The earliest you could do the Hilda Dive-Bomb unit, if you don't mind bouncing around between Drakenhold and Elheim a bit, would be in the early stages of Elheim. While there is a Dragoon's Warspear available in Drakenhold, it requires clearing a level 25 battle at the northernmost town. You can buy the spear at that town's Armorer afterwards. You can go to Elheim a fair bit earlier and get the sidequest A Half-Elf's Resolve by going east from where you first enter that nation. IIRC, you get it at a town called Rokkuros, and during that battle you fight your way southeast to take a town called Voinikola Harbor. Upon winning that battle, which you can do in your teen levels, you receive the Dragoon's Warspear among the rewards. As an added bonus, there's an angel shop nearby where you can pick up the White Cat-Ear Hood if you don't have it already. The Heavenwyvern Reins can also be bought there, and that's another nice addition; it gives Hilda +6 Initiative and the passive skill Aerial Wing, which will make that Dragoon Dive a True Strike.
Arguably, the quickest Squad Wide attack you can get is Yunifi's Glacial Rain. This being because while you can get Hilda quickly in Drakenhold and that place is lower level, you need to go through almost all of Drakenhold to get the Dragoon Dive spear. While Yunifi's land is full of much higher level enemies, you only need to do 2 or 3 battles their to get her unlocked (along with advanced units for recruitment, including an auto recruited Wereowl and Werelion on top of Yunifi). Of course that is much harder/challenging to get on any harder difficulty, but on the easiest setting, you don't even need leveled or well planed out units. You just need a single Sellsword and spam out their Valor Skill for those mercs to fight for you. Since they all summon at the same level as the enemies on the map, regardless if you're still even level 1..... She almost has Glacial Rain unlocked because of her high level and you'd then only need to farm some Sigil battles a bit for the exp books to feed her to unlock it.
Oh, sorry; I misremembered where you can buy the spear in Drakenhold. It's Castle Soldraga, after you liberate it. But I'm pretty sure it is indeed The Half-Elf's Resolve mission that gives you the other one. I remember being a little annoyed that I'd bought one and then got another for free shortly thereafter.
@@blackkat101 I'd actually say the *very* first one you can get is Fireburst, from the Chlorotic staff. But it only goes off at the very end of a fight, and only if you can target a Burning enemy with it. It definitely falls off in effectiveness in Elheim, especially since elves are so good at cleansing afflictions, but it is pretty nice up until then.
Yunifi works better with Gilbert, Ramona, and Yahna. You only need the 4 of them to wipe anything, but bringing an extra 5th that has bonus damage vs frozen works too. Key stat is Initiative and Gilbert has to be highest, followed by Ramona, then Yunifi, then Yahna. Gilbert gets the cat-ear hood and boosts initiative and attack on everyone. Ramona gives back his PP and has familiar's choker. Yahna gives magic conferral to Yunifi and glacial rain procs eagle eye as it goes off. Anything that survives glacial rain is frozen, Yahna then uses Ice Coffin and procs sorcerous conferral to mop up. Whatever is left after Yahna's row-clear gets finished by Gilbert's buffed banishing stab while Yunifi charges a 2nd glacial rain. With this build, the only move an enemy gets to use is whatever they have set to go off at the start of battle.
use elven archer instead of yahna so they can cast magic conferral as an active ability rather than passive so you can also buff her with gamblers coin as well. elven can wear the cat ear hood
For the physical attacks like with the bow or spear board nukes, I do like tossing ice, thunder, fire, or even (early game) sanguine to put some magic damage in there to make sure the high physical defense units also die. With thunder, it buys you a moment to let the rest of your team go and finish off anyone since the enemy is stunned. With fire, anyone who barely survived will die when their turn comes. You can also toss cat ears on a fast elven archer and have them give mystic conferral the turn before your board nuke goes off with an active point. That'll add even more magic damage to the physical attacks.
Agreed. Gamblers coin though is mathetmatically better if you're already adding magic dmg via mystic conferral (which i do. Every physical nuke team brings a high initiative elven archer). Dont need to use cat ears (quick impetus is rare and wasted on someone with excellent passives like the elven archer). Can use angel plume or raven/dove plumes.
These builds are really cool and all, but it simultaneously nukes the fun for me a bit. I can already just run my Alain unit through most enemies without much issue, and nuking everyone is kind of just a different-albeit more satisfying way-to skip through battles as if I was just hitting + every time. I mean, that's the game, I guess, too. I sorta just realized that I make super well-rounded units so I get to actually see a battle, instead of just rolfstomping everyone. Again though, cool builds, good job perfecting them! I'd imagine that can be really fun to work out.
agreed 110% i think they need to come up with a way to limit which characters you can stack. maybe assign a points limit to each unit and give powerful characters lots of points so you can't stack super powerful characters in a super duper unit.
The fun is definitely in building and working the units out for sure. Definitely hear what you're saying though. Plus there are multiple ways to build units and get similar end results. My Alain unit was also able to wipe most enemies and it wasn't built around board attacks, but around high hp, hp recovery, and multiple high damage attacks and follow up attacks.
I used the dragoon dive build with freeze and made all other chars pure supporters. Start with dive, nuke and freeze all or most enemies. Both front row supports have the freeze swort to freeze any potential blockers. Second round can be used to charge up a second nuke for the still stanting enemies if anyone survied the first nuke. Front row has a dodge tank and and shield blocker with arrow protection. Gilbert is my main buffer. Made this build at early midgame and did all of the colloseum with it. Amalia was hard, but my level 20 thief soloed her. The key is to use party wide stuns with the attacks that aim at all enemies. If some are immune to freezing, the other team members can clean them up easy. They are set to only attack non freezed units. Since the first nuke has truestrike and crits, they wont have any trouble.
My personal experience with the charge skills is that they are fine but you really need to put them behind the empty spot in your squad or great knights will stun you out of it. My favorite charge skill is dragon dive in a flier squad with an owl as a leader and a gryphon around to make them the fastest thing around at night. Just take out the ranged assists and let the horses and armored units walk into your can opener of choice. My favorite unit of the can opener variety is Berengaria, Virginia in front with Aubin, Kitra and Gilbert behind. The breakers row attack is not destroying the whole board but it takes out any frontline that has debuffed defense with a true strike from Gilbert. And Ren keeps the backline stunned for the second swing to tidy up the leftovers. Giving Gilbert the trinket with the blind immunity active skill really helps against blinds and lets the breaker stack even more damage because she needs no blind immunity trinket at that point.
Nice! Yeah row attacks can be a good alternative when executed well. I'm a fan of breakers' row smash too! My strat on the charge skill is just to buff initiative and go before knights get a turn lol.
