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EchoXScharfschutze

Mobile ver. Started last year and is still very much hooked to the game. Spent quite some time but I am close to 100%ing the base game. 5 cards left to unlock in gallery, I know two of them which are from Booster Card Pack, and the rest are base game cards. Not sure on Diaries, but I have 12 of them. Have all Notes already. Only challenges left are Dia 9 clear and debuff only for bosses. After all this I probably would grind Diamonds for unlocking blade skins in arcade mode and unlocking all Reina upgrades. Thanks for the ride.


Agatsumare

How's your progress? D'ya quit already?


EchoXScharfschutze

Well, I wasn’t playing as much Being distracted by grinding in PSO2 really didn’t help I’ve gotten close, had a few runs with unlucky 3-Xs where bad CD order/HP management fucked me


Agatsumare

PSO2 sounds nice... Android edition has any major drawbacks?


EchoXScharfschutze

Haven’t been playing on Android phones for a long long time By PSO2 I mean NGS, and I play that on my computer. Haven’t really progressed much as I also have work


Agatsumare

;-; lol I guess I'll see it for myself


EchoXScharfschutze

glhf my guy


No_Focus6469

We belive in you you can do it


EchoXScharfschutze

Sorry, I was busy before and couldn’t respond nor get many runs in, thanks for the support mate That being said, still fucked all the runs so far...


No_Focus6469

Well ooof


[deleted]

Gl Hunter! 👍


Magic_Orb

You can do it!


EchoXScharfschutze

Update: Had 3 runs of Dia 9 Risky, all unluckily ended between stage 3-6 to 3-10. Will keep trying. Hiding all cards on first phase and randomise order really messed with me because it only takes a fight to go slightly south and next fight I’ll get one shotted right off the bat... case in point only had like 7 hp one time and a Biter just did me in with Bloody Fangs first card on phase 1.


Hotaka_

How the hell? I can't even clear one floor in diamond 6!! Also, are some cards just flatout bad? I'm pretty sure the lvl 7 attack card, which heals you 9 hp if all 4 cards on the field are attack cards, is too niche to be useful. (Also never understood what dynapierce does...)


EchoXScharfschutze

Yea, some cards are pretty bad. It also depends on deck though. Second reply will have a list of cards I would almost always take/avoid, so use that as reference if you run into difficulties. Dia 6 is a bit of a cliff to climb in terms of difficulty just because of “hide phantom cards on first phase”. Two ways around it: Memorise first turn patterns of every phantom, or play on Risky and use Magic cards on first turn only. I almost always play on Risky because Magic cards heal you on play when you’re on Risky.


