Progression Guide

  1. About the Guide

As this guide is focused on guiding beginners / returning players on how to progress through the game, not all game mechanics / points will be covered in depth. For further questions like team compositions, please ask them in the #questions of the EN Discord or check Pecan’s guide linked in the resources.

This guide is intended for JP server however most concepts within the guide can be similarly applied to GL server.

 

Feedback is welcome so send suggestions via Discord

@Neмι#0420

Contents include :

  1. Resources
  2. Key Game Mechanics
  3. Early Game Progression
  4. Mid Game Progression
  5. Late Game Content

Created by:

Neмι#0420

Pecan Of Pies#8173

Crimson#7064

KimuLisk#0002

Last Updated: 04/06/2022

Last Update: Poison Reworked for GL

To be Added:

  1. Useful Resources

World Flipper EN Discord

https://discord.gg/worldflipper

Backup Discord Link

https://discord.gg/efGERFMmzr

Pecan’s Reroll / Team Building Guide for JP

New Player's Guide

Collection Tracker / Eliya-Bot for JP

World Flipper Collection Tracker

Wasuku Wiki

https://wasuku.gamewiki.jp/

Ecrire-Bot

* Do not use this if you are still unsure about Team Building *

https://ecrire-bot.herokuapp.com/#!

  1. Key Game Mechanics

Leaders, Mains and Unisons

Leader Buff

The first character in a party is set as the leader. Their leader buff will affect all characters that fulfill the conditions in your party.

Main and Unison

When a main character uses a skill, their unison character’s skill will also activate. In battle, their skill weights will be averaged. Abilities from the Unison Unit (Sub Unit) also take effect however abilities with [Main] are not active when put in Unison (Sub Slot)

Using Wagner as an example, when placed in Unison, only Ability 3 will not take effect.

Weapon Souls

 ← Use weapon souls here

Souls can be equipped onto units and provide a weakened effect of the original weapon. Only Souls equipped on the main units take effect.

How to obtain Weapon Souls

 >

A base of 4 Souls can be obtained while upgrading a weapon with additional souls being obtainable by breaking down dupes of the weapon.

Power Flip

Power Flips occur when a certain amount of combo is reached. The style of the Power Flip is based on the Leader’s Role.

Sword

Damages all enemies near the leader while moving. Radius of the power flip increases according to level.

Melee (Fist)

Deals extra damage against the first enemy hit. Number of hits and damage increases according to level.

Shooting (Bow)

Attacks straight ahead in your launch direction. Gains more beams as level increases with increasing width.

Support

Grant Penetration, Float, and ATK Up buffs to all party members.Duration of buffs increases according to level.
(Lv.3: Deals damage to all enemies on the screen)

Special

Damages all enemies surrounding the first enemy hit. Radius of the power flip increases according to level.

The level of the Power Flip can be seen from the colour of the flipper which changes accordingly, starting from Red going into,

Yellow (Lv. 1, 9-combo) > Green (Lv. 2, 15-combo) > Blue (Lv. 3, 39-combo).

 

At Lv. 3, your characters’ next flip will be a Perfect Flip, which grants a bonus to the Power Flip attack’s effect.

DMG Types and DMG Formula

Currently, there are 4 DMG types:

  • Skill Damage
  • Powerflip
  • Direct Attack
  • Ability  

These DMG types have one thing in common which is that they scale from ATK + their own buff (eg. skill scales from ATK and skill dmg buffs).

All of the ATK and relevant DMG buffs are additive with each other. (E.g. if a character has +100% SD and +100% SD from 2 abilities they will have a total of +200% SD). However, ATK is multiplicative with each of the different buffs. Thus, a +100% atk and +100% SD will give a total of +300% on final dmg instead of +200%.

Simplified DMG Formula: (Base ATK)*(1+ATK%)*(1+DMG_Types%)

This means that when building a team, it’s usually best to balance ATK and the other DMG buffs instead of just having one of the two.

Fever

When the Fever Gauge is full, Fever Mode will activate, granting certain effects that vary based on the boss. Fever Gauge increases when the boss takes continuous damage, but decreases when no damage is being dealt.

The abilities and skills that increase fever without % add a flat number to the fever bar.

