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  2. Flower Knight Girl Integration

  1. #1

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    Is there a resource or tier list on the "best" 5* FKGs?

    Just curious. I've finally gotten to the point where I have 4 fully evolved and leveled squads, so at this point I'm wondering what to work on next. Ideally I'd work on my favorite FKGs, but in the case of Iris, that hasn't really panned out for me (her TP is beaten out by a level 50 St. Paulina...).


  2. #2
    bump

    Would be very interested to see this last. you also have to factor in utility skills since those seem like the most valuable attribute. I would like to find another 5* with a similar speed buff that Onicidium has.
    Started: August 2016

    Flower Knight Girl:330997724


  3. #3

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    Quote Originally Posted by jessejames93 View Post
    bump

    Would be very interested to see this last. you also have to factor in utility skills since those seem like the most valuable attribute. I would like to find another 5* with a similar speed buff that Onicidium has.
    Very correct that the utility or passive abilities are very important. Some girls may have a better set of base stats than others, but a good set of abilities can totally sway the strength of a unit.

    Iris for example, has "only" 4076 Attack Power when fully leveled and evolved and with maximum affection. Not quite as good as Rose, who has 4476 Attack Power when fully leveled and evolved and at maximum affection. But, Iris does have a 10% buff to Attack Power for all squadmembers, including herself. Effectively bringing her Attack Power to 4483.

    Now, sadly Iris isn't a great unit overall, as most Pierce girls have a similar ATK buff and higher base Attack Power to boot, while Rose her greatest asset is her passive Counter ability, but this example should put things in persepective. It's about the combination of their statistics, their attack skill, and their passives.

    Matching girls with compatible or similar passives also helps a lot with improving a squad overal. A single counter girl doesn't improve your squad by much. But 3-4 countergirls within the same squad, together with 1-2 girls improving their DEF or debuffing the enemy's ATK, results in a pretty powerful squad.
    Once you get all your squads filled with gold girls, you can look at re-arranging them, to have them improve eachother. Even the least powerful girls can work out really well when you put them in a team designed to support them.

    EDIT: link to the list of passives in the wiki here. It's really useful: http://harem-battle.club/wiki/Flower.../FKG:Abilities

  4. #4
    I hate the solar blast girls cause I autorun everything. If you actually remember to check in on them they can be a pretty useful squad, but if you're busy and autorun a lot you're best off with literally any other skill.

    I also dislike girls with +speed passives because they mess up my squad compositions really hard - my primary clear squad setting all have roughly equal speed so they don't overrun each other, which is best for most maps, but girls which increase speed boost power down my squads as I have to put in girls which are super slow to counter them - usually these girls are subpar 3* and 4* ones. Dipladenia and Oncidium are the most blatant offenders here.
    Last edited by VortexMagus; 02-21-2017 at 04:25 AM.

  5. #5

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    Quote Originally Posted by VortexMagus View Post
    I hate the solar blast girls cause I autorun everything. If you actually remember to check in on them they can be a pretty useful squad, but if you're busy and autorun a lot you're best off with literally any other skill.

    I also dislike girls with +speed passives because they mess up my squad compositions really hard - my primary clear squad setting all have roughly equal speed so they don't overrun each other, which is best for most maps, but girls which increase speed boost power down my squads as I have to put in girls which are super slow to counter them - usually these girls are subpar 3* and 4* ones. Dipladenia and Oncidium are the most blatant offenders here.
    They can be a pain for three-medalling event maps, but, on the other hand, are pretty awesome for speed-farming maps like 12-3 and 12-5, where all that matters, is grabbing every chest along the way.

    Because of that, I have a couple different units set up. My regular farming unit, a variation to that same unit with the squads in a different order, then there's the single lvl 1 unit for raidboss poking, a unit with all squads around 490 speed for event maps, another unit with all squads around 256 speed for event maps, gold farming and poking raidbosses a little bit harder (rarely more than 150k damage), and a unit for experimenting.

    Speedbuffs definitely have their use in all of this, especially when I just want to quickly farm a map that I already three-medalled anyway.

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