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  2. Flower Knight Girl Integration

  1. #11

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    Quote Originally Posted by kringley View Post
    As far as minimizing damage goes, on the current ultimate event maps where Pest damage seems to be quite high, the most effective ability that I've seen (only from helper squads, I don't have any of these girls myself) is the enemy attack reduction - Bride Oncidium and Cherry in particular.

    The usefulness of skill boost is why I'm still dithering over plunking down some money for Apple, even though I have Lycoris and several other magic golds (Setaria, Evening Primrose, German Iris, Moonvine and Tachibana) and I don't find Apple's art all that appealing.
    Apple is good enough that I just replaced lvl 60 Evolved Tachibana in my trigger squad with a lvl 36 Evolved Apple. Tachibana has all equipment and skill levels unlocked, while Apple is still at lvl 1 and 1 piece of equipment. Mind you, that is a squad revolving completely around triggering, with Fritillaria receiving a 2% ATK bonus each time a skill triggers. Outside such a dedicated squad, the two are pretty close to eachother. So is it worth it to buy Apple? That really depends on how you plan to use her, whether you like her, or whether you rather save your money for some other girl. (Better hurry if you do want her, that sale is probably over tomorrow) Lots of girls are still coming, and especialy the rainbow girls are hard to get, but often have some guaranteed sale.


  2. #12
    Quote Originally Posted by Eab1990 View Post
    To add, for later maps, you're not going to be taking out bosses in one turn, so it's more important to minimize/heal damage instead (by my understanding, anyway).

    Of course, skill boost is still the most important ability, which is why Cymbidium is regarded as the best gold in the game, and other golds like Justicia, Geranium, Cyrtanthus, Apple, and later certain bloomed girls like Sakura/Mei/Daisy/Nerine are highly valued.

    And speed girls, like I mentioned earlier, in addition to helping minimize puny pest damage (by getting to their nests and/or reaching the end faster), are good for counteracting the sub-400 speed girls, especially Lavender's terribly low 235 speed. Edelweiss in particular is nice due to her hybrid speed+anti-pest abilities, but I personally prefer Dipladenia over Oncidium if we're talking pure speed (and waifuism). So it's good to have at least one of those three leveled.
    All true and to that bolded part:
    My full level 70 Rainbow team doesn't one-round the 14-5 boss despite having Anemone skill + ampy-maxed and Bride Orchid around 20% of ampy-maxing (others are Ionocidium, Dianthus and Alpinia). So yeah, you aren't one-rounding bosses in later maps

  3. #13

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    Quote Originally Posted by IvanLedah21 View Post
    All true and to that bolded part:
    My full level 70 Rainbow team doesn't one-round the 14-5 boss despite having Anemone skill + ampy-maxed and Bride Orchid around 20% of ampy-maxing (others are Ionocidium, Dianthus and Alpinia). So yeah, you aren't one-rounding bosses in later maps
    Try Cymbidium + 4 rainbow. My squad of Cymbidium, Daisy, Black Rebecca, Anemone and Red Ranger 1 round the 12-5 boss every time
    ID: 155637072 - Fate


  4. #14
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    so from what I gather, the key abilities to look for are battle skill activation rate increases, enemy attack % down, any way to reduce damage from pests, and anything that increases health, either from the springs or from walking over a pest node. beyond that, anything that increases attack of my team. Any other key abilities that i missed? and what's the opinion on dodge and on counterattack, are they worth it or not? thanks all

  5. #15

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    Dodge is fine if you don't mind RNG. I think it's like a 25% dodge rate. Obviously, Ionocidium/Pumpkin/Lycoris are the most ideal units to use, and Waterlily is incredibly fragile otherwise.

    Counterattack works great with any attack-down and/or defense-stacking units, since the counterattack is based on the girl's defense.

    You should also keep an eye out for any characters with enemy skill down abilities, like Gentian and Southern Cross.
    Last edited by Eab1990; 12-28-2016 at 06:31 PM.

  6. #16

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    Quote Originally Posted by Unregistered View Post
    so from what I gather, the key abilities to look for are battle skill activation rate increases, enemy attack % down, any way to reduce damage from pests, and anything that increases health, either from the springs or from walking over a pest node. beyond that, anything that increases attack of my team. Any other key abilities that i missed? and what's the opinion on dodge and on counterattack, are they worth it or not? thanks all
    Dodge and Counter are both abilities which you can focus on, but which should also be paired with one other abilities.

    Dodge: You can dodge a lot of attacks, but still want to deal some damage to, so would want something like +ATK in the team as well. Dodge units may have low health/defense, so if you can squeeze a unit adding with +DEF or a healing passive into the squad, they'll live longer. It's not an ability to completely rely on.
    Counter: Counter squads work by being attacked, so they take damage. Including a unit in the squad which has a +DEF bonus helps them both defensively and offensively. However, it's near impossible to get high enough defense to reduce damage to only 1 point, especially on the higher level maps, so ideally, it's also combined with units that give a -ATK debuff to the target. (-Special rate, like Southern Cross has, also helps reducing damage, but is less ideal because it also reduces the amount of AOEs a boss may do, which means your counter units won't counter together)

    For the "solar effect" there are two strategies:
    1) Strategic use of Solar Blast on bosses or for weak squads at important pest nodes. Basically, this is when you use Solar Blast especially on the fights where it really matters. Units who increase Solar damage are good here. Units who increase the Shine Crystal drops and/or spawn extra solar nodes (they're worth half a bar) may help, but are not always necessary.
    2) Quantitive use of Solar Blast. Or in other words, use Solar Blast as often as possible! Units with the +ATK on Solar Blast like Dogwood and Leucocoryne benefit a LOT from this strategy. Their +ATK bonus lasts throughout the map, and works even when you use the Solar Blast from another squad. But, to reach that maximum +30% (Leucocoryne) or +42% (Dogwood) ATK bonus, you need to pull 3 solar blasts. At 2 solar blasts, Dogwood and Leucocoryne are comparable to other units of their rarity, but at 3 solar blasts, they pull slightly ahead of most others. So you'll really want to have several units which increase Shine Crystal droprate and/or add Solar nodes to get the most out of them.

    There's just one little problem with the units that add Solar Nodes: they interfere with girls who add healing Chocolate nodes, like Chocolate Cosmos. The two types of nodes seem to overwrite eachother, especially on maps with few empty nodes, so it's best to decide which one is more important to your overall strategy, and simply don't use the girl spawning the type of node that is less important.

    Also note that raid bosses don't drop Shine Crystals when hit, so any passive effect relating to Solar Blasts, Solar Nodes or Shine Crystals is useless against them! They're still pretty powerful on regular maps though.

  7. #17
    Quote Originally Posted by fate View Post
    Try Cymbidium + 4 rainbow. My squad of Cymbidium, Daisy, Black Rebecca, Anemone and Red Ranger 1 round the 12-5 boss every time
    I 1-round the 12-5 boss every time. I was talking about the 14-5 boss (who is MUCH stronger than the 12-5). Even with all 5 skill proc's, 14-5 doesn't get one-rounded.

  8. #18

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    Quote Originally Posted by IvanLedah21 View Post
    I 1-round the 12-5 boss every time. I was talking about the 14-5 boss (who is MUCH stronger than the 12-5). Even with all 5 skill proc's, 14-5 doesn't get one-rounded.
    oic. Indeed 14-5 boss is op. I wonder how strong 2x bosses will be
    ID: 155637072 - Fate


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