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Advanced Guide - Arena Efficiency

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  • Advanced Guide - Arena Efficiency

    This is a followup from my other guide - https://forum.a-tm.co.jp/forum/valky...ather-diamonds
    I`m considering making efficiency guides that cover all aspects of the game - from quests, to onslaught, to scenario, to connects in the future as well. For now tho, I`ll write this one since arena has always been my favorite aspect of the game. On the two accounts that I play(ed) I made over 6000 arena and grand arena matches, so I doubt there is something I havent figured out that would surprise me. So let`s get started.
    This guide will cover the following:
    -Things you might or might not know about arena
    -Underrated heroes/stats/status effects that are hidden op
    -Advices on how to build your team depending on your Power score
    -Personal hero tier list and recommended team setups

    Things you might or might not know about arena

    Everyone knows arena is a place where a player can engage in a combat with another player(or CPU controlling the player`s team). You earn diamonds and mana for beating your best rank in arena, and daily diamond reward depending on the rank you have at your reset. The reset is at 5 am local(player time) so it differs for each player. One thing you need to know is, once you create your account, Ateam will store your original account creation location in their database and if you change the place you reside(e.g. move from Europe to America for example), the local time will remain the one of the country where you created your account.
    Here are few thing you might or might not know about arena.

    1. Gear skills and basic attacks can be dodged, but action skills and limit bursts can`t be dodged - rather common fact about arena.

    2. When you activate a gear skill, your action skill gauge briefly stops from filling - credits to GICN for finding it out

    3. As of recent update, element limit bursts (earthen breath,ice gorge,flame bulb, black hole, divine wrath) count as pure damage (neither ATK nor MATK), thus they can bypass barriers and reflects that are designed to block ATK and/or MATK damage(luflit skill,glacial cloak etc.). Those can only be blocked by skills and gear skills that absorb or reflect the said element damage(Glimmering armor, Arte, Aegir connect dark reflect etc.). Because they can bypass reflects, stacking mages with black hole vs luflit for example isnt that bad of an idea.

    4. Reflected elemental damage amplifies if the attacker is weak to the said element. I cant confirm 100% if defenders resistances affect the damage, but I can confirm for sure that attacker`s resistances affect the damage reflected. So if youre resistant to the reflected damage(i.e. Odin to light) you will take significantly less damage, while if youre weak to the reflected element damage(i.e. Freya casting grimoire of accusation skill) you will take bonus damage.

    5. Very few people know about this one - defender`s team has a hidden advantage because defensive gears have higher chance to activate on the defender side. This is one of the main reasons why turtle teams are so good. Defensive gears such as Winged Helm, Glacial Cloak, Urd Staff have increased activation chance when used by the defender. The same does not apply for the attacker, so that puts the attacker in a slight disadvantage. While Ateam probably won`t confirm this, nor does any website affiliated with VC, thus giving room for speculation that it`s purely RNG, I and the few others that know about this can confirm that it exist, due to countless observation of our arena matches.

    6. Round 1 hero turn order - as you know, the pace of hero transition between different turns is based on your speed stat. However, something not many people know is that, to compensate the low speed of certain heroes(primarily tanks), at round 1 ALL TEAMS USE THE SAME HERO ORDER PATTERN. The philosophy behind this is to give slower heroes a chance to cast their skills before they can get statused by others(primarily for tanks). The order is the following:
    First Cast - nearest hero
    Second Cast - middle hero
    Third Cast - Farthest hero
    Fourth Cast - Fourth hero
    Fifth Cast - second hero
    How can you use this in your advantage - I can give two simple examples on how you can use this to turn the battle in your favor:

    1)Your middle hero is a mage with mani little helper at gear slot 1, while enemy second hero is high attacker(like Thor) with winged helm at slot 1. Your hero will cast their mani helper first, hitting the enemy attacker while they are in mid-animation of casting their skill, blocking them from finishing casting the skill. This way they wont have regenerate skill up for 4 turns which will help you take them down faster.