I'd say you worry about this because you arent using elven archers or other cleansers. These IMO are staples of any optimal team. Breakers indeed are great. Just outclassed by board nukers. Why wouldnt kitra need blind immunity?
I used something similar but I used Lip's Ring to grant a werebear max initiative, then used the Sniper's Amber Lens (2 PP cost) to make their attack guaranteed hit and guaranteed crit. With them (most likely) at mostly full HP they do 3-hits of approx 75 potency each. Sure, less than Breaker and less than Gladiator, but the three hits will bypass a Rogue's Evade and a Swordmaster's Parry to guarantee they die and it will take out all but the luckiest wyverns that get more than one guard off. The counter to this are, naturally, heavily armored/guarding front row but...y'know, deal with them in other ways.
@@Badger3X why are you worried about parry and deflect? those dont matter to board nukes since those block melee. Board nukes are classified as ranged. I may be missing something here but isnt the earthshaker board nuke dealing more dmg the less hp bertrand has? And also has just 1 hit?
I think you should also cover rosalinde, she do both phys and magic attack so there is no chance of survive if the enemy unit is weak to magic or physical
yep, reflect magic is the Achilles heal of this unit for sure. Thankfully most units won't have this ability so the unit works about 90% of the time even in late game.
The Dragoon dive I found seems better than yours no offense. I found it on RUclips but forget who made it, it uses Gilbert as an initiative and attack buffer, a which for ice conferral and her own ice attacks only to be used on those that aren’t frozen, and a cleric that uses quick impetus. The Wuven also used the wyvern reins for more damage and true strike as well as she has a carnelian pendant for 3 AP, the quick impetus makes that 4 and she can dragoon dive twice and on the second one since they should all be frozen is a free one to get off and on use Gilbert uses the gamblers coin on the Wyvern to boost the damage even more and since it’s a true strike the accuracy drop doesn’t matter
Also the 4 man version is amazing for coliseum since in the later fights you can just have the wyvern not cast the second dive and you win by default assuming you went first since they never unfreeze, even the Amalia fight (the first one) even those go Amalia herself is immune to freeze, the lords of the deep sucked to fight though I had to troubleshoot over and over until I finally beat it with a scuffed version of the original unit, unfortunately I forget what I did exactly but I do remember Gilbert was swapped for a Rouge with 4 PP
Oh yeah if anyone wants to exact positions it’s the Wyvern in the back left, cleric in the back middle, Witch and the back right, and Gilbert in the front middle (I had Morard in the front right)
Oh for sure this is better. I had put a lot of the items required on the other two units, so I wasn't able to buff my Wyvern unit near as much as would be possible. The great part about the board wipe attackers, is that all of them are viable if buffed properly, especially if you go all out for just one unit. Spreading out the buffs and items for multiple units can give you more options, but does make each of them a bit less effective than they could be.
If you're using these items or don't want to use initiative boosting items and need something else, can also use Lip's Ring to grant someone max initiative to start their charge first guaranteed. Been using it on another build and it's quite effective.
Yeah lips ring is great as long as you have a way to protect against owls. Personally, i dont like relying on it as i prefer my teams not needing to swap anything to handle owls. i'd rather just pump init naturally. of course there may be a way to use lips ring while being not vulnerable to owls that i havent thought of yet.
@@TheRobversion1 while definitely true, putting enough initiative items on a werebear for example will never be enough, especially if you're in the habit of leaving the werebear under half HP for Earthshaker to be worth it damage-wise. To be fair I used it not for a full clear strat, I used it to guarantee front row kills against sword masters, scouts and flying units so it was more of a counter build than a wipe everything build and it worked wonders
@@Badger3X with enough dmg boosts, werebears dont have to be low hp to board wipe. I prefer other board nukers but i've already seen someone board wipe with werebears. Of course fliers are an issue, but the other squad members can mop them up. The strat was not necessarily a high initiative werebear. Initiative was decent but the goal was the others had high initiative to buff the werebear and mitigate enemy offense. Then the werebear goes with all the dmg boosts then board wipes (even at full hp).
@@TheRobversion1 I don't know the strat, but the fact you say werebears lends me to believe there's more than one and that's a lot of investment for the plan to be 'survive until one attack combo goes off' and it's generally not my playstyle. The chances for other characters to get damaged enough to potentially risk the viability of the team is not an enticing thought, so I'll have it first if the character goes into battle low health but otherwise the other strategy I use with them mops up most things with limited health risk unless you're facing heavy guarding enemies.
@@Badger3X ah my bad for not being clear. Nope just 1 werebear. Though of course this strat works with any board nuker. Just saying it works with Bertrand as well as its just shit tons of dmg that Bertrands low potency on earthshaker doesnt matter. Heres an example of how to do it: frontline: Bertrand (board nuker, add in +atk or + init items but save 2 slots for master's gauntlets and sniper amber lens) Raenys (evade tank, debuffer, shining wind for blind) backline: ramona (support, healer, for restoring raenys shining wind and quick dispel) ridiel (support, cleanser, pure field start of battle, mystic conferral to allow earthshaker to punch through armor) last unit is whatever you like. Its just a gambler's coin user. Could be a debuffer like aubin/selvie, another support like gilbert/govil, a generic featherbow or wereowl, etc. This setup technically works as a 4-man squad. How it works: Initiative order: supports and debuffers go 1st, bertrand goes last after most if not all enemies attack. Start of battle ridiel activates pure field. Ridiel goes and buffs bertrand with mystic conferral. Pure field prevents your board nuke being screwed over by an opposing featherbow. other units can go except bertrand. Like raenys can reduce enemy def with photon arrow, ramona can true dispel, etc. Enemies will go and get blinded by raenys. Ramona refills raenys PP wifh restore. Any non-equip debuff immunity will be removed by wereowl. Every attack that goes toward bertrand will trigger master's gauntlets and will buff both bis phys and mag atk by 20% and crit dmg by 30%. This stacks. Bertrand eventually goes with all of those masters gauntlets stacks and mystic conferral (to punch through armor), activates sniper amber lens for truestrike and auto-crit, gets buffed by gamble's coin for another 30% phys and mag atk + crit dmg... Then nukes the whole field. So yeah the guys will be safe for round 1 as its the reactive blind strat. The only counter is being blind/debuff immune via gear as ramona removes any temp buffs. And there wont be a round 2 as bertrand board wipes.
Yes, the Magia Soul from the coliseum shop. It uses 4 PP though so you'd have to get your magic user there PP back in order to use it, or not use quick cast. Of course you could set a unit up to use this and then get something like Trinity Rain to go off twice which would be crazy powerful! And yes, it only works with magic attacks.
