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Thread: Team Tactics

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  1. #1
    Quote Originally Posted by Roentgen View Post
    Speedy (like 700-800 MS) "pest control" teams should be useful for the allies who farm 12-? maps...

    You could swap Strawberry Candle (unless... waifu) with Leucocoryne for more healing power in S1 (I have Primrose and Edelweiss, both with heal passives, on a 779 MS team which blazes through 12-5 ahead of other squads except Drip's 887 MS and usually reaches the 12-5 boss at near-full health at least, even if I lack any of Toad Lily/Japanese Iris/Apple of Sodom).
    You should see the dedicated speed farming team I have... Orchid (5*) (+100), Alpinia (+150), Dipladenia (+100), Anthurium (+100) and Edelweiss (+50 with Pest Node heal)... yeesh that's some crazy speed (clocking in at almost 1200)

  2. #2
    Team Tactics-screenshot-458-.png


    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
    Last edited by animefan27; 12-13-2016 at 02:32 PM.

  3. #3

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    Well. It's a pretty unbalanced squad. If I can give you an advice, use teams with almost the same total power. Eve if it's not really revelent of the true power of a team, it can give you an idea. Espacially at the begining.
    Here, your first team is pretty good with 2 5* and 3 4* but your fourth team is really weak. During a mission the first team can easilly rush through the stage and reach the end but teams 3 and 4 will certainly die quikly and don't make their job. It's annoying if you whant 3 medals on a stage.

    About your questions:
    1: at low level, just use your best girls and try to make teams with almost the same speed/total power. At higher level, when you will have enough girls, try to teams them according to their abilities and roles. For example, Toad Lily have ad attack boost (+12% attack for herself and 3 allies when she is evolved). She fit well in a high damage team. Yulan and Di Yu are better for defensive teams.
    And don't forget your allies. Try to find somes with higher level and really good teams. A powerful ally is often really helpful.

    2: Like I said in 1, abilities are certainly the most important (at least, it is for me). Skill and skill rate are also important for skill spam or high damage team. And the stats but it's obvious I think.
    But the most important for me is the synergy between the member of a team. A good team is not a team with the highest total power but a team where girls' skills and abilities work well together. Give equipment to your girls also improve her stats. so, 5* event girls with multiple equipement slots are good.

    3: All the speeds are important. For most of missions you need teams with almost the same speed. But for somes (espacially in event missions), you will need teams with really high speed and teams with really low speed.
    Try to get the 5* Oncidium. Her evolved form give you a +100 speed bonus for the team. It's really helpful.
    Also, try to get 4* Lilac. She ignore spider web and wirlwind nodes that change your speed.

    4: Idk

    5: All I say previously. Also, there is some threads here to learn how to play efficiently like how you should use manyu or how you should optimisethe use of stamina and level up.

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  4. #4
    Can you expand a bit on the 'synergy' part ? How does the girl's skills and abilities work well together ?
    Thanks.

  5. #5

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    Many girls have the same abilities or close abilities. If you put them in the same team, it will be more efficient.
    For example, girls like Convalaria, German Iris or Gerbera have a bonus to solar blast damage. If you make a team with her, you willget a solar blast bonus of 65% (if I'm not wrong). Add girls like Bipinna Cosmos and Strawberry Candle who have a shine crystal drop bonus and you get a team with a really strong Solar Blast they can use more frequently.
    Take girls like Rose, Snapdragon and Anemone. They all have a counterattack ability based on their defence. Add girls with defense bonus and you will get a good counterattack team.

    For skills, it's the same thing. Pair girls like Convalaria or Toad Lily with a 3 target skill and pair them with Cyrtanthus and Justicia (who have a x1.2 skill rate bonus based on affection for the whole team) and you will have a nice skill-spam team with good multiple-target skill. As (th girl you can add one like Iris to get even more damage bonus (Toad Lily and Justicia already have one).

    After that, you also need tomake teams with what you have. If you don't have any counterattack girl, don't even try to make a counter team.

    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.
    Another one, the current reissue Girl, Moonvine will give you a x1.2 skill rate bonus on the 3rd turn. The next reissue girl, Tachibana do the same thing on her evolved form. And the next next reissue girl is Star Lily with her +15% damage on 3rd turn. These three vork wery well?

    That almost what I mean when I spoke about synergy between girls. And it's also almost the main topic of this thread ^^. You certainly can found a lot of ideas in it. But it mainly for slightly more advanced players with more girls. For a beginer, already try to do with what you have and good luck for gacha ^^.

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  6. #6

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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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  7. #7
    Quote Originally Posted by animefan27 View Post
    Team Tactics-screenshot-458-.png


    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.

  8. #8

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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?

  9. #9
    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.

  10. #10

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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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