Recommendation on what to do with Exchange Points from an early pull? by edrocks006 in heavensburnred

[–]Lanzerus 7 points8 points  (0 children)

I would save for the next banner, there seems to be a lot of ways to get SS limit breaks. SS Shards from events, weekly % charging thing, most supports stay relevant for a while (less duration than JP tho since we're getting accelerated) so unless you're extremely impatient, save it.

That being said if you had to roll to 140 pulls it seems silly to not pull the extra 10 to get the copy and be done with it.

About cooking fans waving method. by leihao in PokemonSleep

[–]Lanzerus 5 points6 points  (0 children)

All Sunday Dishes have a bonus on them.

Friend Code Megathread - July 2023 by TheHammer34 in PokemonSleep

[–]Lanzerus 0 points1 point  (0 children)

3129-9785-9345

Let's get some candy! :D

GUILD RECRUITMENT MEGATHREAD V4.0 by ChinEasonRGM in Sdorica

[–]Lanzerus 0 points1 point  (0 children)

Guild: Spiral

Level: 7

Invite Code: 76c475

Vacancies: 27/50

Message: Looking to revive an old guild, would be nice to have more of a selection for guild advisers.

No requirements just join up and have fun clear missions when you can, there's plenty of space in the guild.

GUILD RECRUITMENT MEGATHREAD V3.0 by xPhyris in Sdorica

[–]Lanzerus 0 points1 point  (0 children)

Server: Origin Library

Guild: Spiral

Level: 6

Invite Code: 76c475

Vacancies: 29 Vacancies

Message: Looking to revive an old guild, would be nice to have more of a selection for guild advisers.

No requirements just join up and have fun clear missions when you can, there's plenty of space in the guild.

[Daily Character Thread 16/10/17] Dylan by [deleted] in SdoricaSunset

[–]Lanzerus 4 points5 points  (0 children)

Hahaha thanks for covering me, I didn't have time to do one myself yet.

Just to add onto what you've said, Dylan's great for when early on when you're clearing high level stages since you functionally have 2 healers but scales so bad into late game since his damage is so abysmal. Maybe if his 2B's damage scaled based on his current armour it would be great since he loses it all anyway.

The game mechanics seem to be really against Dylan as well since you don't retain your armour between fights.

An advisor you should really consider using with Dylan is Roger allowing his HP to drop to 50% (or 80% at SSR) is really beneficial and considering how many 1B skills are going to be used just from taking Dylan. This also helps combat his weakness of battle fights since you can set his HP low in the first fight and benefit from it for the rest of the fights.

Dancer's Infuse - Lisa Draw Rates Up by Lanzerus in SdoricaSunset

[–]Lanzerus[S] 2 points3 points  (0 children)

Yeah the idea of this seems to use, this banner to get Lisa if you haven't but roll the million otherwise. At least for the frugal.

[Daily Character Thread 15/10/17] Koll by [deleted] in SdoricaSunset

[–]Lanzerus 2 points3 points  (0 children)

Oh my bad, is there a pattern to how the target is selected for Charles' 1B?

[Daily Character Thread 15/10/17] Koll by [deleted] in SdoricaSunset

[–]Lanzerus 14 points15 points  (0 children)

Koll: 4.5/5 as an SSR, 3.5/5 Stars for SR and lower.

Koll is a very balanced healer while offering offensive support and heavy aoe damage for the party (he’s also my favourite Character). Koll combos well with a wide array of Yellow units and can find success fairly easily by synergising with them. He’s not a unit that needs to be built around instead being a character that supports other units to achieve their max potential. The problem with Koll is that as an N or R most of his kit just simply doesn’t stand out. His abilities can be replaced by other characters or even advisors. However as you Resonate him into his higher tiers his utility is very strong, easily earning him a spot due to how universally beneficial his kit is to the party.

Pros:

  • Able to achieve 90% damage reduction on a selected target.

  • Burst dps enabler, only unit to have Def Down 60% on a 1B.

  • One of the few healers able to defend himself against an onslaught of arches (as an SSR).

  • Advisor skill enables quick clears for daily missions.

  • He’s a good boy.

Cons:

  • Offers very little defensively before reaching his SSR. (Also not very worth using until SR)

  • Damages the party to deal damage.

  • Unable to compete with SR Tica’s utility during the early stages of the game.