E.g Inaho’s Abi 2

The Max Fever Gauge value also differs from boss stages, which makes fever strategies more viable on certain bosses then others.

Skill

The charge speed of the Skill Gauge is based on the amount of movement during battle, and the amount of movement needed to fill a character’s Skill Gauge depends on their Skill Cost. The final Skill Cost of the characters is the average of the 2 Skill Costs combined.

E.g. Rolf + SMia Skill Cost =  (540 + 330) / 2 = 435

When a skill is cast more than once from the same slot (main + unison), duration of buffs from that slot are refreshed instead of overwritten.

Key Buffs

From the various buffs that are in the game, some synergize better with certain units and weapons.

Examples of these would be:

  • Penetration: Essential for teams that want to avoid bumping into enemies (e.g. Direct Attack). Also has synergy with certain character abilities (e.g. Veron) and weapons (e.g. Malte).

  • Float: Used to preserve combo by not triggering Power Flip. Mostly commonly used within wind combo teams.

Note that penetration or float buffs cast by multiple units from the party do not overlap or extend duration. Each of the buffs are maintained within their own duration. Check the buff icons from the screen.

Multi Hit

Increases the amount of direct attacks a character can deal at a time, boosting their total damage.

E.g. Multi hit (x2/20%) means that the character will do 2 hits per attack that gives overall 20% more Direct Attack DMG.

Penetration

Allows characters to pass through enemies instead of bouncing off them.

Float

Characters will not decelerate or fall. Renders them immune to Gravity Field, Wind, and Tornado enemy effects during battle.

Attack Power

ATK Up increases attack strength, ATK Down lowers it.

* An enemy’s ATK cannot be lowered below 50%.

Direct Attack Damage

Damage dealt by direct attacks increases or decreases.

Skill Damage

Increases or decreases skill damage

Power Flip Damage

Increases or decreases damage dealt by Power Flips.

Down/Break Punisher 

Increases or decreases damage when the enemy is in DOWN / Break mode.

Barrier

Absorbs damage done to characters while Barrier (Blue Bar) is active.

Key Debuffs

Poison

Poison Damage occurs every 2 seconds while applying a -10% debuff to Attack and All Elemental Resistance.
*Additional Poison effects DO NOT overlap with multiple Poison Debuffs

Paralyze

While Party is paralyzed, Characters are unable to direct attack, use skills or perform power flips

While Bosses are paralyzed, they are unable to attack or move

Slow

The speed of any action performed by the boss are halved while Break and Weak Point Duration are doubled

Silence

Characters are unable to cast skills

*Unlike Paralyze, Characters are still able to charge skills while Silenced

Lethargy

Character Skill Charge Speed is halved

Skill Chains

When another player uses a skill, by following it up with a skill of your own within a certain timeframe, you will start a skill chain. From a 4-Chain to the maximum 9-Chain, damage will be dealt based on the number of chained skills once the chain ends. Any skill will contribute to the chain, even if it doesn’t deal damage. The same skill used by different players will also count as separate instances.

When all raid members use their skills, Instant Chain occurs. This works even if the raid contains 9 or less members however a minimum of 4 is still required.

The Chain Break damage multiplier from a 4-Chain is 1.4x (+40%), and increases by .1x (+10%) per additional chain. Skills beyond a 9-Chain will be queued for the next chain.

  1. Early Game

In the early game, focus should be set on leveling characters, unlocking their abilities and getting weapons.

Farming Green/Blue Mana

 

These are an important resource for progressing as Blue Mana is used to level characters while Green Mana is used for unlocking ability nodes. Although farming this Stage early in order to progress quickly is tempting, the amount of mana dropped from these stages are abysmal. If possible, the best way to be farming these are to be farming Bells which will be explained in a later section.

Farming Elemental Materials

The first method consists of farming these stages.

Similarly to the Green/Blue Mana, another method of obtaining Elemental Materials is from bosses by purchasing them using coins; however this method is limited to the amount within the boss shop.

Farming Stars

 

Currently, this is the most efficient way to farm stars. The plus side is that Tier 2, 3 and 4 Materials and Lab Weapons can drop.

Bell Raids

The bell icon at the upper left side of the screen allows you to join multiplayer raid and event battles. You can start receiving backup requests after clearing Chapter 1 of the main quest.

