I also think Lex is overhated. You can make him work, if you want, but yeah people complaining about the game being too easy, when building the most effortless squads possible....
To be fair, i made squads only with named characters and tried to put them so together that friends and colleagues are in one squad or fitting thematically. A good example are the "Desert Kids" aka Aubin, Liza, Magellan and Gloucester. They work absolutely well together (outside of Bastorias at least) and i later upgraded the Sand Scorpions to the Steel Sand Scorpions by adding Mordon for more consistency. But yeah, i would argue that the first question in squad building should be: "What or who is the main purpose of that squad". For example i made a team revolving around Berengaria that spreads status left and right for her to go to attack as much as possible with her sanguine pursuit and as hard as possible with her active attacks. Then you basically synergise around that main point and iron out the kinks.
I also made a "Desert Kids" team! And the three members of the tricorns along with Ochyles and Sharon have been my base mark team ever since I hit five members
It helps that units with special relationships tend to have classes with some synergy. Chloe and Ridiel are a great support combo, Clive, Monica, and Adel are all cavalry...and they dont have any intrinsic synergy, but Virginia and Blue Rose Knights go hard. Just be sure to slap a Squire Shield onto Miriam to protect Fran from archers 😂
@@taznkid1730 Yup.^^ Though i slapped an anti-air shield on Miriam, so he wouldn`t keel over from a Gryphon or Wyvern flying her way. Also an effective tank-heal combo are Ochlys and Sharon. For additional ironic fun you can put Gamel, Mandrin and Celeste on their team.^^
@aureliodeprimus8018 i tried ochlys and sharon, but ochlys just doesnt have the hp pool and gets 1 shot by archers 😥. I put selvie with sharon and the tricorns instead. Blind on backline, guard seal on frontline into Ren's row attack is brutal. I put ochlys on my all angel team. Angels synergize extremely well with each other; i will refrain from saying more, as i am not sure if you reached that point. Also, PSA: the unit type guard skills do not work as you might wish, unfortunately. For example, i think you are using the angel hunter shield or w/e on miriam, yes? Due to the nature of skills like griffin High Swing that prevent cavalry from guarding, the aerial guard skill will not mitigate any damage (you will still get the secondary effects though, like PP return on the shield, or affliction immunity from holy guard). TLDR: most of the wyvern and griffin attacks prevent cavalry from guarding, including guard skills, so the anti-flier shield is almost useless on calvary.
@@taznkid1730 I have one sucessful playthrough on Expert and made one squad for each nation, so no worries here.^^ The only unit i find weird to work with are Featherstaves.... First thanks for the heads up. I actually thought the shield made a difference cause after equipping it Miriam actually survived a hit instead of getting one-shot. Maybe it was just a lvl up giving her enough hp or defense to barely survive.... I actually set Ochlys abilities to use her Shield bash the moment archers are present. The 20 Plus defense actually makes a difference (at least on Expert from Drakenheim-Bastorias, i don`t know about TZ). And in the end Ochlys and Sharon ended up in a squad with Melisandre, Corm and Auch. Corm sure helps out in that regard.
One of my teams by the endgame of my first play through was Alain and Liza in the front and Yahna, Berengaria, and Miriam in the back. Not only were they able to handle plenty of situations due to their abilities during battle, they were also very flexible as a squad due to their valor skills. Alain is self-explanatory, Liza had Smoke Bolt, Berengaria had Provoke II and Vital Absorb, Yahna had Gravity and Teleport, and Miriam had Guard Call. It was a recipe for success, almost to the point of becoming a crutch in some maps.
Love how the setup of a team in the endgame is more or less simply the peak of the fundamentals the game teaches you from square one: Synergy. You put characters that work well together, and tweak for effectiveness, either for specific goals or for a more general purpose use. In the case of the example squad, the whole point is general use drawn from synergy between the characters blocking their respective weaknesses and enabling the damage dealers in the back line to go off safely(Wyvern deflects melee, Vanguard tanks melee and nulls Ranged, Sainted Knight nulls magic and repairs any tanked spillover). The team more or less has a defensive answer to everything and will subdue all but the most hardy melee tanks outright, and even they are not safe since the wyvern has a powerful magic option. In conclusion, game good, team good, very cool.
Lex is my boy, and I love using him in my Flying unit. Taking zero damage when defending flying people is great. The funny thing is that I keep him in the back and he mostly acts as the support, since I mostly think of tanks as Support in general. He protects the fliers in the front, and if no arrows are there, then the fliers dodge very well. Great guy, suck it haters!
I'm of the opinion that people who hate on Lex are not as good at the game as they think they are. They're usually people who abuse the same quick impetus board nukes as 90% of the gamers out there. They have no concept of defensive builds. And often hate on legionaires as well.