    2)Your highest MATK mage and enemy highest MATK mage both have Valhalla staff at gear slot 1, but your mage is your middle hero and enemy mage is their fourth hero - your mage will petrify the enemy mage first. If your heroes have same gear, same target, and same hero order, speed stat will determine whos skill will fire off first.

    Additional Note: Gear skills have their own animation speed with Elysian Dress being the fastest, while Mjolnir being the slowest. Some skills activate so fast it technically bypasses enemy turn - example if your Hel is in the middle and cast Elysian dress, because of the animation speed, it will cast BEFORE THE ENEMY EVEN CASTS THEIR SKILL (e.g. tanks casting regenerate or something else). If said scenario occurs, once the enemy is out of the status effect (shade), they will attempt to cast THEIR ROUND 1 SKILL, NOT THEIR ROUND 2 SKILL. So basically you can only interrupt skills if both your and enemy gear skill actually fire off(the yellow window with the skill name pops up)

    7. Multi target skills(Ranco, Canon, Wolfgang) can hit the same target more than once depending on your RNG. A fun fact- they can also target dead heroes if they were alive during the skill wind up(cast animation).

    8. Gear order determines which gear skill you will cast each turn. E.g. slot 1 will have its skill being cast at round 1,5,9 and so on, slot 2 will have its skill on round 2,6,10 and so on.


    Underrated heroes/stats/status effects that are hidden op

    Starting with heroes, there are 3 heroes that come to my mind, which many people consider rather underperforming, that are actually hidden op if used correctly.

    1)Loki

    Considered by many as an utter garbage because his skill and lb are MATK, while he`s a physical damage dealer and there aren`t any hybrid gears, Loki has 3 things that actually make him a viable hero in PvP:
    -High dark and light resistance - most people heavily focus on these two types of element damage so his survivability is pretty decent, especially combined with his high EVASION
    -His gear confuses the target with lowest MDEF. Confuse in general is very strong stat and if applied to the person with Highest ATK(which usually happens since those tend to have the lowest MDEF), its even better.
    -His action skill is direct counter to Luca as it does light damage and confuses humans. The only downside is that its RNG based and might not hit the right target.


    2)Michelle

    Considered an utter garbage, she has 2 things that actually make her hidden op:
    -Highest evasion in the game
    -Her gear gives her and the ally with lowest evasion(95% chance its the tank) curse immunity - extremely powerful vs anti turtle teams that rely on curse.


    3)Mani

    While not as underrated as the above, she`s still considered lackluster because she doesnt have charm/petrify/ w/e reliable status to hit the front. However shes extremely strong at dealing with the backline due to the fact that almost all backliners are weak to dark. Strong against turtle teams.

    Underrated stats that are actually OP

    The only stat I`ll note is Evasion - greatly helps with survivability because if high enough, you can dodge almost all gear skills and basic attacks, making your enemies waste their turns for nothing.

    Status effects that are actually OP

    -Blind - while it doesnt disable heroes from using gear skills and activation skills, it makes them miss almost every gear skill/basic attack during the duration of the effect. Sometimes this can be better even than disabling effects, especially if an enemy uses a 1 or 2 turn buff skill before they use their next gear skill, as it will both waste their buff and their offensive gear skill, thus making them have to wait another 2-3 turns till they can activate them again

    -Slow - one of the most underrated but arguably one of the best status effects in the game. It severely reduces the pace of transition between hero turns to a point where other heroes will be able to do atleast 2 turns before the slowed hero can even move to their next turn. This alone is a reason you shouldn`t underestimate heroes like Nautica for PvP.

    -Silence - while not as underrated as the above, theres one thing about silence that not many people know - not only it disables the hero from using action skills,
    it disables them from using GEAR SKILLS as well.
    Last edited by Shiki; 06-07-2017, 07:47 AM.