  • No Bells:
  •  Bell request:

Useful Early Game Weapons

As weapons play a huge role in the game by giving extra stats and abilities, you should aim to obtain these weapons as soon as possible in order to make your progression smoother within the Early -> Mid game.

Chapter Orbs

*Only Useful for Demon Race Enemies*

Lab Weapons

Non EX Weapons

  1. Mid Game

Farming EX Co-op

Now that you “survived” the early game, this is the part where the grind fest truly begins.

Event Compendium

With some events being made permanent, you have access to useful units / weapons so be sure to farm for them before starting to farm EX Bosses.

Welfare Unit:

Lav/Love

Farmable Weapons:

   

Welfare Unit:

Prica/Prika

Farmable Weapons:

  

Welfare Unit:

Marina (Summer)

Farmable Weapons:

   

Welfare Unit:

Kugui

Farmable Weapons:

   

Welfare Unit:

Arc (Anniversary)

Farmable Weapons:

   

Progression Map

*  This is merely a guide on how to progress through EX bosses and you do not need to follow the map exactly.

Credits to @ni_OREO

https://twitter.com/WF_TotalDiscord/status/1468580623132815361

Farming Co-op VS Farming Solo

Farming Co-op is highly recommended as both co-op and solo cost the same amount of stamina but co-op has more drops than solo. Moreover the only time that stamina is consumed during co-op is when you are hosting a room or joining a non mutually-followed room.

Estimated Farming Time

Assuming you get 5 Purple tokens per run, a single maxed weapon will require at least 150 runs which is about 2,700 stamina.  Time spent will differ due to comps and teammates however a safe estimate would be 2 - 3 minutes per run which adds up to about 7.5 hours per maxed weapon.

Quick Guide to EX Weapons

This weapon guide is based on the overall usability of the weapon in different teams. What characters you own may affect which weapons take priority so make sure to check which weapon best suits the team you are going for before buying them.  

General Progression

 >  >

General Progression

 >  

Power Flip / Direct Attack
 >  >

Skill DMG

 >  >

General Progression

 >  >

Power Flip

 >  >

Skill DMG

 >  >

General Progression

 >  >

General Progression

 >

General Progression

 >  >

Ability Damage
 >  >


Light Fever

 >  >

Coffin

 >  >

Enmity

 >  >

General Progression

 >  >

Farming DDragon Co-op

General Overview

The main mechanics of Fire DDragon are stage hazards that apply Fire Resist down. After passing certain HP Thresholds, it gives itself an Attack buff while increasing the number of stage hazards spawned and occasionally doing a map wide attack.

Available Weapons

General Overview

The main mechanics of Wind DDragon are buffs that can only be removed by clearing the 500 DA Condition and a field effect surrounding the map that deals damage when in contact .

Available Weapons

General Overview

The main mechanics of Thunder DDragon are powerful beam attacks performed at the sides of the map and continuous thunderbolts that paralyze on hit. It can also fly.

Available Weapons

General Overview

The main mechanics of Water DDragon are a field effect (High Tide) that mimics a slowed version of float when the map is flooded and an attack with set intervals following the last position of your characters while the boss is submerged and untargetable.

Available Weapons

General Overview

The main mechanics of Light DDragon is Healing (37.5M) if the 40 DA Condition is failed. During the transition to Phase 2, all existing debuffs are removed and a Regen Buff (1M/2s) is applied to the boss.

Available Weapons

General Overview

The main mechanics of Dark DDragon are multiple summoned enemies that apply debuffs consisting of Dark Resist Down, ATK Down and Lethargy. The boss also occasionally plunges into the darkness, becoming untargetable until all additional enemies are killed.

Available Weapons

Quick Guide to Gacha Weapons

* May change following new releases *As each of the weapons listed above have a specific usage within different teams, refer to either Wasuku Wiki or Pecan’s Guide on what comps to use them in.

* Certain Weapons have not been included due to their unviability *

Yugen Zone

Yugen Zone is a monthly 10 stage dungeon that drops a variety of rewards. Every month, the elemental weakness rotates so prepare a variety of teams in order to clear them. Stages can only be cleared once and will be reset at 20th of each month.