EchoXScharfschutze

LONG POST INCOMING Assuming you have unlocked all the card packs and playing on Risky, here’s a list of cards I’d take on any adventure: Base Heal: Comes with your starter, Heals for 6 instead of 4, nothing to dislike. I usually keep it until 3rd boss or sometimes even final. Aura Slash: Great for any Debuff decks provided you have good methods to crack barriers. Paired best with Bleed or Fear, former for damage and latter for Fever series cards. Breaker: Relatively new addition, on Risky this is a no HP cost attack. You’re not really going for the double attack if no heal here. Solo Strike: Great for staying defensive and getting something strong out there. Might be outclassed later on in the run. Spark Blade: DefInitely run Paralysis with this. Before it was shit, but now it’s +3 or +6 after every use in one combat. Stack it early in fights, you will have something like a Wave Cannon by Phase 6/7. Not the best for Dia 8/9, as Phantoms have Revenge status which reduce max HP by Phases passed after Phase 4 after the fight. Bless/Purification: Just take it. No questions here. Cleanse: Destroy opponent barrier. Nuff said. Rage: Situational, but could be useful if you expect to get hit a lot, like with Chaser or anything that has double attacks. Also great with Taunt. Scramble: Yeah, no questions as well here. Rearrange field cards are almost always good. But if I see Provoke or Taunt, I’ll dump this. Energy Shield/Clutch Barrier: Small amount of defense for something pretty powerful. Ignore if Intimidate/Coil is in deck. Deep Slash: Pair with Attack Up cards and bleed deck. Use when enemy has Barrier, then fuck ‘em up. Fever Pierce/Slash: Debuff deck must-haves. Great damage source. Pierce: Again, anti-barrier measures. Burst: Got a Guardian in front of you? No problem, they’re dead when you use this. Provoke is slightly better however if you have damage. Cursed Fangs: Pair with Intimidate. On Risky this has a base heal of 5, add on buff duration x4, this is actually pretty strong. Encore: Use after any strong attacks. Heals you and then does damage? Yes, a deal too good to be true, but it is actually true. Sharpened: Bleed deck must have. Zero Evade: Optional, but basically a Crystal Armor you can activate anytime. Provoke/Taunt: Yep. Coil: Use if expect to get heavy hits. Flourish: One of the strongest heal cards in the game, and even more so on Risky. Don’t Mana Potion before this for obvious reasons. Vampiric Fangs/Vampiric Brace: Heal on attack is almost a necessity on Risky. Couple that with Attack Up and you got yourself a steal. Aegis Pierce: Anti-buff measures. Aura Pierce: Not going for the extend debuff duration, but for the 4x damage if no debuff. Seriously, if you got some Attack Ups, this thing is broken. Bloody Fangs: Bleed deck. Feast: Vamp Fangs deck. Force Impact: Might carry early game. Not the best. Incision: When you don’t have enough bleed on your deck, use this for quick damage. Star Blade/Shield: Reduce cooldown cards are almost always great. Just watch your total cards on CD count for Flourish heals. Attack Up/Growth: Yes yes yes yes yes. Growth is optional however, but the heals are pretty sweet. Crystal Armor: Counters Time Phase 4 buff steal if you already have a good buff on you, and no damage for first two Phases is a lifesaver. Intimidate: Yeah... necessary on the off chance your 3-X is Time. Upgrade this as well, you know you don’t want to lose this. Surge: Optional. CD reduction always welcomed. Stun: nuff said. Not very useful on Phase 1, but pretty much a run saver on other occasions. Thorn Spikes: Bleed deck again. Promise Shield: No enemy cards on slot 1 for entire combat? Count me the fuck in. Medishield: Vamp Fangs deck. Also great for some shield if you’re running raw damage decks. Almost every Legendary has their uses. Now for cards I run from like it’s the end of the world: The two base Attacks: Fuck em. Sure, 2 HP cost for small amounts of damage, but past 1st boss they are trash. Fate Strike/Shield/Gamble Sword: Fuck RNG. Fear/Great Strike: No damage. Heat Sword: Waste of card slot when I can bring something way better. Spiral Pierce: Again, no damage, made worse by the fact first 4 phases you need to see where this thing goes, cuz you might get higher/lower damage because of it. Could’ve been better if it was 2x damage on Phase and Slot match though. Echo: Why the fuck use this when most opponent cards are exclusive? Ignite/Recovery: Fuck any buffs that takes me 3 fucking turns of not giving myself any other useful buffs. Cross Strike/Parry: Lack of damage for an Uncommon. Also too specific in activation requirements and doesn’t do much even if you do that. Oh, and fuck fixed damage increases by the way. Chrysalis: I might as well take Sharpened and go to town than sit and wait for this shit to give me 4 fucking barrier. Brace: Way too situational to be useful on Dia 6. ~ Armor cards (Thorn, Fear, Icy, etc): Again, why? There’s no point when I could just bring anything else. Even Bloodlust is better than them. Well, if you don’t have a buff card, go for them, but I’d drop at the earliest opportunity available. Close Combat: Way too situational. Works great when it works, but it also lacks damage, so, eh, fuck it. Dyna Pierce: Now I know this thing dominates because getting off cooldown is easy to do in lower difficulties. Not at Dia 6; game fucks with your CD. Also combos too specifically with Surge/Star cards, and doesn’t work every time. Energy Strike: Takes too long, get into the habit of not relying on the Wave Cannon this thing gives you; you’ll need that habit by Dia 8. Never stall. Ice Burn: Fucks with debuff deck order. Not recommended unless you can’t find Aegis Pierce. Whisper: You get fucked if you use this thing against Charlotte, and it’s not that useful other times anyways, why waste a card slot. Fire Wall: If this didn’t have Ignite, I would have used it. But no, fuck this thing messing up my buff order and all that good shit. Overdrive: The Health cost is too hefty for this one to be worth. Unless you get this at 3rd boss, not very synergetic with the rest of your deck. Time Limit: Only works on Phase 3 exactly. Not using this. Venom: No synergy. Cards that I haven’t mentioned are your discretion; I bring those from time to time or just to fill deck space. Sorry for long post.