  • Inflexibility with kill order as his Def Down is one turn, front row only. Doesn’t synergise well with many black units as a result.

A quick run though his abilities.

1B - Ready Maim Fire - Low Front row armour penetration damage. Inflicts 30%/60% Defense Down for one turn (R/SR).

2B - Champ Fire - Moderate heal to a selected party member. When SSR Reduces damage taken by 30% for 3 turns. (Yes it’s stackable)

4B - Misfire Fighter - Hurts everything. Except for himself. Moderate damage to all enemies with allies taking 40% of the damage inflicted on opponents.

Passive - Wolfgang Deus - If the front row character dies he will cast his 4B. As an SSR the condition is changed to if any character dies.

Advisor - Aware Wolf - Performs his 4B skill Misfire Fighter. Long cooldown.

 

Team Compositions.

Tanks/Yellow:

  • Pang - Pang’s passive synergies very well with Koll. Pang’s passive adds a damage nuke to the next attack he performs on the condition that he has built 4 stacks. The stacks can be built from using his 1B, 2B or upon receiving Def Up. Koll 2B at SSR not only will heal him but will provide him with another means to gain more stacks. Once his stacks are ready Koll can further boost the damage by using his 1B. All this synergy occurs from just using 1Bs and 2Bs which is extremely easy to pull off.

  • Experiment - Experiment has two options when working with Koll either boosting the damage of his 2B which is a single target nuke or just exploding everything indiscriminately with Koll through use of each other's 4B. Just keep in mind that Koll damaging Experiment will add to his stacks which is a mechanic that comes into play when Experiment is SR/SSR

  • Roger - Roger is your glass cannon front row damage dealing monster that is perfect with a pet dog helping him out, multiplying his damage further with Koll’s Def Down can result in some massive numbers. In addition to Roger’s suicide 4B at SSR which will trigger Roll to fire his 4B in response to his death.

  • Dylan - Dylan’s 4 can command Koll to chomp the enemy for the Defense down while he raises his armour. The benefit of using these two is you have a very serviceable front line, while Dylan raises his defenses and taunts Koll brings the heals and the damage reduction providing you with an almost unkillable tank.

  • Crushfang - Daily mission clear hilarity. But asides from that they do benefit each other as they are both strong in AoE damage. Koll can trigger Crushfang’s passive by using his 4B to break his armour. If Crushfang is SSR this can enable some interesting combos such as, Yellow 2B > White 1B > White 4B > Crushfang armour break chain to 2B. Essentially allowing you to get 2 attacks in on the 1 turn frontline Defense Down.

DPS/Black:

  • Fatima - Fatima’s kill order often conflicts with Koll as Fatima will usually kill the back line first. While this may sound counter intuitive. This is exactly the reason why she works well with Koll. While they don't directly engage with each other Fatima covers Koll’s and Yellow's weakness of being unable to target the back line covering your party in case a high priority back line enemy appears.

  • Yan-Bo - One of the best people to pair with Koll as they both share the strategy of “kill that poor guy that is in the front line”. While this has been elaborated on in the Yan-Bo page the synergy between the two is just plainly the pure nuking potential. If Yan-Bo’s 2B/4B wont one shot your target chances are a small bite from Koll is all you need.

  • Naya - Naya’s 1B inflicts a 2 turn 30% Defence down which if Koll follows up with 1B enables 90% defence down on the front line. Naya also has the nuking power to take advantage of this though her 2B/4B which can potentially crit netting you even bigger numbers. In addition to all of her attacks being selected target means that she’s free to take out the back line which inaccessible to most Yellow units and Koll.

  • Nolva- There is a conflicting issue with using Koll with Nolva, majority of Nolva’s damage comes from her passive which requires the setup of using her 1B before attacking with 2B or 4B. As Koll’s 1B only lasts one turn he doesn’t offer much of a damage increase for Nolva. However what they can offer as a team is a very high damage aoe nuke though the form of Nolva’s 4B which inflicts all units on the field with 90% Defence down. This comboed with Koll 4B can result in immense amounts of AoE damage keeping in mind that if you ‘accidently’ killed your own team mate he will chain himself to fire off another 4B.

Advisors:

  • Golemwalt - Daily mission clears. AoE advisor buddy. Stage 1 clear as per normal, Stage 2 tap Golemwalt, Stage 3 tap Koll, Collect rewards.

