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Awakened Ability - Attack increased by 1. I don't know why I would expect them to be more of a flat chest type. Completing a map with a completion reward by getting all the drops of that map. Awakened Skill: For 30 seconds range is decreased, however attack is increased by 1. In all but two cases a Rogue will carry the 'Assassinate' skill. Awakened Ability: 15% chance to launch two arrows per attack. Will net you a one time only Silver unit. If you are looking for a black and platinum combo. When should I start doing the Dailies? When acquiring this units awakened skill she loses access to her 50% damage reduction from all non-magical sources.

You may have to before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. Membership is free and once you logged in as member you can remove advertisements. So quickly and join our friendly community. In Aigis both versions there are 4 ways to acquire units. Completing a map with a completion reward by getting all the drops of that map. Will net you a one time only Silver unit. Trading Demon Crystals for Units in the Trading Post. Demon Crystals can primarily be obtained on the Thursday Daily mission and some special maps 3. Premium Summon: Use 5 sacred crystals to summon a unit of silver or higher rarity. Events What are my chances of pulling something out of a Shrine? Specific unit you'd have to ask about. They should have the same chance of popping up unless something in their rarity tier is on the spotlight. For example right now Return of the Dragon Princess patch you have a. Premium Unit Summons Black: 3% Platinum: 10% Gold: 37% Silver: 50% Rare Unit Summons Black: 1% Platinum: 2. No, you should never feed your silver units without certain condition being met. We do not have an easy way to obtain silvers without extremely good luck being involved 2k Summon. Doing this could cripple you for months unless you are planning to spend money on this game to replace those silver units. Even then if you are planning on spending money it shouldn't be to replace silvers you fed to your other units for no reason. Silvers are used to Class Evolve CC your units into more powerful versions of that class. This is extremely important to completing the more difficult maps. Even then do not go overboard trying to reach the maximum cost reduction or skill level. This is not needed for new players. The only reason to CC at level 30 is for Awakening fodder purposes not yet available on Nutaku. However it would take you a long time to get to that point so.... CCing at level 30 just causing you to lose out on 20 levels of stats. Are silver units useful at all? You know besides CC and Awakening? Yes, there are several maps will require you to place lower cost units to deal with various things. A team of nothing but the strongest units may be nice, but that comes at the cost... The stronger and more role filling the unit is the higher the cost. You can simply lose some maps because you could not get units out fast enough to deal with everything. I can't complete the levels! This game is too hard! Aigis is a slow paced game it will take you a long time to complete it. For now you should be aiming at. In order to get her you have to pass the tutorial. Note that completing these maps will net you a bonus silver units which will make your life much easier 2. When should I start doing the Dailies? Maribelle : -1: 100%; -2: 50%; -3: 25%; -4: 25%; Special Unit e. Odette : -1: 100%; -2: 50%; -3: 25%; -4: 25%; -5: 25% Time Fairy Rare event fairy : Always 100% chance to reduce cost Where do I farm for things I need outside of silver units? Newbie Farming: While these maps may not be the best they allow you to place your units and go afk without worry. They are also the go to maps if you cannot do what is listed below. Do the highest one you have access to. Experience Farming: Leveling yourself, your girls, and for those of you that keep them around to leer at your women... Which in turn levels those two unit slower then focusing on them. When focusing on experience, gold, and unit experience. Remnant Vanquish 3 will allow you to do almost all of the above albeit slower. The price of being jack of all trades it seems. In terms of unit experience it will give you 4 less experience per charisma then the standard of Return to Ruins and Remnant Vanquish 1 in the case of bandits. While only giving you. In terms of gold per charisma it is 22. TL; DR Do Remnant Vanquish 3 if you are trying to level yourself, your units, and keep some gold in your pockets. Affection Farming: This is just a choice which fairy you need the most. If you need the higher rarity as well as gold run the higher rarities map. If you are looking for a black and platinum combo. You'll have to make it to womens battle 3. Other Notable Info You can turn spare gold units into what I've been calling platinum armor+. This was brought up to me by another player. By leveling male gold units you do not intend to use to 30CC20. This will result in 9000 experience when combined with 3 fairies. This is confirmed to work with a male gold unit. It seems doing this with a female unit will result in around 6000 experience. Monday Daily can net you a lot of gold and experience, Wednesday Daily can net you a lot of affection, and Thursday Daily can get you strong units from the trading post. Remember to farm each of these with Monday and Thursday being the most important. Also remember that you can save stamina and charisma before the daily comes to get extra goes of that specific daily. Monday In regards to this daily it is most efficient to farm the highest difficulty you can. If you happen to has