Brave Frontier: FAQ - Guide for Brave Frontier
- Cheats |
- Unlockables |
- Hints |
- Easter Eggs |
- Glitches |
- Guides |
- Achievements
Scroll down to read our guide named "Brave Frontier: FAQ" for Brave Frontier on iPhone (iOS), or click the above links for more cheats.
++++++++++++++++++++++++++++++++++++++++++ RenamonFOX's Brave Frontier Survival Guide ++++++++++++++++++++++++++++++++++++++++++ version 1.03 07/22/14 - 0.9 - First draft, compiling information 07/31/14 - 0.91 - Still writing, included section 2.50 08/02/14 - 0.92 - Updated sections 2.01, 7.60, 3.10, 3.20, 5.00, 5.10 08/04/14 - 0.93 - Updated sections 2.01, 3.20, 5.11, 9.00 08/09/14 - 0.94 - Updated sections 2.01, 5.12 08/13/14 - 1.00 - Updated sections 2.01, 5.13, 5.14, 5.15, 7.00, 9.00 08/17/14 - 1.01 - Added six star unit data - 5.20~5.25, Updated 6.31 08/18/14 - 1.02 - Included section 3.30, 3.31 08/22/14 - 1.03 - Updated sections 5.10~5.15, 7.10, 7.20, 7.30, 7.50 08/28/14 - 1.04 - Included recommendations for daily quests in section 2.50 Nozomin9001-AT-gmail-DOT-com Legal notice: Created exclusively for GameFAQs.com. I have no interest in writing for other websites. 00.00 - Introduction 01.00 - Important Information (For Seriously) 02.00 - Story Missions 02.01 - Mistral 02.02 - Morgan 02.03 - St. Lamia 02.11 - Cordelica 02.21 - Amdahl 02.22 - Encervis 02.23 - Palmyna 02.31 - Lizeria 02.41 - Ryvern 02.50 - Most Useful Stages 03.00 - Vortex Dungeons 03.10 - Sibyl Sisters 03.20 - Battle Maidens 03.30 - Grand Gaia Chronicles 03.31 - Vargas 04.00 - Advanced Information 05.00 - Unit Compendium 05.10 - Dark Units - Five Star 05.11 - Earth Units - Five Star 05.12 - Fire Units - Five Star 05.13 - Light Units - Five Star 05.14 - Thunder Units - Five Star 05.15 - Water Units - Five Star 05.20 - Dark Units - Six Star 05.21 - Earth Units - Six Star 05.22 - Fire Units - Six Star 05.23 - Light Units - Six Star 05.24 - Thunder Units - Six Star 05.25 - Water Units - Six Star 06.00 - Special Events 06.10 - Frontier Hunter 06.20 - Victory Points Tournament 06.30 - Summoners' Research Lab 06.31 - One Team Karl 07.00 - Feeling Lucky? 07.10 - Metal Parade Data 07.20 - Fusion Data 07.30 - BB Levelling 07.40 - Evolution Materials 07.50 - Honor Summon 07.60 - Rare Summon 09.00 - Frequently Asked Questions 99.00 - Special Thanks -------------------------------------------------------------------------------- 00.00 - Introduction -------------------------------------------------------------------------------- This is a general guide that answers the questions I notice most often, a walkthrough of the main story, nifty tricks, and a collection of data both from personal experience, and with help from members of the GameFAQs IOS message board. -------------------------------------------------------------------------------- 01.00 - Important Information (For Seriously) -------------------------------------------------------------------------------- This section will mention information that players new to the game will not have readily available to them, that experienced players take as a given. ***** DAILY BONUS - ***** This is a reward for logging in every day. The reward shows up as a 3x3 grid from which you select a card and get a prize. The prize is sent to your "Presents" box, accessible from the Home menu, on the right middle of the screen. As you continue to collect your daily prize every day, the selection of prizes will get better, eventually including the chance to collect a gem every day. The position you select *does not matter*, as the prize is determined as you log in. If you select the center square and get zel, then crash the application and restart it to select the top left square, the zel will be in that slot as well. IF YOU DO NOT EXIT THE APPLICATION AND RE-ENTER EVERY DAY, YOU WILL NO BE PROMPTED TO ACQUIRE THE DAY'S GIFT, AND THE CONSECUTIVE LOGIN COUNTER WILL BE RESET. ***** PARADE KEYS - ***** Every Monday, Tuesday, Thursday, and Friday, you can collect a metal key. Every Wednesday, you can collect a jewel key. These special keys allow you to access the Metal Parade and Jewel Parade dungeons, respectively. Metal Parades are your primary source of fusion experience, which is required to level up your units. Jewel Parades have the highest Zel:Energy ratio in the game, at the cost of summoner