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Summoners War early game guide by Void 3.4.0
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0. Updates/Version

0. Introduction

Background

Goals

Crystal use

DEVILMON

Void’s general rules for devilmon usage

Summoning stones

II. Leveling

General Starting Tips

Monster specific tips

Lapis

Two star monsters to look out for:

Three star fire/wind/water monsters to look out for:

Three star L/D monsters to look out for

Three star monster families to save for skillups

Fusions

A note on four star monsters

Runing

Rune Types

How to rune, early game

What to choose for you free rune sets

Early mid game runing notes

General

Specific sets

Leveling Guideposts

Monster Boxes

III. Cairos Dungeon

Elemental Dungeon Drop rates

Secret Dungeons

Awakening

General notes on the elemental dungeons

Key dungeon units for the early game

Less Key, but useful units

Specific notes on dungeons

Dark

Dragon

Void’s DB10 guide

Fire

Giants

Example mid game GB10 progression

Light

Magic

Necropolis

Example mid game NB10 progression

Water

Wind

TOA

A note on killer ToA units

Guild Wars

Raiding

Rough stat requirements

Team composition

Some notes on R5

IV. Rift Dungeons

General info

Fire

Water

Wind

Light

Brief A+ guide

Dark

V. Farming and farmers

The basics

Some farming statistics

Lapis, your starting farmer

Upgrading your farmer

VI. Appendix I: General Monster info

Two stars

Three Stars

Four stars

Tier List

Further Reading

VII. Appendix II: Arena

Starting AO

Starting AD

C1 AD

VIII. Appendix III: Mechanics Questions & Answers

IX: Appendix IV : Other stuff from me


Summoners War Newbie Guide 3.5.0

0. Updates/Version

3.5.x: 08/15/17 : started the five star factoids section

3.5.1: 07/28/17 : added a couple edits, updated R5 section, updated beginning section.

3.4.5: 06/06/17 : added some notes to the nat4 monster section for the 3.4.5 buffs.  Added a link to nysra’s CR/CD guide in the mechanics question section.

3.4.2b: 05/07/17 : added sample GB10/NB10 team progression

3.4.2 : 04/28/17 : tweakes to necropolis section with addition of my team progression.

3.4.1 : 04/24/17 : lots of minor fixes from suggestions and comments in the reddit thread, including updating the tier list with missing monsters.

3.4.0 : 04/19/17 : started paring down my old, lengthy guide to something more digestible.  Preserved here.  Going to set my versions to those of the last patch that it was updated to for clarity.

Enjoy!

-void42/void43/void44/@uninspiredalias on reddit

0. Introduction

Background

I take too many notes, I do.  Silly things...like tracking hundreds and hundreds of dungeon runs, or what teams I was able to beat X dungeon with at what level.  Hell, I started two alt accounts just so I could run hundreds of low level dungeons without wasting energy on my main account so I could get a better picture of the drop rates.  

ANYWAY.

This “guide” (and I use the term loosely) is a compilation of those notes into a form that I hope will be useful to at least one person.

I’ve recently attempted to trim it down from the much longer previous version.

ONWARD!

Goals

Just to give you an overview, I’ve seen this bit of advice thrown about, and it’s kind of mirrored my accidental progress, but seems solid anyway:

  1. Toa 50
  2. Giant B10
  3. ToA 100
  4. Dragon/Necro B10 (depending on units)
  5. Arena
  6. Raiding
  7. Homunculus

I can break that down a little, at least based on my progress.  Note that this is completely depending on your monsters and runes - you may have a setup that lets you get to ToA 70 but you still can’t auto Dragon B7, for example.  Also this is based on ToA 1.0 (old ToA).  

Note: Just because I think you should be able to auto GB6 does not mean that you SHOULD.  It’s just a measure of your rune and monster quality.  In general I wouldn’t recommend farming anything lower than B10 for Giant/Dragon/Necro since you can now get 5* runes from scenarios.

Note about PVP/Arena: Arena progress is generally considered a late game/optional goal, so you shouldn't necessarily prioritize that, these are just some observations based on my progress and rune quality at certain points in the game.

  1. Elemental B6 dungeons, reliably awaken 3*s
  2. Giant B6
  3. Dragon B6
  4. ToA 40
  5. Elemental B8s, reliably awaken 4*s & 5s
  6. Giant B7
  7. ToA Hard 30
  8. Giant B8
  9. Dragon B7
  10. ToA 50
  11. Giant B9 OR SKIP with friend’s rep or crystals
  12. Giant B10
  13. ToA 70
  14. Elemental B9-10s
  15. Dragon B8
  16. Arena F3
  17. ToA Hard 30
  18. ToA 80
  19. Dragon B9 OR SKIP with crystals, etc.
  20. ToA 100
  21. ToA Hard 40
  22. Dragon B10
  23. ToA Hard 50+
  24. Necro B10
  25. ToA Hard 60+
  26. R4
  27. Homunculus grind begins
  28. ToA Hard 80+
  29. Arena C1+
  30. ToA Hard 100
  31. R5
  32. Arena C2+

So, depending on where you are in that process, when you are making a new 5* or 6*, you want to ask yourself: “Which monster will best help me finish this goal and move on to the next?”

Elemental dungeon, xp farming, etc. all happen along the way with the same kind of guiding light.

You can start raiding whenever you want, but there’s not much point until a) you have runes worth upgrading and b) you can at least do R4, so I’d place it somewhere after DB10 & ToA 100.

Crystal use

I recommend saving all your crystals for the 750 packs at least until you get to level 40, or get a decent selection of nat4s.  OR, if you are the hyper efficient type, save all your crystals for double xp refills and eventual GB10/DB10/NB10 farming.  Me, I like monsters, so I spent > 50% of my crystals on 750 packs until I had enough nat4s.

