beginning, it's really hard to recommend a "go-to" party layout and units to aim for, as most units shine at their end game (that being, maxed out). The "difficulty" curve is minimal in the beginning, so focusing on a solid team is just not needed, and the old <em>use units that looks nice</em> adage is actually the way to go.  


Additionally, recommending what units to use essentially boils down to "don't use this one", as, again, good units only shine in their late game. Harder quests only really exist as a challenge for veteran players who do have the units ready to tackle. New players simply lack a wide spread of units to pick and choose from, and [[Event Quest|Events]] typically give what you need through an Event unit or units with the focused skill in a [[gacha]].
Additionally, recommending what units to use essentially boils down to "don't use this one", as, again, good units only shine in their late game. Harder quests only really exist as a challenge for veteran players who do have the units ready to tackle. New players simply lack a wide spread of units to pick and choose from, and [[Event Quest|Events]] typically give what you need through an Event unit or units with the focused skill in a [[gacha]].  


In short, if you're a new player, you don't have to worry about "playing right", just "playing wrong".
In short, if you're a new player, you don't have to worry about "playing right", just "playing wrong".
=Team Building=
A frequently asked question is how to build a good team. There are multiple aspects to this:
# Each unit should be fully leveled (includes all limit breaks) and skill leveled in a team. It is very important to have these aspects fulfilled as limit breaking unlocks a unit's skills, and skill level dictates their potency/accuracy. Going into a high level quest without a fully leveled team will make things more difficult than necessary typically.
# The type of quest being challenged. Each quest has its own requirements, so it is recommended to use a team which fits the appropriate situation. For example, some story/challenge quests may require surviving for a certain amount of turns, so characters which can defend/heal are appropriate for that situation. As another example, the weekend daily Coin quest has an enemy which bestows {{Status|en name=Evasion}} to other enemies, so it would be best to have a units which address that issue.
# The resources dropped by the quest. Some units may boost a particular resource that a quest drops, so it is recommended to bring resource boosting units when applicable, such as the forms of {{Transient icon|Andvari}} for the aforementioned Coin quest. Another common example of this is Event quests, where it is recommended to use units which increase the amount of Event currency dropped.
# Guild affiliation. This is a relatively new mechanic with potentially powerful effects. Guild affiliations potentially have the ability of boosting a unit's attack/defense by roughly ten times, so using units which have the same guild while investing in this mechanic can be a method of boosting a team's power. As the resources for this mechanic are currently time-gated, it will be difficult for new players to fully use this effect.
A related question is what is considered a good unit. Over time, specific answers to this will change due to power creep/skill evolutions, which is why older resources such as tier lists are outdated. In general however, this game heavily favors an offensive play style as enemies can't retaliate if they're eliminated from the board. For this reason, units which either boost damage, in ideally the largest range possible, or deal great amounts of damage, in ideally the largest range possible, are generally considered to be strong units. Keep in mind that guild affiliations can greatly boost a unit's damage and defense, so units that have an affiliated guild are preferable.
# Damage boosters. As of writing, one example of a good damage booster is {{Transient icon|Wakan Tanka∞|rarity=5}}, as he can potentially bestow {{Status|en name=ATK Up}}, {{Status|en name=Brawn}}, and {{Status|en name=Concentration}} in a board-wide manner to the entire team. Since the damage amplifiers from status effects multiply, this in total is roughly an 11x damage amplification to the entire team. A more accessible and commonly used damage booster is {{Transient icon|Leannan Sidhe|rarity=4}}, as she can give a single unit on the team three offensive status effects, {{Status|en name=Vigor}}, {{Status|en name=Ardor}}, and {{Status|en name=Limit}}, and is a permanent {{Star|4}} unit, unlike {{Transient icon|Wakan Tanka∞|rarity=5}} above. Another oft-lauded unit here is {{Transient icon|Oz|variant=Summer}}, due to his unique ability to turn allies into All-range while boosting their damage. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Horkeukamui|rarity=5|variant=Standard}}, {{Transient icon|Yoritomo|rarity=5|variant=Standard}}, {{Transient icon|Fuxi|rarity=5|variant=Standard}}, and {{Transient icon|Tindalos|rarity=5|variant=Standard}} are options to consider choosing for new players.
# Damage dealers. Units who can deal large amounts of damage innately and ideally have a large range are recommended. One example of this is {{Transient icon|Shiva|rarity=5|variant=Summer}} as he innately has {{Status|en name=Ardor}}, {{Status|en name=Limit}}, a 5x advantage against enemies with {{Status|en name=Burn}}, and is effectively All-range for the first three turns. Another example is {{Transient icon|Oscar|rarity=5|variant=Standard}}, as he has easy access to All-range while having damage amplification of his own. Other used units in this category include {{Transient icon|Andvari|variant=Beachside}} and {{Transient icon|Takeminakata|rarity=5}}. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Horkeukamui|rarity=5|variant=Standard}} and {{Transient icon|Cthugha|rarity=5|variant=Standard}} are options to consider choosing for new players.
These two categories of units tend to be highly favored for clearing quests, as high damage can brute force through quests while clearing them quickly. As these labels are fairly broad, there are other well-regarded units which have their own unique and specific niche which make them valuable. One such example is {{Transient icon|Oz|variant=Summer}} mentioned above, as his usage extends far beyond the labels mentioned. Outside of playing offensively, some other possible categories of units include the following:
# Debuffers/Skill Lockers. For challenge quests in particular, it is sometimes useful to have units which can prevent enemies' skills from activating through status effects such as {{Status|en name=Bind}} and {{Status|en name=Skill Lock}}. Some examples of units here include {{Transient icon|Taromaiti|rarity=4|variant=Standard}} and {{Transient icon|Licho|rarity=4|variant=Standard}}. {{Transient icon|Zhurong|rarity=4|variant=Standard}} who can refresh debuffs on enemies, and {{Transient icon|Shiro|rarity=3}}, an early game debuffer for new players, are also notable here. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Bael|rarity=5|variant=Standard}} is an option to consider choosing for new players.
# Defensive support/Healers. For quests which favor survivability, units which prioritize defense and/or healing can be useful. Some examples include {{Transient icon|Ganglie|rarity=4|variant=Standard}} and {{Transient icon|Tangaroa|rarity=5|variant=Canaan}}. Among the {{Star|5}} units which are available with the {{Star|5}} selector ticket, {{Transient icon|Ahab|rarity=5|variant=Standard}}, {{Transient icon|Horkeukamui|rarity=5|variant=Standard}}, and {{Transient icon|Daikoku|rarity=5|variant=Standard}} are options to consider choosing for new players.
# Debuff Prevention. As some debuffs can be particularly nasty when applied to the team, it is sometimes helpful to bring sources of {{Status|en name=Nullify Debuff}} and/or {{Status|en name=Reflect Debuff}}. This includes {{Transient icon|Ganglie|rarity=4|variant=Standard}} and  {{Transient icon|Horkeukamui|rarity=5|variant=Standard}} mentioned above.


={{Star|3}}s vs Higher Rarities=
={{Star|3}}s vs Higher Rarities=
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