How to Build the Perfect Team for Brave Frontier
The primary thing you need to comprehend is there is no ideal group since the game has various units; it requires an alternate arrangement of units. Each group can just have 5 units, so making a group requires some arranging and change. The groups ought to be intended to bring down a particular journey. There are 6 center journeys and 1 last mission; the 6 center journeys are consistently in a similar request. Every one of the missions separates into 5 smaller than expected journeys, at times there is a sixth little journey however it is a manager battle.
The first journey will consistently be fire, which means 95% of the units you face will be fire units. I say 95% on the grounds that there is an opportunity the journey will have a copy or two, a dim unit. The subsequent mission will be water, again a 95% possibility of all water units. The third mission is earth, a 95% possibility of all earth units. The fourth mission is thunder, 95% of units will be thunder. These initial four missions are known as the components journeys in light of the fact that each has 95% of a similar unit. The following two journeys are light and dim. Light missions are 90% light units; copies are an uncommon occasion in light journeys. Dim missions are 100% dim units, if a copy is set off, it will be a dim unit. The last journey is a blend of every one of the 6 kinds; it arbitrarily picks the units you will confront.
Since you realize the journey request, you should gain proficiency with the qualities and shortcomings of every component.
· Using a water assault on a fire unit does twofold harm, fire assault on a water unit does half harm.
· Using a fire assault on an earth unit does twofold harm, earth assault on a fire unit does half harm.
· Using an earth assault on a thunder unit does twofold harm, thunder assault on an earth unit does half harm.
· Using a thundering assault on a water unit does twofold harm, water assault on a thunder unit does half harm.
· Light assaults are twofold harm to dim units
· Dark assaults are twofold harm to light units
Every component has its own qualities and shortcomings, utilizing some unacceptable group can end the game rapidly. That is the reason there is no ideal group, every component can be beaten. Every component additionally has its best force, the force of each sort is best when coordinated.
· Fire - Anima - 10% more HP
· Water - Oracle - 10% more REC
· Thunder - Breaker - 10% more ATK
· Earth - Guardian - 10% more DEF
· Light - Lord - No Bonus
· Dark - Lord - No Bonus
The force of every component is best coordinated with this table. For instance, a thunder unit with a breaker force will bring about more assaults. Yet, a thunder unit with anima force won't get a lift in wellbeing.
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