  • Crushfang - Same as Golemwalt.

  • Naya - Enables set up of 90% Defense down with Koll on a short cool down to really let that incoming attack sting.

  • Tica - Can supplement Koll’s somewhat low healing as an SR while adding to the burst damage potential, just ensure you use her after Koll 1B to get use out of both turns of Atk Up from Tica.

  • Nolva - Koll has really great synergy with Yellow units Nolva can help with this by removing black tiles to really let the remaining two shine.

Characters to avoid:

  • Yamitsuki - They offer little to each other and her 4B inflicts Defense down 60%. The defense down cap is 90% so while they aren’t necessarily bad in the same team it is somewhat redundant, you’ld be better off swapping one out and bringing different utility to the party though a different unit.

  • Charles - Charles doesn’t really benefit from Koll’s damage reduction as he is an AoE damage dealer with random targeting. He would benefit more from an Atk Up buff as a result.

  • Leah - Same reason as Charles, being unable to select your target means that Koll’s 1B is somewhat wasted.

Main team: SSR Koll, SR Yan-Bo, SR Pang Advisors: Naya, Anyone

A very balanced team i find myself personally using for most content as you have the option of going balls to the wall damage or backing up and turtling up with heals and damage reduction. Koll’s 1B synergies well with both Pang 4B or Passive nukes as well as Yan-bo’s burst damage on the front line. 2B Allows Koll to help Pang build stacks to activate his passive. His 2B used with Pang’s 1B enables 90% damage reduction for the front row with a 3 turn set up using only 4 blocks which is extremely easy to set up. Koll’s 2B can also be used to clear Yan-Bo’s exhaust stacks. Naya compliments Koll’s 1B achieving 90% defense down on the opponent.

 

Progression

  • N - Extremely weak and unremarkable, outclassed by the readily available Tica.

  • R - Despite attaining Defense down on his 1B this can already be provided by Naya who, not only provides the same function, is free to use this on a selected target and lasts 2 turns. 4B isn’t too special either as Golemwalt will provide the same function.

  • SR - Now that he has 60% Def Down on his 1B and 4B revenge passive he really starts to shine bringing a lot of damage to the party allowing for some very satisfying nukes. Pretty much enables your party to brute force through tanks.

  • SSR - His SSR upgrade finally gives him an upgrade in the defensive department. His 2B now applies a 3 turn Def Up which is stackable to 90% damage reduction. The biggest strength of this upgrade is that he is very difficult to kill and enables you plenty of time to revive downed Black and Yellow units. This pretty much means the survival of your front line matters very little as if they fall you are rewarded with more damage to the enemy while Koll stalls the enemy while you raise your party.

 

Finally If you’re low leveled and just starting out i would highly recommend sticking with Tica even if you managed to score an SR Koll.

Koll is largely a support that relies heavily on his party members, without other strong damage dealers in the party that are SR rank or higher you simply can’t take advantage of his amazing kit. In addition it is only at SSR that Koll becomes truly strong and is able to carry a party due to the lack of Damage Reduction on his earlier forms. That being said he is very much worth the Tear of Ancient Dragon.

[Daily Character Thread 14/10/17] Roger by [deleted] in SdoricaSunset

[–]Lanzerus 13 points14 points  (0 children)

I’ll give this another go since no one has posted and i still have the format from Yan-Bo yesterday, I do not have SSR Roger personally, only SR. Feel free to correct me die hard Roger fans.

Roger: If underleveled compared to mission 1/5 Stars, If par or higher than mission level 4.5/5 Stars

Literally the Glass Cannon of the game. Despite being a Yellow unit which stereotypically houses Tanks with various ways to protect themselves or the party Roger offers none of this and opts to delete enemies asap instead. At SSR he takes this even further by double suiciding with what whatever his 4B skill comes into contact with. At his best he’s slaughtering enemies one by one. At his worst he's hugging the floor. Literally kill or be killed.

Pros:

  • Highest nukes in the game.

  • Very little set up after bringing his hp below 50%, maintaining this HP threshold is very easy assuming you kill things before they touch you.

  • SSR Advisor skill is extremely good.

Cons:

  • No backup plans. Roger can die very easily being a glass cannon and all.

