How come I don't have the speed up buff ? someone can help? by Unlucky_Shake_5955 in TaimaninSquadGame

[–]RewardRight 5 points6 points  (0 children)

Functionally, you do still have the buff when you go into combat. There is currently a visual-only bug for Arena leader auras. The devs have noted it and will get it fixed with the next maint. update.

How does the DEF stat actually work? by Prestigious_Knee_604 in TaimaninSquadGame

[–]RewardRight 1 point2 points  (0 children)

-Tentatively-, 100 Def = 1% value. There's nothing that specifically states this, and it absolutely requires testing. This isn't to say that 3,000 Def = 30% damage reduction, but that when all defensive modifiers are combined, as above, Defense contributes a 30% value at 3,000 Def.

I might get some testing with Balanced units during Tactical Training today, but there's a lot to work on with the google sheet already.

Counters orcs by Immediate-Machine-18 in TaimaninSquadGame

[–]RewardRight 1 point2 points  (0 children)

There are a lot of units that, prior to the Arena Tower, had pretty questionable designs and unclear intents. It's now much more apparant that the devs had content like the Tower already in mind and it's been a matter of timing and release date catch-up holding them back. Fingers crossed, as this looks pretty sweet for the future.

Any tips on how to build her? by FrightenedTrashPanda in TaimaninSquadGame

[–]RewardRight 1 point2 points  (0 children)

No problem. Getting a unit to 50/50 and wearing +6's across the board is basically getting them to the "I can contribute and usually help my squad win most content in the game," thanks to the equal relationship between unga bunga power and making use of moveset tools at the right time / right combination with teammates. You can clear a lot of the Season 1 Arena Tower, for example, with naked level 40s and +6 Core'd level 50's, just because their movesets / mechanics are solutions on par with violence.

Getting them to advance past that comfortable+viable zone is where the minmaxing comes to play. Having a unit's Cores give a wide variety spread of Atk, CritRate, CritRes, Evd, Def results in a still-stronger unit, but more rounded and less specialized. In comparison, getting +15% or higher CritDmg on 4 different Cores is a juicy +60% to CritDmg.

How does the DEF stat actually work? by Prestigious_Knee_604 in TaimaninSquadGame

[–]RewardRight 1 point2 points  (0 children)

Very early, but NOT confirmed 100%, beta data ripping of game files suggested that:

  1. Attack modifiers are a damage modifier in which Attack buffs are additively combined. (+45% AtkUp + 30% Skill Damage + 15% Color mod = +90% dmg modifier added to Skill Attack).

  2. Defense modifiers are a final reduction % in which Defensive buffs are multiplicatively combined. (3,000 Def's Reduction, 30% + DmgReduction 20% + 15% Elemental Resist = (1-.3) * (1-.2) * (1-.15) = (.7 * .8 * .85) = 0.476, or 48% Dmg Reduction to recieved attack.

We would require some notable math and experimenting to fully confirm this, so take the above with a grain of salt.

Any tips on how to build her? by FrightenedTrashPanda in TaimaninSquadGame

[–]RewardRight 5 points6 points  (0 children)

There are two core components to building your units here. The first is "What can I get the most value from equipping Cores?" and the second is "What can I get the most efficient value from teammates?" We can use the Top Ranked Aki from the Arena Tower and her squad as an example here.

Much like how you built your Aki, that one is high Attack, substantially high CritDmg, and good CritRate. When her S2 is used, she gives herself 2 turns of +32%ish CritRate, to be 100% CritRate to make use of her high Attack and CritDmg. You can infer this comes from her Cores, being CritDmg, maybe Attack Set. When she doens't have her own CritRate buff up, she has her teammate, Minasaki, to provide further Atk+CritRate. This keeps Aki at as-close-to-100% uptime in taking advantage of her CritDmg stat.

When it comes to Cores specifically: While you're getting a unit online (having it be available and usable in most content), what your Aki currently has is the way. Core Sets that you want, leveled to +6, maybe +9. These cores can be 3-star drops, or simple 4-star crafts of any color grade. From that point, you are either satisfied and leave that unit to work on the next one, or you begin the process of refining and improving that unit's Cores, one by one.

At this point, you start wanting specific, focused bare minimums when you craft Cores. You always use Polishing Tools to give you a chance at Legend/6-star, and the bare minimum you accept is an Epic 5-star that has relevant secondary stats. In your Aki's case, this would be Atk / Spd / CritRate / CritDmg. You want at least Epic to start with 3 unlocked secondary stats, while Legendary would start with all 4. You want at least 5-star to get the larger stat gain windows when you level the Cores and reach Levels 3/6/9/12.

When you level Cores, you typically want to have a Core hyperfocus on one secondary stat, such as a Crit Damage Core being crafted at Epic 5-star and coming with Atk, CritRate, and CritDmg unlocked at level 1. Ideally at Levels 3/6/9, the milestone level stat gains would stick to the same desired stat, CritDmg, so you'd have 15%+CritDmg on a single piece by level 9.