Given the amount of free 2xxp now available, as well as the challenge award rainbowmons, etc. you shouldn’t need to purchase many of the 200 crystal 2xxp boosters, so all crystals can be saved for refills and 750 packs (if you like monsters like me).


You should be able to afford your first pack around level 20 - depending on Com2Us events - and another pack every 3-5 levels after up to 40.  For comparison, my main account purchased 7 packs by the time it hit 40.

DEVILMON

Void’s general rules for devilmon usage

My general rules for devilmon has been (across my 3 accounts)

  1. Amazing nat5 - if you get something game changing that can also farm (ex: Zaiross, Verad, any Chimera, Anavel, Praha)  before you fuse Vero or Baretta.
  2. Vero or Baretta - whichever you fuse first, max first
  3. Vero or Baretta - note that Baretta doesn’t need #1 maxed.  People will disagree with me about maxing Baretta and that’s fine.  But *I* deviled him on all 3 accounts with 0 regrets.
  4. Chasun - max S2 & S3, only needs S1 maxed when you start raiding or care about AD/GWD/Raid (and you might not even use her in raids).
  5. Nat5s you will definitely use all over the place (ex: OGs, pandas), or a really, really good farmer if you still don’t have one (ex: Alicia)
  6. Choice other nat4s - people will argue what constitutes this, but these are some that come to mind (in order of priority): Galleon (I would completely max him), Lisa (max S3),Emma (max S3).
    I have done these and would NOT recommend them: Platy, Acasis.
  7. Nat5s you will use sometimes, but regularly (ex: Sigmarus for DB10, ToA 100)
  8. Vanity nat5s  - basically any other nat5s you have and want to build but don't have a clear use/role for.
  9. nat4s you are experimenting with

And of course, don’t devil anything with a 3* counterpart!  This includes all 3 star monsters and some 4s like Chloe and water/wind/light taoists.  Chloe in particular...you will pull SO MANY Michelles and Rinas that you’ll get her skilled up eventually.

Summoning stones

My general rules for summoning stones:

"Core four" aka "progress monsters" - they will help you far more than the others.  These are the nat4s I would suggest any new player save their stones for. Don't have one of them or better nat5 (Briand is the only one "easily" replaceable by a nat5 or certain other nat4s (wind dice magician), and even that is arguable)? Keep saving stones.

  1. Chasun
  2. Verde
  3. Galleon
  4. Briand - Briand is much less "must have" than he used to given the new HoH format, however, I would argue he's still very good for a starting DB10 tower team and for auto ToA 1-99, and ToAH 1-60+ (depending on runes).  I still use him for ToA.

Once you get those four, then move on to these:

  1. Hwa - best R4/5 starting DPS, great on ToA/H 100, DB10, GB10 speed teams, NB10, etc. All around good.
  2. Lushen - he defines the arena PVP meta.  If you are patient, keep going until you get 2.
  3. Orion - very good in GW, AD, RTA.
  4. Lisa - one of the best R4/5 cleansers.  Not much else use.
  5. Chloe - Up to you if you want her or not.  Out of meta, but still useful in AO/AD and GWO/GWD to a degree and in certain comps.

Depending on your tastes (I can't stand Chloe or Lushen, personally...BUT if you get two Lushens it’s hard not to run a double Lushen AO). Lisa & Hwa will help you speed up PVE (some ToA bosses, Raids) as well as helping you in PVP, Orion/Lushen/Chloe are 100% PVP monsters.  

Until you have the "core four" OR you can successfully complete GB10/DB10/ToA100/C1, I would save my stones for their rotations.

II. Leveling

I’ve removed most of this section, as it’s no longer relevant and the game does a great job of walking you through the necessary steps by guiding and rewarding you with the challenges and giving you Lapis as a free starting farmer.  If you are curious how progress looked prior to 3.4.0, please see my old guide linked on the first page.

General Starting Tips

Monster specific tips

Lapis

You’ll get the water magic knight around level 5-7.  She’ll be in most of your teams, even against wind scenarios, just because a nat4 is quite strong early on.  She’s a great starting farmer, and can farm faimon normal easily at 5* and faimon hard at 5* as well with decent runes.

Runes:

Two star monsters to look out for:

With the 3.4.0 patch, Com2us now gives you most of the relevant 2*s for free!  This can really speed up your progress.

Three star fire/wind/water monsters to look out for:

You are HIGHLY unlikely to get a specific 3 star unit this early in the game.  Honestly, just about whatever you get is worth using and at least taking to level 25 so you can use them later as fodder.  However, these are some units to watch out for.  DO NOT fodder them until you are confident that you know what you are doing.

Three star L/D monsters to look out for

Here are some nat3s to look out for that can actually help you in early game PVE progress.  See the monster section for info on more monsters.

Three star monster families to save for skillups

These are monsters you won’t necessarily build, but should not fodder any of them until you either have enough to max skill their better siblings OR have max skilled their better siblings or a superior monster (like a killer nat5).  

There are other things to save, but these are the ones I would say you should definitely safe, no matter what.

Fusions

Especially with respect to 3 star monsters, BE AWARE of the fusion hexagram and how it works, and which monsters you need to save to fuse later.  See the wiki page and the image included below for a nice summary (CREDIT: DrZip, from this thread):

http://i.imgur.com/5bsN3Kt.jpg

Short list of the rarer ones (in my experience):

As near as I can tell, all the fusable monsters have their uses.  And hey - they are the only semi-guaranteed way to get nat 4 and nat 5s!  