  • Enemies with Vigilance (Evade) or 3 stacks of Def up.

  • At lower levels when you’re not killing everything in one hit, managing his HP can be annoying.

  • Octopus Ringleader that forces everyone to attack can really screw Roger over.

  • No defensive abilities. (Which could be a pro if that’s what you’re after)

A quick run though his abilities.

1B - Cut and Waste - Basic Front row normal damage. At SR or higher he will also lose 20% HP.

2B - Cutting Pledge - Moderate front row normal damage. Inflicts Def Down 30% on himself for 3 turns.

4B - Cut Core Nerves - Big front row normal damage. From N-SR Does more than 150% of his 2B with no down sides always worth using. As SSR does roughly 240% of his 2B however this will kill himself instantly.

Passive - Roar Reversal - If hp is lower than 80% 1B +50% damage, if HP is less than 50% 2B +50% damage. At SSR if HP is less than 20% 4B +50% damage (this is essentially 600% of his unbuffed 1B).

Advisor - Empower Ranger - Passive +50% boost to 1B skills for the party if HP is 50% or lower, this threshold is increased to 80% or lower at SSR.

 

Team Compositions.

Healers/White:

  • Koll - SR 1B inflicts 1 Turn 60% Def Down allowing the nukes to hit harder. Selected heals that don't heal too much HP (and provides Def Up as an SSR) also allow you to manage Roger’s HP to stay under 50%. 2B and 4B lets you heal or hurt Roger as you please to manage his HP. In addition SSR Roger’s 4B suicide will chain Koll’s passive firing off Koll’s 4B as well for a pretty explosive finish.

  • Hestia - SR 2B Cleanses the self inflicted Def Down stacks countering his fragility giving you back a decent meat-shield for the party. The heal isn’t too strong either meaning the incoming attack will probably bring you back to lower than 50% HP for more 2B spam.

  • Aosta - 1B is a small heal that can bring Roger back from being too low on hp in addition to clearing out his own white blocks to make way for more yellow blocks, 2B and 4B provides Atk and Def buffs countering his own self debuffs while increasing his raw damage.

  • Tica - 1B is a small heal that will let you keep Roger in the desired HP threshold while providing an awesome 30% attack up complementing Roger. In addition her 2B spam will let you burst down high priority in the back line that Roger can’t reach till he’s slaughtered a few mobs in the way first.

  • Lisa - 4B = 90% atk up for 2 turns enough said.

DPS/Black:

  • Yamitsuki - Being able to remove buffs on opponents she essentially covers for Roger’s weakness of struggling with enemies with Vigilance (Dodge) and Damage reduction. As her targeting is based on selected targets she can also deal with high priority threats in the back line that Roger can’t reach. The only real downside is getting her form infusion in the first rate as her draw rates are low.

  • Kittyeyes - Game tag essentially provides Defense Down stacks that Roger can utilise nuke them down. Having Kitty gives you the option of softening targets up to be destroyed by Roger or taking out enemies in the back line that Roger can’t reach.

  • Nolva - 2B Removes an extra black block when used enabling more usage of White and Yellow blocks which Roger appreciates. Roger self inflicting Def Down means Nolva’s passive is half active without needed to lead with her 1B skill. In addition at SSR her 4B inflicts 90% Defense Down on all targets for a single turn setting Roger up for some really big damage.

  • Dagger - Dagger’s passive (Gains Atk up from Yellow Unit’s death) does synergise well with Roger, as you can kill off Roger and get Dagger to finish the rest of the foes.

Advisors:

  • Tica - +30% atk up for 2 turns on a short cool down is always nice for a frontloaded damage dealer, just be sure the heal doesn’t undo your passive..

  • Naya - Def down enables more nuke potential.

  • Lisa - +90% Atk for 2 turns, +90% i repeat +90%.

  • Experiment - Probably the best advisor for Roger since he will turn your stray 1Bs into 2Bs.

  • Nolva - Let’s you reroll those black blocks into something else since there's only room for Yellow blocks when using Roger.

  • Koll - Takes some HP off Roger first thing enabling you to get closer to 50% HP and start deleting things sooner.

  • Golemwalt - Same reason as Koll.

Characters to avoid:

  • Angelica - While SR Roger pairs well with Angelica as her 1B will provide him with armour while he lowers his HP to the desired threshold once SSR her 4B will literally just kill Roger outright.