@@francoblu9498 The only thing i hoped for is a sword that can give you the Featherswords "exchange your buffs for a flat potency buff" passive to aid Vanguards in their offensive endeavor. But yeah, one of the easiest tank-heal combos is Vanguard and Sainted Knight, since they both cover each others weaknesses (except for hammers). And then you can add anything your want as damage dealers.
I'm only just starting Albion, so not exactly in the endgame, but I do have a team I've been using that is just generally able to solve most problems on a map, from clearing most of the arena and beating both Amalia fights despite being around lvl 25-ish at the time. The Unit is Druid, Werewolf, Breaker in the back, and Doom Knight and Dark Marquess (Axe) in the front. Druid starts the fight with Cursed Swamp and gets off Defensive Curse on the front row, Dark Marquess comes in with their AoE Stun, followed up by the Breaker who has Wide Pursuit and Pursuit Earrings (which is usually enough to punch a hole through any frontline, let alone KO most of them), and any survivors get sniped by the Werewolf. After that Doom Knight and Breaker tend to clean up any remaining survivors, and failing that we still have plenty of resources left on most characters to overpower any stragglers. It's biggest issues are against dodge tanks and flying units, and like any Unit lacking a healer it can crumple with enough debuffs, though I do have some items spread around to try to mitigate debuffs. I'm sure the team could be better optimized or have some units replaced, but for a long while it's been able to trample just about everything I throw them at
tight. I'm at a point in the game where I want to shuffle up all my squads and start from scratch. on the other hand i'm stuck in my ways on certain combos and dont want to break them up lol
I hope if they do a sequel, they up the squad size to 6, allow reserve squads, preferably 10 extra squads (Alternate builds while maintaining the 10 deployment limit) add another promotion at lv 30 or 40, and finally add a NG (My ideal NG would be keeping all consumables and gear, keeping all squads and characters but reverting the lvs back to 1. That way end game unlocks and late game recruits could be enjoyed from the start in your builds.... There was a tactical RPG I played once that did this thing where every playthrough the enemies got progressively stronger. I think it might have been the game Eternal Poison but I could be wrong. That system would be amazing here though) These are the only enhancements I would love to see. The rest is so damn near perfect I wouldn't want the other functions and features to be much different. Maybe a better way to sort items.....But everything else is great as is.
I love making teams, finished TZ with just 5 but made 3 more, all of them wipe Dying Breath enemies, 3 of them I rotate depending on the need in PvP. My frustration is not wanting to break them up to make more super-PvP squads 😅 I really wish we get an NG+ like in Chrono Trigger so we could get more of the unique gear
Hey rixy! I have a guides playlist on the channel with build videos for early, mid, and late game with specific teams I've used at each point of the game. You should check them out!
Everybody hates on lex he's really not that bad of a unit. I had nothing but good results with lex. He was very good in the late game and all through my play through on true zenorian
I’ve never had bad results with him when you use the 10% HP back per attack and the feathered cape to bulk him up at the start of the battle early game. Late game his taunt is actually insane crowd control as it allows you to manipulate the flow of combat in crazy ways
Your tactics are so bad, dude. For example, on wyvern master you have diving thrust set to prioritize cavalry, meaning you will NEVER use tempest drive or lightning shaker since they're below it. Every tactic for a character Isee could easily be improved with some minor common sense adjustments, like prioritizing flying for Lex's arrow cover. in case of something like a Sniper's aoe attacks. Makes it hard to trust anything you're saying.
Lex is such a divisive unit, Tom loves him, the rest hates him
I also think Lex is overhated. You can make him work, if you want, but yeah people complaining about the game being too easy, when building the most effortless squads possible....
What do you mean “the rest”, hmm? I don’t think I *love* him but I certainly like him, and I thing many folks would agree.
It’s because he’s terrible early game so he was hard to build . Now that he can block arrows for the Wywern he kicks ass.
To be fair, i made squads only with named characters and tried to put them so together that friends and colleagues are in one squad or fitting thematically.
A good example are the "Desert Kids" aka Aubin, Liza, Magellan and Gloucester. They work absolutely well together (outside of Bastorias at least) and i later upgraded the Sand Scorpions to the Steel Sand Scorpions by adding Mordon for more consistency.
But yeah, i would argue that the first question in squad building should be: "What or who is the main purpose of that squad". For example i made a team revolving around Berengaria that spreads status left and right for her to go to attack as much as possible with her sanguine pursuit and as hard as possible with her active attacks. Then you basically synergise around that main point and iron out the kinks.
