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Shattered Connexion Date is on the 24th November 2020.
Shattered Connexion Ranking Guide v1.1
Disclaimer: Do not take everything mentioned here as a bible, do some research yourself if you’re uncertain.
Credits: Writers
Ceia
Diggus
Nairie
Seres (GOD OF F2P)
Brekkie (not gay)
Credits: Proofreading & Fact-checking
Dabina
For a clearer map (Credits to Mis) | Clean Map | With Allied Spawns |
(magenta lines delineate the collapse fluid contamination spread)
Refer to https://hometehomete.com/en/maps/ -> Shattered Connexion -> 1-49 for Normal, 1-72 for EX, for enemy CEs and compositions. (This link will only show pre-spawned enemies.)
Use https://gflinfo.github.io/ranking/2020/09/01/sc-enemy-comps.html to see all known enemy compositions.
There is a difficulty selection for ranking mode. Both Normal and EX Difficulties will share the same leaderboard, but the score potential in Normal mode is lower due to lower enemy CE values. You will still be able to achieve the score milestone for the Fairy in Normal mode.
Shattered Connexion ranking ends after turn 9. Camp your echelons beside the Helipads on turn 9 as there will be a final wave of enemies to catch before the ranking run ends.
There is an echelon limit of 10, and an HOC deployment limit of 3+2. (3 HOCs can initially be deployed, with a 4th and 5th becoming available once you capture additional Heavy Helipads)
Advantaged Dolls -
SSG3000, Desert Eagle, ACR, M1895 CB, UMP45, UMP9, 416, G11, M4A1, AR15,
SOPMOD, RO635, Kord
Advantaged Dolls will receive +20% FP (for DPS), and +20% Evasion (for Tanks).
Deagle is a special case which receives both 20% FP and Evasion in this map.
There is a detonator on Z9. Upon activating it, boulders will appear in these certain nodes which damage any Echelons, HOCs, or NPCs for a considerable amount (Higher damage when the said units are in the building itself): Z1, Z3, Z4, Z6, Z7, Z10, Z11, Z12 and P4.
These boulders can then be blown up for 10k points each. This is usually done on the first turn, and the boulders are destroyed selectively (for example, Z4, Z6, Z7, Z10, P4) to funnel the zombies and paradeus to the helipad.
There are a total of 14 artilleries on the map that can be blown up for 10k points each. These artilleries can NOT be destroyed by walking on to them. They can also be captured by standing on them at the end of turn. Capturing them is not desirable since, once captured, they cannot be destroyed unless it gets recaptured by the enemy.
Contamination area spreads on the start of turns 2, 3, and 5. Contamination area deals 34% of your Max HP as damage at the START of your turn. Meaning if it spreads on a node you're currently standing on at the next turn, that team still takes damage despite not being in the contamination area last turn.
With this, if you’re sure your team can handle 1 more fight before repairing, make sure to do so since you take damage again at the start of your turn.
There’s an enemy railgun HOC that sits on K6 and does not move. It will support KCCO units within 2 to 4 nodes range. I.e. it does not support the immediate surrounding nodes.
The HOC on K6 also doubles as a boss enemy. For an example of the fight, please see https://youtu.be/2laTivNEn8o?t=6327
To make things even, we also get a friendly railgun HOC that will support our fights. This rail gun is stationed on B2 and also supports a range of 1 to 2 nodes.
One end of the supply route is on B1, and the location does not change. The supply route is usually established on turn 1 and maintained until the end.
Do NOT kill this Abandoned Isomer node, else M4 Ally will not spawn.
It also has an aggro mechanic which engages your echelons if you stand 1 node (P14 or P19) beside her.
The Abandoned Isomer will transform into M4 Ally when 154k Isomer boss is killed.
Rescuing / Keeping M4 Ally alive will grant you 15,000 points
*Nyto Spawn Condition (P11 and P14)
- 96k Nyto = 15 Total Kills
- 154k Nyto = 30 Total Kills
*Smasher Spawn Condition (Z1, Z5, Z7 and Z8)
- 1st 83k Smasher = 30 Total Kills
- 2nd 80k Smasher = 50 Total Kills
- 3rd 83k Smasher = 70 Kills
*REMINDER: Nyto and Smasher CANNOT SPAWN at the SAME turn.
*REMINDER: There is a bug that doesn’t count KCCO kills until you reset the client.
Once 154k Boss is killed, the Abandoned Isomer as shown above will transform into M4 Ally.