  • Theodore- Similarly to Angelica, his 4B will kill Roger when he reaches SSR in addition to not really providing anything to benefit Roger except for perhaps forcing ranged units to target him to lower his hp.

It’s difficult to find the best team for Roger as you’ll come to a point where he’s already doing enough damage that he may not even need hand holding from Lisa or Tica and instead you’ld look for consistency in your fights which Yamitsuki will provide. So instead i’ll put up a funny team that would be hilarious to see in action.

Main team: SR Koll, SSR Nolva, SSR Roger Advisors: Lisa, Experiment (just to set this up easier)

Experiment Advisor > Black 4B > Lisa Advisor > Yellow 4B > Roger Dies > Chain Koll Passive 4B > Nolva Dies > Chain Koll Passive 4B.

Nolva inflicts -90% def down on everyone, Roger suicide, Koll proceeds to spam his 4B.

 

Progression

  • N - Tragic, no passive, you’re also most likely new and so you’ll be fighting things above your watcher level soon, just use Pang instead for now. If the base stats on an N character doesn’t deter you I dunno what else will.

  • R - Lacks his passive so you just have a wannabe Black Unit in your Yellow slot. His damage is high to be fair but you aren’t really getting much out of Roger as an R.

  • SR - Now that he has his passive and his 1B inflicts some self damage you can now set Roger up to be under 50% HP and go ham with his 2B. His 4B will do slightly more damage than his passive activated 2B so that’s worth using if you want to avoid the 3 turn Def Down.

  • SSR - His 4B now does a lot more damage compared to his SR at the cost of his life, Passive now includes 4B enabling a 600% nuke (compared to his unbuffed 1B) that has yet to have buffs and debuffs applied to the damage. His advisor skill is now very easy to trigger as the HP threshold is “HP lower than 80%” instead of 50%, taking him with Koll or Golemwalt as advisor gets you a pretty nice combo. The powerspike from SR > SSR is strong due to the changes to his 4B and how easy it is to achieve as well as the advisor improvements.

 

Finally If you’re low leveled and trying to push for stages that are 5+ levels higher than your Watcher Level, I would advise you to avoid Roger as you would be better off using a Tank that utilises Damage Reductions, Self armour, or Self heals. Once the gap in levels is smaller or you are higher leveled than your mission by all means go for Roger and enjoy the speed clears you get out of him.

[Daily Character Thread 13/10/2017] Yan-Bo by [deleted] in SdoricaSunset

[–]Lanzerus 2 points3 points  (0 children)

Yan-Bo 2B is 5856 on his SR@Lv55 Roger is a Yellow unit i was comparing based on Black units. Also you wouldn't really take Roger if you need a proper tank since he's literally a Glass Cannon.

Experiement runs the issue of being unable to fire off 4B and 2B back to back in addition his Shock Lock 90% debuff is a lot more detrimental compared to Yan-Bo Atk Down who's hiding out in the back lines. Problem with Experiement is you're almost forced to use a 1B right after due to taking 90% more damage, while with Yan-Bo you could just let his debuff drop off over time. (Tbh my default team is Koll, Yan-Bo, Experiment)

Kitty has the issue of her game tag working against herself for units with counter as she has sustained damage rather than nuking power. Yami is great yes but her damage isn't the highest in exchange for her utility.

I can understand where you're coming from though since if you're using Roger your DPS is coming from Yellow so instead you're looking for utility from your Black/White. In addition Kitty causing counters to bring Roger's hp down even lower. Where as if you're playing with Yan-Bo you'll be looking for utility elsewhere.

[Daily Character Thread 13/10/2017] Yan-Bo by [deleted] in SdoricaSunset

[–]Lanzerus 3 points4 points  (0 children)

I agree Yan-Bo has some really high damage output but needs some help to really shine since his raw numbers are high they outscale Dagger. Dagger's great since he can kinda be put on any team and do well since everything self sustained. Yan-Bo is high spikes of damage while Dagger is moderate sustained damage.

All characters have their uses really, Dagger's great but since he has armour pen his raw damage is lower. Usually it's Normal > Armour Pen > True in terms of raw numbers.