access to Cellia this changes. Cellia makes the most efficient map to farm E not H. This is only a slight difference though. Early on you should avoid doing or focusing on these maps. You won't be needing a ton of fairies until later when you are planning to get units past level 50. Wednesday Skyfallen Gift A Toast to Men In regards to this daily it is most efficient to farm the highest difficulty you can. Thursday In regards to this daily it is most efficient to farm the highest difficulty you can. Are bronze units useful for anything outside of fodder? Obtain these Sacred Crystals should take you at least 10 days which will give you 2 more Sacred Crystals from stamp card. Now that you have these 45 Sacred Crystals you have a choice to make. You can skip this next step in favor of getting to the point you can get the units you truly wish faster, or you can do the next step and potentially make event maps As well as other maps easier which will become your primary source of Sacred Crystals from this point onward. Now assuming you choose to make events easier instead of getting to units you want faster. You will now go on your first premium roll spree. Assuming Aigis does not hate your shirt that day aka the average you will obtain from your 9 rolls... You are extremely lucky if you got a black unit out of these rolls. However your gold and platinum if you got one will serve you well. If you got Christopher in this group of silvers keep him. You'll need him later, and we do not have easy access to him. Note: If you do not mind remaking your account roll when you get 5-20 SC. If you do not get units to your liking remake the account and do it all over again until you do. Now that this initial boost of units is done we shall begin the period of saving. You will want to save a total of 100 SC that you get from events and the stamp card. Know that you will want to stay as close to this 100 SC as possible. If you are ever under this amount save until you are back to it. Now there is a reason for this madness. There are two types of events that will require you spend SC to get a perfect unit from it. Unless you are just a lucky bastard. In which case go play the lotto this guide is now invalid for you. These two event types are farm and collection. Farm requires you farm a map for the event unit to drop. While collection requires you to farm the event maps for a specific item. The more of this item you get the better the event unit will be when you receive it at the end of the event. However, this is not why I am having you stockpile such a vast amount of SC. Only 40-50 of those SC are for events. The other 50-60 are for premium rolls at specific points in time. Now for what I'll have you do next I suggest you go read my unit class guide. This will give you knowledge of what a class does, and will help you in deciding which of those classes you actually wish to use. After understanding the different class what we have now, and what we will have in the future go to these two links. Now include every unit class and choose up to 10 platinum and up to 10 gold units you'd eventually like to pull out of summons Note: The ones with stars next to their names are gotten from outside of summons. The reason you are not allowed to choose a black unit is do to their rarity. No amount of preparation or timing will ever ensure you get what you want from there. Now when one of these twenty units are on the summon spotlight. You will roll 50-60 SC 10-12 rolls to attempt to get them. This will give you the best chance of obtaining the premium unit you wanted. If you happen to get the unit you wanted out of the first few rolls feel free to either save for the next spotlight or spend to get another copy to CR and SU the rest of the SCs. Afterwards get back to that magical 100 SC point. However, note that you will still roll on that units next spotlight. You may be wondering 'what do I do with the extra SC I get when I am at the 100 SC point already? Do I just save them? You want to spend that excess on box expansion in the shop. It is one SC per 4 space. You can buy this a total of 35 times. Once you buy all the expansions you can. You should get access to the 'second barracks' Not yet implemented. It is simply a storage for units you do not plan to use immediately you cannot interact with units in the second barracks until they are taken out. You will save up the 30 SC to buy this as well. So you'll need a lot of room. After completing your storage expansion you now have one of three options. The first is that every time you get 5 extra SC you take your chances and premium roll; you save them until a spotlight of one of the selected twenty you choose to increase your chance of getting them; and finally you now select five black units you are interested in, and that excess goes to their spotlight whenever they happen to get one if at all. Here is the link to decide on your five priority black units. Addendum For those of you who wish to be more 'certain' on what you are going to get out of your SC. I would recommend completely skipping ever doing premium rolls after the initial few Those few really help. This way you only need to have 40 SC stockpiled. You get to your 'needed' point faster, Can expand your 'barracks' sooner, and generally be less stressed. Experience Table Well one 90% of the time currently you shouldn't be using silver or gold units as fodder, but that won't stop some. If you have to CC the fodder unit to be able to provide a SU opportunity. Such as Julian to provide SU to Aria or Katie. Bring the unit to 30CC20. If they do not need to be CC in order to provide that SU. Bring the unit to 10. Do not go above either as it is