Quick Note: Expanding the spoilers will bring out a huge image. You have been warned! This guide also was created with the intention of helping people play X-Overd due to heavy request on chatango.
Also some of my images may appear translated, I do have a translation tool on my Chrome as well as knowing a bit of Japanese. You do not actually need to know Japanese to play X-Overd, but it does help a bit to learn a few kanji for reading skills.
Also forgive the poor paint skills!
How to play DMM Games
X-Overd
I will Divide this section in parts. The first part is just basic user interface/tutorial for beginners. The second half is extra notes like characters, raid bosses and items which I will add later.
Beginner Interface
Lobby Screen
EXTRA SECTION
Characters
Healers
Healers fulfill the role of healing your team. They may remove debuffs, revive dead allies and heal your whole team. They do face the problem of being weak all around besides their healing role.
Cattleya- Standard healer. Pales in comparison to Karue due to lack of MP sustain. She only has small MP recovery at UC.
Karue- SSR is the only class option that has access to MP Recovery (40). She does the job of a healer and is a suitable role for long fights provided she does not get instantly killed.
Lapis (Gen 2)- Normal Healer. The biggest difference is that she can grant tree affinity to allies and her passive stat bonuses add defence. She lacks MP recovery however so be concerned with MP usage.
Support
Support class offers varying buffs and debuffs. Most of them play differently from one another so be sure to read the descriptions on each one. Because the support class is not so straightforward, do spend time learning how to use them effectively, I also have much bigger descriptions for them.
Non'no (Gen 2)- Buffer-based character that has self-mp sustain. Non'no can also buff your attackers by a large amount(Maxi Brave) as well as granting a defence buff to all (Maxi Shell). Additionally, Non'no specializes in raising party attack damage up to 15% and grant all allies the water affinity. Useful for fire element enemies. To make the most out of Maxi Brave however, you are going to need Non'no to move first before your attackers, so you may need boots if you rely on speedy attackers. She goes well with slow attackers. I personally have her auto set on Maxi Brave. Her SR is viable as well but the buff is one stage less, you do however get access to shield buff earlier.
Freesia- Debuff-based character that is the only character to be able to MP-Heal. You will mostly use Freesia solely because of her ability to heal the MP of your attackers/healers. She can even heal her own MP! Because of this, do consider leveling one if you do plan to fight long-boss battles such as Element Gods or the daily Kin bosses. Her best skill is a aoe that raises damage dealt on enemy by 10% for 3 turns and grants delay/silence, for a 180mp skill, it is cheap but again, you will mostly be spamming her MP-Heal. MP Heal is calculated by Freesia Character Level * 7.5 so she will heal for a maximum of 375mp at level 50.
Elio- Buffer-based character that also has self-mp sustain. Elio works like SR Non'no, but easily loses to her SSR version. Elio also does not grant element affinity to his allies, instead he grants quickness to his allies 10% and increased damage 10%. Elio does however have the benefit of being a cheap and easy character to max limit break thanks to his UC being available as a raid drop.
Cider- Mixed support type char. He has the ability to self-buff, self-mp sustain, debuff the enemy and attack. The key characteristic of Cider is his ability to silence a single enemy with perfect chance (granted you do not miss). This is essential for the daily Kin bosses, so do consider levelling him up if you plan to tackle those. Even though he does have offensive capabilities, they are quite low.
Roche- Offensive support type char. Unlike Cider, Roche boasts much more offensive capabilities. He additionally also has self-mp sustain to back up his high SSR mp costs. His key ultimate skill does damage and additionally grants all allies 15% increased damage AND raise the whole ally critical by 30% , it is a AoE that does 5 hits of small damage, but the buff looks good. Roche is a good balanced character if you do not have any major key members in your party.
Defender
The tank class of the game. Most of their skills revolve around building aggro or reducing damage. Because their role is to absorb damage however, they are not recommended for the farming portions of this game. Mei fan however is an exception.
