I haven't decided how I want to structure pages/navigation yet (open to opinions). What I'm envisioning is a main Stronghold page with links to each mission on its own individual page. Each individual page would have 3 tabs for each of the 3 stages in that mission, and all 5 battles (or fewer) would be displayed one after the other, with enemy waves within each battle nested in their own tabs as they are now.
The bili wiki currently places all 3 stages on the same page, then has tabs for each battle and nested tabs for waves within each battle, which condenses the page length but makes it more annoying to navigate imo. Again, open to opinions.
Other Notes on Prototype
Feel free to make any aesthetic or layout changes you think will make the page look or flow better, there's some minor things that irk me (e.g. the black borders around the enemy & buff template), but I don't feel qualified to touch any of that since most of my coding experience is backend-focused.
Related to the above, I didn't take mobile into consideration at all when throwing this together, please make any changes you want to that end.
Right now the naming hierarchy is Mission (e.g. Stronghold 16) > Stage (e.g. Stronghold 16-1) > Battle (e.g. Stronghold 16-1 first fight) > Wave (for multi-wave battles).
The game uses "Stage" in the Stronghold Operation tutorial info-image (for the stage, not the mission), so this matches what's used in-game
The game uses the term "Stronghold" for what I'm currently calling a "Battle". This isn't named anywhere specific, but this can be seen on the loading screen in-between battles as the game loads the next one. I didn't go with this because it's confusing af. The term "Battle Team" is used on the team formation screen prior to starting a stronghold stage, so that's why I went with "Battle" instead.
All buff descriptions use the in-battle text descriptions (the ones you see when you click on the buff icons under enemy HP bars). All formatting inconsistencies have been preserved. These buff names and descriptions are a mess honestly, Kuro can't standardize on specific buff names and descriptions.
Destiny Debuff icon is used as placeholder for buff/debuff icons that don't exist in the wiki yet (not relevant for stages before 17-3)
Kuroro enemy icon is used as placeholder for enemies that don't exist in wiki yet (not relevant for stages before 17-3)
Stronghold 16-1
Stage Planning Tips
Battle 5 features 3 Terrapods with raised aggressiveness and high Extra DMG Reduction. Bring your most damaging and/or most survivable team to this fight.
Other Tips
Battles 1 & 3 feature a few units with high Elemental Resistance, it can help to bring either Physical units or strong Elemental units here
Battle 2 features 2 Hanged Men III with Rigid Body, it can help to bring units with high hit-count attacks here
Battle 4 features 1 Moyuan with immunity to Matrix, it can help to bring a survivable team here, but this should not take precedence over Battle 5
Bomb III Leaves a bomb that deals 60% Physical DMG upon death.
Barrier III Receives a permanent shield equal to 35% of current HP. Becomes immune to attacks while the shield is active. Removes the shield after taking a certain amount of DMG. It will reactivate in 15s.
Bomb III Leaves a bomb that deals 60% Physical DMG upon death.
Barrier III Receives a permanent shield equal to 35% of current HP. Becomes immune to attacks while the shield is active. Removes the shield after taking a certain amount of DMG. It will reactivate in 15s.
Berserk III Attack Speed increases by 100%. Has a 40% chance to deal an additional 33% Physical DMG when attacking.
Flash III When being far away from the target, teleports to a spot nearby. Has a cooldown of 6-8 seconds. The further the teleport distance is, the shorter the cooldown becomes.
Berserk III Attack Speed increases by 100%. Has a 40% chance to deal an additional 33% Physical DMG when attacking.
Flash III When being far away from the target, teleports to a spot nearby. Has a cooldown of 6-8 seconds. The further the teleport distance is, the shorter the cooldown becomes.
Penetration III Reduces 5% of the target's Extra DMG Reduction when dealing DMG. Can be stacked up to 10 times. Each stack lasts 10s.
Barrier III Receives a permanent shield equal to 35% of current HP. Becomes immune to attacks while the shield is active. Removes the shield after taking a certain amount of DMG. It will reactivate in 15s.
Penetration III Reduces 5% of the target's Extra DMG Reduction when dealing DMG. Can be stacked up to 10 times. Each stack lasts 10s.
Barrier III Receives a permanent shield equal to 35% of current HP. Becomes immune to attacks while the shield is active. Removes the shield after taking a certain amount of DMG. It will reactivate in 15s.
Lightning Shield III When attacked, has a 15-25% chance to unleash a lightning strike at the attacker's location, dealing 30% Lightning DMG. 2s cooldown. The farther from the target, the higher chance it will be triggered.
Dominator Immune to Matrix and limiting effects of Signature Moves
Flame III Attacks deal an additional 20% Fire DMG and have a 20% of chance to inflict Burn, dealing 20% of Fire DMG per second for 3s.
Berserk I Attack Speed increases by 33%. Has a 20% chance to deal an additional 33% Physical DMG when attacking.
Battle 5
The Terrapods in Wave 2 spawn off-field along with Wave 1, and will attack you from range. They cannot be targeted until Wave 1 has been defeated, at which point a ramp will spawn that gives you access to the lower level they are on.