@@89Games yeah quick cast yahna + recast yahna doesnt work due to PP constraints. The best way to achieve this is recast yahna and have someone else use lips ring on her. Having the board nuke be trinity rain though is costly though as you'll need 2 units to quick impetus yahna and set it up so the quick impetus is separate and doesnt both activate on the 1st trinity rain. IMO not worth the rare equipment as its vulnerable sainted knights and feathershields..if i'm using all the best stuff in the game on one team, i expect them to handle everything. We dont even have something there yet to handle owls/featherbows and we already have 4 units PP accounted for (recast, 2 quick impetus, 1 lips ring).
Whats the best team comp for bastoria? Two of my best units are comprised of alain/celeste/selvie, and that one witch, 2) is renault/ roselinde, one of the elven archer who's a boy/railnor and barengaria? The dark marques chick.. Those have been my clutch teams.
So a good comp for Bastorias is 3 swordmasters up front, backed up by Gilbert and Aubin. Give Gilbert the Dirty Gamblers coin from the hidden town in drakenhold (the path to it is off to the left of the town square area on the path to the castle). This coin gives wide inspiration to the swordmasters buffing their damage and crits. Have them all set to use keen strike for the true strike on it to negate the accuracy debuffs from wide inspiration. Then equip all the sword fighters with evasion items. Finally Aubin can use the warhorn ability so that all your attacks are unguardable. This team slices through pretty much everything in Bastorias, especially those pesky hard to hit werefoxes. Sword fighters will dodge most attacks and can parry the rest. Just look out for knights cause their column attacks can get Gilbert. Oh and Aubin's row attacks are great at mopping up after the swordmasters!
It depends as i dont know who you have by that point. Like do you have rosalinde/eltolinde? i think its better to think of teams in terms of roles. Heres what each optimal team needs: 1. board nuker (or a row/column nuker if you dont have a board nuker due to availability or levels). These are rosalinde, eltolinde, hilda with dragoon spear, bruno, bertrand, yunifi, rolf/mandrin with trapper bow, morard. 2. cleanser- people who convey debuff immunity and remove them. These are lhinalagos, ridiel, galadrim, eltolinde and any healer with the purifier staff (scarlett, sanatio, ramona, etc). these are typically the mvps of my group as these typically also act as healers. 3. supports- these are people who add dmg to your nukers. These are: govil, gilbert, lhinalagos, ridiel, yahna, galadrim, chloe or any mage with a conferral tome (auch, railanor, ithilion). 4. evade tank- guard or hp tanking is inferior. You want 2 of these to man the frontline. The best ones are the evade tanks with shields or that can fly. Or both. the evade tanks in the game are: travis, gammel, aramis, melisandre, leah, liza/berengaria with the mirage shield, dinah, selvie, scarlett, ithilion, railanor, ramona, sanatio, raenys, yunifi, hilda, fran, celeste, fodoquia, ochlys, umerus, etc. The latter 3 are the best ones as they can fly and have shields. You'll see some units serve double roles which means you can double up on other roles or add a debuffer like aubin.
Heres a sample team that fulfills all the check boxes i mentioned in the other comment with units you most likely have before bastorias: frontline: selvie (evade tank, debuffer, black/white cat hood), ochlys (evade tank, debuffer) backline- hilda (board nuker with dragoon spear and wyvern belt), alain (backup row nuker, covers back row, leader), ridiel (cleanser, healer, support)
They aren't board attackers so I didn't cover them, but the quick version is Alain's unit is really tanky with monica and scarlett providing healing while Alain and the two landsknechts provide the damage. Gilbert's unit makes use of the dirty gambler's coin to increase the damage and crit rate of the 2 swordmasters' true strike attacks (originally there were three swordmasters here instead of the werelion which worked really well for anything before Albion), while the viking and werelion provide row attacks. Finally, Eltolinde's unit I used mainly as a defensive unit to hold points under attack, hence the heavy units out front with the the healers in back.
Can you make your best board wipe unit, and then design a unit to combat it in mock battle? I have a feeling there is a comp thing can absorb your “board wipe attack” but then You expended so many PP points to pull off the attack that you are then hamstrung.
I tested these builds in the second set of coliseum battles and they rocked them all the way. There are a few potential problems as I mentioned in the vid. Namely wereowls can cancel quick impetuous and sorcerers can quick cast you and freeze or kill your board attacker. But these can be mitigated and these units still win. If one unit has trouble for some reason another one won't. As far as running out of PP, only the quick impetuous user will have this issue and if a rogue is this user, then passive steal can restore you PP. Could I build a unit to fight these units? Yes, but since they have the best equipment for attacking early, I don't think my counter unit could do much more than survival let alone actually win. Besides, everything the game throws at you these units beat hands down. The only real trouble I had was with True Zenoiran Galerious because he's ridiculous buffed. Had to stun lock him to win. Sorry for the book lol. Hard to explain these things in text sometimes.
Heres how to counter board nukes outside of galerius: 1. featherbows 2. Wereowls 3. feathershields (magic board nukes) 4. sainted knighs (magic board nukes) there are solutions to all of these (as long as an opposing team doesnt have these in excessive numbers) and thus you can design a board nuke squad that can handle almost everything. An example of excessive is like sure a team of 5 wereowls can screw over your board nuke team. But are you really worried about 5 wereowls hurting you?
Still early game (in the Drakenguard desert) my favorite squad is my true attackers, Chloe w/... the spear (the only one with true hit), Rolph w/ eagle eye, generic swordmaster w/ keen hit (I think it's called) than any old tank w/ dancer's anklet for MAX POWA. Not a board nuke, but something you can do from the start (when I got Rolph I put him, Lex and Chloe and they SMASHED from the get go). Kind of stuck in the huge Dark Knight fight (stupid SAND makes my units so slow!!) so I'm on the lookout for units I can steal and this is a start :p (other than their all pretty much not available yet, still I gather the info and will snag that wyvern lance soon). Probably should just do the north side of Cornea and get Rosalinde (cuz she just comes along right?) but... I'm stubborn lol.
Oh yeah that battle with the dark knight is a rough one! Have you tried using Liza's smoke bolt to blind the assist units? That really helped me out! Also if you want to see me fail horribly before finally succeeding check out the VOD of my stream. I think it was ep 4 and 5? My early to mid game build video might help you too. I made it while I was in Draken hold too I think. Keep trying though, you'll get it!
@@89Games nice, thanks! instead of smoke bolt like the game says, I use provoke on that first tower- I never thought of using it on the last two towers though, appreciate the tactic I'll try it! It's such a long fight, I only got to the end once on this run and they kept spitting out wyverns that took the earlier command posts... so annoying! plus when I'm JUST about to attack and one of their towers hits my assist with smoke bolt :/ yeah, a little schaden freude might help me lol.