Isomer Score System
Points for controlling points at the end of the run
Command Post: +10,000
Normal node/Radar node: +500
Normal Heliport: +2,000
Supply Point: +10,000
Supply Flag: +10,000
Heavy Heliport: +2,500
1.02m 4 para 1 illu
https://www.bilibili.com/video/BV1T4411z781/
1.09m 4 para 2 illu
https://www.bilibili.com/video/BV1A4411q7Qs/
1.01m 3 para 1 illu
https://www.bilibili.com/video/BV1f4411z7GF?from=search&seid=11057048061241473862
1.09m 2 para 2 illu (3* fairies)
https://www.bilibili.com/video/BV1u441117Ks/
1.08m 2 para 1 illu
https://www.bilibili.com/video/BV194411q7bK/
1.06m 1 para 1 illu
https://www.bilibili.com/video/BV1c4411R7Ew/
1.02m 1 para 1 illu (3* fairies)
https://www.bilibili.com/video/BV1h4411m7AY/
940k 6 combat echelons 2 dummy ex difficulty (no para no illu)
https://www.bilibili.com/video/BV1T4411r7Xx/?p=2
840k 3 combat echelon 7 dummy ex difficulty (no para 1 illu)
https://www.bilibili.com/video/BV1c4411o7ro/
700k 4 combat echelons 6 dummy normal difficulty (1* fairies and hoc)
https://www.bilibili.com/video/BV124411975P/
500k+ score silver medal strategy, Normal difficulty, 2 combat echelons 4 dummy
https://www.youtube.com/watch?v=cTbqZWOr21U
788k 2 combat echelons 4 dummy, EX difficulty (no para, no illu)
https://www.youtube.com/watch?v=37jHFIx76SU
862k 3 combat echelons 4 dummy, EX difficulty (no para, no illu)
https://www.youtube.com/watch?v=drJMCLZv6PE
900k 4 combat echelons, 4 dummy, EX difficulty (no para, no illu)
https://www.youtube.com/watch?v=YdEVsdnJ_rg
1.01m, 3 para, 1 illu
https://www.youtube.com/watch?v=LKG1E_KsL3E
1.09m, 6 para, 1 illu (No dupe dolls)
https://www.youtube.com/watch?v=Erfu85Qp6_E
For example, M4 MOD 3 + Hanyang MOD 2 + SAA MOD 2 + Calico + CLEAR
There are 2 ways to tackle the gustav with 1 parachute:
1: Kill it with debuff (Turn 2 Gustav Kill)
2: Wait out the debuff then kill it (Turn 4 Gustav Kill)
- Cap B15, B16, Z7
- Deploy as much stuff as possible
- Detonate buildings and specifically destroy rubble to get a formation that specifically controls ELID.
- If you have extra Para, cap K3
- Destroy artilleries in reach
- Deploy the rest of your echelons and HOCs.
- Destroy the artilleries in reach
- Get a camper to K4 (declogging K5 is optional, depending if you save AP or if your
team can handle the fight under gustav)
- Set an echelon with illumination fairy to either P7, but ideally P17 in turn 2 to give vision
to K11. The reason for P17 is to block KCCO Armored and Paradeus to fight and lose on spawns.
- It is important for this to happen at Turn 2 due to KCCO spawns capping K11 and
blocking K8 in turn 3 and 4 onwards respectively.
- After that, you have 2 Choices: (Yes we typed it twice so you can see it again)
1: Kill it with debuff (Turn 2 Gustav Kill)
Get a gunboat which you know you can kill with parachute debuff. MGSG does not work because SG cannot tank under debuff. Retarget MGs until they start killing the Argo-Vela (the ones who shoot bullets). Kill Gustav, retreat MG team, then go back to KCCO with campers later.
2: Wait out the debuff then kill it (Turn 4 Gustav Kill)
MGSG works here or a Gustav KCCO Camper with someone like Hs2k. This doesn’t need you to fight Gustav with para debuff. Parachute the Gustav team to K11 then move up. At turn 3, one enemy comes up from K15 to K11. Bring an escort team to protect the Gustav team down to K11. This also caps K11, which opens up on Turn 4. At turn 4, resupply, repair if necessary, then kill the gustav. Gustav team either stays there or gets redeployed to a camper.
- Get AGS to a position where she can reach the artilleries being viewed by the
Illumination team in P17. Notably, P18 and P19.
- If you have extra AP, aim to unclog P4 and P14 (RNG based) as these helipads are
easiest to unclog this turn
- At this turn, you have 2 Choices whether to give away B16 or not.To be blunt, IT IS
POSSIBLE TO REACH 1M WITHOUT GIVING B16 AND B15! Giving away B16 Turn 2
and potentially B15 in future turns is high 1M and potentially 1.1M strat which if you are
not interested in, should be ignored. Otherwise, if you plan to give away B16, the most
common strategy is to parachute the Gustav team from B16 to K11.
