Contents
- 1 Do I need to reroll?
- 2 I want to use ….. Is it possible?
- 2.1 Card Interface Explain :
- 2.2 Dribble:
- 2.3 Steal:
- 2.4 Pass:
- 2.5 Action Speed:
- 2.6 Defense:
- 2.7 HP:
- 2.8 Reflex:
- 2.9 Recovery:
- 2.10 Critical (Critical Rate):
- 2.11 Critical Damage:
- 2.12 Penetrate:
- 2.13 Received Pass Amount (Receiving Pass Effect):
- 2.14 Critical Resistance / Critical Damage Resistance:
- 2.15 Damage Resistance:
- 2.16 Cooperative Defense:
- 2.17 Counterattacking Mechanic:
- 2.18 Damage Reflection:
- 2.19 Damage Increase (DI) and Bonus Damage:
- 2.20 Teamwork:
- 2.21 Resources:
- 3 ST Managers:
- 4 Stats Managers:
- 5 Combining:
- 6 Craft:
- 7 Players:
- 8 Stones:
- 9 Global Totems:
- 10 Chains:
- 11 Units that are good to have/invested into:
- 12 Shu:
- 13 Jean:
- 14 Strikers:
- 15 Goalkeeper:
- 16 Totem:
- 17 Assist:
Introduction
So, this is something that I’ve been writing for a while now. This is a simple guide that will help you to have more fun with the game and playing more effectively. The guide aims to help new players and maybe even some older players that have some problem so I hope this will be of help.
You want to play Soccer Spirits? It’s a great mobile game, the game is very very generous, one of the better mobile games and you can get most things by grinding. And the things you can’t get are not game breaking or unfair. Paying of course can help you accelerate your game but it isn’t the end of the world and you can play perfectly well without spending a single dime.
Rerolling:
If you want to reroll for a Legend, go here for a better understanding of what you should aim for. Or if you get Shu, congrats.
Else, you might want to reroll for a few useful units that can help you along the way, units that can help in both PvE and PvP:
Remember this, you don’t have to use these units, the choices are your to invest in units your like. However, all of these are long time investments that will help you a lot in the long run and using them also means that you will have more resources to spend in the future for units or teams you want to make.
Units
Damien: Edgy McEdgelord and currently being regarded as the best 5* Striker as of now. Really High damage potential due to his ability to steal AP from your opponent’s backline, having bonus damage to Goalkeeper. That combine with the fact that he can equip 2 Red Crit Damage and Wind Caller make him a fantastic striker for PvE. Can hit like a truck without critting
Shanti: Thunder player’s nightmare incarnation. Have innate Pen ability and fantastic stone slots for both PvE and PvP. For PvE, while she lacks the ability to equip a 2nd Red Crit Damage, she can use Shard of Balmung. For PvP, she can use either Dragon’s Bone or Glabaris to give her all the pen she needs. Good all around striker with a high damage active.
Karpila: The BEST 5* Assistor in term of raw pass, the Baltheon of 5* Assistor with her high TEC and 100% Pass Effect Bonus at max stacks, Karpila will carry you in PvE. All you have to do is wait for that Passive to stack, then Active Pass and deal MASSIVE DAMAGE. Can use Silent Cold for even more damage. Having fantastic stone slots, she is versatile in her own way even in PvP. Want to pull off fast shot and proc her totem? Use Ignition Catalyst on her. Want to wait for her passive for the higher potential damage? Use Silent Cold.
Alexa: Some regard her as a better Glayde at the moment, some say she isn’t. Alexa is a truly wonderful Goalkeeper and is the best Light Goalkeeper right now. Can amass high amount of Damage Resistance and Defense as long as the enemy unit in the position receive a pass. Comes with her own healing, spirit regen and a nice stone slot for El Repayon, which compliment her tankiness even further. Beware though, her last Passive actually give Critical Damage Resistance instead of Critical Resistance, makes her not as easier to breakdown as it seems. High tier players have used Alexa to go to Colosseum of Infinity to floor 150+
Glayde: The infamous thunder GK with her totem boosting effect. While the recent nerf cutting a chunk of her HP and increasing her threshold, Glayde is still a magnificent Goalkeeper with really good slots. She can heal up nicely as long as you have units in the position making a pass and gaining spirit in the process. She also comes with Pen Resistance to round off a nice strong kit.
Do I need to reroll?
No you don’t. Rerolling can help you in the early game and you might have a disadvantage against another reroller but the game is still very playable and you can still push your way through and gain resources because the game itself is quite generous.
I want to use ….. Is it possible?
Well yes, all the character are usable. While they can be outclassed by better units, all characters can contribute to your team through Ace, Chain or having something that they can do well at.
Card Interface Explain :
1 – Player’s Status: There are currently 2 types of player: New Star and Classic Star. Every element will have 3 New Five Star Players and 1 Legend New Star Player. They are all the latest players who got released for that element. If another character of that element got released, the oldest New Star Player will become a Classic Player. Classic Players are much easier to get due to the amount of 5* Classic boxes you receive from events and you can also Scout them.
2 – Lock: You can lock a player in order to prevent that player from being sold or used in various other methods that result in you losing such player
3 – Current Level and Max Level: A player max level is ten times the amount of stars of that player
4 – Superb Power Up: You can use the same player or Littres as Training Material to raise this stat. Each player can only go up to 5 Superb Power Up. For each point, you get an additional skill point and stats.
5 – Amplified Power Up: Only can be raised by using the same player or Yowus as Training Material. Each player can go up to 30 Amplified Power Up. For each point, you get additional stats.
6 – Teamwork: During the end of every match, there is a small chance that your player will present you with a multi choice question. If you answer it right, the teamwork bar will fill up. At 30 Teamwork the player will get 20% HP Bonus. However, from 30 to 60 Teamwork your player will randomly get one of these stats: HP, Pass Effect, Attack Power, Crit Rate, Reflex, Action Speed. If you think that the stat you receive is not what you want, you can reset the Teamwork stat back to 30 to hopefully get the one you need. I’ve seen people rerolling for few dozens time but still can’t get HP for their Goalkeeper so… Good luck.
