Babel Tower/Her Last Bow: Difference between revisions

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Deploy 3 Constructs (+5).
Deploy 1 Lv.40 or higher member (+1).


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Deploy a Construct with Elemental Stats (+5).
Deploy 1 member with 6,000 BP (+1).


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Deploy 1 Amplifier-Type Construct (+5).
Deploy 2 Omniframes (+1).


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<span style="color:#FF6549;">Enhanced Circuits:</span>
<span style="color:#FF6549;">Untouchable:</span>
Characters recover Dodge more quickly.
Deals 30% more Elemental DMG for 5s after being healed.


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<span style="color:#FF6549;">Healing Nova:</span>
<span style="color:#FF6549;">Self Heal:</span>
Characters on the field recover 3% Max HP per second.
Performs Healing Nova upon a 3-Ping, healing all allies within range for a small amount of HP.


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1) Defensive Phase: At <span style="color:#3168b9;">85% / 60% / 30% HP</span>, Voodoo enters <span style="color:#3168b9;">Defensive Mode</span> with minions coming from <span style="color:#3168b9;">2 Portals</span> that, when within <span style="color:#3168b9;">5m</span> of Voodoo, are absorbed by Voodoo. Defensive Mode greatly raises <span style="color:#3168b9;">DMG Reduction</span> and clears Evolution effects.
1) Emergency Retreat: Initial Target: Defeat the Corrupted and protect the <span style="color:#3168b9;">Grizzly members</span> on the way to the evacuation point.
* <span style="color:#3168b9;">The Grizzly members</span>: All Grizzly members will slowly regain HP and move to the evacuation point instead of joining battle. <span style="color:#3168b9;">Their Movement Speed will greatly increase</span> when allied Constructs are near them. <span style="color:#FF6549;">They will be unable to move when their HP drops below 50%</span>.
* <span style="color:#3168b9;">Black</span> always spawn from the Red Portal. <span style="color:#3168b9;">White</span> always spawn from the Green Portal.


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2) Last Barrage: Final Target: <span style="color:#FF6549;">Last Barrage</span> will be triggered when all the Grizzly members <span style="color:#3168b9;">retreat from battle</span>. Defeat the enemies to win your battle.
2) The First Round of Evolution: Devour White: Emits poisonous gas continuously within <span style="color:#3168b9;">5m</span>. Chracters within range take DMG per second. Devour Black: Characters are poisoned and take DMG over time. Being within <span style="color:#3168b9;">5m</span> of Voodoo will clear the poison.
* <span style="color:#3168b9;">Retreat from battle</span>: All the Grizzly members have <span style="color:#3168b9;">retreated</span> or <span style="color:#FF6549;">died</span>.
* <span style="color:#FF6549;">Last Barrage</span>: A boss wave on a high difficulty level. Defeat the enemies to clear this stage.


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3) The Second Round of Evolution: Devour White: While in <span style="color:#3168b9;">Bird</span> Form, before each attack, Voodoo strikes lightning at the characters on the field. Devour Black: While in <span style="color:#3168b9;">Beast</span> Form, before each attack, Voodoo strikes lightning at the characters on the field.
3) Reinforcing Grizzlies: When Last Barrage is triggered, all retreated Grizzly members will return to battle and expand <span style="color:#3168b9;">Support Field</span>. Constructs inside the field will gain bonuses.

* <span style="color:#3168b9;">Charging Support Field</span>: Gains an additional Signal Orb when dealing/receiving DMG every 5s. The effect disappears 3s after leaving the field. The effect is shown below.
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4) Final Evolution 1: "Devour White: Voodoo creates Dolls. When a Doll has <span style="color:#3168b9;">less HP Percentage</span> than the characters on the field, it steals HP from them to heal itself over time. A Doll takes damage <span style="color:#3168b9;">periodically</span>."
* <span style="color:#3168b9;">The Lifesteal Dolls</span> will copy the appearances of your characters and appear at the center of the field, as shown below.

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5) Final Evolution 2: "Devour Black: Every <span style="color:#3168b9;">10s</span>, Voodoo creates a doll with an aura close to the character. When being inside the aura for <span style="color:#3168b9;">6s</span>, the doll will be wrecked and continuously shoot lightning bolts at the character."


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Revision as of 06:37, 21 May 2023

Choose the difficulty level that best suits you. Build your team accordingly and keep trying to push it through the limit!

  • You can challenge the rerun of Babel Tower/Eternal Engine Babel Tower.
  • The current babel tower has 3 stages.
  • Each stage has unique mechanics.
  • You can send 3 different teams to challenge a stage.
  • If the challenge is a success, your characters become locked.
  • Delete Logs to unlock your characters.
  • Each stage has 5 difficulty levels.
  • The Strategic Level increases as the difficulty level increases.
  • You can select Affixes before playing a stage.
  • The Affixes will increase your score.
  • You may only select 1 Affix of each type.
  • Some Affixes are only unlocked at a higher difficulty level.
  • Environment Details will show you important details of the stage Mechanics.
  • Challenge Details will show you all the Affix effects of the current stage.
  • You can spend Support Points to select Support Buffs.
  • After you have configured your team, you will receive Support Points.