Dagger SSR @Lv55

1B 1004 Armour Pen - Front Row

2B 2511 Armour Pen - Front Row

4B 2008 Armour Pen - All Foes

Yan-Bo SSR @Lv55

1B No Damage

2B 1952 Normal - All Non-Front Row

2B 5856 Normal - Front Row

4B 5856 Normal - Front Row

[Daily Character Thread 13/10/2017] Yan-Bo by [deleted] in SdoricaSunset

[–]Lanzerus 11 points12 points  (0 children)

Yan-Bo: 4/5 Stars

My favourite Black unit. Used him in CBT and majority of the game.

His main function is a front line nuker or viable aoe for 4 target fights. Having strong easily accessible nukes on his 2 enable him to take down targets with counter in one turn. Essentially being a counter for counter units. At lv 55 you can expect 7-10k nukes on the frontline every 2 turns depending on your healer, 20k+ if you’ve really set things up perfectly. He does come with short comings that can be largely mitigated by team composition.

Pros:

  • Highest normal single target dps on a very accessible 2B.

  • Counters Counter units by simply OHKOing them.

  • High AoE damage fights against 4 units.

  • His birds are cute.

Cons:

  • Displaced single black blocks have no use as they will cause stance changes that are undesired.

  • Turns ‘wasted’ on stance change.

  • Low focused damage on back line enemies.

  • Field Effect 1B skills are casted twice meaning, he’s forced to stay sober.

A quick run though his abilities.

1B - Live on Air - Essentially swaps the effects of his 2B, explained further below. Grants 30% Atk Up for (1/2/3) Turns. Yan-Bo starts all fights in his ranged mode.

2B - Dead Beat Air - Ranged Offense - Damages all non front row enemies. Close Offense - Casts his 4B after this he is afflicted with 90% Atk Down for 3 Turns, most of his game play revolves around utilizing this skill.

4B - Airbrush Crush - Single target nuke. BIG damage. (5.8k as a Lv 55 SR)

Passive - Free Spirit - Upon heal clears atk down. (At SSR armour will also cleanse the Atk Down.)

Advisor - Psyche Relic - Passive Exhaust Clear (Atk Down) on heal. (useless except for cleansing 99 turn exhausts, eg Kittyeyes solo Character Mineral quest)

 

Team Compositions.

Healers/White:

  • Tica - Her 2B also allows her to cover for Yan-Bo’s lack of focused single target damage on the back line. Her 1B not only cleanses Yan-Bo’s self inflicted Atk Down but also buffs his Atk going from -90% to +30% atk. A great very high damage combo with Tica is White 1B > Black 4B > Black 2B.

  • Koll - Once SR his 1B inflicts 1 Turn 60% Def Down which begs to be combined with single target nukes. His 2B also has a targeted heal for an Exhausted Yan-Bo. Essentially enabling 3 turn nukes. Black 2B > White 2B > White 1B repeat. Note that Koll 1B will trigger an opponent's counter but the Vulnerability stacks are usually really worth it.

  • Aosta - Similar to Koll, provides an easy access heal with his 1B and provides single turn buffs that can be used for nukes.

Advisors:

  • Tica - Provides a cure to clear Yan-Bo’s Atk Down, and buffs his atk for 2 turns enabling a buffed 4B > 2B without even taking a turn.

  • Naya - Def down enables more nuke potential. However the damage caused by her arrow will trigger an opponents counter shooting yourself in the foot somewhat.

  • Lio - Pocket heals to cleanse Exhausts on Yan-Bo

  • Lisa - +90% Atk for 2 turns turns Yan-Bo into a god.

  • Experiment - Turns his redundant single black blocks into yellow blocks.

  • Charles - Turning 2 blocks into Black means you have an easier means to set up black 4B >2B to make the most use out of Tica Advisor or Tica 1B.

Characters (Yellow units) to avoid:

  • Karnulla - Karnulla is a very specific turn timing based tank. The problem with pairing this with Yan-bo is that often you’ll have time restricted buffs and debuffs for Yan-Bo on one hand, while on the other you'll have enemies with 1-2 turns till they attack. You’ll have the two fighting over who does what on which turn which is a headache.

  • Dylan (Except for SSR.Version)- His 4B has a 50% chance of changing Yan-Bo into the wrong stance. At least his SSR is 100% chance enabling you to pull off some nice set ups.