Yeah get rosalinde and hildas dragoon spear early. That'll help you plow through content faster. Also underrated is using row attacks backed by the white/black cat hoods. Its like a poor mans board nuke. Of note here is bruno as hes the earliest row nuker you have.
Not a team but I do have something that works. Travis, just Travis lol. Have him use passive steal, equip him with the lucky coin and blue scarf so his evasion is really high, and watch him dodge everything. Since winning is just based on having a higher HP percentage, you'll win having done like 5 damage but taking none. Definitely cheesy, but also hilarious 😂
While i thought the squads you have can be optimized further, this is good info for folks on the concept of how to handle difficult challenges in the game. Since there are many board nukes in the game, i'm going to rank them according to effecitveness: 1. Elemental roar (2) 2. Glacial rain 3. Dragoon dive 4. arrow rain (2) 5. grand smash (2) 6. earthshaker 7. trinity rain 8. earthquake so yes there are 11 board nukes in the game. It could be argued that arrow rain is better than dragoon dive in the endgame as you encounter more fliers than cavalry. Thus the sniper's x2 dmg vs. fliers come into play more and allows it to exceed dragoon dive's dmg. You dont really need more than 4-5 board nuke squads. 6+ is excessive already.
Thank you for that. I always hope people make comprehensive lists like this. Further on the list would be if it was a table listing the properties of each. (such as +Cavalry, +Flier, built in status effects, if it can even hit air, if it is a Phys or Mag attack (as that matters if Reflect is involved...) and so on.......)
@@89Games you'll need blind + master's gauntlets for that. Nothing else i've tried hits 4 digits on round 1 except for that. theres many ways to build that combo.
Really not sure why you didn't have a Sorc or Wizard in the first set with an Ice Conferral to add to the Dragoon Dive. Allowing one to freeze all enemies with Hilda on top off adding some magical damage. Same with Yunifi, except since she can already do Freeze, add in a Thunder Conferral, so that she not only Freezes, but also Stuns the whole group. Also... where are the Cat Hood's? Thus allowing double Dragoon Dive or double Glacial Rain? You get both a white and black one (both do the same thing). You did at least use the White Cat Ear Hood on the Sorc Team with Trinity Rain, so there was that at least. One should point out though that Trinity Rain can be reflected by Feathershields..... I do like that you at least talk about the lesser Arrow Rain, as most tend to never even mention that one. But of course it is obsolete when you have Yunifi. Arrow Rain is 60 potency x3 with 80% hit rate, which is the same as Yunifi, but it doesn't Freeze like hers does without the extra buff from Ice Conferral. So you need to set up a whole other character just to get that off. You're also required to use a specific weapon to do have Arrow Rain, unlike Yunifi, who is free to use any weapon to get more stats. Another thing to add to these teams is True Strike to guarantee the hits as well as Guaranteed Crit. You can make these hit a LOT harder.....
There is another guide floating around for Trinity Rain and how to set up an Anti-Reflect Trinity Rain setup, which can negate at least one Reflect to ensure that you Trinity Rain doesn't bounce back. Only seems like that team wouldn't work in a triple Feathershield team, but those are much rarer.....
Oh for sure they could hit harder, the black cat hood is on Travis to use quick impetuous on yunifi. The extra conferals are a great idea. I used magic conferal for arrow rain in the mid game. And yes, feather shields are a problem for Trinity rain. Typically I run with these units together so one of the others can take care of those situations. Great points! Thanks!
@@blackkat101 i think it doesnt work even on a double feather shield team. Or double sainted knight. This is why the hybrid or physical nukes are betrer than trinity rain or earthquake.
@@blackkat101 yeah. Given the number of others though and not needing more than 4-5 teams in game (6 is surplus already), its irrelevant. Even if one doesnt like using charge board nukes (and generics), theres already enough non-charge ones before earthquake can be considered: elemental roar x2, grand smash x2 and earthshaker.
Totally unrelated but thought i'd give you a heads up about an indie game coming on the switch: CARDS RPG. theres a demo on switch shop. Its your typical trpg fare, fully voiced and when levelling up, its like gloomhaven where you build decks (instead of skills) along with stat boosts. Theres classes, equipment and decent background music. Characters and story seem bland in the demo while the graphics are japanese anime style that looks basic (not beautiful like unicorn overlord). Its grid style movement that transitions to a side scroller (much like UO) for combat where you select cards from your hand randomly drawn from your deck. You may want to check it out then if you like it bring more attention to it on this channel much like you did with RR. god knows i wouldnt have bought and enjoyed RR If it werent for your balanced review.
Yeah, thanks for the tip. Its so hard to find new games sometimes just because good ones can get lost in the massive amount we have available these days. I might check out the demo and look into it
@@89Games its not like when i brought unicorn overlord to your attention where its a must-play/cover as i considered it an S-tier game. This is clearly an indie game and B-tier looking but it has decent stuff. Its not like theres alot of card-based trpgs out there so its a very niche market. May not be something to cover heavily on the channel but i remembered you at least trying out indie demos before like telepath tactics and reviewed it on the channel.
@@TheRobversion1 yeah for sure. I actually want to start a kind of indie highlight series where maybe a couple times a month I either stream or make a video on interesting Indies in the RPG/tactics space. Every once in a while an indie dev will contact me and give me keys for their game, but I have a hard time finding time to cover them. I think having a dedicated day/week would help.
Board nukes are strong but I find them boring. It's not fun to just one shot the enemy in one attack, I want some back and forth. I like setups that can be flawed and allow for that
I am impressed u didn't put elemental roar on this list, considering it's probably the cheapest one to setup (just requires levels). Easy to pull off because it's not a charge attack and can do massive dmg
Very true. There are actually a lot of ways to set up board attack units which I think is awesome. I definitely want to build around elemental roar at some point too.
The earliest you could do the Hilda Dive-Bomb unit, if you don't mind bouncing around between Drakenhold and Elheim a bit, would be in the early stages of Elheim. While there is a Dragoon's Warspear available in Drakenhold, it requires clearing a level 25 battle at the northernmost town. You can buy the spear at that town's Armorer afterwards.
You can go to Elheim a fair bit earlier and get the sidequest A Half-Elf's Resolve by going east from where you first enter that nation. IIRC, you get it at a town called Rokkuros, and during that battle you fight your way southeast to take a town called Voinikola Harbor. Upon winning that battle, which you can do in your teen levels, you receive the Dragoon's Warspear among the rewards.
As an added bonus, there's an angel shop nearby where you can pick up the White Cat-Ear Hood if you don't have it already. The Heavenwyvern Reins can also be bought there, and that's another nice addition; it gives Hilda +6 Initiative and the passive skill Aerial Wing, which will make that Dragoon Dive a True Strike.
Arguably, the quickest Squad Wide attack you can get is Yunifi's Glacial Rain.
