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Thread: Team Tactics

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  1. #111

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    Quote Originally Posted by maotd View Post
    Another example, based on your team, your Bride Cactace will work very well with a girl like Anthurium with her +22% damage on &st turn. Since Bride Cactace already give a skill rate bonus.
    Bride Cactace has a faulty description though, her skill trigger is only for herself and not the entire group.
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  2. #112
    Quote Originally Posted by animefan27 View Post
    Attachment 2863


    Hi fellow FKG players .
    As you can figure out by the thumbnail attached ( I don't know if i even attached the file properly coz the only reason i accidentally came into this site is because of this game ) that i'm a fairly new player . Playing this game for 3 days to be exact for a specific reason and kind of enjoying the game as a whole .
    And i want to be better at this game . Right now , i'm playing this game blindly . With no planning when making my squad ( actually i'm not even setting my own squads , its all on auto ). I realised this for some time so i thought to get some advice from the fellow players themselves . I am guessing that i am doing even some of the basics wrong . So i have some questions and i will be pleased to get some response.

    1. So, how do i set a good unit ?
    2. What factors come into play when making a decent squad ?
    3. Does the 'Speed' really matter ?
    4. I heard about some 'Pests -squad' or some type of shit . What are those ?
    5. Is there any strategy to perform better at Campaign ?

    Thank you
    1) Put simply: You're too early in the game to be worrying about synergy. Worry about Total Power, and know that you're going to be reliant on helper squads to clear harder maps (though this event is unusually easy in that regard, but story maps will kill your squads once you get into the upper tier (Missions 11 and Up).

    2) Again, you don't have enough leveled units to begin worrying about synergy. It primarily comes into play once you're working with Teams made up almost entirely of 4* and above rarity units

    3) Speed matters only on specific maps where you want one team to reach Point X before anyone reaches the flag, or to trigger switch nodes, etc. IIRC 11-3 is a good example of this. In general, you keep them roughly similar unless you have such maps or are trying to do speed-farming (clear maps ASAP without regard to 3*)

    4) "Anti-pest squads" are squads with units like Toad Lily (halves damage taken from the tiny pests that fly around maps) and Edelweiss/Dianthus/Leucocoryne (heal on pest node). Missions 11 and up favor having at least one of these (especially 12-5 where you literally wade through about 15 pest nodes to reach the flag)

    5) Level up. More specifically, if you want a speed-leveling strategy that's tried and true:

    Step 1: Hit up the Friends list topics for some allies with strong helper squads
    Step 2: Rush through the campaign maps relying on said helper squads to get you map clears (not complete aka 3*, just clear so you can progress to the next map)
    Step 3: Reach 12-3, spam the hell out of it, putting all 5 squads on the top left camp so they skip the left and bottom sides of the map and go up around the top and down the right for quick runs to the flag. Your goal here is to get as many Secret Garden spawns as possible. Make sure you have ~115 stamina before running 12-3 so you're ready for if a SG spawns (costs 80 stamina).
    Step 3b: If your stamina is too low, running 1-3 or 2-1 is an acceptable alternative if you need to use up some stamina (because you're going out or something) but your current stamina is too low for regular Step 3. This method only requires about 21-24 stamina but girl leveling is much slower

    Notes: If you intend to use this method, level the hell out of a single girl (highest rarity you have) because your helper squad gets scaled down to the level of YOUR strongest girl.

  3. #113

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    I only posted my girls among with questions a short while ago so I'm sorry to bring it up again. But I wanted to ask about this question more specific:

    Do u think that a squad build around the evasion ability is viable or should it rather be replaced by another synergie?

    Since a striking feature of the latest and probably coming pests is that they hit quite hard, I thought that an evasion squad would be quite nice. So I wanted to put them all in one squad (though I only have waterlily, epidendrum and mono at the moment :X). But it could also be better to decide their squad on their second ability and have the evasion ability as a nice side effect.
    Any thoughts?

  4. #114
    Quote Originally Posted by Ashen View Post
    I only posted my girls among with questions a short while ago so I'm sorry to bring it up again. But I wanted to ask about this question more specific:

    Do u think that a squad build around the evasion ability is viable or should it rather be replaced by another synergie?

    Since a striking feature of the latest and probably coming pests is that they hit quite hard, I thought that an evasion squad would be quite nice. So I wanted to put them all in one squad (though I only have waterlily, epidendrum and mono at the moment :X). But it could also be better to decide their squad on their second ability and have the evasion ability as a nice side effect.
    Any thoughts?
    A squad that relies solely on evasion is a squad that relies solely on RNG. However, combining it with Enemy Attack Down, Defense Up and/or Life Drain would result in a much more reliable team. Enemy Attack Down is the most reliable means of reducing incoming damage, since the pests' attack is increasing faster than our girls' defense can, and dodge is AFAIK a 50/50 or so. Thus combining the two would be most effective, with Defense Up and Life Drain being icing on the cake, so to speak.

  5. #115

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    I can vouch for that ^

    I tested an Evasion squad on some RBs, but my total damage output dropped by about 25% when compared to mixing it up with Attack Reduction, Counterattacks, or almost any other type of synergistic squad each individual evasion unit could fit into.

