Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I guss its level or story progress locked.
Copernica was level 47 when I beat it, Galleo was about 46 and Orik 46. It's a matter of luck mainly. When the last fight started, the RNG Gods gave me Bushido, Chill Out and Glass Cannon, the next turn, I had a Fire Pillar and Meteor.
Before that though, Tarah-Thayne absolutely destroy thanks to the Adds + Death pulse easily dealing 6-7k AoE in one go if chained properly. Doom+Cyclone can just one-turn the bosses. Best if I get Fixed, Doom and Cyclone all on the first turn. After the dragon though, Tarah and Thayne just stick to damage debuffing (-2 str or magic grade) and killing the ads in 1 or 2 hits with the Arcane bolt to Death pulse. If needed, I will let Orik do the ad killing right away like the Druid in the tree stage so it won't cast the regen.
I also have a lot of potion left since I rarely buy them from the merchant before the final chapter. Using them before ending the round with 20x cyclone make it easy to go into the next round with almost full health.
And Fairy ward is amazing on Galleo especially for a 1x cost as it also frees up Orik's slot. Galleo don't really get to do much anyway after Fixed up beside using chill to buff damage, poison to make it easier to kill the boss and throwing the team heal when necessary. In most cases, if you get to chain with Orik for the haste, that's 1 extra card slot for the 50% hp pot anyway.
I used the twin almost all the coliseum runs, just not the Midas one, I love their combo synergies, they were a key part in my coliseum runs up to Midas. I was trying with two chars but that only leave you open for more damage and vulnerabilities, Galleo was just there for a quick heal and regen, also being a good tank. Im aware of the Bushido+Doom+Cyclone Slash killer combo but since it takes a while to become available and u need a lot of gears I opted to bringing Copernica and making use of these gears with her attacks. She can be deadly too, I almost got that mushroom down in one turn with her combo. Gonna play with teams to see which I like to use the best.
And with Orik going pure damage, he obliterates if you give him Chill out + fujin mask + Murakumo weapon which greatly boost his lighting damage. Throw in the Bushido and the 15k merchant accessory and that's a very consistent 10k+ damage Cyclone without doom on everything but the shroom (immune) and Duck. It's good being able to kill all the annoying adds like the druid and the mage on the first turn with just Bushido, something for ramp or buff to a Cyclone. that's enough to take down 6-7k health right away. My fav is Iai - Bushido - Cyclone. Iai goes first because it gets a damage bonus which make it more reliably than going for a crit with weakened Iai. Crit-Fujin Iai first hit is also hilariously strong for a ramping attack.
The best part with letting Orik do most of the work is that it's very easy to get his haste bonus and you can keep up the 4 card turn really often by using that along with the crit bonus of his graceful slash. The consistent 4 card turn is the major reason there's really no hard fight with Orik leading the charge.
I think I only failed on the Headmistress once because I didn't know about majority of the stuff being dark immune starting with the dragon (Focused too much on doom combo and Thayne doing damage at that time) and the tree once because I got really unlucky and drew into a hand with nothing but healing and debuffing at the last turn on a very low health tree that died to a poison tick which doesn't count if it kills on the 7th turn. After I fine tuned the deck, it's a very consistent team with barely any RNG involved as long as I redraw often to keep the mandatory cards in my hand, like Death pulse into Mushroom and bee/slime.
Whilst Copernica had always been a staple, I'd completely underestimated the triple combo of the pendant, frostfire and glass cannon... 5k hits from Meteor? Dang. Sign me up!
It's amazing that even after all this time, this guide still helps! Glad you could do it!
My composition:
1) Galleo (lvl 49) - You can't do without a healer. The role of the debuffer/healer.
Equipment:
1.1) Martial Fists - Skipping an enemy's turn can be saving in some moments before the boss makes a super move that you are not ready for yet.
1.2) Pure Sash - Immunity to almost all conditions. Well, what else to give Galleo, which does not need more HP?
1.3) Power Buster - To improve healing mostly.
Decks:
1.1) Fixer - I think everyone agrees that this is a must have.
1.2) Pain Gain - perhaps the most controversial map, but in my opinion, the balance of cards like Strike-Upgrage / Skill for the economy is close to optimal, and
I don't see anything more useful here. Moreover, in the later stages (but you still have to live up to them), it can save a life. +SP
1.3) Blindside is a must.
1.4) Icebreaker - Surprisingly, there is little ice resistance in this Prix, so 2k damage per 2 sp sometimes saves if you need to finish off the enemy, but there are no other options
or you don't want to use at the moment.
1.5) Overcharge - oddly enough, it never came in handy, although in past attempts it saved lives more than once. For example, you have full health for everyone, but you urgently need to finish off
enemies.
1.6) Poison - very useful.
1.7) Quick Fix - treatment is mandatory.
1.8) Regeneration is a must.
2) Orik (lvl 48) - You can't do without it. And all because of his buffs to critical strike, which is critically important in this Prix. The role of the healer-buffer-damager.
Equipment:
2.1) Murakumo - there are no other options.
2.2) Fierce Deity's Bead - very suitable for Orik.
2.3) Ogre Slayer - Even without a crit buff, allows you to use Inspiring Grace.
decks:
2.1) 2xBushido is why Orik is needed for this Prix at all.
