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  1. FKG
  2. Flower Knight Girl Integration

  1. #1

    Abilities discussion

    Hi Everyone,
    could not find on a search, if some one can can message me, or what not if this ahs already been discussed, either way want to see what the forum has on the "Trainable abilities" that was added, not so recently.
    I am talking about the abilities you buy. For clarification, i will list buttons to click to get to the same page as what i am talking about.
    NOT the FKG special attack abilities.
    Unit button, Character Equipment/Lock tab, learn abilities is the purple button on the bottom left of the page, under the office button.


    the list of abilities available as follows
    Speed Up
    Speed Down
    Recovery boost
    Critical Up
    Defence activation Up
    Taunt
    Attack up 1 turn
    Weakness Damage Up

    Hopefully some one with more computing/forum skill can table them.

    For me the discussion question is as follows

    One, can someone confirm once you buy the abilities, you can use them on any as long as the girl is high enough stars (some skills seem to be restricted to higher rarity girls).
    Two you only need to buy once (99.9% sure on this, as 400 LC and 600 LC cost for two of the abilities is VERY expensive)
    Three, Upgrades the abilities are for indivudal FKG, ie you need to upgrade them for each girl.
    Four, Each girl can only have one ability at a time.

    Five, What have people done so far in regard to using them, the obvious one is the Taunt ability on a counter girl. Defence stacking on girls already with Defence, and maybe a defence team to cap out at 20% damage reduction, coupled with girls to reduce raid boss attack power by 70% (if possible)

    Regards
    Rampage
    Last edited by Rampage; 06-05-2018 at 08:30 PM. Reason: correct typos


  2. #2
    Unregistered Guest
    1. This is correct. Once unlocked, abilities are available indefinitely.
    2. Yes, only a single purchase is required to unlock each ability for all suitable girls.
    3. Yes, upgrades are personal.
    4. Yes, only one ability can be active at a time for each girl (but abilities are party-based you can set a different ability to the same girl under a different party spot).
    5. The general consensus is taunt on dodge girls (as well as guts, if/when Nutaku gets the second defensive ability revamp) and attack up on first turn to the rest for most maps.

    Extra damage on weakness and taunt on non-dodgers (especially girls like Victoria, who have a "2x skill rate top party if you were attacked last turn" ability after blooming) have seen use in certain specialist maps, like Kodaibana #2 and Re: Ume & Sakura, but Nutaku will get these in 2053 at this rate so you can safely ignore these edge cases.

  3. #3

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    Quote Originally Posted by Unregistered View Post
    1. This is correct. Once unlocked, abilities are available indefinitely.
    2. Yes, only a single purchase is required to unlock each ability for all suitable girls.
    3. Yes, upgrades are personal.
    4. Yes, only one ability can be active at a time for each girl (but abilities are party-based you can set a different ability to the same girl under a different party spot).
    5. The general consensus is taunt on dodge girls (as well as guts, if/when Nutaku gets the second defensive ability revamp) and attack up on first turn to the rest for most maps.

    Extra damage on weakness and taunt on non-dodgers (especially girls like Victoria, who have a "2x skill rate top party if you were attacked last turn" ability after blooming) have seen use in certain specialist maps, like Kodaibana #2 and Re: Ume & Sakura, but Nutaku will get these in 2053 at this rate so you can safely ignore these edge cases.
    I agree, but I will add this:
    I waited before buying the Recovery Boost because of the price, but in the end I bought it for 1 unit: Kerria.
    In bloomed form, she becomes a crazy Raid Boss destroyer.

    Nutaku ID: 556500612

  4. #4

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    my teams can smash most content outside whaleship (nation battles is the exception until I get ALL the girls in my arsenal leveled).


    at that point, I tend to manipulate speeds of teams so I can just blaze through stages....


    in the case of the whaleship though, I have atk up and crit up cause I will need the damage increases. I don't have weakness up yet though....

  5. #5

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    For the mains I use
    Recovery boost for Alpinia and Kerria.
    Taunt for Saffron
    Atk up first turn for trigger squad
    Speed adjustments as necessary

    For Whale I use ATK up first turn for everyone not on team 1

    For nations I use Recovery boost for all that have life steal and Defense and/or speed adjustments on most of the rest

    Recovery boost is worth it. I don't have or plan to get the Critical up anytime soon until all girls on all teams are leveled up on the rest.
    Last edited by phob; 06-06-2018 at 12:33 AM.

  6. #6

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    I use attack up for most of my Knights with Kerria being the exception (she gets Taunt to take advantage of her 50/80% evasion). I still haven't gotten around to learning recovery boost, critical up, weakness damage up and defense activation up.


    Nutaku and DMM IGN: Tomitain
    --
    Nutaku Flower Knight Girl ID: 610834201 (inactive)
    DMM FKG ID: 106750967
    DMM FKG Allies: 109/123
    --
    DMM Girls Symphony ID: 34644951 (inactive)
    --
    Nutaku Mist Train Girls ID: 3355988
    DMM MTG ID: MSTL0Q45K5E9
    MTG Allies: 31/50 (Nutaku), 11/50 (DMM)

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