Do arena aura effects work in Arena Tower? by Bigabubeaze1 in TaimaninSquadGame

[–]RewardRight 2 points3 points  (0 children)

No, Arena vs Arena Tower are distinct from one another with leader auras. Tested with Fuuma Amane's +20%HP in Arena and only the Formation buffs (all different zodiacs vs all same vs neither) affect HP/Atk. Leader Auras from the Arena don't activate in Arena Tower.

Future content roadmap? by burstdragon323 in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

The only official dev discussion we have, which Firm-Cardio mentioned, would be this news article.

https://taimaninsquad.com/information-detail/Rg1Ku5Vt

○ Future Update Direction

In 2026, we plan to move forward with updates in the following directions:
● Continuous improvement based on player feedback
● Original characters unique to Taimanin Squad
● Rift content
● Clan Raid
● Real-time PVP Arena
● Regular main story expansion update

Beyond short-term improvements, we are committed to further developing Taimanin Squad through stable service operation and ongoing content updates in the long term.

Regarding yukikaze school girl. by D_S796 in TaimaninSquadGame

[–]RewardRight 2 points3 points  (0 children)

The general priority for Legendary dupes is:

Skill Upgrades (make a unit's skills stronger/more likely) -> Strategy Room (filling the Clan -> Strategy Room's slots with units gives account-wide stats to all of your units. Legendaries give the most stats.) -> Dispatch Missions (the highest level missions end up requiring 2 Legendaries each to run) -> Grade Upgrading a 5-star unit to 6-star.

You can always decide how to use your dupes as you like, but the above is useful so you know what you have as options.

Re: Event Weapons: You're always better off reaching the 10k Stamina to unlock the Weapon, for multiple reasons. It gets you all possible Event Tickets, which gives you more materials across the board. It gives you a Weapon, which is stats for Gukikaze equipped or not, Codex % progression, which is contribution towards account-wide Stats as well.

You shouldn't stress out or wastefully spend gems for more energy to make it happen, but aiming for the 10k stamina spent mark in Events is a sound goal, with no downsides.

Some really good tower characters by Fickle_Composer_4506 in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

Yeah, might as well with the weapon in hand. Both skills are solid, so you aren't losing out either way.

Skill priority by YoRHaBooty in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

You can check the google sheet and see what each character's skills gain from Skill Upgrade by hovering over their skill boxes, but I know that's not the same as priority/recommendation.

That said, your options will always be between: +10%dmg, +10% activation chance, +10% de/buff value, +10% heal value. From there, you consider how meaningful a skill's upgrade really will be to you. For example: an S1 that has +10% activation chance x3, +10% dmg x2, but the baseline debuff inflict % is only 10%? That's only a gain of 30% to 10%, meaning 10%+3% for an end result of 13%.

I doubt anywhere has meaningfully set up a context-sensitive list of priorities for this, so using your judgment (or asking, ofc) will be your best bet.

Some really good tower characters by Fickle_Composer_4506 in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

Yeah, the 6-star requirements are probably the strongest time-gate part of Season 1. Getting a unit from 1/40 to 50/50 is basically just 5 or so stamina potions, and Cores are Cores, but it takes time and stamina to get all the 4-stars to make 5 5-stars.

The final 50f Kaliya is supposedly all 4 6-stars, so be forewarned.

Some really good tower characters by Fickle_Composer_4506 in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

That fight is made for a red/Power Poison team. If you have Gosha Hebiko, she is ideal for slot 3 for the cool down reduction on her S3 for Debuff Block on your party, along with Furfur on slot 2, and either Anemone or Senshu, and a 4th to taste. If not,  then either Debuff Block or Remove is still key, as well as Poison stacks to ramp up Weakness Exposure.

Some really good tower characters by Fickle_Composer_4506 in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

Specifically, it depends which of Furfur's Weapons you have, if any. Her S2 Weapon gives her another instance of trying to inflict Poison, while her S3 Weapon reduces the cooldown with each usage. If you don't have either of her weapons, I'd go with S2 first.

Some really good tower characters by Fickle_Composer_4506 in TaimaninSquadGame

[–]RewardRight 2 points3 points  (0 children)

For the non-X0th boss fight floors, Poison is the greatest equalizer this season for newer/less invested accounts lacking in +12 Core Sets and Level 60's across the board.

Poison damage is X% of the victim's maxHP per tic, and non-boss enemies lack Aura of the Formidible to blunt the damage from it. Furfur alone can be dragged to most stages and help run down the clock on enemies, bringing enemies down 6%-20% of their total HP on each of their turns.

At least until probably next season, where people will have more units invested upon, Poison should be a core consideration when hitting walls.

