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* Keep Constructs and enemies as close as possible to stage mechanic relevant objects. |
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* Keep Constructs and enemies as close as possible to stage mechanic relevant objects. |
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* It is recommended to select weaker Constructs with less features that are still effective in earlier stages if the Player is unsure about what Constructs to reserve for later stages. |
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* It is recommended to select weaker Constructs with less features that are still effective in earlier stages if the Player is unsure about what Constructs to reserve for later stages. |
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{{Header Notch|Assault: Perturbation}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Stage!!Description!!Recommended Abilities |
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|Assault 01||N/A||N/A |
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|Assault 02||1. Every 30s, the enemy gains a shield that lasts 20s. If player character fails to break the shield within 20s, the enemy will gain 3 stacks of Assault, up to 15 stacks.<br>2. If the player character successfully breaks the shield, the enemy will take 40% more DMG within 15s and lose all the previously gained Assault stacks. At the same time, the player character will gain 2 sets of random Signal orbs.||Attacker (Can deal damage efficiently)<br>Burst (Can deal heavy damage in short-time) |
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|Assault 03||1. Enemy characters take 30% less DMG from the front.<br>2. Enemy characters take 50% more DMG from the back.||Tank (Enhances Armor, grants Super Armor, and resist 50% damage)<br>Attacker (Can deal damage efficiently) |
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|Assault 04||1. The enemy will switch between forms after taking a certain amount of damage, gaining Melee DMG Reduction and Ranged DMG Reduction in the two forms respectively.<br>2. When the enemy has Melee DMG Reduction, it takes 60% more Ranged DMG. When the enemy has Ranged DMG Reduction, it takes 60% more Melee DMG.||Attacker (Can deal damage efficiently)<br>Ranged Damage (Can deal ranged attacks against enemies) |
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|Assault 05||1. Before ally characters reach 100 combo, their attacks can only deal 1 DMG to the enemy. Once the combo reaches 100, the damage will return to normal and increase by a further 100% for every 100 more combo landed.||High Frequency Attack (Can perform high frequency attack) |
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|Assault 06||1. There are 4 Energy Towers on the field that grant the enemy HP Recovery and ATK Bonus. Once your characters deal enough DMG, the enemy will destroy 1 Energy Tower and shut down the others for 10. They will also be Stunned for 5s and take 50% more DMG.<br>2. When the enemy takes Lightning DMG, the DMG Gauge accumulates 10 times faster than other Elements.||Attacker (Can deal damage efficiently)<br>Elemental Damage (Can deal elemental DMG) |
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</div> |
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{{Header Notch|Support: Resonance}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Stage!!Description!!Recommended Abilities |
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|Support 01||1. When an ally has caused excess healing, they will deal True DMG equal to the excess healing amount x700 to the enemy target. Ally characters in this stage will lose HP over time.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Support 02||1. Whenever an ally unit has a shield, they will gain 30% ATK Bonus. If the shield is lost, the ATK Bonus will disappear after 10s.||Shield (Can give your members shields) |
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|Support 03||1. When the HP of an ally character falls below 70% of their max HP, their DMG reduces by 50% and movement speed reduces by 20%. Ally characters in this stage will lose HP continuously over time.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Support 04||1. The enemy has DMG Reduction. When the enemy is knocked away, they will take True DMG continuously while they are airborne.||Control (Can control the enemy) |
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|Support 05||1. When the enemy has received a certain amount of Ice DMG, they will become Frozen. Using Fire Attacks against Frozen enemy target will deal massive True DMG to them.<br>2. When the enemy has received a certain amount of Fire DMG, they will become Burnt. Using Ice Attacks against Burning enemy target will deal massive True DMG to them.||Attacker (Can deal damage efficiently)<br>Elemental Damage (Can deal elemental DMG) |
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|Support 06||1. A fixed Amplifier will provide ally characters with 30% ATK Bonus. It can also be healed by ally characters. The enemy will prioritize attacking this device. If the Amplifier is destroyed, ally characters will take DMG over time.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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</div> |
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{{Header Notch|Balanced: Twinstars}} |
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<div class="striped_row"> |
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{| class="wikitable" style="text-align:center; width: 100%;" |
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!Stage!!Description!!Recommended Abilities |
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|Balanced 01||1. Whenever an ally unit has dealth Dark DMG to the enemy, a fixed device in the center of the field will charge up. When fully charged, the device will create a black hole to pull all enemy targets in and increase their Dark DMG taken by 60%.||Elemental Damage (Can deal elemental DMG) |
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|Balanced 02||1. The enemy will start a 10s countdown and deal massive DMG to the currency player character on the field at the end of it. If sufficient damage is dealt to the enemy within 10s, the character will avoid this damage and gain an ATK Bonus instead.<br>2. If the enemy has not received enough damage at the end of the countdown, the player character will take damage equal to 50% of their max HP.||Burst (Can deal heavy damage in short-time)<br>Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Balanced 03||1. Every 40s, the enemy will become static for 10s and damage all ally characters for a total of 150% of their max HP over time. While channeling this attack, the enemy will also take damage equal to 15% of their max HP.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Balanced 04||1. There are 4 enemy targets on the field. After one of them is defeated, if there are still other enemy targets remaining after 30s, this unit will revive with 50% of the original HP left and their Finisher Gauge will also by only half as long.<br>2. After a Uniframe executes an enemy, ally characters will gain an ATK Bonus for 20s, and the enemy's revive countdown will also be reset.||Vanguard (Can deal damage efficiently) |
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|Balanced 05||1. There are 2 enemy targets on the field. If one loses all Super Armor, both enemyes will take DMG equal to 10% of their max HP, and the target without Super Armor will eb Stunned for 10s. The enemy's Super Armor bar will slowly regenerate overtime.||Tank (Enhances Armor, grants Super Armor, and resist 50% damage) |
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|Balanced 06||1. There are 3 enemy targets on the field, all of them have three types of buffs. When any of the enemy target is executed by a Uniframe, other remaining enemy targets will lose one buff.||Vanguard (Can deal damage efficiently) |
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|Balanced 07||1. When the enemy unit deals DMG to an ally unit, 20% of this DMG will be projected to another ally unit.||Support (Boosts restoration efficiency and Synergy Energy recovery speed) |
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|Balanced 08||1. The enemy gains Red, Blue and Yellow Orb immunity in chronological order, with a 1 min interval between two buffs. The enemy takes increased DMG from Basic Attacks and Signature Moves.||Attacker (Can deal damage efficiently) |
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</div> |
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{{Header Notch|Event Missions}} |
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{{Header Notch|Event Missions}} |