A note on four star monsters


Just in case you get any.  
DO NOT FODDER ANY OF THEM.  Even if people tell you they suck.  Especially people in game chat; many idiots and trolls there.  Plus even a bad unit can get a buff later on to be made good (see the many gallons of tears over the Fedora buff).

Also, the more stars, the better the base stats, so any four star is worth using before level 15, just for the stats!

Runing

Rune Types

See HERE for a great visual guide to rune stats.

How to rune, early game

What to choose for you free rune sets

Early mid game runing notes

Here are some general notes on how to rune.  Generally, once you’ve farmed GB/DB/NB10 for a couple months each, you should start developing an innate sense of what to keep and what to burn, here are some guidelines to get you started:

General

Specific sets

Leveling Guideposts

Note: Depending on your monsters, you may be well ahead of these, or well behind.  Don’t worry too much, but it’s something to shoot for.  I did it with terrible monsters, you should be able to as well.

Also, see here for a nice guide to midgame progress.

Level 6:  Magic B1

Level 8:  Magic B3, Wind B2

Level 12: Dark B3, Fire B3

Level 14: Water B3

Level 15: ToA unlocks

Wind B3 Dragon B1

Cleared: Vrofragus 1 normal

Level 17: Dark B4 Light B4 Magic B4

             Cleared: Garen Hell, Mt. Siz hard

Farming: Garen Hell

level 18: up to faimon 4 normal

Level 19: Dragon B2 (manual crystals at mini boss) Giants B3

                Wind B4

     farming: Mt Siz Hell

Level 20: Fire B4 DragonB3

Level 21: Wind B5

Level 22: Cleared: Mt white hard cleared

Level 23: Fire B5, first 5*

                  Cleared: Kabir Hell

Level 24: Giants B4 Water B6 Wind B6

     Cleared: Faimon normal with reps.

Level 25: ToA 23, Farming: Mt. Siz Hell->Kabir Ruins Hell

Level 26: Magic B6 , Farming Telain Hell

     Cleared: Mt. White, Telain, Hydeni, Telain - Hell

Level 28: First Fusion: Baretta

Level 30: Giant B5, Fire B6, ToA 19

Level 31: Fire B6

Level 32: Water B6, farmed Bella from secret dungeons

Level 33: Magic B7, Wind B6

Level 34: 2nd fusion (nat4 for Vero) , ToA 27

Level 35: Water B7

Level 36: Wind B7, ToA 29

Level 38: Fire B7, Wind B7, ToA 30, ToA Hard 10

Level 39: Giants b6, Dragon B5

Level 40: Magic B8, Light B7, Dark B8, Water B8, Wind B8,

ToA 30, ToAH 19


Monster Boxes

11/03/15 : I split out the monster box section to a separate file: Void’s SW Journal, because this one was getting huge (90+ pages!).


III. Cairos Dungeon

Elemental Dungeon Drop rates

If you’re curious about drop rates, see the Swarmfarm logs for far more logs than I could collect.


Secret Dungeons

By 25 you should be strong enough to farm a 3 star secret dungeon in, at most, 2 sessions (depending on the element and specific monster).  

Clear level 6 then quit, as it takes way too long at this point (unless you have 5 star units or really good 4s) and can reliably clear B8.  By doing this, I was able to get the piecesI needed in one SD per monster early on.

These are the ones you want (at minimum):

For the others, just get what it feels like you need.  Lacking fire aoe?  Grab fire magic archer or fire inferno.  Need skillups for something?


Awakening

A note on dungeons and awakening:  You will be doing this for HOURS AND HOURS AND HOURS AND OH GOD WHY?  Especially for awakening 4 and 5 stars...it’s one of the most tedious aspects of a game that has many tedious aspects (and yet is still very good?? Whaaaat?  Maybe it’s just addiction…).  Suck it up and either start farming or uninstall the game.  The latter may be better for your sanity.  RNG is a harsh mistress.

With 3.4.0, Com2Us gives you lots of free essences in the challenge rewards.  Make sure to use them smartly - don’t just awaken random nat4s, make sure to choose nat4s that will help you progress.

General notes on the elemental dungeons

These are just general guidelines, and vary based on how strong your units are.  If you have a team of all nat 4 and 5s (or just really strong supports like Acasis), you will probably be one “step” ahead.  Say maybe you can do B7 or B8 with no 6 stars units, etc.

General speed leaders are very useful at least up to B7 - and Baretta is one of the best (the best that I have access to, certainly), and he’s fusable!  So focus on him as your first fusion if you don’t open him from a scroll.

Key dungeon units for the early game

Listed in order of ease of acquisition - most of these are given to you as rewards now:

Less Key, but useful units

Listed in no specific order.

Specific notes on dungeons

Dark

Dark has a bunch of dots, so cleansing is important BUT you can get by with just solid healing.

Dragon

Dragon also has a bunch of dots, cleansing is critical because dragon damage is boosted by the dots.