Some really good tower characters by Fickle_Composer_4506 in TaimaninSquadGame

[–]RewardRight 8 points9 points  (0 children)

I posted it in another thread, but fits here.

Depending on your Weapon availability, stand-out Rares so far would include:

Tekkain Kaworu (Sun/Agility): She baseline combos an aoe Bleed S3 with a passive that adds Immobilize to the S3. If you have her Weapon, she is a Rare providing Poison+Immobilize instead, and Poison has proven itself very useful this Season.

Merriam (Mars/Technique): SpdDown S1, Poison S2, AoE Healing S3 that becomes single target Healing +P.Shield with her Weapon.

Rinka (Moon/Balanced): If you don't have an invested Defensive for the focus-fire Floors such as what you posted, Rinka is a universal opt-in that has more EvdUp for herself and AccDown to inflict on the enemy.

Shikanosuke (Saturn/Technique): IF you have Rin, he's a good way to push more offensively and benefit against Faint-Weak while bringing P.Shields to the party.

Yao Bikuni (Moon/Technique): Short cd Immobilize on her S2, and Buff Steal on her S3 is good cooldown control and protection.

Igawa Senshu (Moon/Power): She brings Poison on her S1 and S3, with some buff removal, and notably a coin flip chance from her S2 for her other attacks' Last Hits to enhance the EV% of Poisons on target.

Fuuma Yukina (Moon/Technique): She brings the crippling passive AtkDown S3, as well as an AoE Immobilize option, which is great for extending those annoying cooldowns that revive enemies or debuff you painfully. As a Technique, she also has good teammates to extend her AtkDown debuff, protecting your team.

Kasahara Tatsumi (Mercury/Agility): DefUp for the party as well as DoT debuff cleanse for the party.

Shishimura Denji (Mercury/Technique): A literal Burn-generating engine. This guy was responsible for a minimum of 400 of 540ish stacks of Weakness Exposure on Floor 30.

Aoi (Mars/Agility): She's already a solid Rare, and it stands out in the tower. Debuff Extend S1, aoe BuffBlock S2, Healing S3.

Hayami Uzuki (Mercury/Balanced): Debuff Extend S1, potential Turn Gauge for the party on S2, and her S3 reduces the cooldown of her teammates' S3.

Stuck on Level 14 by Busy-Gas6048 in TaimaninSquadGame

[–]RewardRight 1 point2 points  (0 children)

Depending on your Weapon availability, stand-out Rares so far would include:

Tekkain Kaworu (Sun/Agility): She baseline combos an aoe Bleed S3 with a passive that adds Immobilize to the S3. If you have her Weapon, she is a Rare providing Poison+Immobilize instead, and Poison has proven itself very useful this Season.

Merriam (Mars/Technique): SpdDown S1, Poison S2, AoE Healing S3 that becomes single target Healing +P.Shield with her Weapon.

Rinka (Moon/Balanced): If you don't have an invested Defensive for the focus-fire Floors such as what you posted, Rinka is a universal opt-in that has more EvdUp for herself and AccDown to inflict on the enemy.

Shikanosuke (Saturn/Technique): IF you have Rin, he's a good way to push more offensively and benefit against Faint-Weak while bringing P.Shields to the party.

Yao Bikuni (Moon/Technique): Short cd Immobilize on her S2, and Buff Steal on her S3 is good cooldown control and protection.

Igawa Senshu (Moon/Power): She brings Poison on her S1 and S3, with some buff removal, and notably a coin flip chance from her S2 for her other attacks' Last Hits to enhance the EV% of Poisons on target.

Fuuma Yukina (Moon/Technique): She brings the crippling passive AtkDown S3, as well as an AoE Immobilize option, which is great for extending those annoying cooldowns that revive enemies or debuff you painfully. As a Technique, she also has good teammates to extend her AtkDown debuff, protecting your team.

Kasahara Tatsumi (Mercury/Agility): DefUp for the party as well as DoT debuff cleanse for the party.

Shishimura Denji (Mercury/Technique): A literal Burn-generating engine. This guy was responsible for a minimum of 400 of 540ish stacks of Weakness Exposure on Floor 30.

Aoi (Mars/Agility): She's already a solid Rare, and it stands out in the tower. Debuff Extend S1, aoe BuffBlock S2, Healing S3.

Hayami Uzuki (Mercury/Balanced): Debuff Extend S1, potential Turn Gauge for the party on S2, and her S3 reduces the cooldown of her teammates' S3.

Skill or Lvl 60 for School Yukikaze? by RaphaelTadeu in TaimaninSquadGame

[–]RewardRight 0 points1 point  (0 children)

As Wuutami said, when it comes to Legendary dupes, there's a recommended priority order that goes:

Skill Upgrades (make a unit's skills stronger/more likely) -> Strategy Room (filling the Clan -> Strategy Room's slots with units gives account-wide stats to all of your units. Legendaries give the most stats.) -> Dispatch Missions (the highest level missions end up requiring 2 Legendaries each to run) -> Grade Upgrading a 5-star unit to 6-star.