P1 turn 4 which enables you to settle between KCCO and Paradeus area at the cost of losing a Turn 1-3 Paradeus spawn (80% Doppel, Striders, 3 Roarer)
2: Surround Cap P1
This is a riskier plan since in order to do this reliably, you need 4 combat teams that are able to take Turn 1-3 Paradeus spawn (80% Doppel, Striders, 3 Roarer). In addition, one of the teams here may fight a KCCO spawn at P7 under Gustav fire. If you cannot bring 4 teams to surround cap, you may choose to gamble with RNG and try to surround cap if you capped an adjacent node last turn (most likely B18)… just don't blame us for it~
Beach Fairy is used in Polarized Light’s Ranking Map to deal with death stacks, which give a lot of points when killed, and there are a lot of death stacks in PL. There are replacements for that ranking (5 star Artillery/Command with Damage II talent) but it's much less effective and requires a lot more save loads in an already save load heavy map.
Other than the cancer that is PL, Beach fairy has great stats (slightly weaker than Command 5*), has great utility to delay enemy engagement, causes debuff to all units on the field (combos with KSVK MOD to great effect), easier to raise, and will see many uses in the future.
Enemy explanation site with GIFs
https://gflinfo.github.io/farming/2020/07/25/sc-ranking-info-translation-1-enemies.html
Centaurus / “Archers”
These fire arrows that will target one of the frontmost squares you have a unit on
There will literally be a big flashing orange square telling you exactly where the fire arrow is going to go, you can’t miss it
Good thing you can just move your dolls but be careful of moving diagonally
Orthos / “Dogs” / “Doggos”
They walk up to you, bite, and deploy a shield that lasts for 6 seconds. They don’t damage you while their shield is up, but the other enemies they spawn with will still be hitting you. The shields only have 150 HP at most, however, your attacks will do 1 damage per hit to the shield. Breaking the shield inflicts a large amount of damage to the Orthos (however, this damage will not happen if Orthos is stunned when the shield breaks)
To handle this, either bring high RoF ARs (such as RoF buff skills, like Type 97, AUG skills, like Angelica, or # of hits per attack increase skills, like G11
Or you can kill them while they’re running at you before they get to deploy their shield
Or you can just use RFs to shoot the stuff behind it that is actually attacking you
Minotaurs / “Tesla Troopers”
They run up to you, shield, stab you, then they drop bombs on you. After that they just repeat the shield and stab cycle until dead
Just shoot them
Not an elite mob but immune to stun
Their shield reduces damage taken by 80%
On the SC map, the Minotaurs will typically be handled by RFs with grape, supported by either HP shields, Taunt active, or Twin active
Recce Centers
Ice cream comes out of it
I’m kidding, shoot it
It has armor, and it has evasion too somehow, so you can see “can’t hit the broad side of a barn” in action ft. you
It does actually spawn Pathfinders, which are the little ball robots / “watermelons” you saw in the summer event
This is the beach hut
There is only one in the map
Gunner/ “Strelet+”
It’s a Strelet, but much harder
This one uses a MIB gun, the blue lasers will debuff your dolls ACC and EVA by 20%, stacking up to 3 layers for a total of 48.8%
This debuff to your EVA hurts
Also these guys don’t have Stormtrooper aim so you can’t walk out of the blue lasers
Do not underestimate them or you will regret it
Roarers / Abandoned Gladiators / EN will probably just say “Gladiators”
These guys have a shield also they watched Bleach so they Rasengan you
If you get hit it’ll slow down your MS and RoF
Good thing you can just walk out of it
It’s not an elite mob, but flashbangs don’t work on them 4Head
HG/RF or a DJ team can handle them
Patroller / “Thunders” / “Abandoned Investigators” / “Striders”
These things have shields so what you do is your take your big dick DPS and you turn off auto skill at the beginning of the battle
Then you wait for their shields to go down and BOOM you turn auto skill back on to yeet on him
After their shields go down they’ll jump and get an EVA buff so make sure your big dick DPS has big dick ACC too eg. M200 (takes a long legged to kill a long legged)
Abandoned Isomers
These don’t actually attack you but what they do do is they move towards the left side of the screen and you know what happens when enemies get to the left side of the screen, your girls run away
Also when they get to where your dolls are they stun you haha
You can stun them too
So anyway you just need to kill these Abandoned Isomers before they do that, bring DPS
As with other rankings, a reward of 50 gems is given out for participation (any score above 0), with higher gem and resource rewards being handed out depending on your score bracket
At 500,000 points, you are awarded 1 free “Beach Fairy”
Additional copies of Beach Fairy are each given out at the Top 30% and Top 10% brackets
Players who score in the Top 50% - Top 100 brackets are awarded Lee Enfield’s Special Equipment (No.32 MKI) [Scope] Stats -
+0 (+24% Critical Rate, +2 Rate of Fire),
+10 (+48% Critical Rate, +4 Rate of Fire),
(Full Picture - https://gf.txwy.tw/archives/4920.html)
Players are advised to reach at least 500,000 points as Beach fairy is really good and will be crucial for later ranking maps.
smol