Showing posts with label Units. Show all posts
Showing posts with label Units. Show all posts

Saturday, 28 March 2015

Brave Frontier- Guide on what 7 stars are and how to get them

Introduction:

Hello everyone and welcome to this guide on what are 7 star units in Brave Frontier  and what they are. This guide assumes you are capable of getting your units to 6 stars (miracle totems, metal mimics, elemental totems etc.). Also, this guide as usual is for Brave Frontier Global and things may be different if you play Brave Frontier Japan.

What are 7 star units?:

7 star units are an even stronger version than the previous 6 star units in every way possible. Not only do they have much huger stats and better BB, SBB, and Leader Skills, they also have a unique skill and come with a new kind of Brave Burst called Ultra Brave Burst. These units are much harder to get time,energy, Zel, and evolution material wise, but they are certainty worth the investment afterwards. Additionaly, the only units to have 7 star are the Six Heroes and Six units you can get in the rare summon right now, and you can get the six heroes in there respective vortex dungeon right now (expect Vargas) for free!
BEHOLD THE GLORIOUS 7 STAR VARGAS!


What are the unique features of 7 stars?:
Well when it comes to 7 star units they have 2 unique features that 6 stars do not have, so lets talk about them one at a time shall we?

     Ultra Brave Burst:

This in my opinion is the coolest part of getting a 7 star unit. So a ultimate Brave Burst is absurdly strong Brave Burst that a 7 star unit can obtain when 1 criteria is met: The unit must get its SBB to level 10.

The UBB is unlocked once you get SBB to 10 and the UBB is already maxed once you get it (no need to level UBB). But how does one use this UBB compared to BB and SBB? Well lets take a look at this picture that shall help explain.
Firstly, if a 7 star with UBB is in your squad a bar will appear titled "Overdrive" which can be increased by attacking(regular attacks, BB, and SBB), guarding, and using an item. Secondly, once full you can swipe to the left on a unit with UBB to initiate Overdrive as long as they have their BB ready or SBB ready. Thirdly, after doing so their BB/SBB bar will become empty and turn red, this bar must be filled within a few turns(I believe its 3) or it will become empty. Now if you get it full you can swipe up to use your units UBB on that turn and your overdrive bar will need to be refilled again. It should be noted that only 1 UNIT can initiate Overdrive, thus only 1 UNIT can use UBB per overdrive. An, example of a UBB is Flame Legend Vargas which hits 25 times and decreases enemy's attack stat by 80% for 2 turns with a 100% chance to proc!

     Extra Skill:

Compared to the UBB this one is as simple as breathing. So, you unlock a "Extra Skill" for a 7 star unit once you obtain the units UBB. Depending on your unit this extra skill has 2 varitants. For the Six Heros you need to equip a specfific spear to get the bonus (which you only see in battle) such as Vargas needing Dandelga (his weapon). The Six Heroes get 20% to all stats and an extra effect such as doing more damage to weak elements when they are in battle with that specific spear that is their weapon. If your 7 star came from a rare summon than the skill is always in effect but is are not as potent as the Six Heroes but do not require a specfic sphere such as immunity to all status effects. Here is what the extra skill will look like once you unlock while looking at a unit and make sure to hit "switch" at least once to see it instead of the Leader Skill.

What do I need to get them compared to 6 stars and where do I get them?:

When it comes to 7 stars there are 2 unique things needed for evolutions compared to 6 star evolution, so lets dive right into it and keep in mind you will always need at least 1 totem of the units element, at least 1 miracle totem, and at least 1 of each of these 2 new evolution materials.

Mecha Gods:
This is a new unit that is much harder to get than a miracle totem, and just like regular totems you need the Mecha God of your units element (Fire Mecha God for a Fire Unit). Unlike the totems these guys are a lot tougher and hit harder so a mostly offensive team will likely fail to get one. The Mecha Gods can be fought in the vortex just like totems but have their own dungeon called The Mecha Gods Awaken that are available for a few more days consecutively, but after will only be available on Fridays and you need 70 energy to do 1 run.
Here is a Mecha God as the final boss of this dungeon, now as I said earlier do not a full offensive team as it will be really hard to do even against weaker elements like I did in this picture. For this fight all you really need is a strong 6 star healer like Rigness and a unit or 2 that can help spam BB and SBB against single target enemy such as Lilly Matah or even a Zelnite( or someone who can fill BB gauge/increases BB drop rate). With these units you can easily win if you use your BB and SBB at the right times, and if you do not have good units for these try looking for friends on Brave Frontier Forums or on the free app RockUTalk for friends with the leaders you want. Lastly, just like totems these guys are a guarantee drop once defeated.

Legend Stones:

Here comes another part of 7 stars that is "easier by comparison". Currently only the Six Heroes require a "Legend Stone" that can be purchased with BP in the Daily Task store. This week and for the next three weeks these bad boys are on sale, so this week it is  100BP and the next two weeks it will be 500BP and these can only be purchased once per week. After this they will be available to purchase as many times as you can but at an increased price. So if you get that sweet BP you can have 3 easier than normal to get 7 stars at the ready!
How it looks in the store, notice the "claimed" next to it

End:

Thank you a bunch for reading my latest guide on how to get a 7 star and the unique features of 7 stars. As always feel free to comment any problems you may be having and any questions as well. Thank you again and I look forward to seeing you guys in my next guide!