2.2) One With the Wind - useful to switch to Storm damage in case of immunity to Physical. +SP
2.3) Iai Cut - to eliminate small monsters, Physical/Storm damage. +SP
2.4) Calming Wisdom - treatment + elimination of bad conditions of the main damage dealer.
2.5) Cyclone Slash - Mandatory for enemies immune to Physical/Arcane.
2.6) Fascination - analogue of Regeneration.
2.7) Inspiring Grace is a must. Good damage + Allows you to use more cards and scroll through the deck faster.
It is worth noting here that perhaps the combination of Regeneration/Fascination/Pain Gain/Iai Cut cards is not optimal. Didn't have time for them
adjust before Prix passed :) I think it's worth removing Fascination and taking another Iai Cut instead, then remove Pain Gain from Galleo and take another
regeneration. I would also like to have a Fairy ward and some kind of mass heal (purely because of the 5th fight), but all mass heals are too expensive, and for the best mass heal costing only 1 SP, Copernica is needed.
3) Tarah & Thayne's (lvl 49) - The role of a debuffer-damager. From what I understand, people go through this Prix with a different third team member. I tried here
Armilly and Copernica, and Copernica seemed like a very promising option to me, especially given the immunities and high resistance to Arcane in the middle of Prix.
Equipment:
3.1) Vile Arsenal - I think this weapon is more useful than others, because in the long run the poison deals damage, like a full crit attack.
3.2) Wizard Bangle - must have.
3.3) Champion Badge - without it, Tarah & Thayne's has too little health, only 1600, and with less than 2k health, I would not dare to participate in this Prix :). Same
increases magicka to 607, which is very useful.
decks:
2.1) Against All Ods - an extremely useful card, often saving lives, it's a pity that the effect lasts only one turn. +SP.
2.2) Siphon Mind - buff + debuff, very useful. +SP.
2.3) Steal Strength - buff + debuff, very useful. +SP.
2.4) Arcane Shock - 2.5k damage per 2SP + Arcane+Storm resistance debuff, which is good for Orik as well.
2.5) Death Pulse - at first glance, the card does not seem very good, but, applied at the right moment, it can deal tons of damage - makes it very comfortable
the first 3 battles, but then it is no longer so useful.
2.6) Doom - must have. For increased damage, especially for Orik - Cyclone Slash.
2.7) Focused Rage - 4k damage per 3SP. Extremely useful, especially when Cyclone Slash hasn't dropped yet and Doom is already cast. Under Bushido and Steal Strength is able to kill the nasty at once
minions. Very important also in case of immunity to Arcane.
2.8) Raven Strike - 2.5k damage per 2SP. Keeping enemies under Blindness is vital.
Perhaps it would be worth replacing Arcane Shock with another Raven Strike - one gets the feeling that blinding the enemy is more profitable than lowering resistance by one grade.
Battles:
1) The easiest, in 99% of cases it ends with a victory with full health of all members of the group.
2) More complicated, but in 90-95% of cases (sometimes you are very unlucky with cards) it is also not a problem.
3) Makes you think. You need to kill the bee first - because if she calls other bees, the battle will get out of control due to their ability to accelerate and
avoiding attacks, which will easily make you miss 7 moves. It is especially disappointing that under Against All Ods (5 grade) the enemy hits us somewhere in 50% of cases, and under
with bee acceleration (2 grade) I felt like I missed 75% of the time. Therefore, if a bee applies this buff (it's good that it only lasts one turn), its best at all
do not touch and expect that you will definitely miss. Sometimes the cards may not go, so here I had about a 75%-80% chance of winning
(before being included in the Death Pulse deck. With this card, it became much easier).
4) Easy battle, will allow you to restore health to the maximum after the previous battle, despite the dragon's immunity. First you need to kill the minion, the dragon does not represent
nothing out of the ordinary. But it might still be bad luck if the dragon's breath attack confuses a character for which you have a jackpot in your deck. But it rarely happened to me.
5) The most difficult battle. If you pass this fight, you will pass the rest :). The biggest danger here is the bottom minion, who is very fond of
put a ban on Skills. The ban on Skills for the currently needed hero is death. On the first turn, you must either kill him or blind him and pray. For a long time
could not win here, but finally got lucky.
6) Passed the first time, the main thing is to kill the minion as soon as possible, because after the boss's debuff, he took 1.2k from me at a time with his attack o_O. Unfortunately from this fight
I came out with 50% HP for all heroes.
7) The fastest fight in this Prix, he is probably the easiest. Due to a lack of health from the previous battle, Galleo had to be resurrected, but already on the 3rd or 4th turn
the boss is finished with Doom + Bushido + Cyclon Slash.
Wow, congrats! Makes me want to install the game again and try other team comps, I really likes the twins but I couldnt make them work when I played for the last time. Now, after a lot of RPGs where I needed to think carefully about debuffing enemies to oblivion, I might want to play again with my current knowledge.
What do I have to do to start "Midas Grand Prix"?
I've already finished "Abysal Cup III". I killed Behemoth. I even got the "We Didn't Start The Fire" achie.
However, "Colosseum of the Cursed" shows 50/50 and the last challenge are closed.