Void’s DB10 guide

Here’s my “easy” 5 step guide to DB10:

  1. auto gb 10, including 6* Vero, Bella - both max skilled
  2. If you want, your GB10 team should be able to do DB8 L-R-Boss, farm that for a month or two to get the violents you need for Vero, Bella, Rezzer & Support.  If you have really good swifts, that may be good enough, but I had everyone on violent before DB10.  Note: Most players will recommend just waiting until DB10, and this is fine, but if you get bored or want to do something else, DB8 is an option.
  3. pick a rezzer: Teon, Mikene, Briand are the most common listed in order of usefulness imho.
  1. They can all potentially do it at 5* with tanky enough runes.
  2. Teon should be violent/xx hp/def/hp or something like that with +20 or more speed from subs.  He needs max skills.
  3. Mikene can be run a couple different ways, but the easiest is probably tanky swift/blade or violent/blade, spd/hp/(hp or def) if you want her to work at 5*.  At 6*, it's generally safer to switch slot 4 to crit rate to boost her #1.  She doesn't need skillups, but if you do have extra undines, boosting her #3 is enough.
  4. Briand should be despair/focus hp/hp/hp or spd/hp/hp to start.  He benefits from devils, especially for later ToA auto usage.
  1. pick a DPS, two basic paths:
  1. Sigmarus (becomes your leader)
  1. fuse sig
  2. 6* sig
  3. Spd/(cd/atk/cr)/hp to start, as your subs get better move #4 to CD and potentially 2 & 6 to atk.  You want at least +25 SPD.
  1. use any other 6* dps - favor Water, but fire/light/dark is fine too.  Ex: Theomars, Stella.  Hwa is NOT a good choice for tower teams as she can slow down your runs and get you killed.  She's good for straight boss later

  1. Pick a Support: Secondary healer or cleanser
  1. If you have Verde, put him here as Verde+Bella is enough healing.  bladex3 spd/CR/HP is often the starting build.  Go for as much speed, crit and HP as you can get.  From there, the goal is to eventually upgrade to violent/revenge or triple revenge, depending on what kind of Verde you want.  Once you upgrade runes enough, switch to his lead to speed the run up even more.  If you can't do it with that team, put Verde in the DPS slot and get a support as normal.
  2. Talc is my favorite here as he can do the job fine at 5*, max skilled.  Violent/xx spd/hp/hp
  3. Konamiya should be solid here too, but may need to be 6* or have really good runes. violent/xx  spd/hp/hp
  4. Emma would be great, but need her heal maxed thus making her not a great option for early players.  violent/focus spd/hp/hp
  5. Chasun should be able to do it, but would need to be very tanky
  6. Colleen can do it and, surprisingly, can even work well in a straight boss team, taking over for your rezzer once your runes are good enough.
  7. Other relevant nat4s like Mihyang (heal+semi-cleanse) might also work.  Basalt might work as well, etc.
  8. Lulu could potentially do it if you are screwed for healers
  1. Your team is: Vero (lead), Bella, Rezzer, support, DPS (if Sig, make him leader)

After you’ve done L-R-B boss for a while, your runes will eventually get good enough to move to R-B or straight boss.  


Fire

Fire also has a bunch of dots, but cleansing is CRITICAL as the bombs will one shot you. Up to B5 you should be able to burst the boss down before bombs go off, but for B6-B7 you will probably want TWO cleansers unless you have the DPS.

Giants

Giants has a mix of things, but generally deals a lot of damage so you want strong supports that can keep you alive (or rez you).  Shannon, Bernard, Darion, Bella, Ahman - all the generic supports that everyone mentions over and over again tend to shine here.  Buffs vary by level, but you want a) something to help you survive the giants huge hits and b) something to heal you back up.  Defense buffs (Shannon, Darion), ATK debuffs (Darion, Bernard) and buff removal (Bella) all help with #1 and heal/rezzing with #2.  Defense debuffs are always key for bosses just to speed things up.

Example mid game GB10 progression

Here’s how my faster teams have progressed, maybe it will help you plan:

#1:        Lagmaron(l) Bella Hraesvelg Vero Amir                 : 1:59?
            Lagmaron(l) Bella Hraesvelg Lushen Vero         : 1:31
        Lagmaron(l) Bella Hraesvelg Lushen Barque         : 1:28-1:36
        Lagmaron(l) Bella Hraesvelg Lushen Amir         : 1:13-1:22
        Lushen(L) Galleon Bella Veromos(l) Hraesvelg: ~1:24
        Lushen(l) Lushen Hraesvelg Lagmaron Bella        : 0:58-1:32

#2:          Sigmarus(l) Bella Chasun Vero Teshar                 : 2:00
         Sigmarus(l) Bella Megan Vero Teshar                 : 1:43-1:56
         Sigmarus(l) Bella Galleon Hwa Lushen                : 1:27-1:43
         Sigmarus(l) Bella Galleon Orochi Lushen        : 1:30
         Lushen(l) Bella Galleon Vero Mimirr                 : 1:32-1:43
        Lushen(l) Bella Galleon Orochi Mimirr                 : 1:08-1:26

Note on the teams above: Sigmarus could likely be subbed in for Lagmaron and Galleon for Hraesvelg.  Any generic dps could have subbed for Teshar as I never had her well runed.

Light

Light dungeon has very high armor and low hp, so defense break is important (but you can get by without it if your team is tanky enough to last - it will just be a long run, enemy buff removal is also very helpful.  

Light also seems to hit the hardest (?), so keep that in mind.

Magic

Magic dungeon is kind of middle of the road for everything.  Generally you just need an “all around” solid team.  Elemental composition doesn’t matter, so you can put your best team forward.

Necropolis

Necro requires really specific teams and, in my opinion, is pretty fun to theory craft for.  You’re going to want:

Note that even though the boss battle speed caps your team (to 130 in B10), they will still attack in speed order.  This is CRUCIAL to your team building - you want to set their speeds up so the shield breakers go first, then after the shield is reliably broken you debuffers go, then your dps and slowers hits last.  This doesn’t mean you have to build your entire team slow -  speed still helps on the trash waves.