Saturday, 7 February 2015

Brave Frontier Guide- What Unit Types are good and which ones are bad?



Introduction:
Hello, this guide is a simple guide in which I will analyse each unit type such as anima and lord and tell you which ones I believe are the best and worst. For this guide you do not need to know what types do what because I will be saying for each type what stats are affected, but you will have to know what each stat does. After reading this guide you should be able to figure what units you have that are good unit and bad unit types. As always this is ultimately my opinion only, so if you disagree with my reasoning that is completely fine. Also, if you do not wish to read this guide but still are interesting in this topic then please watch the video I made just below the introduction. Lastly, this guide extends from my previous guide on how to analysis a units usefulness so check that out to further understand where I am coming from.

Video Guide:




Anima:

This unit type increases the amount of HP a unit gets and decreases how much REC. This is the best typing for a unit in my opinion. This is because HP increases a units survivability more than DEF since it is not affected by things such as DEF ignore and counters flat damage attacks better. Addtionaly, most units hit the REC soft-cap of about 1.3-1.5K, so the REC drop is hardly noticeable. This example of my Anima Elza will help emphasize how good an anima is stat wise.
The stats make me drool a little bit....



Breaker:

This unit type increases the growth rate of ATK but decreases the growth rate of DEF. Since, Brave Frontier is mainly focused on making sure your units have good defences this typing is not that great(but not the worst). The increased ATK is very nice on attack focused units, but is not very good in support or healer units since they do not do a lot of damage to begin with. Additionaly, the DEF drop is really bad for any unit role no matter what. However, unlike a typing we will get to later, this typing stat boost is at least a little useful worst case scenario. Here is an example of a unit that having Breaker on is quite annoying.

I cringe a little bit every time 



Guardian:

How about we move on to a type that won't make me cringe a little bit? Guardian increases the growth rate of DEF, but lowers the growth rate of ATK. This typing is quite good because the DEF boost is very useful in almost any scenario for any unit role. However, the ATK drop can be a bit annoying for units that do a lot of damage,but the DEF makes them more survivable so it is made up for in most cases. Here is an example of attacking role unit with guardian as his type.
SNIPER NO SNIPING!



Lord:

The lord type knows how to keep stuff simple for us. This typing does not affect a units stats AT ALL. So, this means it will not makes your unit do more damage,less damage, be more tanky, be less tanky etc. This means the Lord typing is the kind of type that you can't get to happy or mad for getting due to this. I will be honest it is really hard to complain or be happy about getting this type. Here is a Lord type unit.
Cant go wrong or right with a lord can ya?



Oracle:

Oh boy now this is where it will get interesting. This typing increases the growth of REC, but decreases the growth rate of HP. This typing is so bad that it almost feels like I get cancer every time I see this word on a unit. Most good units hit the REC soft cap even with anima! Also, HP is the most reliable form of survivability stat wise so decreasing it is begging a unit to get wrecked every time they battle any tough enemies. Overall, this typing is the worst typing you can possibly get on any unit, and unless it is the only unit you have of it, you will likely want to get rid of any units that are oracles and that you have at least another one of it that is not oracle. Here is an example of cancer incarnate......I mean an oracle unit(keep in mind he is only 5 stars at the moment) 
MY EYES THEY BURN!

Preferred Order:

Here is the order of overall usefulness of each unit type from best to worst going from left to right

Anima>Guardian>Lord>Breaker>Oracle

End:

Thank you as always for watching my latest gaming guide on brave frontier. Please feel free to comment on what you thought about it. My next post will be a basic guide for playing Humans in the Free to Play Game Nosgoth. Make sure to check out my twitter for the time and date of which it will be posted.

Monday, 2 February 2015

Brave Frontier- Basic Guide to Analysing a Units Usefulness


Important Note!:

This guide is for Brave Frontier Global so this means 7 star units will not be factored into this guide, and any other units that are currently only available in the Japan version(which is ahead of the global version in terms of content) will also not be factored into this guide. 

Also, this guide is ultimately my personal opinion on how to tell if a unit is good or not, and is not the must do way of analysing a units usefulness.This guide assumes you know the basics of brave frontier such as what are brave bursts and super brave bursts, what each stat(attack,defence etc) does, what a leader skill is, what brave crystals and heart crystals do, what each unit type does to a units stats(anima,lord etc.) and the roles units can have(support, attacker, healer etc). 

If you do not know the basics of Brave Frontier either check out the official wiki at http://bravefrontierglobal.wikia.com/wiki/Brave_Frontier_Wiki or ask me your questions in the comment section of this blog post.