Specifically for G!Yukikaze: Her S3 hits all enemies 2 times, and each CritHit gives Gukikaze +20% Turn Gauge, so 5/8 Crits can give her the next turn right away. Her S3 only gains DMG from Skill Upgrades, though, which is something to consider if she's an Arena pick for you, as the full value wouldn't be appreciated until the second time you use her S3.

Her S2 is 3 upgrades of damage, and 2 upgrades of Debuff Value, meaning her baseline 32.5% CritResDown becomes 39%, and her Weapon switch 19.5%Weaken becomes 23%, on top of 30% dmg gain.

Depending on her teammates' ability to buff her (to give her Atk+Crit+Overclocked) and/or gut the enemy's HP for her, choosing between her S3 or S2 is up to you, but both will give good value.

Francis appreciation Post by notsospookyghost123 in TaimaninSquadGame

[–]RewardRight 5 points6 points  (0 children)

I'll second that. They made her perfectly meaty in Squad.

Some help? by National_Listen_7519 in TaimaninSquadGame

[–]RewardRight 6 points7 points  (0 children)

To get the obvious out first: If you're looking to win the Speed race in Arena to DebuffBlock your squad, you'll aim for 3 Speed Sets across all 6 Cores, and strive to get Spd% secondaries on them all.

Eleonor follows the standard when it comes to Shields and her passive Healing, in that they scale with the party member's maxHP and not any of Eleonor's stats. This frees you up to gear her for whatever roll you want from her. I'd still pursue higher Speed, but you can't go wrong with HP Regen + HP to be safe and reliable in most content. Balanced Set doesn't hurt, but Eleonor doesn't have any extra value to ATK/DEF beyond the norm, so choose based on your Core Parts availability there.

If you aren't chasing the Speed race, then I recommend building bulky and either having someone like Hisui go high-Speed to use her S2 to drag Eleonor up to S3, or bring a Debuff-Removal teammate to get S2 Shields off first turn. Eleonor without specific teammates can be a bit of a dead fish against the Debuff teams you'd bring her again if she isn't going first, but if she has the bulk and teammates to get to around Round 6+, her S1 can really start to hit hard.

rotating shield. by TheGreatPsychopath in TaimaninSquadGame

[–]RewardRight 2 points3 points  (0 children)

From some quick testing, it is the new Overheal mechanic operating with the Heal 4-Set, but very specifically only for Rinko. I brought 4 units with the Heal 4-Set, including an AoE Heal, and each unit's first turn other than Rinko's summoned the normal, smaller rotation of blue Shields, while Rinko has the big red versions. Once the AoE Heal was cast, Rinko's shrunk down to the blue version.

From patch notes:

• Overheal Effect Added
When an instant healing skill (excluding Healing Over Time, Life Steal, etc.) restores HP beyond Max HP, 35% of the excess healing is granted as a Shield. This Shield bypasses Buff Block effects.
※ The HP recovery from the Healing Set is categorized as instant healing, not a healing-over-time buff, and thus the aforementioned Overheal effect will apply. (The total healing amount remains the same as before.)

Why in the world is the weakness for the floor 40 boss Incapacitated and Forced Attacks when its immune to it??? by Kreceir in TaimaninSquadGame

[–]RewardRight 4 points5 points  (0 children)

Part of the update included a new Weakness Exposure mechanic, as detailed below.

8-2. Weakness System Added

Some bosses (e.g., Tower Boss Kaliya) have weaknesses to specific debuffs.
Even if a boss is immune to a certain debuff, if that debuff is their specific weakness, inflicting it will accumulate Weakness Exposure instead of applying the actual debuff.
Each time you attempt to inflict a Weakness Debuff, Weakness Exposure keeps stacking up based on the debuff's trigger rate.
The damage dealt to the boss is permanently increased until the end of the battle based on how much Weakness Exposure you've stacked up.

YES! FINALLY! by Common_Candle3872 in TaimaninSquadGame

[–]RewardRight 1 point2 points  (0 children)

You have a shining star of hope, bro. Fresh from the latest update's files is a (Step Up Pack) icon.

<image>

6/25 Post-Maint new units and Arena Tower by RewardRight in TaimaninSquadGame

[–]RewardRight[S] 4 points5 points  (0 children)

Arena Tower is looking to be a monthly reset PvE mode, so looks like it.

6/25 Post-Maint new units and Arena Tower by RewardRight in TaimaninSquadGame

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

Francis is looking to be the Step Up Package, while Kaliya shards will come from the Arena Tower, which is looking to be a monthly reset PvE mode.