7 – Weather Immunity: Your character won’t be affected by a certain weather effects, can be useful during Superb Boss Matches and Club Matches. Can be rerolled with Sparky.
8 – Your Player’s Type: Each Type will get a different boost and a different A.I.
9 – Base Stats
10 – Position Bonuses
11 – Detailed Stats
12 – Required Materials for Evolution: Each player 5* above except for the ones haven’t received their EE yet will have 3 form: Base, Evolved and Extreme Evolved (EE).
13 – Stat Bonuses: Each player can have up +40 for each stat, to +160 total. If the player is a Legend, they will have a nice L above the number
14 – Skin Menu
15 – Club Suits Menu
16 – Soccer Ball Equip: Equip your Soccer Ball using the ticket you got from Galaxy Live end season reward here
17 – Player’s Detail: You can see their stars (Yellow Stars for Base. Red Stars for Evolved and Rainbow Stars for EE), their level and the skin name
18 – Player’s Skin
19 – Player’s Clover: Maxes out at 99, increased by using the same player or Klaons. Plays an important role in farming due to increasing bonus drop rate percentage.
20 – Character’s Element: There are 5 Elements, each Element is strong against one and weak against another:
Ardor -> Whirlwind -> Thunder -> Light -> Dark -> Ardor
Each player will have an Ace Skill, an Active Skill and 3 Passive Skills. Ace Skill of the player will be applied when you choose that player as your team Ace Player.
Each point of the player’s Active Skill raise the probability of it being used in Auto Mode by 25%, so a Level 3 Active will only be used 50% of the time while a level 1 Active will never be used in Auto Mode (except for Goalkeeper with Block Active).
For Passives, ones with Blue Background are Totem skills and will affect other players, ones with Red Background are self-buff that would only affect the player who possesses it and ones with Purple Background are Debuff skill, which will affect your opponent.
Every 5 Levels, you will receive a skill point, and for every Superb Power Up you will also get a skill point. A fully maxed out character (7 Stars and Max Superb Power Up) will have a total of 19 skill points.
Each Player will have 4 Stone Slots. 3 Main Slots with their predetermined color and 1 Prism Slot. Each Player can only equip one Unique or Legendary Unique Spirit Stone. For example, my current Player Vonchi is using a Blade of Balmung, a Legendary Unique Spirit Stone. You cannot equip an Unique or Legendary Unique Stone in the Prism Slot however.
After a Player got Super-Trained into 7 Stars, they can reroll one and only one Main Slot into another color, which cost a Slot Attribute Change Ticket or 150 Dimension Stones for each try and you will get refunded by half of the cost if you don’t choose that color. For example, a base Vonchi will have Light – Light – Ardor as his main slots but I rerolled a Light Slot into a Thunder Slot.
Every Character will have 4 different Chain: Affection , Friendship, Competition and finally Nemesis. Completing each chain will give you a small amount of crystals. Completing all 4 of them however, will give you the gift of Dimension Stones and that person’s Chain Story.
What can chain do, you want to go here to find out for yourself.
Finally, it come to Skins. There are 2 types, Basic Skin and Special Skin. Basic Skins are your character’s Skin in each of their form, you can choose anyone of these to your own liking.
For Special Skins, there are Unique Skins (Cost 500 Crystals and 50 DS in the Skin Store), Normal Skins (Cost 300 Crystals and 30 DS in the Skin Store) and Event Skins. Event Skin are obtainable through Event Scout (Free) or being a Paid Skin (50-110$ depends on the event). Usually Legend Skins are Paid Skins except for the Chibi/Miniature Skin. These are obtainable through events, and last for 7 days, can be use again for 30 Crystals/7 Days.
Each Skin will boost your character Clover by 5 and give +2 to all base stats (While the Clover bonus stacks, the stats bonus won’t however)
Mechanics:
Every player has 4 base stats: Power (POW), Technique (TEC), Vitality (VIT), Speed (SPD). These will dictate the base value of all of your secondary stats, and I will go through them one by one.
Also, since BB translating is very inconsistent, some of the names of the secondary stats on this screen will differ from their usual name, I will write their common name after the Parenthesis
Dribble:
Formula: 5 + POW + (SPD * 0.2)
The first half of the Attack Power duo, Dribble being used in the final calculation when you are holding the ball, which translates to when you are Penetrating, Shooting or being Stolen upon.
The Main Stat of: Striker and Attacker.
Steal:
Formula: 5 + TEC + (SPD * 0.2)
The 2nd half, being used when your opponent is holding the ball, which means when you are Stealing or being Penetrated by your opponent.
The Main Stat of: Assistor and Defender
Pass:
Formula: 3 + (TEC * 0.8)
Dictates how much Attack Power you give to your target when using Pass or an Active Pass. You want your Frontline Assistor to have as much Pass as possible.
The Main Stat of: Assistor
Action Speed:
Formula: 30 + (SPD * 0.1)
Gotta go fast. Action Speed dictates how fast you fill your Action Bar. The Action Speed Buff Cap is 100% and Debuff Cap is 50%. Which mean, if your character have 90 speed, it can’t go over 180 and can’t go below 45. Unless, you got Paralyzed. Yes, another mechanic, a player speed will be set to 0 once they are paralyzed and it will stay at 0 until the paralyzation wear off.
Skills with Paralyzation: Brainwave – Adv (Kirin), Verdict of Light (Crocell),
Clockwork of Binding (Presty), Shroud of Darkness (Serestia)
Defense:
Formula: (VIT * 0.2) + (TEC * 0.8)
One of the two main stats when it comes to calculating damage recieved.
The Main Stat of: Defender and GK
HP:
Formula: 20 + (Level * 0.8) + (VIT * 1.8)
The Main Stat of: GK
Reflex:
Formula: ((5 + TEC + (SPD / 12)) / 4 / (Level + 30)) * 1000
The key component of the Counterattacking Mechanic, which we will talk more in-depth about it later on.
The Main Stat of: GK, Assistor, Defender
Recovery:
Formula: 1
Bloody useless stat.
Critical (Critical Rate):
Formula: (0.05 + ((POW * 0.3) + (TEC * 0.8) + (SPD * 0.4) * 0.001)) * 1000
The opposite of bloody useless, critical rate is very very useful and necessary to have except for a few special cases. Being able to crit can help you win damage trades, can break out, advancing your game, just very useful to have on almost everyone.
Critical Damage:
Start at a base of 50% Critical Damage on every character, each source of extra Critical Damage stacks additively. Use in calculating damage (assuming you crit), CD is a good stat to have on offensive units to ensure that they can do their jobs well.
Penetrate:
Let me clarify this first, there are 2 different meanings when it come to the term “Penetration”. The first is the action of Penetrating, which you can do when you have the ball. The 2nd meaning is the stat itself, Penetration. Penetration is an ultra important stat for striker in PvP, without it you won’t be able to do damage effectively. ALWAYS TRY TO CAP YOUR PEN IN PVP.
However, it is quite useless in PvE since the Goalkeeper in said mode won’t be affected by it as much and it’s much better to stack DI(Damage Increase) Totems.
Received Pass Amount (Receiving Pass Effect):
Useful stat, help amplifying teammate’s Pass to be able to do more damage. Quite an important start on Striker, especially in PvE.
Critical Resistance / Critical Damage Resistance:
Both are abilities that can help you tank up pretty nicely even if they work completely opposite with each other. Critical Resistance prevent your opponent from critting and Critical Damage Resistance reduces damage when being crit. However, UNLESS YOU CAN GET A SUBSTANTIAL AMOUNT, CRITICAL RESISTANCE DOESN’T MATTER.
Also, these two split Goalkeepers into 2 categories: one of which are Critical Resistance Goalkeepers, the best example right now is Kirna, the Thunder Legendary Goalkeeper, I have seen Kirnas with 400%+ Critical Resistance. That’s scary. With that said, Critical Resistance on Goalkeepers are only good once they can reach about 300%+ Critical Resistance since a lot of strikers can hit more than 300% Critical Rate.
Damage Resistance:
And this is why we have the latter type of Goalkeeper, Damage Resistance Goalkeeper. And this is also why we want 100% Pen for all of our Strikers . Relatively you will meet a lot more Damage Resistance Goalkeeper than Critical Resistance Goalkeeper due to the latter being very hard to build.
But do not be mistaken, a Critical Resistance Goalkeeper will still need to have a decent amount of Damage Resistance in order to survive non crits
It is inadvisable to stack Crit Resist on a DR oriented Goalkeeper however since the stat is of no value if you got Critted thereby requiring very high values to be worthwhile. Due to this it’s better to focus on Critical Damage Resistance to reduce the damage you received when you do get crit.
Penetration Resistance:
Let me say this: PENETRATION IS CAPPED AT 100%. So the maximum amount of Pen you can get is 100%. Even if you have 150% Pen from all sources, you will still only use 100% to calculate damage later on
However, there are 2 different things that affect Penetration value, Penetration Reduction and Penetration Resistance
What are their differences?
Penetration Reduction simply reduce the current amount of Pen you have. If you have 80% Pen total, after applying reduction by 20%, you only have 60% left. However, if you have 130% Pen total, after applying 20% reduction, you will have 110% Pen left, then will be capped back to 100%. So, while Pen is capped at 100%, it’s not a bad idea to have it over 100% to counter Pen Reduction sources
Skills with Penetration Reduction: Chains Unleashed (Lucifer), Unethical Being (Duran), Passionate Defense (Taehoon). Although you probably only going to meet Duran, and you will meet him a lot.
Penetration Resistance is the one I want to talk more about. Penetration Resistance allow you to ignore your opponent’s Pen by the amount of Resistance you have. Assuming you have 25% Penetration Resistance, during damage calculation, your opponent’s pen will only being treated as 75% (assuming that they have 100% Pen). So Penetration Resistance is a really really strong Stat to have for a Goalkeeper.
However, PENETRATION RESISTANCE ONLY GOOD IF YOU HAVE A SUBSTANTIAL AMOUNT OF DR TO BACK IT UP, DON’T GO OUT OF YOUR WAY TO STACK THIS AND NEGLECTING YOUR DR, IT’S TERRIBLE IDEA.
Skills with Penetration Resistance: Wizard Queen (Glayde), Ultimate Tank (Ronald), Beat of a Steel Heart (Altair), Protection of Fire (Erica)
Skills with Penetration Resistance Reduction (yes, there are layers to this madness, this is being used to reduce Penetration Resistance from a Goalkeeper): Esper’s Talent (Melissa)
Cooperative Defense:
Cooperative Defense (Coop for short) is the act of a player blocking the opponent who is not in the same vertical line as them. This means that the person who gets cooped will have to Penetrate/Shoot an extra target, which results in the reduction of damage dealt and the increase of damage received if penetrating. This also mean that units who provide global buffs/debuffs once they achieve their condition will thrive on Cooping you. Overall, absolutely annoying to deal with and can lengthen games. The maximum amount of Coop Chance one can stack is 50%.
Counterattacking Mechanic:
Ok now let’s get a bit deeper, and talk about Counterattacking. But what does it mean? Counterattack happen when you win the Reflex Check (Happens when you Steal or when your opponent Penetrates you)
The calculation for the chance that a character can counterattacking the opponent is simple:
(Reflex – Opponent’s Reflex)*0.1*Counterattack Resistance.
The CA cap is 50%, so even if you have 2000 more reflex than your opponent, you only can CA them 50% of the time.
For Counterattack Resistance, it’s a stat designed to help units with low reflex or units who prefer building damage instead of reflex from being CA’ed all the time. Like I said, the maximum chance for CA is 50%, and it will get reduced further by Counterattack Resistance (CAR). However, your CAR is also capped at 90%, so remember that you can still be CA’d, but it will happen less often. Attackers will have 30% CAR upon penetrating as an innate ability.
Also noted: CAR is really important for your backline if you don’t want them to get murdered by reflex, try to get CAR on them so that you don’t get destroyed against a high reflex mid.
Damage Reflection:
Basically, every type of player reflect damage differently depends on the situation:
Striker
Reflect damage when being penetrated or stolen upon: 35%
Defender
Reflect damage when being penetrated or stolen upon: 60%
Goalkeeper
Reflect damage when being penetrated or stolen upon: 70%
Assistor
Reflect damage when being penetrated: 70%
Reflect damage when being stolen upon: 60%
Attacker
Reflect damage when being penetrated: 85%
Reflect damage when being stolen upon: 95%
Leader
Reflect damage when being penetrated: 50%
Reflect damage when being stolen upon: 70%
If your return damage is higher than your opponent when they are attacking you, you will return kill them and get the ball in the process.
Damage Increase (DI) and Bonus Damage:
I see people get this confused all the time and for a good reason, these 2 sound very familiar to each other. However, they are very very different from each other.
Damage Increase (DI) is multiplicative, it is a very important stat in PvE to stack up since it affects the Damage Resistance Stat. In PvE, a Goalkeeper usually has low DR, which makes DI stacking really useful in order to bring their DR to the minus zone, which then boosts your damage.
Bonus Damage is additive, you can treat this as Pseudo-Crit, increasing your total damage like Critical Damage without having to Crit.
So, how to figure out which skill does which?
Bonus Damage are Skills/Stones that specified a certain Element or Type of Player. For example, Damien’s Long Dark Night:
- Decrease the incoming damage by 25%, increase the damage dealt to goal keepers by 50% and the damage dealt to Ardor players by 25%
Or Wind Caller:
- Increase the damage dealt to Goalkeepers by 20%
Any other skills that doesn’t specified a certain type of player or element, are DI skills.
Action Bar:
Every character has an Action Bar, and when it is full, they can act. At the beginning of the match, a character starting Action Bar will be randomized between 0-40%. After an action, a character’s Action Bar will be reset to zero. The only exception to this rule is player using [Strategy], [Power-Up] or Active/Passive allow them to have another turn.
When reading your player’s skills you will see skills like Kevin’s Quick Start:
The action bar with in the position always starts at 4 / 8 / 12 / 16 / 20%. (Added to the action bar bonus given at the start of the match).
Or Milky Way’s Music Start:
The action bar always starts at 6 / 12 / 18 / 24 / 30%. (Added to the action bar bonus given at the start of the match)
What this means is that the player affected by this skill always have their Action Bar starts at the value of the skill after an action.
Ignition Catalyst: Get 8% – 40% bonus action bar at the beginning of the match (Only for the beginning)
Roina’s Magical Rush:
Increases the attack power by 8 / 16 / 24 / 32 / 40% and always starts the match at 3 / 6 / 9 / 12 / 15% action bar. (Added to the action bar bonus given at the start of the match)
Like how it was stated, IC and Roina’s passive only give you bonus Action Bar during the beginning of the match, which is the only exception for starting AB skills.
Starting AB skills do not stack with each other, so a Milky Way – Kevin line won’t result in MW having permanent 50% AB (However Starting Action Bar and Action Bar recovery skills will stack).
All characters AB can only be recovered up to 80% from Passive Skills and Stones but it can be recovered to 100% through Active Skills.
Similarly Action bar cannot be depleted below 20% by means of enemy debuffs.
Teamwork:
So, at the end of every match (excluding Auto Mode), there is a chance that a multi-choice question will pop up:
If you choose the best answer, you get +3 point to your Teamwork meter. If you choose the wrong answer, you get -1 point. Otherwise, you get a +1.
Now, the questions range from weird to pure lunacy and you prob aren’t going to guess the right one immediately. To prevent that, here’s the full list of all the answers to every character’s question. Have fun
Resources:
Currently, there are 4 “Permanent” Resources and 2 “Temporary” Resources.
They are Gold, GP, Crystals, Dimension Stones and Event Scout Point, Season
Scout Point respectively.
Gold: The most basic and the one you will use the most throughout your SS career. Gold is extremely important and you will find yourself wanting more every day. Gold is being used for Stone Upgrades, Stone Crafting, Stone Combination, Training, Scout Refresh, Evolution, Swapping Stones, Balls,…. Basically a lot of things you do on a daily basis.
GP: One of the best thing about Soccer Spirits is the ability to Scout important things like Uniques, 5 Stars, Legends, Gatekeepers, Managers. GP is the resource you will use to do so.
A Legend or 5 Stars cost 1600 GP each, Gatekeepers costing 150 GP (15 for Neris), Managers can be scout for 1800 GP and finally Uniques for 2100 GP.
Crystals: The “premium” resources of Soccer Spirits. While important, they are not impossible to get and you can get a quite generous amount of them just from Events, Daily Log-in and Achivements. Used for Premium Draws, Inventory Expanding, refreshing your ST, BP or Battle Balls and the BEST of all is buying Skins cuz we all want our favorite player to look good.
Dimension Stones: You want this. You may think you don’t but you really do. Dimension Stones are omni-important and necessary to access a lot of late game team building. You can buy any players with DS, and I mean ANY, even Legends. Costing 900 for a Classic and 1500 for a New Star Legends, this is the best investment for DS you can do. Other than that, DS is useful in slot rerolling (which is important to unlock a unit’s full potential) and Stone Substats rerolling (to min max your character). While the latter is quite end-game oriented, buying Legends should be your aim and the reason why you should try your best in order to get your dream team.