a waste from that point forward, and always remember to use fairies. The first is the name sake of this tag Anti-Rush units. They deal with units that love to rush in one by one. They normally have fast attacks speeds. The second is Anti-Swarm units. They deal with units that come in large groups that need to be dealt with, and would normally otherwise just leak by as they are not killed fast enough or blocked. The third is Anti-Zerg these are units specifically meant to deal with rushing swarms early in maps when unit points are tight. However they may be able to kill enemies fast enough to serve in an Anti-Rush role. While allowing ranged units to deal the damage to kill enemies they tank. They can never block any units. Basic: The base units of the game. Damage Type: Physical Blocks: 1 Role: Anti-Rush, Ganker Description: Units of this class are low cost, single target, short term duelist with a fast attack spped. They can't serve as a traditional duelist due to their frailty. Meaning they cannot take a heavy shot to the face all that well. However their saving grace is their ability to completely avoid taking damage from a single attack by dodging it. This makes them one of the better choices when fighting against enemy units that can paralyze your team. In all but two cases a Rogue will carry the 'Assassinate' skill. This allows them to be potential answers when having problems with a troublesome unit that you just have no answers for by instantly killing them. When awakened all rogue gain a permanent version of 'Assassinate'. Those who have the skill still however, will have an increased chance to assassinate while it is active. Damage Type: Physical Blocks: 1 Role: Duelist, Ganker Description: Units of this class have some of the highest health point values in the game. However they have low defenses so if you notice them taking to much damage you will need to switch to another duelist such as a Valkyrie or a tank such as a Heavy Armor. With that said they are the 'basic' duelist of choice for dealing with enemy boss units that have high armor and magic resistance. They are especially good against mages due to their high health pool, and the fact Mages ignore defenses. When awakened, they deal 50% additional damage to armored enemy units. Damage Type: Physical Blocks: 1 Role: Duelist, Ganker, Ramp Description: Units of this class have the inherent ability to give you one unit point whenever they land the killing blow on a enemy unit. This allows them to act as a godly ramp units, when used on a map with a lot of little easily killed enemies. They are the 'basic' go to unit when dealing with low armor, high magic resist enemies and bosses. For starting players this unit class is more then likely your go to unit for magic resistance. Damage Type: Magical Blocks: - Role: Rear Description: Units of this class are one of your 'basic' magic damage dealer, and through the use of the classes inherent ability to slow the unit they are attacking; your 'basic' crowd control and anti-armor units. Like Archers they prioritize flying units, and will attack those closes to the exit first. When awakened, they will slow the unit they are attacking even more. This allows them to serve as an excellent Anti-Rush units They have a high unit point cost; so they cannot act as early response on most maps , and an okay Duelist. The reason they are an okay duelist is because their defensive stats are not all that great for fighting two non-fodder enemies at once without putting a strain on your healers. However if given proper support they can become an excellent Duelist as well. Damage Type: Physical Blocks: 1 Role: Anti-Rush, Assist Description: Units of this class are your 'basic' ranged attackers that are outside of the Rear role. They are able to give additional ranged damage from a non-ranged slot. The is useful on maps where your ranged slots are taken up by mostly healers, and you need more damage to kill off swarms and bosses. However despite being ranged they do not prioritize flying units like the other ranged attackers. Damage Type: Physical Blocks: - Role: Rear Description: Units of this class are ranged physical attackers meant to be able to deal damage to heavily armor units. They have a longer range and hit harder then Archers, but this comes at the cost of slower attacks. As a warning to newer players; normally a pirate is not going to be a unit you wish to use. Their saving grace in most cases are their skills. Advanced: These are units that have more mechanics then those listed as basic, and in some cases are Hybrids of those in the Basic listing. Damage Type: Physical Blocks: 1 0 Role: Anti-Rush, Duelist, Ramp Description: Units of this class are similar to that of the Valkyire class. However they do not have the stats to deal with bosses or give you units point when they land the killing blow on a unit. What they have over Valkyrie is a skill all units of this class have in some form. When active their skills allow them to 'fly' on their Pegasus for the duration; allowing all enemy units to pass under them. While in the air they deal area of effect damage to all units within their range. This is useful for when swarms get to large to handle one by one; or when they are about to die. You can just activate their skill instead, and let the enemy through instead of withdrawing them. Damage Type: Physical Blocks: 2 Role: Duelist, Tank Description: Units of this class are designed to be able to tank magic damage dealers like a Heavy Armor would tank physical; while also keeping their ability to tank physical damage dealers. This comes at the cost of being able to tank 1-2 less units then the traditional tank. In addition