  • #2
    Advices on how to build your team depending on your Power score

    I`m gonna break the Power score into 3 sub types:
    -Early game - from 0 to 100 000 Arena team Power score
    -Mid game - from 100 000 to 160 000 Arena team Power score
    -End game - from 160 000 onwards


    Early game

    Early game most heroes are still 3* and unorbed, also lack decent gears. This mean they lack defensive stats as HP, def, mdef and are fairly easy to kill. This is why at this range, heroes with AoE type of attacks (Thor, Amaterasu, Odin etc.), AoE gears(stillwater greatsword, thiazi cape etc) and the limited bursts Fimbulvetr and Thousand tomb are the your best option. Usually you will get carried by your 5* ticket hero at early stages so my best advice is to focus on them(orbing, leveling gear etc.) and give them a good bunch of AoE gear so they can one shot or almost one shot any non tank unit.
    Two things you need to know here;
    -Most people pick Thor as their 5* hero because of his overall usefulness at connects,quests and arena so it is good idea to have either Freya or Gullveig(preferably Freya) in your team to be able to status the enemy thor.
    -Tanks have high DEF and low MDEF due to the lack of orbs and suitable mdef gear. This is why mages are more viable early than melee. Additionally, since tanks are more fragile early due to lack of orbs/gear, they rarely survive more than 3 or 4 turns before they get killed. This is why Staff of Anguish(onslaught 2* gear that applies fear for 2 turns to nearest enemy) is INSANELY good as it can entirely block the tank from filling their gauge and they will most likely die before it wears off, if you have solid DPS.

    Mid game


    In midgame your heroes are already orbed or almost orbed. This is where gear plays the most important role. Here, heroes have abit better defensive stats so you can`t one shot easily anymore thats why in this range, status effect inflicting gear plays major role in winning your matches. Focus on gear with status effects - valhalla gear,mani little helper, vigrid, Elysian dress etc etc. while still keeping some DPS and AoE gear to take the enemy down easier.

    Late game

    At this point all the heroes are orbed, you have solid gear, skills and LB barely take half or 1/3 HP of squishy targets so everything is about who has the higher power score, luck and the most suitable heroes to counter the enemy.



    Personal hero tier list and recommended team setups

    Some heroes are better at early stages but wear off at end game(Thor). Others are weaker at early stages but scale better at end game(Thrud). And third type of heroes are very good all arounders (Odin). Additionally, some heroes have a lackluster skill but extremely powerful gear(Hel). Others are very strong as heroes but their gear is lackluster (Luca). And ofcourse some are both powerful and have strong gear (Odin). This list is solely based on their PvP capabilities and not their connect,quest or other content capabilities.

    Heres my list of top PvP heroes:

    SS tier:
    Luca - while I hate her to the bone and promised that I`ll never use her, shes undoubtfully the best tank in the game and nothing really stands above her. She`s also a human and female so she can wear both purity ring and hardstone, making her resistant to charm and petrify.
    Urd - the best healer and arguably the best all around hero in the game by far.
    Odin - his combination of buffing and debuffing along with his strong dark and light resistances and AoE damage make him very formidable mage, especially effective on setups that run 3 mages due to his mdef debuff.
    Freya - the most reliable status effect inflicting mage. Is tanky, has the best magic limit burst, high MATK. Nothing much to say
    Ranco - the best all around archer in the game. Her skill does neutral damage so you dont have to worry about resistances. Also applies strong status effects and her gear applies a strong debuff that is useful for connects and boss stages(cough 6-6 Forgotten memories hell mode jormungand).


