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
First off : it’s worth noting that you can make a Custom Hero from the ‘Dinosaur Encounter’ Level onwards (cant remember the name), and if you give it the right stats and attack types (acid damage, stone skin, high stun melee attacks, that sort of thing), you can potentially beat the rest of the game with it solo, even on high difficulties (I remember doing this after I’d beaten the game with my ‘team comp’ and thinking how easy it was lol). So with that in mind, my ‘Team Comp’ wasn’t to include any Custom heroes.
Here’s what I settled on as my final team, which I specifically built up over the course of the game. I can’t remember exactly what abilities I maxed and in what order , but I have a rough idea:
1. Mentor. Long Ranged Crowd Control (I.e. rage), and a Radiation Beam. On high difficulties, mentor’s single target rage ability (Instinct Dominance?) is amongst the most powerful abilities in the game. It's used mianly for softening up high HP enemies by making them tear each other apart from afar (which makes them a lot easier to clean up), but it also lowers enemy dodge change (making them easier to hit with melee). I distinctly remember getting the two T-Rex’s in Timemaster’s realm to beat each other up with rage, then sending Mentor in for a final love tap on the near dead remaining T-Rex with his beam. Rather satisfying.
2. Sea Urchin. Piercing + Crushing melee attacks, Acid bubbles, and a Stun Beam. Acid damage is probably the most useful damage type in FF, as most enemies are vulnerable to it (or at the very least, aren’t resistant). Her melee abilities were rather nice too from memory, especially when paired with her stun beam.
3. Man’O’War. This guy has pretty much one job: zap things. Electrical damage is exceptionally useful vs. anything made of metal, especially when you can fly whilst dishing it out. He’s also pretty hardy, so he can act as a sort of ‘off tank’ if required. Though on very difficult, it’s best to try accomplish everything from range if possible , so as to not get hurt.
4. Law/Order. This is an interesting hero, in that it’s actually two. Order is a slow, melee brute with quite a bit of health and some pretty standard melee attacks (which at the very least are useful for destroying buildings). Law, however, holds the distinction of being the only ‘MEDIC’ in the game, with an ability that ‘transfers’ health to teammates (though they actually heal for double , so e.g. she loses 10 health but a teammate gains 20). This is super useful in the later levels, as you save any health canisters specifically for her, whilst her teammates heal up off of her sacrifice.
—-
Honourable mentions:
Minuteman. The very first hero. Pretty squishy by late-game hero standards, but he still holds a special place. Nothing like charging up a 300-percenter melee attack and dealing triple digit damage and/or knocking someone off of the screen.
El Diablo. I have mixed feelings about this guy. He’s in my opinion a pretty crap hero, and has one of the most difficult solo missions in the game as a result (I.e. ‘the gangster mission’). But he does have his moments, namely shooting Flame Tongues at Ice Queens, and Infernos at Nymphs.
Man-Bot. His ‘energiser’ Beam is terrific for empowering other teammates to spam their abilities. Combining him with Man’O’War for some of the metal man missions is great fun, particularly as both of them can fly. The poor robots couldn’t do sh*t.
———————————
So Mentor, Sea Urchin, Man’O’War and Law/Order. Against Timemaster, from memory I just perma stun locked him with ranged CC abilities from Man’O’War and Sea Urchin, whilst mentor took pot shots with his Electron Beam until he ‘eventually’ fell over. Law/Order is sadly not very useful vs Timemaster, as melee characters tend to just get flung off of the edge of the map. Perhaps Supercollider could’ve been useful here, but imagine I wouldn’t have been able to afford him due to the other heroes that I’d purchased.
Anyway. Hopefully some of this info is helpful to someone trying to play the game on very difficult. I remember having a lot of fun planning this team out (mapping enemy weaknesses to get a good damage-type mix) , and playing it was a blast too. :)