I also made a "Desert Kids" team! And the three members of the tricorns along with Ochyles and Sharon have been my base mark team ever since I hit five members
It helps that units with special relationships tend to have classes with some synergy. Chloe and Ridiel are a great support combo, Clive, Monica, and Adel are all cavalry...and they dont have any intrinsic synergy, but Virginia and Blue Rose Knights go hard. Just be sure to slap a Squire Shield onto Miriam to protect Fran from archers 😂
@@taznkid1730 Yup.^^ Though i slapped an anti-air shield on Miriam, so he wouldn`t keel over from a Gryphon or Wyvern flying her way.
Also an effective tank-heal combo are Ochlys and Sharon. For additional ironic fun you can put Gamel, Mandrin and Celeste on their team.^^
@aureliodeprimus8018 i tried ochlys and sharon, but ochlys just doesnt have the hp pool and gets 1 shot by archers 😥. I put selvie with sharon and the tricorns instead. Blind on backline, guard seal on frontline into Ren's row attack is brutal.
I put ochlys on my all angel team. Angels synergize extremely well with each other; i will refrain from saying more, as i am not sure if you reached that point.
Also, PSA: the unit type guard skills do not work as you might wish, unfortunately. For example, i think you are using the angel hunter shield or w/e on miriam, yes? Due to the nature of skills like griffin High Swing that prevent cavalry from guarding, the aerial guard skill will not mitigate any damage (you will still get the secondary effects though, like PP return on the shield, or affliction immunity from holy guard).
TLDR: most of the wyvern and griffin attacks prevent cavalry from guarding, including guard skills, so the anti-flier shield is almost useless on calvary.
@@taznkid1730 I have one sucessful playthrough on Expert and made one squad for each nation, so no worries here.^^ The only unit i find weird to work with are Featherstaves....
First thanks for the heads up. I actually thought the shield made a difference cause after equipping it Miriam actually survived a hit instead of getting one-shot. Maybe it was just a lvl up giving her enough hp or defense to barely survive....
I actually set Ochlys abilities to use her Shield bash the moment archers are present. The 20 Plus defense actually makes a difference (at least on Expert from Drakenheim-Bastorias, i don`t know about TZ).
And in the end Ochlys and Sharon ended up in a squad with Melisandre, Corm and Auch. Corm sure helps out in that regard.
One of my teams by the endgame of my first play through was Alain and Liza in the front and Yahna, Berengaria, and Miriam in the back. Not only were they able to handle plenty of situations due to their abilities during battle, they were also very flexible as a squad due to their valor skills.
Alain is self-explanatory, Liza had Smoke Bolt, Berengaria had Provoke II and Vital Absorb, Yahna had Gravity and Teleport, and Miriam had Guard Call. It was a recipe for success, almost to the point of becoming a crutch in some maps.
Love how the setup of a team in the endgame is more or less simply the peak of the fundamentals the game teaches you from square one: Synergy.
You put characters that work well together, and tweak for effectiveness, either for specific goals or for a more general purpose use. In the case of the example squad, the whole point is general use drawn from synergy between the characters blocking their respective weaknesses and enabling the damage dealers in the back line to go off safely(Wyvern deflects melee, Vanguard tanks melee and nulls Ranged, Sainted Knight nulls magic and repairs any tanked spillover). The team more or less has a defensive answer to everything and will subdue all but the most hardy melee tanks outright, and even they are not safe since the wyvern has a powerful magic option.
In conclusion, game good, team good, very cool.
Lex is my boy, and I love using him in my Flying unit. Taking zero damage when defending flying people is great. The funny thing is that I keep him in the back and he mostly acts as the support, since I mostly think of tanks as Support in general. He protects the fliers in the front, and if no arrows are there, then the fliers dodge very well. Great guy, suck it haters!
I also use my Lex in the back. Arrow cover isn't the greatest in all squads but in the one's it does help it's a lifesaver.
@@Tempest193 I had him co-tank with Alain in the front. He protected Alain from arrows or gave him True Strike with the special shield.
I'm of the opinion that people who hate on Lex are not as good at the game as they think they are. They're usually people who abuse the same quick impetus board nukes as 90% of the gamers out there. They have no concept of defensive builds. And often hate on legionaires as well.
@@francoblu9498 The only thing i hoped for is a sword that can give you the Featherswords "exchange your buffs for a flat potency buff" passive to aid Vanguards in their offensive endeavor. But yeah, one of the easiest tank-heal combos is Vanguard and Sainted Knight, since they both cover each others weaknesses (except for hammers). And then you can add anything your want as damage dealers.
@@aureliodeprimus8018 they're also good AGAINST flying units. I've used Lex to protect cavs from wyverns in Drakenhold
I'm only just starting Albion, so not exactly in the endgame, but I do have a team I've been using that is just generally able to solve most problems on a map, from clearing most of the arena and beating both Amalia fights despite being around lvl 25-ish at the time.
The Unit is Druid, Werewolf, Breaker in the back, and Doom Knight and Dark Marquess (Axe) in the front. Druid starts the fight with Cursed Swamp and gets off Defensive Curse on the front row, Dark Marquess comes in with their AoE Stun, followed up by the Breaker who has Wide Pursuit and Pursuit Earrings (which is usually enough to punch a hole through any frontline, let alone KO most of them), and any survivors get sniped by the Werewolf. After that Doom Knight and Breaker tend to clean up any remaining survivors, and failing that we still have plenty of resources left on most characters to overpower any stragglers.
It's biggest issues are against dodge tanks and flying units, and like any Unit lacking a healer it can crumple with enough debuffs, though I do have some items spread around to try to mitigate debuffs. I'm sure the team could be better optimized or have some units replaced, but for a long while it's been able to trample just about everything I throw them at
Honestly hope we can see breakdowns of some of your other Units. That Bruno squad looks interesting
It was a highlight of the last squad video, check it out
I do have a bunch of other squad videos, including my Bruno team, in previous entries in this series!
@@TitaniumLegman Apologies, I seem to have missed that video
@moonpoff6456 no need to apologize! I don't expect people to know every video on the channel. 👍
tight. I'm at a point in the game where I want to shuffle up all my squads and start from scratch. on the other hand i'm stuck in my ways on certain combos and dont want to break them up lol
I'm stubborn like that as well
i trust your judgement because you are the first person that actually has Bruno in an endgame squad
I hope if they do a sequel, they up the squad size to 6, allow reserve squads, preferably 10 extra squads (Alternate builds while maintaining the 10 deployment limit) add another promotion at lv 30 or 40, and finally add a NG (My ideal NG would be keeping all consumables and gear, keeping all squads and characters but reverting the lvs back to 1. That way end game unlocks and late game recruits could be enjoyed from the start in your builds....
There was a tactical RPG I played once that did this thing where every playthrough the enemies got progressively stronger. I think it might have been the game Eternal Poison but I could be wrong. That system would be amazing here though)
These are the only enhancements I would love to see. The rest is so damn near perfect I wouldn't want the other functions and features to be much different. Maybe a better way to sort items.....But everything else is great as is.
I built three gryphon units, an angel unit, and a wyvern unit. I literally speed ran missions with hastened call. This game is great.
I love making teams, finished TZ with just 5 but made 3 more, all of them wipe Dying Breath enemies, 3 of them I rotate depending on the need in PvP. My frustration is not wanting to break them up to make more super-PvP squads 😅 I really wish we get an NG+ like in Chrono Trigger so we could get more of the unique gear
This is my main squad: Alain and Joseph up front, and a back line of spear women; Rosalinde, Maiden Chloe and Dinah.
Hello, thanks for this guide,
Any chance u could talk through the rest of ur teams? Having 6 team that all work/ keep their levels up isn't easy ...
Hey rixy! I have a guides playlist on the channel with build videos for early, mid, and late game with specific teams I've used at each point of the game. You should check them out!
You have to build a Legionnaire dodge tank... it is hilarious
"YES! I FINALLY HIT---"
**1 damage clink**
"GODDAMNIT!"
U said Gerald and showed Magellan
Everybody hates on lex he's really not that bad of a unit. I had nothing but good results with lex. He was very good in the late game and all through my play through on true zenorian
I’ve never had bad results with him when you use the 10% HP back per attack and the feathered cape to bulk him up at the start of the battle early game. Late game his taunt is actually insane crowd control as it allows you to manipulate the flow of combat in crazy ways
Lightning shaker is not ranged thus will only be used against the enemy frontline
I'm pretty sure you can attack the back line with it on a wyvern.
Flying units attacks are always ranged, even otherwise melee attack granted by a weapon
In this instance, it won’t be used at all because he has his first skill set to “prioritize.” Nothing under it will ever trigger.
Poor Lex
Your tactics are so bad, dude. For example, on wyvern master you have diving thrust set to prioritize cavalry, meaning you will NEVER use tempest drive or lightning shaker since they're below it. Every tactic for a character Isee could easily be improved with some minor common sense adjustments, like prioritizing flying for Lex's arrow cover. in case of something like a Sniper's aoe attacks. Makes it hard to trust anything you're saying.
How to build a late game squad. Just don’t use Lex
Oh, look at Mr. Lazypants here, complaining about the game being too easy when building the most brain-dead squads.....
Absolute trash squad against angels
Dude you literally see the squad shredding angels in this video, come off it. 🤣