all Dark Fighters have skill that lower all enemy attacks to varying degrees. Damage Type: Physical Blocks: 1 Role: Duelist, Ganker Description: Units of this class are arguably the best units to deal with low damage, high health or high damage slow attack , low health enemy units. This class has the inherent ability to increase their attack power as they take more damage. When they are lowered to 50% of their max health their attack is doubled; When they are lowered to 30% of their max health their attack is tripled; and Finally when they are lowered to 10% of their max health their attack is quadrupled. This allows their attacks to become devastating. In addition to this each member of this class has either a self heal, ability to cheat death, or become an immovable wall. Damage Type: Physical Blocks: 2 Role: Anti-Rush, Ganker Description: Units of this class have high attack, and have the inherent ability to avoid attacks like rogues. However, due to low defense in combination with being able to block two units; they cannot really serve as a duelist. They can serve as a ganker, but you have to be extremely careful when using them to gank due to same reason that makes them bad duelist. Damage Type: Physical Blocks: 2 Role: Duelist, Ramp, Support Description: Units of this class are like Soldiers, but with a higher cost and better stats. However where they shine is in their ability to provide boost to your other units through their skills and abilities. They have the inherent ability to reduce the deployment cost of your other units by 1; or 2 if awakened. After awakening they gain the ability to attack all units they block akin to Samurais. Damage Type: Physical Magical Blocks: 1 Role: Duelist, Assist Description: Unit of this class are similar to Ninja in that they provide additional ranged support from a non-ranged slot. However if they are blocking an enemy and attack that enemy from melee range, then they deal full damage. During skill activation their attack become magic based ignoring physical defense. Do to this in most cases they can be considered the strongest units stat-wise in their rarity class. However, the drawback to this is that they can only block and attack while their skill is activated. If their skill is not activated they will do nothing, and let all enemies through. Once class changed they can attack two enemies at once instead of one while having their skill activated. They can act as 'lightning rod' units, are good at fighting strong enemies, and stopping enemy rushes for a short period of time. Damage Type: Physical Blocks: 1 0 Role: Anti-Rush AW , Duelist, Assist Description: Units of this class are simply duelist like Valkyries, but without their ramping capabilities. However, during skill activation, they will let all enemies pass by them without blocking them. In addition to this they become ranged attackers capable of providing additional range support from a non-ranged slot. You can use this to your advantage by activating the skill when they about to die to allow them to remain on the field dealing damage without dying. Once awakened, they can serve as Anti-Rush units during the duration of their skill as they deal area of effect physical damage. Damage Type: Physical Blocks: 3 Role: Tank, Support Description: Units of this class are used to provide additional healing from a non-ranged slot. Useful when your ranged slots are all occupied by other units, and you need the additional healing. They can block multiple enemies like a soldier, but they will stop healing and attack the enemies they are blocking. During skill activation they will focus on healing, regardless of if they are blocking any enemy or not. During skill activation, they will deal ranged AoE magic damage similar to Mages. They can be considered one of the highest damage per second units in game during their skill activation. This is due to them having a higher attack speed than a Mage, and their skills giving them attack boost during the skill's duration. Damage Type: Physical Blocks: - Role: Rear Description: Units of this class have a shorter attack range when compared to the Archer class. However, their damage per second is much higher when comparing the same rarity units. This is due to the class firing multiple arrows at once 2 before CC, and 3 after CC. In situation when you do not need the additional range from Archers; A Vampire Hunter will generally be preferred, but know that they are fairly ineffective when dealing with heavily armored units. After awakening, they deal additional damage when attacking undead enemy units. They work very well with buffers like the Dancers. Damage Type: Magical Blocks: - Role: Rear Description: Units of this class are magic based ranged attacker, but with a special ability. They can summon skeletons onto a non-ranged slot at the cost of unit points. This skeleton can block one enemy unit, and when they die, they don't count towards your 'unit deaths' for calculating map rating how many stars you get. Damage Type: Physical Magical Blocks: 1 Role: Duelist, Ramp, Assist Description: Units of this class are single target duelist with ramp capabilities. They have a very high cost, but also very high attack and defense. Normally they act like Valkyries and other single target duelist, but during skill activation, they will switch to a single target ranged magic attack. Damage Type: Magical Blocks: - Role: Rear, Support Description: This unit attacks a single unit within her range slowing movement and attack speed of their target. In addition this unit can summon a unit like the Necromancer class. However, this unit is not a unit meant to fight or block. They are called 'Tree