This being because while you can get Hilda quickly in Drakenhold and that place is lower level, you need to go through almost all of Drakenhold to get the Dragoon Dive spear.
While Yunifi's land is full of much higher level enemies, you only need to do 2 or 3 battles their to get her unlocked (along with advanced units for recruitment, including an auto recruited Wereowl and Werelion on top of Yunifi).
Of course that is much harder/challenging to get on any harder difficulty, but on the easiest setting, you don't even need leveled or well planed out units. You just need a single Sellsword and spam out their Valor Skill for those mercs to fight for you. Since they all summon at the same level as the enemies on the map, regardless if you're still even level 1.....
She almost has Glacial Rain unlocked because of her high level and you'd then only need to farm some Sigil battles a bit for the exp books to feed her to unlock it.
Nice! Yeah I knew there was another spear somewhere, forgot it was there though. Good call on setting this up early!
Oh, sorry; I misremembered where you can buy the spear in Drakenhold. It's Castle Soldraga, after you liberate it.
But I'm pretty sure it is indeed The Half-Elf's Resolve mission that gives you the other one. I remember being a little annoyed that I'd bought one and then got another for free shortly thereafter.
@@blackkat101 I'd actually say the *very* first one you can get is Fireburst, from the Chlorotic staff. But it only goes off at the very end of a fight, and only if you can target a Burning enemy with it. It definitely falls off in effectiveness in Elheim, especially since elves are so good at cleansing afflictions, but it is pretty nice up until then.
Yunifi works better with Gilbert, Ramona, and Yahna. You only need the 4 of them to wipe anything, but bringing an extra 5th that has bonus damage vs frozen works too. Key stat is Initiative and Gilbert has to be highest, followed by Ramona, then Yunifi, then Yahna. Gilbert gets the cat-ear hood and boosts initiative and attack on everyone. Ramona gives back his PP and has familiar's choker. Yahna gives magic conferral to Yunifi and glacial rain procs eagle eye as it goes off. Anything that survives glacial rain is frozen, Yahna then uses Ice Coffin and procs sorcerous conferral to mop up. Whatever is left after Yahna's row-clear gets finished by Gilbert's buffed banishing stab while Yunifi charges a 2nd glacial rain. With this build, the only move an enemy gets to use is whatever they have set to go off at the start of battle.
use elven archer instead of yahna so they can cast magic conferral as an active ability rather than passive so you can also buff her with gamblers coin as well. elven can wear the cat ear hood
For the physical attacks like with the bow or spear board nukes, I do like tossing ice, thunder, fire, or even (early game) sanguine to put some magic damage in there to make sure the high physical defense units also die. With thunder, it buys you a moment to let the rest of your team go and finish off anyone since the enemy is stunned. With fire, anyone who barely survived will die when their turn comes. You can also toss cat ears on a fast elven archer and have them give mystic conferral the turn before your board nuke goes off with an active point. That'll add even more magic damage to the physical attacks.
For sure the extra conferrals are great! I used magic conferal with arrow rain on Rolf for a good while.
Agreed. Gamblers coin though is mathetmatically better if you're already adding magic dmg via mystic conferral (which i do. Every physical nuke team brings a high initiative elven archer). Dont need to use cat ears (quick impetus is rare and wasted on someone with excellent passives like the elven archer). Can use angel plume or raven/dove plumes.
These builds are really cool and all, but it simultaneously nukes the fun for me a bit. I can already just run my Alain unit through most enemies without much issue, and nuking everyone is kind of just a different-albeit more satisfying way-to skip through battles as if I was just hitting + every time. I mean, that's the game, I guess, too. I sorta just realized that I make super well-rounded units so I get to actually see a battle, instead of just rolfstomping everyone. Again though, cool builds, good job perfecting them! I'd imagine that can be really fun to work out.
agreed 110% i think they need to come up with a way to limit which characters you can stack. maybe assign a points limit to each unit and give powerful characters lots of points so you can't stack super powerful characters in a super duper unit.
@@SVanTha just ban quick impetus in PvE, problem solved. In PvP this build is trash anyway
The fun is definitely in building and working the units out for sure. Definitely hear what you're saying though. Plus there are multiple ways to build units and get similar end results. My Alain unit was also able to wipe most enemies and it wasn't built around board attacks, but around high hp, hp recovery, and multiple high damage attacks and follow up attacks.
I used the dragoon dive build with freeze and made all other chars pure supporters. Start with dive, nuke and freeze all or most enemies. Both front row supports have the freeze swort to freeze any potential blockers. Second round can be used to charge up a second nuke for the still stanting enemies if anyone survied the first nuke. Front row has a dodge tank and and shield blocker with arrow protection. Gilbert is my main buffer. Made this build at early midgame and did all of the colloseum with it. Amalia was hard, but my level 20 thief soloed her. The key is to use party wide stuns with the attacks that aim at all enemies. If some are immune to freezing, the other team members can clean them up easy. They are set to only attack non freezed units. Since the first nuke has truestrike and crits, they wont have any trouble.
Nuke, stun, nuke. I like it!
My personal experience with the charge skills is that they are fine but you really need to put them behind the empty spot in your squad or great knights will stun you out of it. My favorite charge skill is dragon dive in a flier squad with an owl as a leader and a gryphon around to make them the fastest thing around at night. Just take out the ranged assists and let the horses and armored units walk into your can opener of choice. My favorite unit of the can opener variety is Berengaria, Virginia in front with Aubin, Kitra and Gilbert behind. The breakers row attack is not destroying the whole board but it takes out any frontline that has debuffed defense with a true strike from Gilbert. And Ren keeps the backline stunned for the second swing to tidy up the leftovers. Giving Gilbert the trinket with the blind immunity active skill really helps against blinds and lets the breaker stack even more damage because she needs no blind immunity trinket at that point.
Nice! Yeah row attacks can be a good alternative when executed well. I'm a fan of breakers' row smash too!
My strat on the charge skill is just to buff initiative and go before knights get a turn lol.
@@89Gamesbingo. If you are doing things optimally, the only attacks you should worry about are start of battle.
I'd say you worry about this because you arent using elven archers or other cleansers. These IMO are staples of any optimal team.
Breakers indeed are great. Just outclassed by board nukers.
Why wouldnt kitra need blind immunity?
I used something similar but I used Lip's Ring to grant a werebear max initiative, then used the Sniper's Amber Lens (2 PP cost) to make their attack guaranteed hit and guaranteed crit. With them (most likely) at mostly full HP they do 3-hits of approx 75 potency each. Sure, less than Breaker and less than Gladiator, but the three hits will bypass a Rogue's Evade and a Swordmaster's Parry to guarantee they die and it will take out all but the luckiest wyverns that get more than one guard off. The counter to this are, naturally, heavily armored/guarding front row but...y'know, deal with them in other ways.