    It's still an effective squad, dishing out as much damage as any other synergistic team, but they work better as conductors for other teams. I don't know why, but I feel like they have a tendency to draw more attacks towards them, which in turn, tanks for the team, but I don't have enough knowledge or evidence to back up that claim.
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  6. #116
    I am currently using evasion squad (the one from my singature) just need to level up monotropastrum to complete the whole squad. My daisy often receive too much damage and die first, it seems that i need a good tank to draw all the damage.
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  7. #117
    Quote Originally Posted by Corintis View Post
    I can vouch for that ^

    I tested an Evasion squad on some RBs, but my total damage output dropped by about 25% when compared to mixing it up with Attack Reduction, Counterattacks, or almost any other type of synergistic squad each individual evasion unit could fit into.

    It's still an effective squad, dishing out as much damage as any other synergistic team, but they work better as conductors for other teams. I don't know why, but I feel like they have a tendency to draw more attacks towards them, which in turn, tanks for the team, but I don't have enough knowledge or evidence to back up that claim.
    Agreed. As I said, if the entire squad relies on evasion, they live or die by RNG (and we all know it's a B sometimes). Just throwing in one Enemy Attack Down girl buffs the entire squad's survival significantly (actually, ANY squad's). They work better when mixed up with other ability types.

    As for the "invisible taunt" idea... Ionocidium despite her evasion is often the first to die on my Squad 1 (grouped with Dianthus, Bride Oncidium, Anemone and Alpinia). Compared to Dianthus (not comparing her to Bride because ampies and certainly not to ampy-maxed Anemone), she has 500 more HP but 100 less defense than Dianthus. Alpinia has better HP, Defense and Life Drain, so that's not even fair to compare there.

  8. #118
    On my side I was ready to buy Lycoris for 10€... if only we got the same Black Friday Deal for Christmas...
    ... to build a Team like that:
    Cattleya (Skill level 5) + Lycoris + Setaria (with 2 Equip slots and Skill level 2) + Monotropastrum + someone like Edelweiss, Geranium or Holly...

  9. #119
    Quote Originally Posted by IvanLedah21 View Post
    1) Put simply: You're too early in the game to be worrying about synergy. Worry about Total Power, and know that you're going to be reliant on helper squads to clear harder maps (though this event is unusually easy in that regard, but story maps will kill your squads once you get into the upper tier (Missions 11 and Up).

    2) Again, you don't have enough leveled units to begin worrying about synergy. It primarily comes into play once you're working with Teams made up almost entirely of 4* and above rarity units

    3) Speed matters only on specific maps where you want one team to reach Point X before anyone reaches the flag, or to trigger switch nodes, etc. IIRC 11-3 is a good example of this. In general, you keep them roughly similar unless you have such maps or are trying to do speed-farming (clear maps ASAP without regard to 3*)

    4) "Anti-pest squads" are squads with units like Toad Lily (halves damage taken from the tiny pests that fly around maps) and Edelweiss/Dianthus/Leucocoryne (heal on pest node). Missions 11 and up favor having at least one of these (especially 12-5 where you literally wade through about 15 pest nodes to reach the flag)

    5) Level up. More specifically, if you want a speed-leveling strategy that's tried and true:

    Step 1: Hit up the Friends list topics for some allies with strong helper squads
    Step 2: Rush through the campaign maps relying on said helper squads to get you map clears (not complete aka 3*, just clear so you can progress to the next map)
    Step 3: Reach 12-3, spam the hell out of it, putting all 5 squads on the top left camp so they skip the left and bottom sides of the map and go up around the top and down the right for quick runs to the flag. Your goal here is to get as many Secret Garden spawns as possible. Make sure you have ~115 stamina before running 12-3 so you're ready for if a SG spawns (costs 80 stamina).
    Step 3b: If your stamina is too low, running 1-3 or 2-1 is an acceptable alternative if you need to use up some stamina (because you're going out or something) but your current stamina is too low for regular Step 3. This method only requires about 21-24 stamina but girl leveling is much slower

    Notes: If you intend to use this method, level the hell out of a single girl (highest rarity you have) because your helper squad gets scaled down to the level of YOUR strongest girl.

    All things noted . Thanks a lot , man

  10. #120

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    I'm still pretty amazed with how much effect a synergetic squad has once you put some units together though.



    Team 3 and 4 are the bigger damage dealers in the entire unit. Despite team 1 & 2 being max leveled, while Team 3 still has a lvl 57 and team 4 has a lvl 57 and two lvl 60's. Even despite team 2 having an extra rainbow.
    But the difference is as much as team 3 & 4 each dealing over 300k damage to a raidboss, while team 1 and 2 deal just over 200k each.
    On the other hand, team 1 handles small pests way better, and is obviously the fastest, whille team 2 generates sun crystals at a crazy rate. So they all do perfectly well what they were designed for.

    In my personal setting, I moved team 1 down to position 3 though, so team 2 can better gather some early sun crystals to boost Leucocoryne (and Dogwood, obviously).

    And yeah, Black Baccara and Sakura remain benched. I still like Camellia much better.

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