of Healing' and as the name would suggest they heal her or her allies. They are placed in a 'ranged' slot. Unique: These classes are only possessed by one unit. Damage Type: Magical Blocks: 2 Role: Tank, Duelist AW Skill , Anti-Rush AW Skill Description: Units of this class are best used to tank multiple heavily armored units. Due to dealing magic damage like a normal princess she can handle her targets alone most of the time. When acquiring this units awakened skill she loses access to her 50% damage reduction from all non-magical sources. In return for this she gains the ability to attack all units around her; In addition she also double her attack power for the duration of the skill. Damage Type: Magical Blocks: 1 Role: Duelist, Ganker, Support AW Description: The best use of this unit class is a lightning rod and boss fighter. When her skill is active she cannot die. Care must be taken to withdraw her before her skill ends if her health is to low. When awakened she will heal every allied unit on the field for half the damage dealt to her When near death damage taken will still count as if she lost that much life. Damage Type: Physical Blocks: 1 2 Role: Anti-Rush, Support Description: This unit is specifically designed to be used in tandem with Princess Kaguya. She boosts the Princess' stats and reduces her cost just by being in your team roster. Other then this she is like a soldier that can block one unit. However, while her skill is activated she blocks and attacks two units like a Samurai, but she has low health and defense so you must be careful when doing this. Damage Type: - Blocks: - Role: Support Description: This is Anna the white haired, amber eyed beauty you wanted to ravish since the first time you played Aigis. She is meant to be used in tandem with the prince. She provides different boost based on what title the Prince is using. Health+ title gives the Prince gradually health recovery, Attack+ title changes the Prince's damage to magic damage akin to a princess, Defense+ title allows the prince to block an additional unit, and Aura skill title gives the prince 10 MR. She provides 10% of her attack and defense to the Prince as long as he is in range of her. While her skill is active, she gives 100% + 0-20% of her attack and defense instead. However, in addition this unit also increases the enemies HP and Attack power by 20% by just being in the party. Recommend team unit composition: Now, I know why most of you are here. You are new to the game, and wish to know how to make the best of the starting units given to you. However, some of you may just be here for a list. Not actually caring about what I have to say here. So in interest of not wasting your time here is your list. This is the basic set up you should be hoping for. Now of the units listed above Princess is the only one you do not get in your 'starter kit'. If you did not get one in your first few free premium rolls I highly recommend remaking an account until you get one. In the event you don't get one just have both a bandit and a rogue. Also your soldiers should have the skill 'Call for Reinforcement' as their skill. Now before you even think of moving on to the intermediate composition first get the units of this set up to 50CC30, or just to 50 in the case of your princess. After that, make sure you have at least read up on every class currently released. As well as what roles they are. Intermediate Note: While not needed I highly recommend that you take the time to set up your 'perfect' army. This will help you not waste experience leveling units that you may replace fairly quickly, and allow you to focus more on the units you will always keep for use and not waste SC on a spotlight for a unit that is not in said army. For a list of the maximum amount of units one should need take a look at the advanced list. When considering the list avoid premium black units as you cannot get them with any reliability. Also note that some characters will break the mold of their classes. So take the knowledge given to you about roles and make your own choices. Time to move on to roles as oppose to a specific number of unit classes. For those of you who just wants the list here you go. Your Valkyrie, Princess, and Bandit would go into the Duelist slot, Your healers would obviously go into the Healer slot, Mages into the AoE Rear slot, Archers into the Physical Rear slot, Witches into the Magical Rear slot, Your Rogue into the Anti-Rush slot, Nothing from the previous set up fits into the Assist slot, Your Heavy Armors into Tanks, Your Soldiers into Soldiers, and finally you have nothing for Anti-Zerg slot from the previous set. This will leave you with 3 Duelist, 2 Healers, 2 AoE Rear, 2 Physical Rear, 2 Magical Rear, 1 Anti-Rush, 0 Assist, 2 Tanks, 2 Soldiers, and 0 AAnti-Zerg. So now you'll need to start expanding on this team to encompass secondary units. Secondary units are the units you will swap into your primary team of 15 when needed for a tactical advantage. They are just as important as your 'primary' team as they are part of it. So first you'll want to grab a third healer as this will be of the most importance, followed by two Anti-Zerg. An Anti-Zerg unit refers to a bronze soldier. However, the role can also be fill by bronze dragon officers or silver soldiers that are not class changed should you only wish to use female units Note: that all units of this class must be minimum cost to fill the role properly. Some prefer the extra bulk by those classes, but the extra bulk comes at 1 higher unit cost. After those three more important units you'll want to get your second Anti-Rush unit. Finally the one you may not be able to fill depending on