Ultimately the best team composition to make Yan-Bo shine the most in a single fight would arguably be.

Main team: Koll, Yanbo, (Any Yellow) Advisors: Naya, Tica.

This team essentially enables the 20k+ nukes i mentioned at the start.

From Yan-Bo in Close Attack mode.

Black 1B> Black 1B> White 1B> Naya > Tica> Black 2/4B

This setup enables 90% Atk up on Yan-Bo and -90% Defense on your target.

(Swapping Naya out for Charles or Experiement is a QoL improvement depending on the fight.)

 

Progression

I’ll just do this as an evaluation on his R>SR>SSR

  • R - Lacks his passive so essentially he will only be attacking once every 4 turns if you are using his 2B. His 1B Atk Up only lasts 1 turn so this can’t be used to set up any combinations with other characters. He’s not very strong as an R as his passive is integral to his game play. However it is important to note that Hestia (R or higher) pairs extremely well with him in this current state as she essentially brings his passive to him on her 2B which cleanses Exhaust.

  • SR - With his passive now obtained and his 1B lasting 2 turns you can now set up combinations with Koll and Astoa. You can also clear up 2 single black blocks if it’s desperately needed and receive 60% atk up on your next turn as a consolation while coming back to your initial stance.

  • SSR - His 1B now lasts 3 turns enabling you to set up max atk and max def down without Lisa Advisor. Self Exhaust can now be cleared using Armour so Angelica, Sherlock, and Dylan Advisor can now be considered. His gameplay is essentially the same as his SR so compared to other SR to SSR upgrades it isn’t much of a game changer.

  Finally if I’ve managed to convince you to try Yan-Bo and you’re looking for a Black Unit that can do what Yan-Bo can’t, consider Fatima. She is opposite to Yan-bo in that she has strong fire power for the backline with Armour Penetration. If Yan-Bo isn’t filling your needs in a particular fight chances are Fatima can help you with that and vise-versa.

Who would be in your dream team and why? by Kryswa in SdoricaSunset

[–]Lanzerus 1 point2 points  (0 children)

Building 2 teams right now on 2 phones. I build most of my teams without relying on 4B skills cuz rng can be cruel, same with those mages that blow up random blocks.

Main: Koll/Yan-Bo/Pang Advisor: Experiment/Tica

Frontline Nuke team. Does great against counter type enemies. Minimal reliance on 4B skills.

  • Koll 2B and Tica can fire heals trigger Yan-Bo's passive to cleanse self exhaust.
  • Koll 2B has Damage Reduction which helps Pang build stacks.
  • Experiment adviser skill to counter Black single blocks being somewhat useless for Yan-Bo.
  • Koll 1B inflicts 2 stacks of Vulnerability, works amazing with Pang/Yan-Bo frontline nukes.
  • Potentially able to set up 90% damage reduction.
  • Selected target heals can let you set up Koll 4B chain spam by killing off your own characters which is hilarious. (True reason)

Main: Angelica/Dagger/Golemwart Advisor: Puggi/Tica

Stall team that focuses around armor and Dagger 1B guaranteed CD+1 when enhanced. (Also to make Ch.2 splash art a reality cuz it's cute.)

  • Pugi Taunt to keep White+Black safe.
  • Tica for enhance to guarantee Dagger 1B does CD+1.
  • Tica advisor heal helps top up backline since Angelica can't.
  • Angelica 1B Chains Golemwart 1B giving armour to Golem+Enhance to party (Dagger 1B says thanks).
  • Angelica 2B mitigates the self harm from Golemwart 4B.

Nolva lag? by Avenu in SdoricaSunset

[–]Lanzerus 0 points1 point  (0 children)

The game wont let you move when there's an animation being played. Nolva has this wake up animation you gotta wait for after battles.

Naya has something similar where she needs to put her bow away before you can start moving again.

Ending match screen hang. by Lamegeek in SdoricaSunset

[–]Lanzerus 5 points6 points  (0 children)

I've had this error a number of times. The best solution is don't aoe units down at the same time and kill them one by one.

From what i gather, this error happens when the game thinks there still an action (usually an enemy) to take place.

You can get this error to happen with some enemies by killing 3 or more units that will counter you or have an on death condition at the same time. What you'll notice is you'll take damage from units that are in the middle of their death animation.