Introduction:

Hello, welcome to my basic brave frontier guide on how to analyse a units overall usefulness. After this guide you should be able to tell what units you have that you should keep, get rid off, or what units you want but don't have to best fit your squad. This guide will be looking at the following aspects of a unit: Stats(attack,defence etc), leader skill, and Brave Burst(BB)/Super Brave Burst(SBB).



Analysing a units stat line:

This is the very easy part of this guide because we are just looking at number and comparing to what I consider is good for the stat[s] in question, so lets take a look at each stat individually, expect Attack and Defence since I believe they have the same range for what I consider good.

Health(HP): 

This is what I consider the most important stat in the game because health is more reliable than defence due to things such as defence ignoring attacks and attacks that do fixed damage(an attack that always does 4000 damage). Just about every strong/good unit will have close to 6000 HP or so before any kind of stat boost(including spheres) if they are not an oracle. I say this because HP much lower than 6000 tends to result in the unit being an easy target for late game bosses to destroy in just a single turn even if they have gotten a nice boost to their max HP.

Please note that some very good units that are oracle will have an HP stat much lower than 6K so be lenient in that case.


Here is an example of a unit with HP that would be considered good and notice how he does not have any spheres on.
I would hope a beast this big would have good health :p




Attack(ATK) and Defence(DEF):

Having good attack is extremely important for your damage dealing units, but if your unit is not an attacker this stat is not very important. If your unit lacks good attack as an attacker unit he might as well be trying to tickle the late game bosses with a feather duster at that point. So, with that said the number I find to work well overall is about 1700-1800 or greater for attack because this is enough along with typical stat boosts such as leader skills and spheres to give your attacker unit solid damage output, and for other roles such as support it gives them the ability to do at least slightly noticeable damage so that they are not completely useless without their BB or SBB.

Furthermore having good DEF is super important(just slightly less than HP) to have on all roles because if this is low even if the unit has good HP they will still get wrecked hard but high damaging dealing bosses. Just like ATK around 1700-1800 or more is great to have before stat boosts because it will allow a unit to at least take some fairly heavy punishment before getting killed.


Now this Elza is a very good example of a unit with strong ATK and very good DEF, and she is super adorable so I can't complain :)
The adorableness is REAL!

Recovery(REC):

This stat in most cases is a stat that you do not have worry about most of the time on good units. This is because the soft-cap for REC starts somewhere around 1300-1500, so this means that if a units REC goes over the soft-cap that means all the REC past it is not as effective. For example if a unit had 1700 about 200-400 of its REC would be affected by the REC and be mostly wasted.

Also it should be noted that most good units will hit soft-cap for REC in most cases and sometimes WAYYYYY over it such as the Beast God Exvehl I used as an example picture earlier.


Here is an example of a unit that has in the best case scenario just went over the REC soft-cap
I recommend you do not pet the dogs xD

Leader Skill:

Now this is where it can get quite complicated in some cases. When it comes to leader skill some are almost always good, some are sometimes good, and some are near worthless, and a good chunk of this depends on your current squad. It may help to know that this what a squad should consist of:
  1. A way to produce BC effectively
  2. Keep your squad good on HP
  3. Boost squads offensive potential and or help with damage
  4. Boost squads survivability  
So being able to tell if a leader skill is helpful is to figure out if the leader skill will help achieve one of the 4 goals mentioned above, or will at least add to one of them if all 4 are achieved. For example Beast God Exvehl leader skill can be helpful if you need to achieve the goal of being more survivable and keeping up their HP, otherwise if you do not need that his leader skill won't be much help.

Here are some good leader skill examples that can fit the 4 goals 
That pose though 

Keep a close tab on your wallet when this dude is around :p

However, some leader skills do not achieve one of the 4 goals or does not do a very good job of doing so such as adding attack to units of a certain element because it means in order to be effective it requires a team of one element.

Here is an example of a not so helpful leader skill
DON'T STARE AT IT!

Brave Burst/Super Brave Burst:

For the last section lets talk BB and SBB. This is ULTRA important for any unit as even with good stats a unit with a bad BB and or SBB is about as helpful as a holding a metal rod in the middle of a thunderstorm. Just like leader skills BB and SBB they help with achieving the 4 main goals of a good squad.

Keep in mind that most BB and SBB have more than 1 effect such as doing damage and increasing all units ATK for 3 turns, but if a BB just does 1 thing don't assume the SBB will be bad. Some good BB include Beast God Exvehl who removes status ailments and nullifies them for 3 turns and Thief God Zelnite who does damage to all enemies and adds several brave crstyals to all other allies

Also, an example of a bad BB and SBB is a unit named Gravion because his BB is only a 10 hit combo on all enemies and his SBB is a 12 hit combo BUT DOES NOTHING ELSE!


The End:

Thank you so much for reading my basic guide on analyzing a units usefulness. If you have you wish to say about this guide such as what you liked, what could be improved etc please feel free to make a comment about it below(just keep it reasonable ok?). All pictures used in this blog were taken on samusung galaxy s4 phone and were my own units,therefore I own the pictures used on this blog post.