when you join the game is Assist. If you read on what the roles are you will know what goes where. Also remember that if you did not have a princess in your original setup you may want one more duelist. The order these new units should be leveled in is... Healer to 50CC30, Junior Soldiers to their cap of 40 or 50 if using minimum cost silver soldiers, Second Anti-Rush to 50CC30, and then Assist to 50CC30. Now that your additional 4-6 units are trained up to match your current units you'll want to continue bring this group up. First to 50CC40 then 50CC50. Once you reach this point it is finally time to move onto an advanced set up. Advanced Welcome to the advanced section. So you been playing for awhile now. Notice how much of a demoness Aigis is right? Anyway I guess I should get onto the final section dealing with making your army 'perfect'. For all intents and purposes after this you should be able to conquer all battle fields you grace with your harem. Now what is going to be listed before you may be slightly confusing. So to clear up any of that I'll be listing what classes their base class. Soldier will count for Soldier Chief go where. However, remember that specific units can break the mold of their class to go else where, and that certain classes can fit multiple roles so the total amount of units can go down drastically if you wish. The reason for this being for quite a long while your primary and secondary units of your 'perfect' army will have substitute units. Those being units that aren't the ones you want, but fill the position until you do get the one you want. A substitute unit should never be leveled over, but always leveled to 50CC50 or 50 for those that cannot CC while their is a non-sub unit that can still gain experience. The reason for this is that after level 50, leveling up becomes extremely costly and time consuming. In addition do not use any bronze units or platinum armors to level up a sub unit. Those should all go towards your non-sub units, so that they can reach their level cap. This is because you just simply do not know when you will replace that substitute unit. Making all the experience put into them mostly a waste. Now on how to build up this massive 39+ unit army or less if you have multiple units filling multiple slots. You'll first want to completely build up the minimum amount for the army. This is 28 units, this is quite easy as your should have 20-21 of these units already prepared for your army. Depending on whether or not you were able to acquire an assist unit during the intermediate stage. So in other words, you'll need to train up another duelist, preferable a second low cost Valkyrie such as Elaine. For the current time being Assist and Anti-Rush will be hard roles to fill as we have not gotten access to a lot of the units we will have in the future to fill those roles. However, once we do get them fill in the minimum ASAP. After obtaining the advance base slowly begin to add more non-sub or sub if you don't have the non-sub units in; focusing on one until they are 50CC50 then start on a new unit. As mentioned before all bronze units 2 bronze + 2 fairies and platinum armors 1 platinum + 3 fairies should go to your non-sub units until they are all max level. Do note that having all these units aren't required to do everything, but gives you the best chance to do so. Awakened Skill: For 25 seconds gain the ability to simultaneously attack all enemies around her, attack increased by 1. Awakened Skill: Attack and Defense increased by 1. Additionally double sortie points recovered upon killing an enemy. Awakened Ability - 30% chance to ignore all enemy defenses. Awakened Skill: Defense increased to 1. Damage dealt back to enemies does not take Bernice's defense into account. Awakened Skill: Magic Resistance and Defense increased by 3x, Block increased to 5 for 20 seconds. Attack speed is faster than traditional Heavy Armor. Awakened Skill: For 70 seconds defense and attack increased by 2. Can only be used once per sortie. Awakened Skill: For 20 seconds attack is increased by 5. Awakened Skill: For 40 seconds attack is increased by 2. Awakened Ability - 20% chance to completely negate enemy's attack Iron Arm Maiden Deine Black - HP: 2640 3696 Awakened Atk: 338 382 Awakened Def: 539 744 Awakened MR: 0 Block: 4 Cost: 27 29 in Awakening Affection Bonus: Attack +144 Defense +72 Skill: For 25 seconds attack increased by 5x, but attack speed is lowered. Awakened Skill: For 25 seconds attack increased by 3. Awakened Ability - Defense increased by 25%. Awakened Skill: For 40 seconds defense increased by 2. Awakened Ability - 20% chance for attacks to deal 1. Ignores magic resistance and defense of enemy units. Awakened Skill: For 40 seconds attack increased by 1. Awakened Ability - Attacks become ranged while skill is active. Awakened Skill: For 15 seconds evades all physical attacks with 100% probability, chance to increase attack speed. Awakened Ability - All elves in sortie gain +5 Magic Resistance and -1 deployment cost. Dragon Princess - HP: 1950 2795 Awakened Atk: 446 527 Awakened Def: 377 507 Awakened MR: 0 20 Awakened Block: 2 Cost: 35 Affection Bonus: HP +234 Defense +120 Skill: For 40 seconds non-magic damage is reduced by 50%. Awakened Skill: For 40 seconds attack increased by 2x and attacks hit all surrounding grounded enemies. This unit cannot be healed. Awakened Skill: Range Increased by 1. Awakened Ability - Attack speed increased. Attack increased by 1. Awakened Skill: For 45 seconds HP, Attack, Defense increased by 2x and magic resistance increased by 30, however unit is effected by paralysis when the skill ends. Awakened Ability - Attack increased by 1. Awakened Skill: For 18 seconds attack power is decreased by 0. Awakened Ability: 10% chance to attack with three arrows. Awakened Skill: For 30 seconds tange is increased by 1. Awakened Ability: Very rare chance to cause instant death with each attack. Awakened Skill: For 25 seconds attacks up to 5 enemies at once. Awakened Ability: Range increased, however attack speed is lowered. Awakened Skill: For 30 seconds attack is increased by 2x and gains chance to cause instant death. Awakened Ability: All strategists in sortie gain 10% HP. Awakened Skill: For 12 seconds attack decreases by 0. Awakened Ability: Attacks ranged enemies with priority. Awakened Skill: For 20 seconds attack increased by 2. Awakened Ability: Attacks magic enemies with priority. Awakened Skill: For 30 seconds attack increased by 1. Awakened Ability: Attack power of all archers in sortie increased by 7%. Awakened Skill: For 120 seconds cannot be targeted by ranged attacks and attack is increased by 1. Awakened Ability: 15% chance to launch two arrows per attack. Awakened Skill: For 15 seconds fires five arrows per attack, these arrows will not bounce off armored units. Awakened Ability: Range +20. Awakened Skill: For 30 seconds attack increased by 1. Awakened Ability: Attack speed increased. This unit is not affected by the 30% range decrease during Snowstorm weather. Gains additional 10% attack during Snowstorms. Awakened Skill: For 30 seconds range is decreased, however attack is increased by 1. Awakened Ability: Attack speed increased. Awakened Skill: For 150 seconds damage and AoE damage range are increased by 1. Awakened Ability: All mages, bishops, magic swordsmen and mage armor in sortie gain 5% attack power. Awakened Skill: For 15 seconds massively increases attack speed but halves attack. Awakened Ability: 5% increase to magic crystal drop rate. Awakened Skill: For 25 seconds attack is increased by 1. Awakened Ability: Chance to obtain 100g with each enemy defeated. Awakened Skill: For 90 seconds attack x 1. Awakened Skill: For 25 seconds attack increased by 2. Awakened Ability: 20% chance to immediately attack again. Awakened Skill: For 20 seconds attack increased by 1. Awakened Ability: All pirates on sortie gain 7% attack power. Awakened Skill: For 80 seconds, all allies in range gain 2. Awakened Ability: All sortie members gain 7% defense. Awakened Skill: For 15 seconds range increased by 1. Awakened Ability: When this unit is placed all allied units gain 900 HP Does not apply to units that cannot be healed normally Screenshots Credit goes to Eth Eternal for the english videos. Note that Eth is specifically using only units everyone has access to. This means only units you gain as a reward during the quest and missions. For the missions Eth has not yet made a video for I have located a video from the Japanese version of the game, but note that many of these videos have over leveled units. As well as classes we have not gotten yet. So with that said I'll be placing them under 'Story Missions' as they would be more tied to them. Click to go to the guide. There are a lot of videos so it may cause you lag. Aigis Chat i just got a quick question. Which plat drop are you talking about? If yes then No, as mentioned before, NOT ALL units will change skills when they CC. Some retains them, some don't. Maribel with her Holy Awakening her unique skill name for example, wont change her skill even if she's CCed. Not sure what Plat drop you mean, but if the skill changes after CCing it then combining it with itself will only end up in a CR after the CC. If you mean the next event her skill doesn't change. If you mean another unit where the skill does change, its always worth the CR if you can do it. Awakened Skill: For 25 seconds gain the ability to simultaneously attack all enemies around her, attack increased by 1. Awakened Skill: Attack and Defense increased by 1. Additionally double sortie points recovered upon killing an enemy. Awakened Ability - 30% chance to ignore all enemy defenses. Awakened Skill: Defense increased to 1. Damage dealt back to enemies does not take Bernice's defense into account. Awakened Skill: Magic Resistance and Defense increased by 3x, Block increased to 5 for 20 seconds. Attack speed is faster than traditional Heavy Armor. Awakened Skill: For 70 seconds defense and attack increased by 2. Can only be used once per sortie. Awakened Skill: For 20 seconds attack is increased by 5. Awakened Skill: For 40 seconds attack is increased by 2. Awakened Ability - 20% chance to completely negate enemy's attack Iron Arm Maiden Deine Black - HP: 2640 3696 Awakened Atk: 338 382 Awakened Def: 539 744 Awakened MR: 0 Block: 4 Cost: 27 29 in Awakening Affection Bonus: Attack +144 Defense +72 Skill: For 25 seconds attack increased by 5x, but attack speed is lowered. Awakened Skill: For 25 seconds attack increased by 3. Awakened Ability - Defense increased by 25%. Awakened Skill: For 40 seconds defense increased by 2. Awakened Ability - 20% chance for attacks to deal 1. Ignores magic resistance and defense of enemy units. Awakened Skill: For 40 seconds attack increased by 1. Awakened Ability - Attacks become ranged while skill is active. Awakened Skill: For 15 seconds evades all physical attacks with 100% probability, chance to increase attack speed. Awakened Ability - All elves in sortie gain +5 Magic Resistance and -1 deployment cost. Dragon Princess - HP: 1950 2795 Awakened Atk: 446 527 Awakened Def: 377 507 Awakened MR: 0 20 Awakened Block: 2 Cost: 35 Affection Bonus: HP +234 Defense +120 Skill: For 40 seconds non-magic damage is reduced by 50%. Awakened Skill: For 40 seconds attack increased by 2x and attacks hit all surrounding grounded