Event Scout Points: Available when there is an Event Scout going on. Can be amassed by playing any match in Story Mode or Space-Time Continuum outside of the Seasonal Boss Match. The rate is 0.5 to 1 times the original ST cost of the match you are playing. Generally really good to farm since you can get these by pretty much playing normally. From these, you can scout Exclusive Skins, 5* players, Premium Tickets, Stones, GP,… and a lot of other goodies. All the point will be gone after the Event ended so make sure to spend them all
Season Scout Points: Reset every 2 weeks. Amass these by playing the Seasonal Boss Match. From these you can scout the Boss 5 Stars character (usually very niche and not very good but you should have one for chains), a Gatekeeper with the same Element at the boss, 5-6* Penguins and 4-5* Swirlies.
Managers:
To play effectively, you need Managers to do so. While can be quite Expensive, they are great long time investment that will help you a lot in the long run.
There are 3 types of Managers: Sponsors (Green Icon), Trainers (Blue Icon) and Scouters (Orange Icons). Each of them come with an Active and a Passive Ability. The Active Effect can be upgraded by evolving that Manager. The level of their Passive Ability ties to the SPU Level of the Manager and can be increased using the same Manager or Littres.
Active wise, Sponsors usually give you Gold and GP, Trainers give you ST and BP and Scouters either give you Cards, FP or use the main Trainer’s/Sponsor’s Active.
ST Managers:
Anastella, Hasel and Ingram are all great Managers to have with their ST reduction ability. With Hasel and Ingram at 0 SPU and Anastella at 1 SPU, you can have 26% ST reduction, effectively reducing Chapter 1 in Story Mode Normal to 1 ST, which is your main source of GP when it comes to grinding. Also, the Seasonal and Even Scout Point calculate original ST cost for the amount of points you receive per match so having ST reduction manager can be really good for more points with less ST. At max, you can have 50% ST reduction total with all 3 at MSPU.
Sigmund increase your base ST bar by 10 at 0 SPU and 20 at MSPU. Really good Manager to have to increase the value of Crystals -> ST conversion. Also great when you go to sleep since you get a bit more ST the next day when you wake up.
Stats Managers:
Lucy, Gerold, Clover are all great for f2p players and they are obtainable through Scout. Stats Manager are very good to have to max out your team potential and some time, having them or not is the difference of clearing a few floor of Colosseum of Despair or getting stuck until the end of time.
Perial is a must have for any player. Having the ability to get additional drops (which is different from Clover drops) make her a great long term investment.
Spirit Stones:
For the list of Stones and their Effects, you can check the ingame Book or go here for a text based version.
Spirit Stones are basically your character equipment. Each will enhance your character in many different ways and well, some are more crucial than others.
Every 5* Character will start off with 3 Main Slots and a Locked Prism Slot. The locked slot will be open once that character got Special Trained into 6* (Note: 6* characters automatically come with an unlocked Prism Slot).
You can only equip into a slot a Spirit Stones with the same color as said slot, the only exception to this is the Prism Slot, which you can equip stone of any color.
The other rule is that you cannot equip 2 stones with the same Zodiac Sign together in the Main Slot. However, the Prism Slot also being exempted from this rule.
The Prism Slot however, cannot hold Uniques or Legendary Uniques stone.
There are currently 2 types of Stone: Normal Stone and Unique Stone.
There are 2 types of Normal Stone: Common and Rare.
Common Stones have no border and only have 1 Property while Rare Stones have a border with 1 Main Property and 1 Sub Property
There are 2 types of Unique Stone: Unique and Legendary Unique.
Unique Stones are stone with properties separated from the 12 main Zodiac Signs. Each one of them also have their own unique icon, name and effects.
Legendary Unique Stones are stones crafted from one main Unique and 4 other material Uniques. These stones will have the Main Properties from the Main Unique and the Sub Properties provided by one of the material Uniques. All Legendary Stones are animated and have their own name, different from the original stone.
Every Stone have their Properties (written in yellow text) and Sub Stats (written in orange text). Each element will have 12 Stones, 6 Rares, 6 Common, all of the Normal Stones have stars, ranging from 1 to 4.
Each Stone can be powered up up to +15. Every 3 power ups, one of your sub stat will be upgraded or a new one will be added on to the list(Note stones cannot have their main property added as a substat but can get get their secondary stat, Uniques are exempt from this rule) . There is also a small chance that your Stone will be evolve into the higher rank stone with the same Zodiac Sign. However, if your 4* Rare evolves, you will get a random Unique Stone of the same element.
Once you’ve powered up a stone to +15, you will get a chance to use 50 DS to reroll the sub stats of said stone. It’s very random and costly, so unless you are an endgame player, don’t attempt this, you will hurt your DS supply. If you are unhappy, you can deny the substat change and get refunded with 25 DS.
Combining:
Let me say this first, there is only 2 kind of combining you want to do. The first one is Combining 5 +15 4* Stones to get a random Unique with the same Element as the stone you use in the Center Slot.
But remember this, all 5 of the stone have to be +15
The second one is combining 5 different Uniques:
If you choose to do this, you get to pick a Unique with the same attribute as the one in the Center Slot. The power up value of said stone will be the average of all the Uniques being use to create it.
Craft:
Note: This is pretty much end game only content
So, you can craft a Legendary Unique using one main Unique and 4 material Uniques(All uniques need to be powered to +15). Then the Legendary Stone will randomly select one of the 4 material stone to be the Sub Property of said stone. To craft a Legendary Unique, you will need Spirit Cores, which can be obtained from selling Spirit Stones, Mileage Draw, Scouting and Biweekly Achievement.
PvE:
So this is the core part of this guide and the reason why I want to make the guide in the first place. PvE is an essential component in the game that many players seem to neglect. You gotta remember this, MOST of your resources will come from PvE, while PvP can provide some nice things, you would want to do PvE, that’s how you get your Littres, your Beelze, your DS and your Crystals. Also, in this guide I will avoid mentioning any Legend. You can do PvE without Legends, it will harder but it is very doable.