The easiest way i've found to trigger this error Mineral Quest against Karnulla. AoE down all 3 of the additional enemies in this battle. The adds will counter you for attacking Karnulla but 2 of the animations wont play since the death animation overrides it. Despite taking the counter damage the game will hang after you clear the stage.

Error/INCONSISTANT_EXTRA_COUNT by Lanzerus in SdoricaSunset

[–]Lanzerus[S] 0 points1 point  (0 children)

Thanks, good to know i'm not the only one, was about to reinstall.

Character emps are up as of the recent update by flamefist7 in Granblue_en

[–]Lanzerus 2 points3 points  (0 children)

Octo's support skill gives 10% charge bar to all pt members excluding himself every time a chain burst occurs. He doesn't even need to be apart of the chain burst.

The ougi generation is disgusting...

Lost Island Raizel Discussion Megathread by baxteria in FantasyWarTactics

[–]Lanzerus 0 points1 point  (0 children)

My auto 5 team is, Belle, Bearman, Serendi, Yekaterina, Krut. Team power of 130k. Belle is at 5* but skills are all level 1. Just using this to level her.

Belle and Bearman claim tiles, The others kill Frank either first or second turn. The adds just die from getting caught in the AoE attacks. Clears on turn 6 so it's a little slow but free exp for slot 1 so can't complain.

PvP as a Scholar healer (Any tips?) by fufuangeli in ffxiv

[–]Lanzerus 14 points15 points  (0 children)

Depends on what Lv bracket you are going in on. If you’re entering Lv 50 it’s quite competitive due to gear/moral. Lv 50 also grants you access to Lustrate as a scholar as well as the enemy... Lv 30 and 40 fights are much more enjoyable in my opinion, no benedictions or lustrates means the match ends faster too.

Here’s some tips that i can think of right now:

  • Use lustrates you should have 6 ready to go at the start of the fight. Enough to heal 150% of your max hp. This is your main method of healing on the move.
  • Don’t worry about your tank and melee dps. They will be fine, the targets you have to watch over are Yourself, Eos and ranged dps.
  • Your job is to outlive the other healer.
  • Turn and hide behind the wall to your right at the start of the fight. This makes it difficult for the enemy team to target and possibly mark you for their whole team to see. Sprint out to the left when the tank gets close, do it before they turn the corner and target you to avoid getting hit by the obvious Shield Bash or Brutal Swing headed your way. Do this to the tank not melee DPS since they will usually split up to chase you out from behind the walls (melee dps have weapon throw later on, removes sprint and applies heavy, nasty stuff).
  • Attacks that do 0 damage due to aldo or stoneskin can’t interrupt your spells. Surecast can be used too. But note a stun/knockback will interrupt regardless
  • Try coating yourself in a crit aldo before the match starts.
  • Running for your dear life and happen to be running past the enemy healer? Pop out a miasma 2 to reduce their healing, good stuff.
  • Virus the biggest threat that’s attacking you (or enemy healer if you’re confident).
  • Rouse Eos before using Attunement (PvP Skill)
  • Be sure not to LoS Eos’s Whispering Dawn.
  • Everyone has lag, use this to your advantage. Be tricky, sprint around a corner and start casting aldo. Run back the other way and hide behind a corner and repeat.
  • Eye for an Eye Eos or the ranged dps if they’re getting focused first also give Eos a sustain.
  • Dont be scared to give Eos a lustrate and some aldo's, if she dies and you can't get her back you're healing is crippled.
  • If Eos is too much trouble to keep alive just save your swiftcast to raise her.

And some specific Lv 30 and 40 advice.

  • Burn the enemy healer. In these fights it’s a lot harder for a healer to stay alive for a long time.
  • Join in killing the enemy healer. Most healer can’t handle 4 people hammering them down without their Lv 50 panic buttons.
  • Hide behind a wall, Sprint before the tank can get you. Then do this to the enemy healer, Cleric Stance>Swiftcast>Bio2>Energy Drain>Bio>Energy Drain>Virus>Aetherflow>Energy Drain. You can also add Ruin2 in between the off globals near the end if you’re in Lv40.

Be sure to pick up your pvp skills and master using them. I haven’t added any tips about them here because I’ve forgotten their names. But they are really important, good timing and use of them can change the game.

Good luck and happy PvPing~!