Total Rewards:

Credits to WF JP Discord

Heart Scrolls

These can be obtained by upgrading all nodes on a character’s Mana Board and reaching their base level cap.

1 * Base Level Cap is 40

2 * Base Level Cap is 50

3 * Base Level Cap is 60

4 * Base Level Cap is 70

5 * Base Level Cap is 80

50 Heart Scrolls are required to exchange for 1 Heart Scroll Weapon. How to efficiently farm Heart Scrolls will be explained in the next section.

Treasure Shop

Commonly known as the Mana Shop, this is a place where you can spend Green Mana to buy various items such as Elemental Materials and Uncap stones. The items on sale may come with a discount ranging from 10 - 90%.

It is recommended to only buy items from this shop if you have spare Green Mana or require more Elemental Materials as Green Mana should mainly be used to max units to obtain heart scroll weapons earlier.

  1. End Game

Obtaining Heart Scroll Weapons

Now that you have farmed most of the EX weapons, you are looking to complete the end game content such as Challenge Solo Battle, Orochi EX and Time Attack.  For this, heart scroll weapons are a powerful addition in order to achieve those goals.

Recommendations 

As each Heart Scroll Weapon is used differently, it is hard to recommend the order to obtain them. In order to make sure you are picking the most suitable weapon for the characters you own, check the relevant sites or ask others before choosing.

In General, Maltet and Parashu are usually chosen first as they are the DPS orientated weapons.

 

Maltet - Commonly used in PF/SD/Hybrid Comps

Notable Examples:


 

Parashu - Commonly used in SD Comps

Notable Examples:

 

Mistilteinn - Mostly used only for Wanpan Comps

Notable Examples:

 

Durandal - Mostly used in Penless PF Comps

Notable Examples:

Pollux - Useful in PF Comps

* Can be used to replace Tome of Divination 

Notable Examples:

Taipingjing - Useful Support Weapon

Notable Examples:

 

Efficiently Obtaining Heart Scrolls 

* May change following new releases *

These recommended units are all non time limited and are used in several team comps, making them ideal units to max for heart scrolls.

Orochi EX

Key Battle Mechanics:

Orochi EX has 3 phases, you can see when each phase will end by the purple pins on its HP bar.

In Orochi’s Phase 1 and 3, a light purple orb will occasionally spawn that dispels buffs with a circle attack.

In Phase 2, Orochi will gain unremovable DEF buffs and give “Trials” to overcome. If the conditions are met, it will lose one of its DEF buffs however if the conditions are not met, it will do a special attack, inflicting various debuffs depending on which failed trial.

The “Trials” are given in this order:

[# of Direct Attacks] > [ # of Power Flip Hits] > [# of Skill Hits]

  • Failing the Direct Attack Trial will cause Orochi to inflict the Heal Block debuff.

  • Failing the Power Flip Trial will cause Orochi to inflict a stackable DEF Down debuff (1 stack/hit) with infinite duration.

  • Failing the Skill Hit Trial will cause Orochi to inflict Lethargy debuff.

All special attacks from Orochi will remove buffs from your team. The Heal Block and Lethargy debuffs are irremovable and will expire after a while.

At the start of Phase 3, Orochi will begin with an ATK down and Lethargy debuff. Each head will then have a “Trial” similar to Phase 2 to overcome at random intervals during the fight.

The first “Trial” for each head during Phase 3 are:

  • Left: Direct Attack
  • Right: Power Flip
  • Middle: Skill

Team Recommendations:

Some Key points about team building for Orochi EX is having :  

Sword Leaders

Healer / Debuff Remover

High Hit count Skills

Combo Generators

Penetration Enablers

Example Fire Power Flip Comp:

Example Dark Power Flip Comp:

Example Support Comp:

* Free slot can be filled with either healers (Corina) or buffers (Pojito/ Lilith)

The example comps all make use of only non-limited units and weapons, however having certains limited units and weapons may improve the strength of comps. In general, Power Flip teams are the standard however other team variants are also viable such as Skill Damage or Direct Attack.

Mini Orochi EX Weapon Guide

Kagami or more commonly known as Mirror, is used mainly in Skill teams. In the current meta where most Co-op raids end quickly, Mirror can be used even without protection or healers.