Veronica- Old unit that serves as a basic aggro holder that can heal herself. She does lack self-MP sustain and loses out to some of the newer units. Her final skill does damage and reduces all ally damage by 25%
Mei Fan- Probably the best tanker of the three. Once you have leveled her up to have roughly 1300hp, she can solo the fire god. The key feature of her skills is her ability to Meditate, which heals *both* HP and MP at the cost of 40mp. Her skills might cost a lot early on but once you get her SSR Lv48 skill that costs 60mp, she can alternate between that to slowly whittle down the enemy HP. Her SSR form is leagues better than her SR form. Her SR form needs to have been Limit breaked all the way to 58 to learn meditate, even then, the amount is a small amount whereas SSR has a medium and large amount. Her final skill does not pull hostility but it does give her 30% evasion as well as reducing the damage of all allies by 50%.
Maple (Gen 2)- A new unit that was probably testing stance skills. Like others, she too can generate hostility but she has a problem with MP. Her stance skill(48) grants her overwhelming defence at the cost of her speed, it also costs 0 MP but it does take a turn to activate.
Her final skill pulls hostility as well as reducing the damage of all allies by 50%. Her SR form final skill does half the amount, 25%.
Attacker
The majority of units in the game. This class specializes in offensive play but are different from one another. I have separated most of them into sub groups for simplicity.
Kupika- One of the faster attackers. Her final skills inflict sleep and paralyze on the side. If you find yourself lacking in damage in raid fights due to raid bosses killing you (earlygame) perhaps consider using Kupika so she attacks before dying. Her final skill grants self-only 20% increase in DMG.
Saya- Also like Kupika. Her final skills inflict paralysis and deadly poison. Like kupika, grants self-only 20% increase in damage.
Mikoto (Gen 2)- Unlike Kupika and Saya, Mikoto requires max limit break on both his SR and SSR for an upgrade to his speed. He also has access to risk of the life ride (attack up for two turns). His final skills grant darkness and paralysis as well as self-only 20% increase in damage. His SR form, when maxed speed, is also particularly useful for silencing the daily Kin bosses, provided that you use self-speed buff.
Lily- Unique. Her SR form is quite powerful. She has access to BOTH Water and Fire spells(single-target medium only). Her dominant however is water. She has access to self-mp sustain which makes her a great long-term attacker. Her final skill is a aoe that grants increased damage to the enemy by 15% for only 180mp. You need to level Lily to character level 50 anyway for Panel 3.
Sefira (Gen 2)- The same as Ferris except her final skills additionally inflict silence and paralysis. She also has access to a aoe unlike Ferris.
Ferris- DMG Increase Type. Her final skills increase damage done to a single enemy by a large amount of up to 30%! Getting her SSR Lv74 skill however will be a challenge.
Hsien- The same as Ferris except much easier to max limit break.
Margaret- Standard attacker. Her SR form has access to a normal single large attack. Her final skills grant sleep and paralysis and increases the damage taken by a single enemy by 15%
Schwarz- Standard attacker. Aside from being easy to limit break as well as being light element, his SSR skills are devastating in their own right. His final skill is a self-only increase in damage of 30%.
Ratisha- Bow User. Typical to bow users, most SR forms are single-target based, SSR forms are aoe based. Ratisha SR form final skill is aoe based however. She grants 20% increased damage for ally team. It is suggested for bow users to use Pile Storage buff before attacking to save mp. She does however have self-MP recovery SSR only.
Rune- Bow User. Her SR form is mostly single-target based. Her SSR form is completely aoe based (MP heavy). She increases damage done to the entire enemy by 20%! She also has self-MP recovery SSR only.
Ikonetchi (Gen 2)- Bow User. Both his SR and SSR form final skills are completely aoe. He increases the damage for ally team by 20%. The big difference aside from his element, is that he has self-HP recovery and that he is much easier to max limit break.
Souffle- Heavy type. She moves slowly compared to the rest of the attackers which can be a good thing if you use Support. Souffle final skills inflict paralysis and petrochemical(?) and additionally raises self-only increase in damage by 20%. Her passive stat bonuses from max limit break are critical boosts.
Doban- Like Souffle. The only differences is that he is much easier to max limit break, he does not have status infliction on his final skills and he has HP stat bonuses instead from maxing limit break.
Team Building
Perhaps the meat of this game is building strategy around your teams.
Daily Dungeon
Quests that appear go by this table
Marube- grants 3000 exp so useful if just starting out.
Gold Rush- not worth, you can easily get gold from doing raids/dungeons and selling gold bars.
Materia Frontier- not worth. I tried the 50 stamina one.
Food Paradise- might be worth if you are looking for specific ingriedients.
Victory road- gives 3000 exp to player level (captain)
Daily Kin Bosses
Much harder compared o the Ichi Roh gods imo.
-Silence is a strategy against these bosses. So Lily, Cider, Sefira and Mikoto are suggested.
-Mikoto might be the best option if you have maxed his SR & SSR form, equip boots, self-quick buff to outspeed the kin bosses possibly.
-Kin Bosses have a chance for SR bows of their respective element, to drop.
-Light Kin Boss is the hardest as he aoes first turn.
-Freesia might be mandatory due to long-term battle and required to spam high cost mp skills to keep up silence spam.
Limited Dungeon
Festival Dungeon (current)
This event releases a separate form of tokens. These tokens are exchanged for specific event character purchases in the token shop. To get these tokens, you must participate in the special event raid bosses as well as the event dungeon.
E.g.
SSR Ratisha/SSR Veronica cost 1000 on first buy, then 2000, then 10,000 for all purchases after. You need 7 total to fully limit break them.
During this event, it would be ill-advised to purchase event girls via crystals.
As for event dungeon, the last 24 stamina cost, it is suggested to use Light Element. Hence why there is a increase in rune/schwarz/sefira leaders, as what Ive seen.
Token Dungeon
Can only be cleared once a day. Highly suggested to use drop food, like cookie. You get 50 Tokens upon completion and can get up to 200 with drop food. You need 2000 Tokens for a valentine weapon at the token exchange (lower right trading post icon at home screen)
Ichi Roh Dungeon
I call these, the elemental god dungeon. They can be cleared x4 a day and grant a large amount of player + party exp.
They also drop SR weapons. It is suggested that you are around level 30 before attempting this.
Fire god
Moves slowly. Follows a set attack pattern.
Drops SR Durandal sword.
-Suggested to equip water scrolls for water affinity
-SSR Mei Fan can solo fire god if hp is over 1300hp for safety. Never use 60mp attack below 100mp. You require 40mp to use meditate. It is also suggested that you use the 60mp skill on the AoE turn so that you reduce damage on your whole team. It is also suggested to use the 40mp aggro pull skill below the HP-MP heal skill on the very first turn when starting the fight.
-SSR Karue has the self-mp sustain to continually heal the entire ally party. Being water element, also resist some damage.
-Non'no can be useful here as well.
-SR Freesia is weak here but if you have Karue, you can always revive Freesia so that she can MP-Heal attackers.
Thunder god
Moves MUCH faster compared to fire god. Follows a set attack pattern. You do not need to memorize this one. Drops SR Thunder Cane.
-Spam sleep. So you can kill him untouched
-SSR Kupika /w boots can spam Eiya' ♪ to perma sleep the boss (SR Lv52/ SSR Lv54). However you do require valentine boots (1500 tokens) and limit breaks to unlock the skill. JP Overlords with maxed limit break Kupika have up to 1000mp to use. Bare Minimum kupika have dangerously low mp around 400 so you may need to spam Freesia MP heal more frequently.
-SR Freesia is required to MP Heal Kupika Eiya' ♪ usage. Keep in mind Kupik does move first so 175mp for Kupika is the absolute minimum.
-If you yourself have Kupika, get a buddy Kupika to ensure you do not miss and leech up to 3 people in your team for the exp.
-SSR Kupika can miss with Eiya' ♪ so be prepared to die every once in a while.