A sample F2P team might look like, in speed order:

Obviously the more roles you can combine into one the better team you can get, so the above morphs into something like this (AS AN EXAMPLE!  I haven’t tested this specific team) with actual units:

Also, generally all your units here will be runed violent/revenge or revengex3, so when luck is with you the shield gets broken much earlier.   Seriously, there seem to be so many more viable and interesting teams for this dungeon than say, starting DB10 teams or something.  Have fun with it!  Use a dark harpu or something! ;)

Example mid game NB10 progression

If you want some additional guidance, here is the upgrade path my main account took.

#1:         Lisa->Colleen->Bella->Shihwa(l)->Fuco                         : >4min

     Colleen->Lisa->Xiong Fei->Shihwa(l)->Fuco                 : ~3:50  

     Colleen->Shihwa(l)->Xiong Fei->Dusky->Fuco                 : 2:30-3:00

     Colleen->Shihwa->Dusky(l)->Hellea->Fuco                 : 1:40-2:20

#2:  Colleen->5* XiongFei(l)->Adrian->Zibrolta->Hwa        : 04:30

     Colleen->XF->Chilling->Zibrolta->Hwa(l)                 : 3:27-3:49

     Colleen->XF->Zibrolta->Chilling(l)->Hwa                 : 2:30-3:08

     Tarq->Colleen->XF(L)->Chilling->Hwa                         : 2:42-3:03

     Colleen->XF->Yen(L)->Chilling->Rigel                         : 3:03-3:08

     Colleen->XF(L)->Chilling->Rigel->fire Homu                 : 2:26-3:15

Since I don’t like building units for one purpose (if that purpose isn’t “screwing around in guild wars”), I refused to build Adrian (fire elven archer) on my main, who is commonly recommended for a starting team BUT is trash outside of necro (in my opinion).  Instead, I subbed in my Lisa who I was working on for raids and it worked fine.

On my alt, I built Adrian so I’d have some experience with him.  He wasn’t bad, but I just really don’t like him, so I subbed Chilling in for him as soon as I could.  The fire homu there is the NB10 build - all multi-hits.

Water

Up through B5 the bosses extra HP is pretty reasonable, but at 6 and especially 7+ it starts scaling up really hard.   If you lack a solid 4 star unit relevant to this dungeon (a dotter like Orochi, etc.), you might want one specialized unit to speed up B6+.  

By a specialized unit I mean a heavy dotter like Taharus (wind elemental) or a dotter+enemy MAXHP scaler like Decamaron.  Both of them can be left at 4/30 for this.  For Taharus you want crit, acc and hp - whatever runes get you enough HP to survive to the boss and reliably stack dots.  For Decamaron just acc and HP will do.  Something like a bunch of SPD or violent runes will also help speed the boss up a bit.

B8 has a nasty aoe heal block at the boss, so a cleanser or HP leveler/etc. is needed if your units aren’t super tanky.

Wind

Wind dungeon boss heals.  B6+ it’s a full heal so you need a ludicrous amount of DPS or heal blocking or cool down reset for the left tower (you can’t reasonably kill it).  Heal blocking may be the easiest.  

Once you get to the higher dungeons (B9?) with the invulnerability tower, I just kill the towers.  You should be using a Baretta, so by the time tower #2 is dead, tower #1 is almost gone and you can either burst that down or ignore it and let dot overkill finish it off.

Template notes (F2P options):


TOA

TOA 100 f2p/farmable guide here.

A note on killer ToA units

Despair/cc units:

General use:

ATB/speed manipulators:

Taunters

My default ToA teams:

#1: Baretta(l) Veromos Bella Briand Verde  - this team can auto 1-99, manual on bosses 60+.  UPDATE: This team was eventually able to auto 1-100 (including all bosses), depending on rotation.  

#2: Baretta(l) Veromos Bella Tyron Chasun - auto to 90ish, manual on bosses 50+  
UPDATE: This account was eventually migrated to the same team as #1.

#3: Baretta(l) Veromos Bella Acasis Talc - auto to 80ish, manual on bosses 50+

(Basically Baretta-Vero-Bella-STUNNER-SUPPORT)

ToA 100 teams:

For the old toa boss:

1: Baretta Vero Bella Verde Hwa

2: Baretta Vero Bella Chasun Theo

3: Baretta Vero Bella Colleen Hwa

For the new (female) boss:

1: Veromos Tesarion Verde Bella Sigmarus

2: Veromos Tesarion Chasun Bella Sigmarus

3. Baretta Veromos Bella Chasun Hwa

Guild Wars

Raiding

I don’t feel my knowledge here is yet as relevant as it could be (I’m currently still in R4), so see here for an amazing raid guide.  Keep in mind what I say here only goes up to R4 - it will be a long, long time before I hit R5.

Rough stat requirements

level

FL count

FL def

FL hp

EHP

BL HP

3

2-3

900

20,000

13,000-15,000

4

2-3

1000

25,000

13,000-15,000

5

2-3

1500

25,000

18,000

5

4

1000

25,000

18,000

Team composition

For starting teams, you’ll want something like:

So, a 100% attainable starting R4 team might translate to something like:

Front: Bella Xiong Fei Darion/Dias  

Back: Kona  Colleen Ran

That would give you: 3 random heals, 1 smart heal, damage reduction (from Darion or Dias, which reduces you def/hp rune requirements for the rest of the team) and cover all your debuff bases, although XF is not the best source of glancing.  This team would be fine for R3, but take pretty solid runes for R4.

A potentially better (losing Bella’s “smart” heal can hurt some teams) team with some good nat4s might be:

Front: Chasun Xiong Fei Dias

Back: Lisa Colleen Hwa

Skeleton:

Front: HEAL XiongFei SUPPORT

Back: CLEANSE Colleen DPS

Unit by unit breakdown:

Some notes on R5

Check out ShreddedPuzzle's recent video here for a fairly reasonable starting R5 team.  What do I mean by "fairly reasonable"?  No non-fusion nat5s, no HoH monsters you may have missed, and both nat4s are mostly replaceable.   Let's break it down, here's the team:

* FL : XiongFei Darion

* BL : Konamiya Colleen Chasun Hwa

Obviously the Chasun and the Hwa are the non-obtainable ones, but let's look at some (there are many others, I'm just going to mentione a few) replacement options for all the monsters.  Obviously, nat3s will need better runes than nat4s, ec.

IV. Rift Dungeons

Now that we’ve had these for a while, and I’ve ground out second stage (chosen element) homunculi on all my accounts, I figured I should probably add something about these.

Keep in mind that the highest I can get is A+ in most dungeons, A in the rest, so I can’t tell you how to build an SSS team (short answer: get god mode runes!).

General info


Since debuffs don’t work in the active state, buffs are really strong in all the beast raids - primarily attack, speed and defense buffs, but crit rate, bubble shields and recovery are all solid buffs as well
if  you can fit them in without weakening your team.   Units that fill multiple roles are, as always, in high demand.  Think units like Randy who provide multi-hit in for dark beast and sustainability (defense buff) and average damage increase (CR buff).

The following information is NOT COMPREHENSIVE and drawn primarily from my experiences on my 3 accounts.  So I’m mostly going to talk about monsters I actually have or have tested, not everything under the sun.

I’ll provide some simple templates that should at least get you to B- if your runes are decent (F2-F3 runes, violent where relevant, 160+ SPD violent on supports).

AOE = should be self explanatory, but something with good AOE of the relevant element (in this case, NO WIND) like Julie, fire/light/dark samurai.

DPS = single target dps like Theomars, Laika, Ardella

SUSTAIN = something that makes your units last longer while alse providing damage.  Light/wind/water drunken master, Hwahee & Perna all do this by bringing damage and healing, while something like Randy does it by bringing defense buff and damage.

ATKBUFF = something that brings ATK buff (generally when you can’t run Colleen or don’t have Chasun).  Shannon is a non-ideal option.  Wind barbaric king and Hwahee are better ones.

MULTI = multi hit monsters like you would use in Necropolis.  Shihwa, wind/water/dark liches, kung fu girls, etc.

NOTE ABOUT THEO: I’ve avoided putting Theo in every team in a DPS slot so as not to appear to claim he’s easy to get...but if you have him you probably should.  The only A/A+ team I don’t use him in is Wind.

Fire

Fire is all about having enough aoe to take out the minion waves that spawn so they don’t destroy you.  Being able to survive a couple missed minions doesn’t hurt either.  In general, what seems to work best (for me) is 1-2 healers and 4 AOE dps.  You also need at least 2 monsters that can survive in the front line, and as many of your monsters to be water as you can to take advantage of the glancing and 15% extra crit.

Template:

Front

Back

Bella Lapis(L)/Colleen

Lapis/Colleen Sigmarus AOE DPS/AOE/SUSTAIN

Relevant attainable units:

Nat4s

Water

Key skill here is ATB boosting to offset heal loss, then a couple healers to actually heal that up - all the while doing DAMAGE.  So if you can compress all that support into two units and go hame with 3-4 damage well, you get the drift.

Template:

Front

Back

Bernard Bella

DPS DPS SUSTAIN/ATKBUFF DPS/Colleen

Relevant attainable units:

Nat4s

Wind

The trick on wind is to out heal the shock debuff - if you can do that it deals significant damage to the boss (and keeps you from dying).  One thing to note is that the damage from the debuff will go through invincibility, and is affected by defense.  So defense buffs and high defense units are decent here.

Template:

Front

Back

Xiong Fei(L) Colleen

DPS DPS DPS SUSTAIN

Relevant attainable units:

Nat4s:

Light

For light you want hard hitting attackers that do SINGLE hits (no multi hit), as the damage is apparently lowered for multi-hitters.

Starter Template:

Front

Back

Bella Colleen

DPS DPS DPS DPS/Sustain

Relevant attainable units:


Nat4s:

Brief A+ guide

See my extensive A+ guide on reddit here.  I’ll condense it for the purpose of this larger guide.

Notes:

F2P A+ Template:

Front

Back

Colleen TANKYDPS

LEADDPS FASTDPS BESTDPS SUPPORTDPS

Better/Nat4 A+ Template:

Front

Back

Chasun XiaoLin (vamp, R4+)

Theo(lead) Stella Hraesvelg +1

Dark

Multi-hitters are the key here, just like necro.  In fact, you can probably start with your necro team +1 and do alright.  If possible, try and make it so your frontliners are the monsters with the least multi-hits- Theo, for example, is a good front liner, because he’s mostly good in the groggy stage.

Template

Front

Back

Colleen XiongFei

MULTI MULTI MULTI MULTI

Relevant attainable units:


V. Farming and farmers

The basics

What is farming?  Well...if you haven’t played a Korean game before...it’s something you’d better get comfortable with real quick!  OK but seriously generally when someone says “farming” it translates to “doing the same thing over and over again” where “the same thing” translates to “the most efficient thing I can do with my current monsters to acquire resource X” where X is experience, essences, mana, etc.  Efficiency can be considered in terms of energy or or time - generally F2P players are more concerned with energy (since we don’t buy more) than time (time efficiency comes into play during free energy or double XP events where you want to get as much XP as you can before that event runs out, even if it’s not the most efficient use of your energy).

For the purpose of this section of the guide we’re talking about farming XP.  