@@Badger3X why are you worried about parry and deflect? those dont matter to board nukes since those block melee. Board nukes are classified as ranged.
I may be missing something here but isnt the earthshaker board nuke dealing more dmg the less hp bertrand has? And also has just 1 hit?
I think you should also cover rosalinde, she do both phys and magic attack so there is no chance of survive if the enemy unit is weak to magic or physical
The third unit would just get countered pretty hard by one row barrier form a sainted knight or heaven forbid a reflect magic from a feather shield
yep, reflect magic is the Achilles heal of this unit for sure. Thankfully most units won't have this ability so the unit works about 90% of the time even in late game.
The Dragoon dive I found seems better than yours no offense.
I found it on RUclips but forget who made it, it uses Gilbert as an initiative and attack buffer, a which for ice conferral and her own ice attacks only to be used on those that aren’t frozen, and a cleric that uses quick impetus. The Wuven also used the wyvern reins for more damage and true strike as well as she has a carnelian pendant for 3 AP, the quick impetus makes that 4 and she can dragoon dive twice and on the second one since they should all be frozen is a free one to get off and on use Gilbert uses the gamblers coin on the Wyvern to boost the damage even more and since it’s a true strike the accuracy drop doesn’t matter
Ps for 5 units he didn’t have one so I added Morard with his ice Axe for more freezing but not hitting frozen targets that is key
Also the 4 man version is amazing for coliseum since in the later fights you can just have the wyvern not cast the second dive and you win by default assuming you went first since they never unfreeze, even the Amalia fight (the first one) even those go Amalia herself is immune to freeze, the lords of the deep sucked to fight though I had to troubleshoot over and over until I finally beat it with a scuffed version of the original unit, unfortunately I forget what I did exactly but I do remember Gilbert was swapped for a Rouge with 4 PP
Oh yeah if anyone wants to exact positions it’s the Wyvern in the back left, cleric in the back middle, Witch and the back right, and Gilbert in the front middle (I had Morard in the front right)
Oh for sure this is better. I had put a lot of the items required on the other two units, so I wasn't able to buff my Wyvern unit near as much as would be possible. The great part about the board wipe attackers, is that all of them are viable if buffed properly, especially if you go all out for just one unit. Spreading out the buffs and items for multiple units can give you more options, but does make each of them a bit less effective than they could be.
If you're using these items or don't want to use initiative boosting items and need something else, can also use Lip's Ring to grant someone max initiative to start their charge first guaranteed. Been using it on another build and it's quite effective.
Yeah lips ring is great as long as you have a way to protect against owls.
Personally, i dont like relying on it as i prefer my teams not needing to swap anything to handle owls. i'd rather just pump init naturally.
of course there may be a way to use lips ring while being not vulnerable to owls that i havent thought of yet.
@@TheRobversion1 while definitely true, putting enough initiative items on a werebear for example will never be enough, especially if you're in the habit of leaving the werebear under half HP for Earthshaker to be worth it damage-wise.
To be fair I used it not for a full clear strat, I used it to guarantee front row kills against sword masters, scouts and flying units so it was more of a counter build than a wipe everything build and it worked wonders
@@Badger3X with enough dmg boosts, werebears dont have to be low hp to board wipe. I prefer other board nukers but i've already seen someone board wipe with werebears. Of course fliers are an issue, but the other squad members can mop them up.
The strat was not necessarily a high initiative werebear. Initiative was decent but the goal was the others had high initiative to buff the werebear and mitigate enemy offense. Then the werebear goes with all the dmg boosts then board wipes (even at full hp).
@@TheRobversion1
I don't know the strat, but the fact you say werebears lends me to believe there's more than one and that's a lot of investment for the plan to be 'survive until one attack combo goes off' and it's generally not my playstyle. The chances for other characters to get damaged enough to potentially risk the viability of the team is not an enticing thought, so I'll have it first if the character goes into battle low health but otherwise the other strategy I use with them mops up most things with limited health risk unless you're facing heavy guarding enemies.
@@Badger3X ah my bad for not being clear. Nope just 1 werebear. Though of course this strat works with any board nuker. Just saying it works with Bertrand as well as its just shit tons of dmg that Bertrands low potency on earthshaker doesnt matter. Heres an example of how to do it:
frontline: Bertrand (board nuker, add in +atk or + init items but save 2 slots for master's gauntlets and sniper amber lens)
Raenys (evade tank, debuffer, shining wind for blind)
backline: ramona (support, healer, for restoring raenys shining wind and quick dispel)
ridiel (support, cleanser, pure field start of battle, mystic conferral to allow earthshaker to punch through armor)
last unit is whatever you like. Its just a gambler's coin user. Could be a debuffer like aubin/selvie, another support like gilbert/govil, a generic featherbow or wereowl, etc. This setup technically works as a 4-man squad.
How it works:
Initiative order: supports and debuffers go 1st, bertrand goes last after most if not all enemies attack.
Start of battle ridiel activates pure field.
Ridiel goes and buffs bertrand with mystic conferral. Pure field prevents your board nuke being screwed over by an opposing featherbow.
other units can go except bertrand. Like raenys can reduce enemy def with photon arrow, ramona can true dispel, etc. Enemies will go and get blinded by raenys. Ramona refills raenys PP wifh restore. Any non-equip debuff immunity will be removed by wereowl. Every attack that goes toward bertrand will trigger master's gauntlets and will buff both bis phys and mag atk by 20% and crit dmg by 30%. This stacks.
Bertrand eventually goes with all of those masters gauntlets stacks and mystic conferral (to punch through armor), activates sniper amber lens for truestrike and auto-crit, gets buffed by gamble's coin for another 30% phys and mag atk + crit dmg... Then nukes the whole field.
So yeah the guys will be safe for round 1 as its the reactive blind strat. The only counter is being blind/debuff immune via gear as ramona removes any temp buffs. And there wont be a round 2 as bertrand board wipes.
Isnt recast an item somewhere that allows a spell to immediately be recast? Does it only work on magic, so Yaha, or Roalinda?
Yes, the Magia Soul from the coliseum shop. It uses 4 PP though so you'd have to get your magic user there PP back in order to use it, or not use quick cast. Of course you could set a unit up to use this and then get something like Trinity Rain to go off twice which would be crazy powerful! And yes, it only works with magic attacks.
@@89Games yeah quick cast yahna + recast yahna doesnt work due to PP constraints. The best way to achieve this is recast yahna and have someone else use lips ring on her.
Having the board nuke be trinity rain though is costly though as you'll need 2 units to quick impetus yahna and set it up so the quick impetus is separate and doesnt both activate on the 1st trinity rain.
