Norman Revival Plan/Guide

From GRAY RAVENS


Guide


Recommended Energy Fields and Modules for Teams

The following are recommendations only! Feel free to change around the modules or fields if you happen to have more success with others. Please refer to the Team Comps page for recommended units and placement.

Recommended
Constrict

30% chance to deal 125% DMG and stun the target for 2s after a 3-Ping. 10s cooldown. Cooldown is determined separately for each character.

Energy Module Effect
Stimulation Deals 20% more DMG against stunned enemies

Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Stimulation Each dodge grants an 18% Extra DMG bonus for 5s. Cannot be stacked. Duration will reset every time it is triggered.

Recovery

Enters a "recovery" state for 8s after a 3-Ping. Recover 1% HP every second. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Convergent Deployed members gain an Extra DMG bonus based on current HP (26% up at 100% HP).
Recommended
Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Diversion Switching members will fully restore the Dodge Gauge and grant an Extra DMG bonus of up to 25% based on the Dodge Gauge percentage for 10s.

Turbulence

Generate a random number every 15s and gain the according effect: [0-24] DMG from spending Signal Orbs +30%; [25-49] Signature DMG +30%; [50-74] Basic Attack DMG +30%; [75-89] Trigger the above effect; [90-98] Character DMG -50%; [99] Deduct 100% HP from the current character.

Energy Module Effect
Diversion During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to 40%, resetting once it hits 21. The total number increases by 1 every 10s (switching members resets the timer).
Recommended
Preparation

Enters a "Preparation" state for 5s after a 3-Ping. Dealing DMG in this state will lower the switching cooldown by 0.5s. Effect triggers in 1s intervals. Each trigger refreshes the timer on "Preparation".

Energy Module Effect
Stimulation 1/3 of the total number of Signal Orbs pinged by the current member will be granted to the next character switched in (rounded up).

Turbulence

Generate a random number every 15s and gain the according effect: [0-24] DMG from spending Signal Orbs +30%; [25-49] Signature DMG +30%; [50-74] Basic Attack DMG +30%; [75-89] Trigger the above effect; [90-98] Character DMG -50%; [99] Deduct 100% HP from the current character.

Energy Module Effect
Diversion During battle, use a special form a buff calculation for switching members. Upon switching members, randomly receive 1-6 and increase the incoming member's DMG accordingly by up to 40%, resetting once it hits 21. The total number increases by 1 every 10s (switching members resets the timer).

Matrix

After a 3-Ping, inflict the target with "Freeze" (triggers once per second). Each stack decreases Movement Speed by 10%. After 5 stacks, trigger Matrix and remove stacks. Cooldown is 5s.

Energy Module Effect
Stimulation 35% of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
Recommended
Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.

Matrix

After a 3-Ping, inflict the target with "Freeze" (triggers once per second). Each stack decreases Movement Speed by 10%. After 5 stacks, trigger Matrix and remove stacks. Cooldown is 5s.

Energy Module Effect
Stimulation 35% of DMG dealt in Matrix will be inflicted on the target when Matrix ends. (Damage Reduction available)
Recommended
Rip

Enters a "Shadow Dance" state for 8s after a 3-Ping. In this state, all DMG will follow with 15% additional DMG that will be added to the combo. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains a bonus by reaching a certain combo count:

50: Deals 500% area DMG.
75: Gains 30 Energy.
100: All members gain 3 Signal Orbs of the same color.
150: Gains "Immovable"
200: Increases DMG by 40% for 8s.


Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.
Recommended
Recovery

Enters a "recovery" state for 8s after a 3-Ping. Recover 1% HP every second. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Convergent Deployed members gain an Extra DMG bonus based on current HP (26% up at 100% HP).

Gravity

Enters an "Overload" state for 6s after a 3-Ping. Obtain 1 random Signal Orb and increase Movement Speed by 30%. Cooldown is 15s and is determined separately for each character.

Energy Module Effect
Stimulation Gains an 8%/18%/25% Extra DMG bonus for 8s when moving more than 10/15/20m. Cannot be stacked. Switching members will reset the effect.