When someone talks about their “farmer” or their “bus driver” they mean a single monster that is powerful enough to clear a level entirely by themselves, as all their “fodder” (ie the monsters to be leveled, generally weak or unruned monsters being leveled up to 3/4/5/6 star other monsters) will die quickly.  The common advice is to make your first 5 star monster one that is capable of bus driving in a good xp zone so they can help you make more 5 star monsters.  Faimon 1 normal/hard/hell and higher are preferred because they tend to give higher energy returns.

Note that before you have a solid 5 star farmer, you’ll probably just be grinding with an entire runed team.  You should be able to do Garen hell and Mt. Siz 1-3 hell by level 20ish.  That will net you 1200 xp per 5 energy run and, while it isn’t great, it’s enough to start getting monsters up to 3/25 and 4/30 at least. ALSO: Focus on getting the % runes you need.  Hp% from Garen 2/4/6 and ATK% from Mt. Siz 2 at least.  Mt. Siz 3+ starts getting noticeably harder, but basically once you get the runes you need,  just push your grinding up to as high a level as you can auto.  The higher you get, the more XP you’ll get for your energy investment.


Some farming statistics

Note:  There are much better stats for some of these zones available if you dig around.  I just did 100 runs on each to grab some averages.  Note that this does NOT count your natural energy regen, as that is variable based on the glory building.

Name

xp/energy with 3 fodder

mana/energy

Hydeni 5 Hell

1304

659

Tamor 3 Hard

1049

623

Tamor 3 Hell

1320

664

Vrof 4 normal

950

800

Vrof 4 hard

1074

643

Faimon 1 normal

1076

1013

Faimon 1 hard

1246

1005

Aiden 1 normal

1152

1034

Aiden 1 hard

1297

968

Faerun 1 normal

1226

1094

Chiruka 1 normal

1386

1198

Chiruka 4 normal

1323

1042

Yep, Faimon 1 is pretty good...this is why I say if you have a solid 5 star that can mow Faimon 1 normal, no need to stress about 6ing it UNLESS you are certain that doing so will take you to the next level.  

I recently discovered that my Veromos and Antares could farm Faerun 1 normal.  It’s not quite as fast, but it’s very efficient.  The downside is mostly 1* fodder instead of hellhounds.  Faimon is really hard to beat…. but if you are just leveling units and don’t need 2* fodder, the new zones look to be more efficient.

Lapis, your starting farmer

A note on old farmers (Raoq, Ramagos, Dagora) : You might find old guides suggesting using these.  DON’T.  Just use Lapis.  She’s a gift from Com2Us to speed up your progress.

With despair/X at 5* awakened she can do faimon 1 hard.  Don’t bother with any of the other starting farmers unless you pull a Soha or something, just go with Lapis.  EASY.  Here are some stats I (or someone else) tested her with (and this was 2 buffs ago, so her requirements are probably lower now):

Faimon 1 hard: 5* despair/xx spd/atk/atk

Faimon 1 hard : use the reward runes, don’t bother being fancy.

Faimon 1 hell: despair/revenge, atk/crit/hp: 19763HP, 1453atk, 905def, 143spd 76%cr, 89%cd, 22%res, 14%acc.  See comments here.

Upgrading your farmer

So you’re tired of Lapis, or you really want to 6* a farmer - as I don’t recommend 6ing Lapis, because she can do faimon hard @ 5*, and that’s fine - what are your other/better options?


VI. Appendix I: General Monster info

I already covered the monsters I think you should look out for, so here I’m going to try for a very, very general monster overview of 2 & 3 star units and commonly referenced 4 stars, especially as pertains to newbies in case you want a quick lookup in the same document.

If I don’t mention the element version you are curious about, I consider it fodder in most circumstances.  If you know otherwise, then you are probably past the point where you need this guide.

Two stars


Three Stars

As I think I mentioned before, just about ANY 3 star is usable if you pull it before 20 and it fills a role you lack (X element tank/dps, certain buff type, whatever.), so I’m not going to mention that over and over here.

There’s absolutely no harm in taking them all the way to 4 star/level 30 and using them for 6 star fodder later.  However, I would not probably not burn the time/energy farming essences to awaken a monster I was using like that.

Four stars

First, here’s a simple visual aid (since people love tier lists!) for the fire/water/wind nat4s.  I’ve marked their most common PVE usage with letters on the right, and PVP usage with letters below the images.  An underlined letter indicates that I use that monster in that role, and think they are one of the best options to use there.  Blue square indicates I’ve 6*d that monster, yellow square indicates I still haven’t pulled that monster.

Keep in mind this is just my opinion, and is targeted at players up to rank C1, things can shift past that point.

Tier List

3.4.5 Tier list update:

As far is details on individual monsters go, there are extensive posts on reddit about almost every monster, but I’ll give my quick 2 cents about the families here.  I’ll include nat5 members of nat4 families just for simplicity’s sake.

Five Star Factoids

This section won't cover all or even many of the nat5s, rather I'm just gathering up obscure/hard to find info I've come across about some of them that you might find useful.

Further Reading

If you want more details, see:


VII. Appendix II: Arena

I’m not going to say much here, as that’s a pretty detailed subject and one I’m not really that into.  I can hold hold C1 easily, break C2 when I try and hold it occasionally, so I’m far from an expert.


As a newbie, you just want to farm as many glory points as you can for the energy recovery speed building (strange plant), energy + building, and eventually the various stat bonus buildings.  


“But how can I do that,” you might ask “When my opponents all have fucking nat 4s and 5s at level 15!?”  Welcome to the world of P2W vs F2P.  You make sure to defeat all the rivals you can every day and you keep your rank DOWN.  Put a single monster in your arena defense so anyone who wants to can defeat you and lower your rank.  Then, once it gets below 1000, go defeat as many of the other farming lowbies as you can.  Rinse, repeat.