IMO not worth the rare equipment as its vulnerable sainted knights and feathershields..if i'm using all the best stuff in the game on one team, i expect them to handle everything. We dont even have something there yet to handle owls/featherbows and we already have 4 units PP accounted for (recast, 2 quick impetus, 1 lips ring).
Whats the best team comp for bastoria? Two of my best units are comprised of alain/celeste/selvie, and that one witch, 2) is renault/ roselinde, one of the elven archer who's a boy/railnor and barengaria? The dark marques chick.. Those have been my clutch teams.
So a good comp for Bastorias is 3 swordmasters up front, backed up by Gilbert and Aubin. Give Gilbert the Dirty Gamblers coin from the hidden town in drakenhold (the path to it is off to the left of the town square area on the path to the castle). This coin gives wide inspiration to the swordmasters buffing their damage and crits. Have them all set to use keen strike for the true strike on it to negate the accuracy debuffs from wide inspiration. Then equip all the sword fighters with evasion items. Finally Aubin can use the warhorn ability so that all your attacks are unguardable.
This team slices through pretty much everything in Bastorias, especially those pesky hard to hit werefoxes. Sword fighters will dodge most attacks and can parry the rest. Just look out for knights cause their column attacks can get Gilbert. Oh and Aubin's row attacks are great at mopping up after the swordmasters!
It depends as i dont know who you have by that point. Like do you have rosalinde/eltolinde? i think its better to think of teams in terms of roles. Heres what each optimal team needs:
1. board nuker (or a row/column nuker if you dont have a board nuker due to availability or levels). These are rosalinde, eltolinde, hilda with dragoon spear, bruno, bertrand, yunifi, rolf/mandrin with trapper bow, morard.
2. cleanser- people who convey debuff immunity and remove them. These are lhinalagos, ridiel, galadrim, eltolinde and any healer with the purifier staff (scarlett, sanatio, ramona, etc). these are typically the mvps of my group as these typically also act as healers.
3. supports- these are people who add dmg to your nukers. These are: govil, gilbert, lhinalagos, ridiel, yahna, galadrim, chloe or any mage with a conferral tome (auch, railanor, ithilion).
4. evade tank- guard or hp tanking is inferior. You want 2 of these to man the frontline. The best ones are the evade tanks with shields or that can fly. Or both. the evade tanks in the game are: travis, gammel, aramis, melisandre, leah, liza/berengaria with the mirage shield, dinah, selvie, scarlett, ithilion, railanor, ramona, sanatio, raenys, yunifi, hilda, fran, celeste, fodoquia, ochlys, umerus, etc.
The latter 3 are the best ones as they can fly and have shields.
You'll see some units serve double roles which means you can double up on other roles or add a debuffer like aubin.
Heres a sample team that fulfills all the check boxes i mentioned in the other comment with units you most likely have before bastorias:
frontline: selvie (evade tank, debuffer, black/white cat hood), ochlys (evade tank, debuffer)
backline- hilda (board nuker with dragoon spear and wyvern belt), alain (backup row nuker, covers back row, leader), ridiel (cleanser, healer, support)
Can you breakdown the other teams shown in this video.
They aren't board attackers so I didn't cover them, but the quick version is Alain's unit is really tanky with monica and scarlett providing healing while Alain and the two landsknechts provide the damage. Gilbert's unit makes use of the dirty gambler's coin to increase the damage and crit rate of the 2 swordmasters' true strike attacks (originally there were three swordmasters here instead of the werelion which worked really well for anything before Albion), while the viking and werelion provide row attacks. Finally, Eltolinde's unit I used mainly as a defensive unit to hold points under attack, hence the heavy units out front with the the healers in back.
I got the white ear hood but where did you get a black ear hood?
One is at the divine shards shop and one is from the coliseum shop. I think the black one is at the coliseum shop.
i think is from the coliseum in drakenhold or from the angels shop ( with shards )
Can you make your best board wipe unit, and then design a unit to combat it in mock battle? I have a feeling there is a comp thing can absorb your “board wipe attack” but then You expended so many PP points to pull off the attack that you are then hamstrung.
I tested these builds in the second set of coliseum battles and they rocked them all the way. There are a few potential problems as I mentioned in the vid. Namely wereowls can cancel quick impetuous and sorcerers can quick cast you and freeze or kill your board attacker. But these can be mitigated and these units still win. If one unit has trouble for some reason another one won't.
As far as running out of PP, only the quick impetuous user will have this issue and if a rogue is this user, then passive steal can restore you PP.
Could I build a unit to fight these units? Yes, but since they have the best equipment for attacking early, I don't think my counter unit could do much more than survival let alone actually win. Besides, everything the game throws at you these units beat hands down. The only real trouble I had was with True Zenoiran Galerious because he's ridiculous buffed. Had to stun lock him to win.
Sorry for the book lol. Hard to explain these things in text sometimes.
Heres how to counter board nukes outside of galerius:
1. featherbows
2. Wereowls
3. feathershields (magic board nukes)
4. sainted knighs (magic board nukes)
there are solutions to all of these (as long as an opposing team doesnt have these in excessive numbers) and thus you can design a board nuke squad that can handle almost everything.
An example of excessive is like sure a team of 5 wereowls can screw over your board nuke team. But are you really worried about 5 wereowls hurting you?
Still early game (in the Drakenguard desert) my favorite squad is my true attackers, Chloe w/... the spear (the only one with true hit), Rolph w/ eagle eye, generic swordmaster w/ keen hit (I think it's called) than any old tank w/ dancer's anklet for MAX POWA. Not a board nuke, but something you can do from the start (when I got Rolph I put him, Lex and Chloe and they SMASHED from the get go).
Kind of stuck in the huge Dark Knight fight (stupid SAND makes my units so slow!!) so I'm on the lookout for units I can steal and this is a start :p (other than their all pretty much not available yet, still I gather the info and will snag that wyvern lance soon). Probably should just do the north side of Cornea and get Rosalinde (cuz she just comes along right?) but... I'm stubborn lol.
Oh yeah that battle with the dark knight is a rough one! Have you tried using Liza's smoke bolt to blind the assist units? That really helped me out! Also if you want to see me fail horribly before finally succeeding check out the VOD of my stream. I think it was ep 4 and 5?
My early to mid game build video might help you too. I made it while I was in Draken hold too I think.
Keep trying though, you'll get it!
@@89Games nice, thanks! instead of smoke bolt like the game says, I use provoke on that first tower- I never thought of using it on the last two towers though, appreciate the tactic I'll try it!
It's such a long fight, I only got to the end once on this run and they kept spitting out wyverns that took the earlier command posts... so annoying! plus when I'm JUST about to attack and one of their towers hits my assist with smoke bolt :/ yeah, a little schaden freude might help me lol.
@@pdraggy no problem! The wind shrine on the bottom right can help with pushing enemies at the end back too.
Yeah get rosalinde and hildas dragoon spear early. That'll help you plow through content faster. Also underrated is using row attacks backed by the white/black cat hoods. Its like a poor mans board nuke. Of note here is bruno as hes the earliest row nuker you have.
Do you have team composition for dreadnaught fight? 😆
Not a team but I do have something that works. Travis, just Travis lol. Have him use passive steal, equip him with the lucky coin and blue scarf so his evasion is really high, and watch him dodge everything. Since winning is just based on having a higher HP percentage, you'll win having done like 5 damage but taking none. Definitely cheesy, but also hilarious 😂
While i thought the squads you have can be optimized further, this is good info for folks on the concept of how to handle difficult challenges in the game. Since there are many board nukes in the game, i'm going to rank them according to effecitveness:
1. Elemental roar (2)
2. Glacial rain
3. Dragoon dive
4. arrow rain (2)
5. grand smash (2)
6. earthshaker
7. trinity rain
8. earthquake
so yes there are 11 board nukes in the game. It could be argued that arrow rain is better than dragoon dive in the endgame as you encounter more fliers than cavalry. Thus the sniper's x2 dmg vs. fliers come into play more and allows it to exceed dragoon dive's dmg. You dont really need more than 4-5 board nuke squads. 6+ is excessive already.
Thank you for that.
I always hope people make comprehensive lists like this.
Further on the list would be if it was a table listing the properties of each.
(such as +Cavalry, +Flier, built in status effects, if it can even hit air, if it is a Phys or Mag attack (as that matters if Reflect is involved...) and so on.......)
@@blackkat101 you're welcome. I think i've made similar comments (like a support list) in 89s older vids in case you want to go back and read up.
Yep! I used three and that was enough. If I do any more building I think it will be an ultimate squad going for the biggest damage I can get.
@@89Games you'll need blind + master's gauntlets for that. Nothing else i've tried hits 4 digits on round 1 except for that. theres many ways to build that combo.
@@TheRobversion1 yep, I remember you mentioning that on the stream I think. 4 digit damage sounds nice! Lol
Really not sure why you didn't have a Sorc or Wizard in the first set with an Ice Conferral to add to the Dragoon Dive. Allowing one to freeze all enemies with Hilda on top off adding some magical damage.
Same with Yunifi, except since she can already do Freeze, add in a Thunder Conferral, so that she not only Freezes, but also Stuns the whole group.
Also... where are the Cat Hood's? Thus allowing double Dragoon Dive or double Glacial Rain? You get both a white and black one (both do the same thing).
You did at least use the White Cat Ear Hood on the Sorc Team with Trinity Rain, so there was that at least. One should point out though that Trinity Rain can be reflected by Feathershields.....
I do like that you at least talk about the lesser Arrow Rain, as most tend to never even mention that one. But of course it is obsolete when you have Yunifi.
Arrow Rain is 60 potency x3 with 80% hit rate, which is the same as Yunifi, but it doesn't Freeze like hers does without the extra buff from Ice Conferral. So you need to set up a whole other character just to get that off. You're also required to use a specific weapon to do have Arrow Rain, unlike Yunifi, who is free to use any weapon to get more stats.
Another thing to add to these teams is True Strike to guarantee the hits as well as Guaranteed Crit.
You can make these hit a LOT harder.....
There is another guide floating around for Trinity Rain and how to set up an Anti-Reflect Trinity Rain setup, which can negate at least one Reflect to ensure that you Trinity Rain doesn't bounce back. Only seems like that team wouldn't work in a triple Feathershield team, but those are much rarer.....
Oh for sure they could hit harder, the black cat hood is on Travis to use quick impetuous on yunifi. The extra conferals are a great idea. I used magic conferal for arrow rain in the mid game.
And yes, feather shields are a problem for Trinity rain. Typically I run with these units together so one of the others can take care of those situations. Great points! Thanks!
@@blackkat101 i think it doesnt work even on a double feather shield team. Or double sainted knight. This is why the hybrid or physical nukes are betrer than trinity rain or earthquake.
@@TheRobversion1 Oh, I forgot Earthquake existed. That's another to the full squad targeting.
@@blackkat101 yeah. Given the number of others though and not needing more than 4-5 teams in game (6 is surplus already), its irrelevant.
Even if one doesnt like using charge board nukes (and generics), theres already enough non-charge ones before earthquake can be considered: elemental roar x2, grand smash x2 and earthshaker.
Totally unrelated but thought i'd give you a heads up about an indie game coming on the switch: CARDS RPG. theres a demo on switch shop. Its your typical trpg fare, fully voiced and when levelling up, its like gloomhaven where you build decks (instead of skills) along with stat boosts. Theres classes, equipment and decent background music. Characters and story seem bland in the demo while the graphics are japanese anime style that looks basic (not beautiful like unicorn overlord).
Its grid style movement that transitions to a side scroller (much like UO) for combat where you select cards from your hand randomly drawn from your deck.
You may want to check it out then if you like it bring more attention to it on this channel much like you did with RR. god knows i wouldnt have bought and enjoyed RR If it werent for your balanced review.
Yeah, thanks for the tip. Its so hard to find new games sometimes just because good ones can get lost in the massive amount we have available these days. I might check out the demo and look into it
@@89Games its not like when i brought unicorn overlord to your attention where its a must-play/cover as i considered it an S-tier game. This is clearly an indie game and B-tier looking but it has decent stuff. Its not like theres alot of card-based trpgs out there so its a very niche market.
May not be something to cover heavily on the channel but i remembered you at least trying out indie demos before like telepath tactics and reviewed it on the channel.
@@TheRobversion1 yeah for sure. I actually want to start a kind of indie highlight series where maybe a couple times a month I either stream or make a video on interesting Indies in the RPG/tactics space. Every once in a while an indie dev will contact me and give me keys for their game, but I have a hard time finding time to cover them. I think having a dedicated day/week would help.
@@89Games oh and the full title is cards rpg: the misty battlefield..feel free to let me know what you think if you try the demo.
Oh! I just found it on the eShop. This does look interesting for sure.
Board nukes are strong but I find them boring. It's not fun to just one shot the enemy in one attack, I want some back and forth. I like setups that can be flawed and allow for that
I am impressed u didn't put elemental roar on this list, considering it's probably the cheapest one to setup (just requires levels). Easy to pull off because it's not a charge attack and can do massive dmg
Very true. There are actually a lot of ways to set up board attack units which I think is awesome. I definitely want to build around elemental roar at some point too.
these work but they're just charge cheese teams
Куда ты пропал, братишка?
I've been busy with my work. Just trying to get my schedule worked out to make more videos.