    S tier:
    Thrud - tanky, targets the enemy mages. Nowadays many mages lack water resistance(Odin, Amaterasu, Rin) so shes the most reliable damage dealer from the melee heroes.
    Thor - while he wears off at late stages, his AoE skill with the paralyze effect can still be solid. Especially if you run abit off meta and use him as a tank - he will be able to cast his skill faster thus blocking enemy humans(beasts and elves) earlier at the battle.
    Young Ymir and Genesis Ymir - both of them have the same strengths and weaknesses - while they deal high damage and bypass barriers, they dont bring anything else on the table like Odin does(buffs/debuffs) to be considered as good as him.
    Amaterasu - Highest MATK mage in the game, AoE skill, applies defense debuff and burn. I put her as S tier because her gear is rather lackluster compared to Odin and there are plenty of heroes resistant to fire.
    Matisse - the MATK ranco. The reason she isnt SS tier is because she hits less amount of targets and doesnt have her own gear. Additionally, shes more of a defensive support type of ranger while Ranco can be both defensive and offensive type.
    Momiji - shes the hero you can rely the most on taking care of the enemy backliners, her gear is exceptionally good.
    Hel - main reason she is ranked high is (surprise) her gear. It can however be a double edged sword since it can both help you win or help enemy win by time out.
    Sif and Zato - situational heroes but they have their use especially Sif since she does light damage and heroes like Skadi and Luca are weak to light.
    Skadi and Niji - they are very flexible as they can be used both for offense and defense. The main problem about them is due to their flexibility, their skill design is made to be viable for both tank and DPS setup but because of that it is lacking compared to real tank and real dps skills - niji barrier lasts only one turn, skadi can status effect only aesir etc etc.
    Marmalade - extremely useful turtle team hero thanks to her MATK reduction.
    Luflit - powerful anti mage hero, sadly she is only viable vs heavy MATK setups thus making her useless against melee
    Hrungir - the opposite of Luflit, extremely powerful vs melee as his skill paralyzes almost all melee heroes(including non airborne dwarfs like niji). However he is easy to status effect (charm) and only hits the front row so 1-3-1 teams for example counter him hard

    Best end game setups for every role
    I can divide the roles into 3:
    Conventional - all around tanky heroes with good offense
    Full offense - very strong at offense but also easy to kill
    Turtle - very tanky, low damage, their goal is to stall the game until you time out

    Here are my personal best setups for end game:
    Conventional - Luca, Thrud/Saber, Odin, Freya, Hel
    Focused primarily towards MATK. With gungnir and good bunch of AoE and status gears it can be deadly.

    Turtle - Luca, Skadi/Hrungir, Witch Idun, Urd, Matisse
    For me atleast this is by far the best turtle setup in the game. It has everything - buffs, barriers, status effects etc. If youre gonna build a turtle team I strongly suggest you avoid offensive gears and focus on defensive ones(glacial cloaks,druid cloaks, urd staff etc.). Only exceptions you can make are spine crusher, valhalla staff and gun, and curious mask.

    Offense team
    This is all depending on what kind of enemy you face. Not recommended against conventional teams
    Best if you use one melee, 3 or 2 mages and 1 or 2 rangers.
    Best melee to use include Mia, Ayame (still unreleased) and Thor
    Mages - Freya, Odin, Amaterasu, Ymir, Hel
    Rangers - Ranco, Matisse, Momiji, Canon


    That concludes this guide, I hope people find it useful. Happy PvPing.
    Last edited by Shiki; 06-07-2017, 07:55 AM.

    Comment


    • #3
      Sorry I read this late but omg great guide! Super helpful for me O.o

      I do disagree about Matisse/Guleving tho to a certain extent tho because Matisse is anti thor/ Luca especially with confuse so the thor can kill them selves
      Gul can match hel's limit burst and is also dark so she does extra dmg against Thor which is usefull if hel removes the tanks. She also has advantage against odin/freya but that's more situational because Odin also has advantage against gul and it relies a lot on having heavy dps and killing the Mel's quickly to get to the mage line. So gul might be good for a dps focused team imo

      I might be a lil biased tho cause my fav team has always been niji/Thor/gul/hel/mojimi(before I got Matisse)

      Overall very nice guide!!!! It deserves more views/ comments

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