You may not have the monsters to actually try and compete and climb past 1100 or 1200 until well into 40 - it really depends on what you pull and whether or not you prioritize PVP or PVE units for 5 and 6 starring.  Hint: prioritizing your PVE monsters will help you more in the long term because they help you get runes.

Starting AO

Starting AD

Seriously, don’t bother.  Farm glory until you can easily hold F3 and start pushing for C1.  Just put whatever in there.   A single whatever, so people freely attack your AD and keep your rank low so it’s easier/faster for you to farm glory.

C1 AD

OK fine, fine so you want a real AD.  Are you sure?  Up until you can confidently break C1, I would say just put your AO as your AD.  Once you can break C1, that may not be enough to hold and you’ll want to try and be a bit scarier.

I have no way of predicting what the meta will be like as you read this, but currently a decent AD template is: SPEED LEAD STRIPPER THREAT ATBBOOSTER.  Something like Psamathe(l) Triton Orion Perna - which is my AD and can currently hold C2 if I work at it.  Post C2 I can’t help you ;).  My alt used Seara Praha Orion Laika and can barely hold C1.

VIII. Appendix III: Mechanics Questions & Answers


Q: What does each buff & debuff do?

A:  See the chart here, it’s pretty accurate.  The trick to remember is that it affects your TOTAL stat. So say you’ve have 850 base defense and 250 from runes for 1100 total.  With Megan’s DEF buff, you now have 1100 * 1.5 = 1650 DEF.

Q: How does the attack damage work?

A: Each damage (and some other types, like the water fairy’s heal) skill does an amount of damage relative to the attack stat.  This amount of damage is generally referred to as the skills multiplier.  So if someone says that a monster’s first attack has a “300% multiplier”, that means that it will do damage equal to that monster’s TOTAL (after buffs/debuffs/leader skills, etc.) attack stat BEFORE defense.  How is that affected by defense and skilling up…keep reading.

        Q: What about CR & CD?  What balance of those do I want on my attack monsters?

        A: See this great reddit post by nysra.

Q: How does defense work?  What amount of damage does it negate?

A: Use this equation to calculate your damage reduction: 100%-(1000/(1000+3*(DEF))).  So if you have 1000 defense, you take (100-1000(/4000)) = 25% damage.  To rephrase, you will NEGATE 75% of incoming damage.  With a defense debuff on you, you’d still negate 60% BUT the damage you take would increase by 66% (25% vs 40% taken).  Two different ways of looking at it.  See here for some discussion.

Q: How does accuracy work and how much do I need?
A: See
this fucking amazing post.  Here’s my tl;dnr summary:


To me, slot 6 acc runes are all but useless - if you have ones with amazing subs, use them on PVP monsters.  Late game, people use them on strippers and stuff like Zaiross if they have really good subs.

Q: How do skillup skill damage %s work?

A: The are multiplicative to the base skill multiplier.  For example, if your skill has a 300% multiplier and 30% extra damage from skillups, the new multiplier is 300 * 1.3 = 390%.  See here for math/etc.

----CORRECTION---: Apparently, it adds into a “bonus damage” type section, basically sits where crit damage sits in the equation.  So if you do not crit, it looks like it’s increasing the multiplier, as I observed.  BUT, if you do crit, it just looks like you’re increasing the crit mult.  See here.  

Q: How does speed work and what speed stats should I shoot for?

A: Wow, that’s a good question.  I don’t think there’s a simple answer (other than more = better)...you can start here for one of the more technical ones I’ve seen.

A2: Also, for a bunch more details, see the in-depth speed tuning guide here.

Q: What are the odds of powering up runes?

A: Shitty?  But seriously, see the thread here for lots of info.

Q: How do I rune [X] monster?

A: See this nice guide.  I don’t agree with every single suggestion, but it’s very comprehensive and a great place to start.  

In general, I follow these basic guidelines:

  1. Does it need to go first (Chloe, Bernard)?  Use swift.
  1. Offset is up to you, but it’s usually focus for things with debuffs (Bernard) and energy/nemesis/will/endure depending on what you need.  For pvp, on a buffer like Chloe you’ll probably want will to prevent stunning, etc.
  1. Do you have violent runes for it?  Use violent. (Violent is OP, sorry).
  1. This is true in *most* cases but there are oddballs like ramagos who benefits more from vampire in most cases.  
  2. Offset depends completely on what you need.  Think about your goals before you ask someone else.
  1. Do you want it to hit really hard AND you have good crit% subs?  Rage and fatal are very close, but rage is slightly better.
  1. As for using atk vs crit damage in slot 4, I’ve seen various suggestions here, but I’d say the bare minimum is 50% crit to use critD.  Others suggest as high as 70%.  I often use crit% in slot4 if I can get up to 75% or so crit, but I don’t think others do this.
  2. Offset is generally blade to start, but once you get really good runes you can go revenge or nemesis/whatever.
  1. Is it a (hopefully fast) support monster with at least one aoe (Acasis, Baretta, Draco, Shannon, Clara) or two aoes (Tyron, Eredas, Amir) that you want to stun?  Use despair.
  1. The basic criteria for despair is : “Do I want to use despair?”  You’ll figure out for yourself a bit as to which monsters beyond the ones I listed you might want to use it on.
  2. Offset is generally focus to help boost your acc. 85% would be nice, but I shoot for 50% if I can on supports (Bella, Baretta, Acasis, Shannon, etc.).
  3. What are the best monsters to use despair runes on?  A: See here.

IX: Appendix IV : Other stuff from me