Colosseum of Despair: I can tell you for a fact that with stats manager, a good Goalkeeper, some totems and a fully invested Karpila/Baltheon and Damien/Shanti can carry you all the way to floor 53. Yes you heard me right, all you need is 3 invested players to do 52 out of 60 CoD floors.
So how should you do PvE? Well first of all is Damage, the common strategy is 1-2 shotting the GK and you want to gear your team and players toward that.
Players:
Celus the Chair God is Damien’s best friend and one of the easiest sources of DI and Def Reduction. He will carry your ass in PvE by simply being there on the front smirking at your opponent. While lacking a red slot for EBM, Celus is still a very solid choice to maximize your damage and he even come with a solid Critical Damage Boost Active.
Hamerus is another source of valuable DI. While lacking the synergy with Damien and 5% DI compared to Celus, Hamerus has a natural Red Slot for EBM and she is also a Assistor.
Jacob, Meiran, Iggy, Black Daisy all have an Active that will boost your damage significantly. Especially Jacob and Meiran both have Global Totem that boost your Striker with 45% AP at max
Kalkrish the Ace of your CoD team, literally. He boosts your pass effect by 90%, ensures that you can do 5 digits of damage before reduction. He is also easy to get due to being a Rival and on a rotation every few months. Grab him, he is your PvE core unit.
Uriel while useless as a PvE striker, her Ace can certainly prove it’s worth as it is the go to ace for OHKO in PvE and PvP. There are matches where having Uriel Ace will be better than Kalkrish Ace.
Linmay, can work either as a Sandbag, healing your GK and give your backline AB when being shot at, or an enabler with her ability to hold IC and a Spirit Forward Pass, a really good all-purpose player to have. If you have her, use her.
Stones:
Endlessly Burning Matter: The big boy DI stone, useful in all situations for more damage.
Frozen Speartip: While weaker, can be used by any other unit in your team in the same line as the GK
Silent Cold: Critical Damage boost and a generally very good stone for a Assistor, what not to love about it?
Star’s Tear and El Repayon allow your GK to always be in top form and can hold the ball until the cows go home. It also very useful for GKs that don’t have a healing Passive to survive through the constant onslaught.
Other than these, for your striker you generally want Red Critical Damage (gives DI) and other stones with Critical Damage and Receiving Pass Effect .
Global Totems:
Elise is the easiest to get and Yeon is the hardest due to her status as a Superb Boss. Sage is Ardor exclusive in term of global totem. Honorable mention: Veronica, a great global totem for Thunder striker, the only thing prevent her from being great is Thunder lacking great PvE Striker. Also Khirel and Jiho, both are Legends.
Chains:
There are 3 key chain you want to be able to activate in your CoD matches: Striker’s Affection + Competition and the Assistor’s Affection
Being able to activate these will boost your damage significantly since Striker’s Competition Chain affects their Base Dribble, which also enhances all of your AP Totem and Skills (Except AP drains)
Colosseum of Trials: If Colosseum of Despair is your weekly Crystals and DS grind then Colosseum of Trials is your biweekly all resource gain and the place where you can amass the most DS out of any Mode in the game. Your first Goal in CoT should be 35 Clears, then you can get a 5* Littre every 2 weeks and a total of 37 DS. Then the next big goal of your is 46 Clears, a 5* Beelz and 87 DS. A players who can do 50 CoT clears will have a lot of resources and more leeway than player just focusing on PvP since they can amass 354 DS per month, which translates to a Legend every 2.5 months, not counting other DS sources.
So: FOCUS ON YOUR PVE. That’s going to be your key to success in this game.
Units that are good to have/invested into:
Rivals:
Pei Lin is an useful player to have for both the 4* and Special Players limited match while Didi is going to be a very key player in a lot of comps due to her passive giving 60% Spirit at the start of the match
Totems:
Black Ivy, Vivid Fear and Kevin are all fantastic totems to have. Not just for the increase in Damage, they also provide speed control (Black Ivy and Vivid Fear), Reflex (Vivid Fear) and permanent 20% AB (Kevin’s Quick Start).
Cynthia, Bell’s True Love give a whopping 15% Slow to your whole opponent’s team and a DI active if you ever to use it. Aslan (who is a Superb Boss and well worth of the title), tanks up your GK and powers up your Shu with 35% Crit Damage/Reflex. Both are very welcome even if the latter is very hard to get.
Pinol provides spirit drain, which can be very useful in certain stages to deny Blocks and Actives from your opponent.
Shu:
Yes, he is so fucking good that he deserve a section of his own.
But you said that you will not mentioned any Legend?
True, but you don’t have to have Shu to use Shu. The best thing about Colosseum of Trials is that you can borrow your friend’s Ace unit. So if you don’t have Shu in the beginning, befriend someone who have one and then kidnap ask them nicely to put their Shu up. Shu will carry your ass through about… 40 floors or so, not that much.
Jean:
While hard to use in PvP, Jean is a fantastic player to have due to his ability to Long Shoot, Which Bypasses GK’s active blocks and due to it’s nature of passing the ball to your frontline, preventing goalkeepers who require using active skills or passing the ball to heal from healing. While isn’t as much of a Swiss Army Knife as Shu, Jean in his own right will carry you through PvE content, most notably CoD, CoI and a few CoT Stages.
Just remember to have a Renee with him in order to use him with full power, he will need it.
The only reason why I don’t recommend him to someone who just started out is that he is not a good PvP player, and can require some setup to use properly. But once you have the resources, Jean is never a wrong investment.
CoT is too specific to write a small guide about but hey, the fun of it is figuring a way to do it yourself.
PvP:
So, before I start, let me state this beforehand: FOCUS ON YOUR PVE. PvE is going to be where you get all your stuff to be able to build your “Dream Team”. If you are going to focus all your resources into PvP at first, your mid game will suffer I guarantee it. However, I’m not saying that you should abandon your PvP. Invest in units that you know would be useful for both mode, then you can spend your resources a lot more efficiently.
And that come to another point that I want to say: DON’T GO MONO AT FIRST. Mono can be really fun and great to look at. However, they are also very hard to build due to their needs of specific units, slow progress (cause you can only acquire 1 Fairy for the element you want if you are unlucky each week) and need a lot of investment to start rolling. Also, it will greatly hamper your PvE potential and limit your resources. Also, Monos can be countered by their bane Element so only having Mono team for PvP can be a bit of a problem early on. For new player, you will severely lack the ability to activate a mono team’s full potential since you will lack players to active chains in mono.
HOWEVER, YOU ARE THE ONE WHO PLAYING THE GAME. I’M ONLY HERE TO TELL YOU WHAT IS THE MORE EFFICIENT WAY TO PLAY, IT’S NOT THE ONLY WAY TO PLAY.
There are basically 2 types of team right now: Rainbow and Mono.
Rainbow Teams are teams that consist of players from many different elements. Their Aces are usually Jiho, Felix, Duran or Pen Aces like Elchitusa (Whirlwind Striker), Leventor (Thunder Striker), William/Melissa (Ardor Striker), Sakiel (Light Striker) and Armel (Dark Striker). One thing you have to remember is that: YOUR ACE DOESN’T HAVE TO COVER EVERYONE IN YOUR TEAM. That’s why you can see teams using Element Specific Aces while not being a Mono team.
Mono Teams are ones consist of only one element. When you achieve that, your Ace will become Ace Burst which is an upgraded version of the original Ace. The Burst Value is 1.6 times the original Ace value.
So what are these 2 Elements Ace I’m seeing?
Ah yes, these are called Dual Ace and a relic of the past. My advice is that Don’t bother.
All of these Aces are not very good, especially the HP – AP Ace, which is very outdated. If you want to run an Element specific Ace, you should just run good Mono Aces like Speed Ace, Pen Ace, Crit Damage Ace,… You will achieve a much better result with a core element for that team and other Legends/Units from other elements.
Why so many people run Pen Aces when they only run 1-2 players of that element?
You win when you kill your opponent GK. And running Pen Ace is the best way to do that. A Pen Ace give your Striker 30% Pen and 40% AP, which is only 5% short of a Glabaris. That’s an extra Unique for your Striker. All Strikers want to cap their Penetration Stats and Pen Ace help them do so without sacrificing 1-2 stone slots for Extra Pen Stones. Instead they can run extra Crit Damage, Receiving Pass Effect, Crit Rate,… which will boost their damage even further.
For now, I’m going to talk about what units that is going to be useful to have for a Rainbow team, and maybe even Mono team as well due to their flexibility and power.
Strikers:
So, besides the Legendary Strikers and the Strikers I mentioned at the start, what are others good Strikers to use? Well usually Power Strikers with high pen are good to use. Also, always have 2 Strikers, you want another Striker to be able to work around your main Striker weakness.
Griffith has the highest Pen Passive in the game at 50%, having nice slot for PvP Stones, just overall a nice Striker to use.
Kyoko, Beatrice, Vitos and Ellatrice are all all-rounded Striker with a bit of everything in their kit, nothing much to say besides easy to use and efficient.
Lucid is an interesting unit, she requires a bit of setup and a bad first shot, but once she got her Passive up, she can hit like a truck with a Pass. A bit harder to use but nonetheless can be very fun and rewarding
Are these the only usable Striker?
No, these are great and easy to use due to their all rounded kit and usable without rerolling their slots. You can use any Striker and still be able to get to Galaxy, it just that your Striker is the one who is carrying your team, not the way around, beside a few specific case.
What do you mean by that?
Kirin is the most annoying Striker to play against with his Brainwave – Adv, which can paralyze your entire backline. But Kirin isn’t going to win game just by paralyzing the backline and standing there, he will need his teammates. The reason why Kirin is a nightmare to play against isn’t because he locks down your back, it’s because of the 3 others teammates of his will ravage on your poor players while they are defenseless due to paralyzation. Kirin players have no soul.
You will have a love hate relationship with Uriel. Love her because her art is fantastic (base art is the best art) and her ability to recover the whole team AB by 20% with a shot. But you are going to hate her because she is not going to do damage. You see, Uriel is utility in it’s purest sense, she is a team player, not a selfish one. Sadly, it also means that while Uriel can be very fun to play with, you will need a heavy duty team to carry her ass and seeing her shoot for 3 digits per shot is absolutely heartbreaking.
What about the other Striker?
Oh yeah, there are others Striker left that I’d like to separate to 2 different types: Utility Striker and 1.5 Bar Striker
Utility Striker:
There are a few reasons why I don’t want to recommend Utility Striker to new player, even if they can be really fun to use:
- Very gimmicky, you will see that instead of having a skill that bolster their damage, they will have a “gimmick” skill instead. Again, while it’s very fun to use, it it very detrimental to your damage. And not every gimmick is good, I’m looking at you Irru and Blade
- Low Damage during the first few shot. The thing about Utility Striker that you can see is that their damage can be quite… lacking since they are designed to be able to surpass power Striker during the 3rd-4th shot onward. But you see, the problem is that you want to end the game with as few shots as possible. In a equal match up, the team that deal more damage with the least shots, win. Which leads to…
- Team dependant, they want a team that can survive until they can start pumping out great damage, which is hard to build especially in a mono setting.
- Lacking in different aspect, again, gimmick skill means that each of these striker is lacking in some aspect. Beside Blade, all of them don’t have any innate Pen. And Blade herself lacks Crit Damage. Also 2 of them have 3 Light Slots and 3 Dark Slots which isn’t good at all.
- Active is 2m Cooldown, this is a huge point, even if you can get the ball to them fast, if their active are not available due to it having a 2m restriction, they can’t ramp up their damage and that shot is wasted.
- Hard countered by Aiolos, all that stacking but she can wipe them all off the face of the Earth and your striker going back to do no damage.
Why is Vonchi considered to be good?
Well let’s look at every single point and see what have BB done to Vonchi to fix all of Utility Striker problem
- Gimmick: His Gimmick is that for every 3 point of Action Speed he possess, he gets Critical Rate and Attack Power. This is huge due to the fact that he is going to scale no matter what stage of the game. His 2nd skill also gives him bonus Speed and any bonus Speed he have from stones, totems or Ace, they all turn into his damage.
- Damage during the first shot: He has really high damage during the first shot, almost a Power Striker level. And he can surpass them during the 2nd shot onward. He does not waste any shots to ramp.
- Team dependant: Like I said, he has really high damage, and also really fast, he is very team independant
- Weakness: Well he has 2 weakness, Thunder GK (which is obvious) and paralyzation. However, he has really high innate Pen (only surpassed by Grif), really high AP and CD gain, good reflex. He used to have a weakness which is low Crit Rate but BB decided that he isn’t strong enough and buffed him so that’s nice of them to do so. Also decent slots and not 3 different Red Slots like a certain Ardor Legendary.
- Active: His active cooldown is 0 min. That’s all
- Aiolos, yes, Vonchi is countered by Aiolos, but not actually. You see, Aiolos needs 3 action or being attacked 3 times to wipe off buffs. Good Vonchi will be able to 1-2 shot any non-Thunder GK (beside really high end Presty), which make Aiolos’s Passive null in most cases.
Well, so who are the 1.5 bar Strikers?
Hiro and Sharr are both 1.5 bar Strikers. Sharr is worse than Hiro due to her having 3 Red Slots. Both are Pen Ace dependant and need slot rerolls to reach their full potential. Also, 1.5 Bar Active is really hard to use and requires more setup and spirit gen. If you are playing Mono Light however, Hiro is your best striker beside Vonchi and Ellatrice, use him. He also has a Blue Slot for Glab.
Goalkeeper:
The “invest in 2” rule also applies to your GK, these are the GKs that you can use for your disadvantageous match up.
Kei and Ronald are both Block type GK. Kei is worse first shot but he is tankier every time an unit inline receive damage. Both are decent to use and can be more sturdy than you think.
Black Tortoise and Angela are both Threshold GK. BT comes with an interesting AP totem and high pass effect, which can enable lines without dedicated penetrator to be able to fight against your opponent. Angela is really tanky with a great active but have a really high Threshold.
The other Goalkeepers are either not great or hard to use, that’s why I won’t mention them.
Totem:
Midline Totem:
Generally, for a midline, you’d want a bit of everything, but mostly Speed and Reflexes.
Victoria is a popular choice due to having a 50% Reflex Totem, a nice kit and the ability to revive the other midliners due to Ectasy.
Vivid Fear and Lynia are both Attackers with utility in their kit. VF is a much more totem oriented with her 20% Reflex and AS Totem, 30% Debuff Totem with DI as well while Lynia is a better power unit but weaker utility.
Jade Rakshasa is a strong player,a nice totem for mid, and she is in BT Affection chain.
Jheet is a good attacker to have for Dark only mid.
Elemental Damage Resistance (EDR) Totem:
Elemental Damage Resistance calculated separately from normal Damage Resistance, which means that it will apply fully it’s value without obeying to the multiplicative rule. All characters with EDR totem will resist both the advantageous and disadvantageous by 30%. EDR value are not affected by Pen like normal DR.
All of them besides Magnus and Nerua have a 2nd Totem that is Element-restricted for units in the line. Nerua have 2 more totems, one is non-Element restricted and a totem that affects every Thunder player in the team. Magnus’s 2nd totem is non-Element restricted and can be use anywhere with any Goalkeeper.
Global Element Totem:
While not super necessary by any stretch, these are all good totems to have, especially Erica for Ardor GK and Veronica for Thunder Striker.
Backline Totem:
Lindberg is a fantastic Totem for a Dark GK and a good player to boot. Nikita also has a really strong backline totem and the ability to Spirit Gen every 3 mins. Nikita can pair well with Glayde due to her being an assist
Hyang Ran is currently the best 5* Totem in the game due to her 50% HP Totem, 25% DR at max stacks and the best of all is the ability to have 40% co-op chance to reduce the opposing Striker’s power.
Kevin provide permanent 20% AB to the whole line, have a DR totem for back, Def shred for penetrating, CR decrease, just an overall fantastic player.
Assist:
Renee is a must have if you are using an Ardor Striker, she has high pass and also boosts the passes ardor players receive within the line
Shura can counter harder to crit back, and also having a 50% def debuff at max stack, make her a quite popular player. However, don’t use her against Presty or one active and all your debuff become non-existence
Alkyde is a weird case, while I think she isn’t all that great, she is something that a new player can farm and can use her with MSPU while their resources are still limited. She has good TEC and SPD (both higher than Baltheon interestingly enough), Spirit on Pass, CD Pass and some nice Pass Effect. She also comes with a debuff totem that is very useful and help CA your opponent.
Sakiel, Melisa and Elchitusa are the Pen Aces squad, each having Pen Ace for their respective element and all having crazily strong passives. If you have them, use them.
Remember this, all the characters I mentioned above are the more noticeable ones but the 5* Players pool are large, you can use many many other character as well to great effect.
Credit:
Orenjeee, Tsukinohana and Congeenial for helping me with the guide.
Especially Tsukinohana as my editor.
Things to do in the future:
- Adding more mechanic, how to farm resources and clarify some mistranslation and hard to understand Skill/Ace
- Adding Legend rating for rerolling
- Adding Mono in PvP for each element
- Update after hearing more suggestions, feedbacks or from meta shifts
- Update for Metaverse
Changelog:
6/11/2017: Ver 1.0 released