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For URs, Marine and Roboco are fine. Ina, Mio, and Flare share the same instruments with them, so pick the 2 you like best to avoid stacking the same interments. Unfortunately, Dog also shares interments with these URs, so you have to pick between a UR and Dog for anti blue. :(
For the rest of your team, good picks for blue aura are Rose Knight, Neco, Udin, Takodachi. There are a few others that have blue aura stats that overlap with these units instruments too.
For the rest of the slots after that, cant go wrong with Bubba or Lu-Knight, and fill in the rest with a low cost option that gets you to lvl8 symphony. Obake-chan, or Mio-fam, or Bloop are good options.
Taking Azki or Chocolat are also fine if you want to go for healers, but taking them will prolly not give you fast clear times. You can use them to slow play by using your flag as a tank and having them just heal it while you get bubba and your other URs out.
You will need enough motivation gen to make these teams work. The point I remember it feeling very good was when I hit trophy lvl 40 on collection. So you might need to grind a bit to get that.
https://steamcommunity.com/sharedfiles/filedetails/?id=3120001968
https://steamcommunity.com/sharedfiles/filedetails/?id=3120002055
Edit:
Here are some examples of what I mean by healer slow play. You are basically aiming for 3 healers. Having both Azki and Chocolat makes it easier, but you can do something like this with just one or the other. Dual stacking bell symphony is more valid than symbols imo.
You still need trophies on collection to make this work. Simple changes in summon order can make it so your flag stays up or dies. Having the flag stay up is better if you are just running chocolat since its slower and allows you to stack more before you get to the boss spawns.
Using healers and slow play is likely the easiest way to make sure you win the stage.
https://steamcommunity.com/sharedfiles/filedetails/?id=3120051679
Without the 30% DR on blue damage, then front liner Udins and Necos would prolly die between fistings. Youd have to stall a lot more to get more healers out, and staggered so they are always laying out heals, to keep stuff up, and when the bosses and fodder sync hits, they would still kill things without the blue DR.
The Udin/Neco/Rose Knight combo up front shreds the fodder in front of the bosses. You can see from the screen cap that I haven't even leveled my Rose Knight. The HP pools and damage on the Udins in particular really set them apart for anti blue front line bruiser. That allows the Roboco to get most of her dps on the bosses. Marine out ranges the fisting so is never in danger. The amount of single target damage all these units, especially the URs put out, shreds the bosses.
You can see that Roboco is putting 3000ish per tic on the bosses (so about 9k per attack cycle), and Marine is doing 8200ish per hit on the bosses. The Udins are doing 1k a slap, the Necos are doing like 600 a tic to the bosses. All of them have 50% damage to blue, except for Roboco who is 100%. The Udins and Necos really out dps the URs here. This is all buffed damage from Comments, but the idea is that they get dps-ed down before it falls off.
The main principal here is that the units have the HP to survive between the fistings, the dps to kill the foder and expose the boss to single target fire, and the healers at a critical mass to heal the enemy damage between fistings.
Using Sora can help compensate for the loss of damage for not using blue aura buffed units, but these teams can still lose if you rush the flag unprepared.
I'll make a couple more examples with off blue aura teams if that helps. Or if possible, you could post the team you are using and I can try and see what I can do with it.
If your normal guys are too weak (i.e. they are getting instantly knocked back and doing no dps) just use URs as your dps and stall on your flag for as long as possible to build motivation.
Off the top of my head, Lu knight+2x random cheap units as frontline meat shield. Azki for heal. Gura+Marine+Okayu/Suisei+Roboco. Avoid spamming units even after your flag falls. Just hold the line and horde motivation until you get all your URs (should be easy with lvl 30 luknight).
https://steamcommunity.com/sharedfiles/filedetails/?id=3120205710
Edit: meme UR team.
https://steamcommunity.com/sharedfiles/filedetails/?id=3120257970
Im a few seconds off the pace with this lol. I cant get a proper timing to wall and bounce the GIGAShuba at the spawn. Surprisingly, Dog has out preformed every other UR horn option.
https://steamcommunity.com/sharedfiles/filedetails/?id=3122047429
Bubba is no joke. What do you think of the Tree? I think I might even prefer it over Bubba.
That's one impressive clear time. Are you maxed level etc? Although I beat this challenge, my clear time is hilariously slow compared to yours. I also cleared it with a very different approach with a team in the low to mid 20s and my own level at around 40.
I'm surprised that you use Ina. I found her to be borderline useless in most of my builds, but I think it speaks well of the game's depth that a unit that is worthless in some situations or builds can carry the team in others. For instance despite everyone's love of Flare, I found her to be pretty mediocre. She seemed kind of like a bad Roboco to me. The opposite was true of Gura. A lot of people don't like her, but she was a core DPS in like 3/4 of my builds.
Shes useful here because shes the only aoe, blue aura damage dealer UR right now. Otherwise, I think she pretty middle of the pack as far a URs go. Main thing is that shes a sax, and shes competing against the likes of Marine for that spot.
Also, yes, i agree. Flare is over hyped and Gura is basically god tier. Flare simply attacks too slow to be very useful, though when she hits, she tends to just one shot everything, and there are a ton of other useful units in the horn slot. Gura has the range to be out of danger almost all the time, attacks fast enough to put out consistent aoe, and is prolly the best trumpet generally. In my experience, faster attack start up, and recovery is just better than the raw dps stat. If a UR gets locked into attack start up, and then all its targets knocked back or killed, then its dps stat doesn't matter at all. In run times that are under 2 mins, Flare is attacking at most like 4-5 times, so every hit that doesn't land hurts a lot. Some runs you might as well have only had 7 units on the team.
Uh not max level, but trophies are maxed, and most of my units are at lvl30 with good stat rolls on them. Im currently just farming tickets to roll gacha to max out unit stars to 10.
Yeah, everything that makes Gura great is exactly what Flare is missing. Flare is short range and takes forever to wind up and unleash an attack which makes her easily interrupted by enemy rangers. Her low rate of fire also means she tends to over kill units and she does not provide frequent knockback the way Gura does. She also has a small area of effect so she tends to miss a lot of enemies. Her damage is good and her 100% guard break is amazing but her anti-aura affects are the wrong color to put that guard break to good use.
I hadn't considered how much difference the stars can make when comparing Bubba to the Tree. I only just finished the game the other day so none of my units have more than a few stars which doesn't make a huge impact. But 10 stars is like 10 free extra levels. I haven't even managed to max out the levels of the talents I use. They are mostly in the mid 20s and my own level is only around 40. I do have almost all the trophies though which provides a strong boost.