Magatama is an additional Direct Attack option for some teams but as its scaling is slow, it is more suited for longer fights that allows it to ramp up.

Suggested Progression

 >

Challenge Solo Battle

Unlocking at Rank 80, 2 new difficulties for the EX bosses are unlocked. Both difficulties [Extreme+ 超級+] and [Hell 地獄] drop materials required to unlock a character's Mana Board 2. These battles are time limited and are only available twice per day across all bosses resetting at Standard Server Reset Time everyday.

[Extreme+ 超級+] Stamina Cost: 26

Drops:

[Hell 地獄] Stamina Cost: 30

Drops:

The [Extreme+ 超級+] difficulty bosses share mechanics with their [Extreme 超級] counterparts with the bosses slightly strengthened, however the [Hell 地獄] difficulty introduces new mechanics to the existing EX bosses, making some bosses easier and some bosses harder.

Failing / Resetting the battle does not consume your entry which is why it is recommended to reset runs if you are not getting SS rank for the battle as it prevents wasting precious time gated materials.


If T4 Materials are required, farming
[Extreme+ 超級+] instead of [Hell 地獄]will be useful as the drop rate of T4 Materials is quite decent.

Mana Board 2

Mana Board 2 or MB2, consists of abilities 4, 5 and 6 unlocking respectively at character level 90, 95 and 100. Only Characters 3* and above are able to unlock Mana Board 2 and characters that currently do not have it may have it added in the future.

 

Total Materials Required:

Credits to WF JP Discord

https://twitter.com/WF_TotalDiscord/status/1303954096752214016

Time Attack

Time Attack is an end game event where players compete to kill the boss in the shortest amount of time possible.

Pu Lilie Certificates are obtained by participating and obtaining a minimum rank of G in Time Attack. They can be used to exchange for various rewards, highlights being a 5* Weapon Brick and various Weapons.

As there is currently no meta defining Pu Lilie weapon that has been released, saving Pu Lilie Certificates for a future weapon or buying the 5* Weapon Brick is recommended.

Defeat the Abyss Beasts

Currently being the most “difficult” recurring event, Abyss Beast is a solo event that offers players “powerful” weapons that limit team compositions to a single element.


FOR JP
This event consists of 3 difficulties

[Normal ノーマル], [True ], [Pole ]
Each run of any difficulty consumes
 which can be obtained for 30 Orochi Tokens and 20 Stars per Compass.


Estimated Farming Time

Each maxed Abyss Weapon costs 50 Abyss Matter and 250 of chosen weapons’ elemental T4 materials. With 10 entries per month, expect to get 1 Weapon per month.



FOR GL

This event consists of 3 difficulties

[Normal ノーマル] Stamina Cost: 24

[True ] Stamina Cost: 26

[Pole ] Stamina Cost 28

!! IMPORTANT !!

Weapon Selection cannot be changed midway after initial selection so make sure to carefully decide which weapon you need before choosing a weapon to farm.

Estimated Farming Time

Each maxed Abyss Weapon costs 75 Abyss Matter.

With the average time between 3 - 6 minutes per successful run, you can expect to spend about 1 - 2 days farming to max the weapon while using potions or 4 - 5 days by just doing dailies.

Recommended Farming Comps

ASilty + Laia (Wind)

The recommended comp above is currently known to be very stable even within Pole Difficulty. Other comps such as Fire Multiball and Thunder Fever have not been shown due to lower clear rates and can be found on Wasuku Wiki.

https://wasuku.gamewiki.jp/abysskouryaku/

Recommendations for Abyss Weapons

The weapons have been arranged from best to worst as discussed within the EN community. However, similarly to the EX Weapon guide, what characters you own may affect which weapons take priority so make sure to check which weapon best suits the team you are going for before choosing them.  

  - Used in Thunder Enmity

Example:

 - Used in Fire Power Flip / Skill Damage

Example:

 - Used in Water Skill Damage

Example:

 - Used in Light Power Flip

Example:

 - Used in Wind Power Flip

Example:

TY Pecan.

 - Used in Dark Direct Attack

Example:

 - Used in Wind Direct Attack

Example: