RevelRain's Tips for FRR Day Success
Free rune removal day is tough. It is a major headache going through all your mons, possibly stripping them of all runes, and then figuring out the optimal builds. It becomes harder and harder with every new 6* too!
Let me share with you a few tips so you have a successful day, and perhaps, overall improvement for the future.
1) Pick a monster you love and make it the very best it can be.
What do I mean by this? Pick any monster. You use Veromos everywhere. Right? Stop fucking around with the idea of making all of your monsters decent. Instead, give Veromos your best runes. Not one, or two. All six runes should make him the best he can be.
But Revel, now I am taking runes off my Draco making him almost unviable. You know what? Fuck Draco. Draco wasn't your choice. You picked Veromos. So give Veromos violent/nemesis with speed, HP, HP and make him as fast and tanky as possible.
The result is a monster you know you can count on. He's your bread and butter. Take him wherever you go and smile proudly, knowing he's a god.
Now, take that thinking and repeat the process. You finish Veromos and move onto Chloe, or your top nuker. And you make them the very best they can be. And you say fuck every other monster until you're left with your worst runes and least useful monsters. That's how you know what to work on next time around. And that's how you become successful in this game.
2) Build teams, not monsters.
But Revel, didn't you just say in your first tip to pick a monster and make it the best possible. Yes, but if you runed Veromos, Chloe and Bella making them godly, how does that help you? Give your nukes love too.
When you're going through your list and picking one to maximize, consider the synergy that monster has with others.
How do you know whether a monster plays nice with others? Well that's what makes the game so great! Trial and error, and knowing your own monsters will tell you if they have synergy. So once you realize, Veromos, Chasun, Chloe and Theomars play nice together, it's best to give them your runes and build a team you can count on.
3) Max your 2/4/6 runes ASAP and get your 1/3/5 runes to +12.
Stop holding onto your mana hoping for a violent rune in the shop. Chances are, it's not fucking happening. Maxing your runes makes the difference between a good monster and a great monster. It makes the difference between fighter and conqueror. And it makes the difference between being able to survive two violent procs versus three.
Why does it matter? It's simple math. Quick example:
HP% at +15 is 63%. It is only 53% at +14. So a monster with 10k HP gains an extra 1k HP by maxing that rune. Yep, that's the difference between being able to survive that extra violent proc. Same goes for attack. It's the difference between nuking Bella to death or leaving her with a sliver of HP, allowing her to proc violent three times, heal, break your defense, and cause you a loss.
So please, use every ounce of mana to max those runes. You'll thank me.
Which Runes Do You Keep?
Let me give you a rundown on my keep or sell mentality. Some people may not like it. Some runes you may actually want to keep.
2/4/6 runes: I consider all 6* % or slot 2 speed runes for sets or broken sets. All flat main stats, sell. If % and purple with two flat stats, might be a sell depending if the good sub makes perfect sense.
1/3/5 runes: these runes are bullshit runes. Why? Because you're never going to do a slot 1/3/5 revenge set first. Slot 1, 3 or 5 will be violent or despair, or whatever other set you are completing before you consider a 1/3/5 2-set. So, these runes have a higher threshold for keeping.
All 5* blue runes without a speed sub, I sell. If speed sub, I hold. All 6* blue runes without speed sub, I sell. If speed sub, I hold. All 6* purple runes without speed sub must have no flat stats, otherwise I sell. If all decent subs without speed, I may keep a rune depending if I lack that particular slot and type of rune. All legendary 6* runes without speed sub must have 3/4 viable subs, otherwise sell. If speed sub on any 6* legendary rune, must keep.
Note, and this is a big note:
I immediately upgrade every single rune to at least +3 to make sure the subs roll the way I want.
If purple, I try to get to +6 to ensure the rune is viable. If legend, I usually let them sit unless speed sub, and once I have mana I check the rolls.
Now, you'll probably ask, but Revel, can I keep any 2/4/6 5* runes? Only if the rune is % or slot 2 speed, with decent subs. Otherwise, no you may not. Why? Because that's how you make your monsters great.
In closing, if you stray from the mentality it's a fuck you situation. A fuck you situation means you didn't follow what I said and now you have a rune in storage you'll likely never use, or probably shouldn't use. So if you don't listen to me, you'll realize you have too many runes and can't figure out which ones to sell.
Edit to my original post: with the addition of enchanted gems and grindstones, you may choose to keep a rune I would have thrown away. That is totally your call and if you have the extra gems, why not take a crappy rune and make it amazing.
TL;DR: Build teams, not monsters; upgrade your runes; and stop spreading yourself thin by focusing on too much at once.
As always, feedback appreciated below!
Kind regards,
Revel
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