enemies. This unit cannot be healed. Awakened Skill: Range Increased by 1. Awakened Ability - Attack speed increased. Attack increased by 1. Awakened Skill: For 45 seconds HP, Attack, Defense increased by 2x and magic resistance increased by 30, however unit is effected by paralysis when the skill ends. Awakened Ability - Attack increased by 1. Awakened Skill: For 60 seconds HP is increased by 3x, attack is increased by 1. Awakened Skill: For 25 seconds, attack becomes 2. When the skill is re-used it becomes for 25 seconds defense becomes 2. These two skills cycle with each use. Awakened Skill: For 10 seconds attack increased by 1. Awakened Skill: For 35 seconds attack increased by 2. Attack multiplier decays to 1. Awakened Ability - HP regen. Awakened Skill: For 25 seconds gain the ability to simultaneously attack all enemies around her, attack increased by 1. Awakened Skill: Attack and Defense increased by 1. Additionally double sortie points recovered upon killing an enemy. Awakened Ability - 30% chance to ignore all enemy defenses. Awakened Skill: Defense increased to 1. Damage dealt back to enemies does not take Bernice's defense into account. Awakened Skill: Magic Resistance and Defense increased by 3x, Block increased to 5 for 20 seconds. Attack speed is faster than traditional Heavy Armor. Awakened Skill: For 70 seconds defense and attack increased by 2. Can only be used once per sortie. Awakened Skill: For 20 seconds attack is increased by 5. Awakened Skill: For 40 seconds attack is increased by 2. Awakened Ability - 20% chance to completely negate enemy's attack Iron Arm Maiden Deine Black - HP: 2640 3696 Awakened Atk: 338 382 Awakened Def: 539 744 Awakened MR: 0 Block: 4 Cost: 27 29 in Awakening Affection Bonus: Attack +144 Defense +72 Skill: For 25 seconds attack increased by 5x, but attack speed is lowered. Awakened Skill: For 25 seconds attack increased by 3. Awakened Ability - Defense increased by 25%. Ignores magic resistance and defense of enemy units. Awakened Skill: For 40 seconds attack increased by 1. Awakened Ability - Attacks become ranged while skill is active. Awakened Skill: For 15 seconds evades all physical attacks with 100% probability, chance to increase attack speed. Awakened Ability - All elves in sortie gain +5 Magic Resistance and -1 deployment cost. Dragon Princess - HP: 1950 2795 Awakened Atk: 446 527 Awakened Def: 377 507 Awakened MR: 0 20 Awakened Block: 2 Cost: 35 Affection Bonus: HP +234 Defense +120 Skill: For 40 seconds non-magic damage is reduced by 50%. Awakened Skill: For 40 seconds attack increased by 2x and attacks hit all surrounding grounded enemies. This unit cannot be healed. Awakened Skill: Range Increased by 1. Awakened Ability - Attack speed increased. Attack increased by 1. Awakened Skill: For 45 seconds HP, Attack, Defense increased by 2x and magic resistance increased by 30, however unit is effected by paralysis when the skill ends. Awakened Ability - Attack increased by 1. These ninjas have some huge jugs... I don't know why I would expect them to be more of a flat chest type. Managed to let my 2 subs complete Golden H with some struggle. Some of the runs ended up with only 1 - 3 gold armour per run which is pretty unlucky. Also, Betty's Awaken passive seems pretty strong in terms of gold farming utility, unless the chances are pretty low. If the chance rate for gold drop is high, bet dropping her in easily beatable choke point maps like parasol gate with heal+buffs will allow 1 to rake in lots of gold per charisma compared to deep forest road. Managed to let my 2 subs complete Golden H with some struggle. Some of the runs ended up with only 1 - 3 gold armour per run which is pretty unlucky. Also, Betty's Awaken passive seems pretty strong in terms of gold farming utility, unless the chances are pretty low. If the chance rate for gold drop is high, bet dropping her in easily beatable choke point maps like parasol gate with heal+buffs will allow 1 to rake in lots of gold per charisma compared to deep forest road. Probably, but at the same time you are looking at spending 2. Probably, but at the same time you are looking at spending 2. When you awaken a unit, they all get some small passive ability. Anya gets True Dragon Scales which gives her +20 MR. Betty's unique passive is what rakes in the gold. The only rogue who even has an awakened skill is Berna and that is because she is black and black units got their awakened skills first. Awakening a unit and awakening a skill are two different things. When you awaken a unit, they all get some small passive ability. Anya gets True Dragon Scales which gives her +20 MR. Betty's unique passive is what rakes in the gold. The only rogue who even has an awakened skill is Berna and that is because she is black and black units got their awakened skills first. Awakening a unit and awakening a skill are two different things. So you are telling me that as long as I awaken any single unit, every unit I own who can get an awakened ability gets it? Edit: Ah I see. Edit 2: I give up on trying to figure out how to strike through. Managed to let my 2 subs complete Golden H with some struggle. Some of the runs ended up with only 1 - 3 gold armour per run which is pretty unlucky. Also, Betty's Awaken passive seems pretty strong in terms of gold farming utility, unless the chances are pretty low. If the chance rate for gold drop is high, bet dropping her in easily beatable choke point maps like parasol gate with heal+buffs will allow 1 to rake in lots of gold per charisma compared to deep forest road. That's pretty average, it's not that bad of luck. You won't always get many golds.

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