Camouflage

Recovers Dodge Gauge by 200 after a 3-Ping.

Energy Module Effect
Stimulation Each dodge grants an 18% Extra DMG bonus for 5s. Cannot be stacked. Duration will reset every time it is triggered.

Tips

General Tips

  • Combat points generation and ore collection happen each day at the same hour in which the Combat Phase was originally started. This may not be the same time as the daily reset so make sure you check!
  • Players that are able to clear Pioneer Battle's 4th Mine with less than 400 Electricity should choose Pioneer over Regular Battle, as doing so will net 200 Black Cards (with a max of 300/400 Black Cards), greater than the 200 maximum Black Cards possible in Regular Battle.
  • To obtain the maximum amount of Tantalum Ore, the player needs to complete the first 3 Mines on the first day of Battle Phase, then clear the 4th Mine on the second day, and finish the 5th Mine on the third day. Players that are unable to clear the Mine's "Deep Hive" should still do the "Resource Stages" in order to obtain their Autonomous Miners for more Tantalum Ore.
  • Players can utilize the same memory sets, especially Da Vinci sets, as well as CUBs and weapons by challenging with one team at a time (clicking the Blue Challenge button next to each team). Players will be able to swap memories, weapons, and CUBs from the successful teams to other characters before resuming the challenge.
  • Players can use as much Electricity as desired for any stage outside of Deep Hive. Challenge mission only take into account the Electricity used when challenging Deep Hive, allowing players to max out Add-ons to clear the buff stages faster.
  • The fastest way to clear a Mine is completing the Deep Hive first, as it automatically clears every other stage in the Mine.
  • Players can use Prolonged Combat to delay for more than 1 day, allowing them to clear the last Mine at a later day without missing out on rewards.
  • It is highly recommended to use Electricity to enhance the weakest teams, and only boost ATK if aiming for the challenge missions.
    • Players can reallocate Electricity by resetting a team's stage if they find one stage to be easier than the other.
  • If a player does not have an element's team, support characters can be used and teamed up with an off-element Healer and Tank. The support character will serve as the main DPS, being on-field for most of the fight.
  • Equipping redundant gear on characters stationed at the Power Station maximizes Electricity gain. Fully built SSS/SSS+ characters will net you an extra 120 to 200 Electricity to use.
  • Players should clear all the Mines (except Cloud Mine) if possible, even if done on the last day of Battle Phase, as the reward missions provide 6★ Weapon Resonance Shards regardless of Electricity used.

Specific Tips

  • Players should equip Yuan Ye in the physical stage of Bollie Mine, as the boss (Sharkspeare/Rosetta) can be stunned to help hold them in place.
    • Since the physical boss can be stunned, it is recommended to use the Constrict Energy Field if available to maximize damage output.
  • When fighting against Hetero-Hive Mother in the ice stage of Bollie Mine, parrying deals majority of the damage. Those who can reliably parry the attacks should allocate Electricity to their other teams as the damage dealt from parrying is fixed.
  • Similarly, Uniframe stages usually do not need Electricity as Finisher Gauge depletes the most from Speed Attacks and Parries.
  • Each point in an Add-on will provide 50 BP per character, and 150 BP for the entire team. This counts towards Perfect Tactics, regardless of which team it is allocated to. For Bollie Mine, this means an extra 30 average BP, and for Cloud Mine, this means 25 average BP added.
  • Environmental Attacks (Flames, Laser, Dark Explosion) can be used to trigger Matrix and can help boost DMG output in certain situations.
    • Leaving the Lightning Shield enemy buff can sometimes be beneficial as it can be used to trigger matrix and acquire dodge-related buffs (such as Frederick and Camouflage)
  • It is recommended to use Time-Stop Calculation abilities as much as possible, this will delay both the stage time limit and timed debuffs.
  • Rip - Stimulation as the Energy Field and Module is highly recommended for Dark team as Luna: Laurel, No.21: XXI, and Karenina: Scire can all stack combo extremely fast, resulting in easily obtainable buffs.