Stages

Team Requirements for Support Points:



Deploy 1 Tank Omniframe (+5).



Deploy 1 Uniframe (+5).



Deploy 1 non-Elemental Frame in the team (+5).




Support Details:



Refinement - Crit: Activating any device will grant 30% CRIT Rate to the players within range for 10s.



Refinement - Heal: Activating any devices restores 5% HP to nearby allies per second for 10s.



Refinement - CD: When all devices are activated, the cooldown is reduced from 60s to 40s.




Environment:


1) Strong Ox: While Super Armor is active, Ox has more Resistance.


2) Blinking Mine: There are Blinking Mines on the field. Matching 3-Pings next to a Mine will activate the Mine.


3) Dragon Breath Device: There are Dragon Breath Mines on the field. Matching 3-Pings next to such a device will activate it.

  • Dragon Breath Device: Summons dragon breaths to attack enemies, significantly reducing their Super Armor and increasing their damage taken.


4) Strength of Ox: While "Super Armor is active, Ox has significantly more DEF. Also, at less than 60% HP, Ox goes Berserk.

  • Berserk: Its attacks send shockwaves and it cannot be knocked down. Also, it ignores Matrix, but significantly loses all DEFs.
Team Requirements for Support Points:


Deploy 1 Lv.40 or higher member (+1).



Deploy 1 member with 6,000 BP (+1).



Deploy 2 Omniframes (+1).




Support Details:



Untouchable: Characters recover Dodge more quickly.



Self Heal: Characters on the field recover 3% Max HP per second.




Environment:


1) Defensive Phase: At 85% / 60% / 30% HP, Voodoo enters Defensive Mode with minions coming from 2 Portals that, when within 5m of Voodoo, are absorbed by Voodoo. Defensive Mode greatly raises DMG Reduction and clears Evolution effects.

  • Black always spawn from the Red Portal. White always spawn from the Green Portal.


2) The First Round of Evolution: Devour White: Emits poisonous gas continuously within 5m. Chracters within range take DMG per second. Devour Black: Characters are poisoned and take DMG over time. Being within 5m of Voodoo will clear the poison.


3) The Second Round of Evolution: Devour White: While in Bird Form, before each attack, Voodoo strikes lightning at the characters on the field. Devour Black: While in Beast Form, before each attack, Voodoo strikes lightning at the characters on the field.


4) Final Evolution 1: "Devour White: Voodoo creates Dolls. When a Doll has less HP Percentage than the characters on the field, it steals HP from them to heal itself over time. A Doll takes damage periodically."

  • The Lifesteal Dolls will copy the appearances of your characters and appear at the center of the field, as shown below.


5) Final Evolution 2: "Devour Black: Every 10s, Voodoo creates a doll with an aura close to the character. When being inside the aura for 6s, the doll will be wrecked and continuously shoot lightning bolts at the character."

Team Requirements for Support Points:



Deploy 1 Lv.40 or higher member (+1).



Deploy 2 Constructs (+1).



Deploy 1 member with 6,000BP (+1).




Support Details:



Wings α: When hitting enemies with Red Orbs, increases the DMG dealt by 6 / 4 / 2% (up to 30%) based on the number of orbs pinged. 5s cooldown. Switching the member will reset this effect.



Wings β: When hitting enemies with Blue Orbs, restores 20 / 10 / 5% HP (12 / 8 / 5s cooldown) based on the number of orbs pinged.



Wings Δ: When hitting enemies with Yellow Orbs, gains Super Armor and receives 20% less DMG for 5s. 7 / 8/ 10s cooldown for a 3 / 2 /1-Ping.



Graceful Bounty: Gains 4 random Skill Orbs and becomes immune to falling for once after performing Signature Move. 18s cooldown.




Environment:


1) Phase I - Judgement: Machivelli will summon 2 Iron Thorns for every 25% HP lost. The Iron Thorns will destory the platform in 35s.

  • Iron Thorn:


2) Agent of Willpower: Machiavelli will create a Mirror Image to protect Iron Thorns while in the Judgement phase.

  • Mirror Imgae: Randomly summon a Mirror Image - Violence/Law. The Mirror Image cannnot be locked on or destroyed.
  • Mirror Image - Violence: When dealing DMG, reduces the duration of the Judgement phase by 1s and has a chance to Burn the enemy for 4s.
  • Mirror Image - Law: When dealing DMG, reduces the enemy's speed for 4s and has a chance to imprison them for 2s.


3) Phase II - Purge: After being defeated, Machiavelli will revive and create a Mirror Shard for every 15s. The Mirror Image will imitate Machiavelli's attack pattern.


4) Cognitive Overload: When ther are 3 shards, 1 of them will turn into an Enhanced Mirror Image. The more shards/Mirror Images exist, the weaker Machiavelli will be.

  • Enhanced Mirror Image: Randomly summons up to 2 Enhanced Mirror Images - Violence/Law. They cannot be locked on or destroyed.
  • Enhanced Mirror Image - Violence: When dealing DMG, restores Machiavelli's HP and has a chance to Burn the enemy for 5s.
  • Enhanced Mirror Image - Law: When dealing DMG, affects the target's movement for 4s and has a chance to imprison them for 2.5s.

Rewards