experience. In order to collect the key, you must manually go to "Imperial City Randall" from the main menu, and visit "Akras Summoners' Hall Administration Office". Then select "Receive Key" to get your daily key. If you do not do this, the key will not be saved for later collection. ***** COMMON TERMS - ***** BB - Brave Burst, the ultimate ability of units. SBB - Super Brave Burst, the ultimate ability of six-star units that requires two full gauges to activate. BB Fodder - A term given to low level units that can be easily farmed and fused to units at a low zel cost in order to increase their Brave Burst level. Anima - A unit nature that increases HP and lowers REC. A desirable type for most units. Lord - A unit nature that does not increase or decrease any stats. Oracle - A unit nature that increases REC and lowers HP. Great for units with a low natural REC score, such as Magress, Golem, or Sefia, but often makes people groan when they see it. Breaker - A unit nature that increases ATK and lowers DEF. Bad for healers. Guardian - A unit nature that increases DEF and lowers ATK. ATK - Attack determines the damage a unit deals. DEF - Defense determines how much damage the unit takes when attacked. HP - Hit Points. If this number goes to zero, the unit is dead. REC - Recovery determines how much HP is healed via potions, curing skills, and regeneration effects. -------------------------------------------------------------------------------- 02.00 - Story Missions -------------------------------------------------------------------------------- This section will list each story mission, its average Zel/Karma/Exp gain per run, the Zel/Karma/Exp gain per point of energy spent, and compare it to every other map's ratio as well. Generally speaking, the story missions are the best ways to collect Zel, Exp, Karma, and Units at the same time. Additionally, the first time you clear a boss stage, you will get a bonus gem. The difficulty number is as accurate as one person can make it, and is based on how difficult the stage is weighted for difficulty when you first gain access to the stage. If you pulled two four star fire units, you may find a difficulty 3 earth zone very easy, but struggle with a difficulty 2 water zone. A map marked difficulty 4, however, will always be harder than a map marked difficulty 2. 1 - You will be able to use Auto-Battle to clear this map as soon as you get to it. 2 - This map may require you to forgo the use of Auto-Battle when you first get to it. 3 - This map will require you to use items, a premium healer, or both. 4 - Without high level 4 star units, this map will be extremely difficult. 5 - Without high level 5 star units, this map will be extremely difficult. 6 - This map is never going to be easy. 7 - This map may be impossible without a specialized team. PLEASE NOTE: These runs have data collected from personal experience over several runs each. There will be a variance based on collected treasure chests, dropped units with high sell costs, and overall luck. The first map has a much higher karma reward noted than the second cost, probably due to getting karma from treasure chests in multiple runs. Your mileage may vary. -------------------------------------------------------------------------------- 02.01 - Mistral -------------------------------------------------------------------------------- ~Adventurer's Prairie - Elemental types are random Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Start of Adventure 3 850 225 20 283 76 6.66 Difficulty - 1 6% 6% 2.5% NOTES: If you are saving your exp for a timely levelup, this map is great to burn your extra energy on while farming BB fodder for attack units. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Monsters of the Prairi 3 880 59 25 293 19 8.33 Difficulty - 1 6% 1.5% 3.2% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Guardians of the Prair 5 626 101 29 125 20 5.8 Difficulty - 1 2.6% 1.5% 2.2% NOTES: This is a boss stage. ~Cave of Flame - All monsters are FIRE element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Cave of Dancing Flames 3 1104 439 32 369 146 10.7 Difficulty - 1 7.7% 11.3% 4.1% NOTES: This stage is ideal for acquiring BB fodder. This stage is ideal for acquiring Fire Nymphs. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Wielder of the Fire 3 1844 436 35 614 145 11.7 Difficulty - 1 12.9% 11.3% 4.4% NOTES: This stage is ideal for acquiring BB fodder. This stage is ideal for acquiring Fire Nymphs. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Thief's Hideout 3 1761 484 50 440 121 12.5 Difficulty - 1 9.2% 9.4% 4.8% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Blazing Beast 5 1700 508 80 340 101 16 Difficulty - 1 2.6% 1.5% 2.2% NOTES: This is a boss stage. ~Egor Snowfield - All monsters here are WATER element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Breath Freezing Snowfi 3 1618 533 35 539 177 11.7 Difficulty - 1 11.3% 13.8% 4.4% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Manipulator of the Wat 3 1827 407 40 609 134 13.3 Difficulty - 1 12.8% 10.4% 5.1% NOTES: Priest Merith is nearly 100% drop rate, making this stage the most energy efficient for picking up healing BB fodder, or getting your first healer. This stage is ideal for acquiring Water Nymphs. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Pirate on Ice 4 1666 1777 53 416 148 13.3 Difficulty - 1 8.7% 11.5% 5% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Dragon Hunting Ice 5 1545 1245 83 309 74 16.6 Difficulty - 1 6.4% 7.3% 6.3% NOTES: This is a boss stage. ~Forest of Beasts - All monsters here are EARTH element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Shadowy Forest 3 1370 432 36 451 144 12 Difficulty - 1 9.4% 11.2% 4.6% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Puppeteer of the Trees 3 1604 340 42 534 176 14 Difficulty - 1 11.2% 13.7% 5.3% NOTES: This stage is ideal for farming earth nymphs This stage is ideal for farming Support/Attack BB fodder Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Bandit of the Forest 4 2130 473 57 532 118 14.3 Difficulty - 1 11.2% 13.7% 5.3% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Hunter from the Forest 5 2095 896 84 419 179 16.8 Difficulty - 1 8.8% 13.9% 6.4% NOTES: This is a boss stage. ~Magutagal Wetlands - All monsters here are THUNDER element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Thunder Blasting Wetla 3 1292 902 41 430 234 13.7 Difficulty - 1 9% 18.1% 5.2% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Commander of the Thund 3 1671 574 47 556 192 15.7 Difficulty - 1 11.7% 14.9% 6% NOTES: This stage is ideal for farming thunder nymphs This stage is ideal for farming Support/Attack BB fodder Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Pirate of the Wetlands 4 1701 497 59 425 124 14.8 Difficulty - 1 8.9% 9.6% 5.6% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Thundering Strateg 5 2341 556 87 468 111 17.4 Difficulty - 1 9.8% 8.6% 6.6% NOTES: This is a boss stage. ~Remains of Mirza - All monsters here are LIGHT element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Sacred Ruins 4 2270 1038 44 569 259 11 Difficulty - 1 11.9% 20.1% 4.2% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Wielder of the Light 4 3270 1171 51 817 294 12.8 Difficulty - 1 17.1% 22.9% 4.9% NOTES: This stage is ideal for farming light nymphs Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The White Horse of Lig 5 2184 872 62 437 173 12.4 Difficulty - 1 9.1% 13.5% 4.7% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Moonlit Battle 7 4197 2797 1705 599 243 12.7 Difficulty - 1 12.6% 18.9% 4.8% NOTES: This is a boss stage. ~Monster's Nest - All monsters here are DARK element Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Heinous Chamber 4 2500 737 46 625 184 11.5 Difficulty - 1 13.1% 14.3% 4.4% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Manipulator of the Dar 4 2329 871 53 582 217 13.3 Difficulty - 1 12.2% 16.9% 5% NOTES: This stage is ideal for farming dark nymphs Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Cursed Snake 5 2416 931 65 483 186 13 Difficulty - 1 10.1% 14.4% 5% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Monster Slaying Bl 7 2979 1104 91 425 157 13 Difficulty - 1 8.9% 12.2% 5% NOTES: This is a boss stage. ~Tower of Mistral - Monsters are of varying elements Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Skyhigh Tower 5 3572 1280 70 718 258 14 Difficulty - 1 15.1% 20.1% 5.3% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Monsters of the Corrid 5 3821 1184 90 764 237 18 Difficulty - 1 16% 18.4% 6.9% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Stairs of Trial 6 2976 1308 110 494 218 18.3 Difficulty - 1 10.3% 16.9% 7% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Pillars of Force 6 1855 1391 130 309 231 21.7 Difficulty - 1 6.4% 18% 8.3% Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Forged Gigantor 8 4898 2109 180 612 263 22.5 Difficulty - 3 12.8% 20.4% 8.6% NOTES: This is a boss stage. The boss is THUNDER element, so bring an earth element friend. Completing this stage will unlock the next area, Morgan. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Asleep in the Ice 20 22170 7584 2000 1108 379 100 Difficulty - 5 23.3% 29.4% 38.4% NOTES: Consider this a super-hard side mission. You will have to come back long after you unlock this map with strong five star units. The boss monster is WATER element, so bring thunder units. Paralysis is a problem. Paralysis immunity (via Elsel, Reeze) suggested. -------------------------------------------------------------------------------- 02.50 - Most Useful Stages -------------------------------------------------------------------------------- This section will have a list of purposes (Idol farming, BB fodder farming, Karma farming, etc.) and a list of stages that best serve each purpose. Purpose Zone Area Map Attack BB Fodder/Low XP Mistral Cave of Flames Cave of Dancing Flames Attack BB Fodder/Hi XP Mistral Egor Snowfield Manipulator of the Water Heal BB Fodder Mistral Egor Snowfield Manipulator of the Water Support BB Fodder Mistral Forest of Beasts Puppeteer of the Trees Experience per Run* Ryvern The White Tower The Roar of Triumph Experience per Run** Ryvern The Abyss Cave The Coiling Shadows Experience per Hour*** St. Lam St. Lamia Palace The Fourfold Pillar Karma Vortex Monday Sacred Land of Soul Lv.3 Zel` Special Jewel Parade Jewel Parade Experience > Zel`` Vortex Weekend Gold Valley Lv. 3 Experience >> Zel``` Cordeli Cordelica Mine Howls in the Void Exp+Zel+Karma~ Cordeli Cordelica Mine Howls in the Void *Strictly speaking, this map gives the best exp:energy, at 295. However, it is a super hard end-game boss fight, and is very time consuming. **This map gives 99% the exp:energy ratio of the best map, at 292, and is *not* a boss fight. This may be desired if you don't want to fight bosses. ***This map is distressingly easy in comparison to the other maps, and is completed much faster, but the exp:energy ratio is only 260, which is about 87% as efficient as the highest exp yield map. `Jewel Parade gives you the most Zel:Energy in the game, but low experience. ``Gold Valley gives 2/3 the Zel of Jewel Parade, but twice the Exp:Energy. ```Story missions give 2/3 the Zel of Gold Valley (about 44% of Jewel Parade), but give 50% more exp than Gold Valley (about 300% of Jewel Parade). As you advance in the story, the ratios only get more favorable for story missions. ~For purposes of collecting Zel, Experience, and Karma at the same time, nothing can beat the story missions. The low-energy cost areas in an advanced zone gives less exp, but more zel/karma per energy, whereas the high-energy cost areas in an advanced zone (Except bosses, usually), give more exp per energy, but lower zel/karma. Purpose Zone Area Map Fire Nymph Mistral Cave of Flames Wielder of the Fire Water Nymph Mistral Egor Snowfield Manipulator of the Water Earth Nymph Mistral Forest of Beasts Puppeteer of the Trees Thunder Nymph Mistral Magutagal Wetlands Commander of the Thunder Light Nymph Mistral Remains of Mirza Wielder of the Light Dark Nymph Mistral Monster's Nest Manipulator of the Dark Assorted Nymphs Vortex Tuesday Dungeon Garden of Nymphs Purpose Zone Area Map Fire Spirit Morgan Kagan Desert Bandit of the Desert Water Spirit Morgan Breeze Beach Pirate of the Shallow Wa Earth Spirit Morgan Nocturnal Forest Thief of the Forest Thunder Spirit Morgan Asekutt Wastelands Thief from the Skies Light Spirit Morgan Shrine of Lystia The Magnificent Pegasus Dark Spirit Morgan Destroyed Cathedral The Lusting Snake Assorted Spirits (Still collecting data. Possibly Garden of Spirits) Purpose Zone Area Map Pots Vortex Tuesday Dungeon Phantom Pots Idols Vortex Tuesday Dungeon Garden of Idols This is if you're trying to level up, but wouldn't mind if you collected idols in the process. Alternative idolfarming methods do not hold a candle to the Tuesday dungeon. The first list "Experience > Idol" means you're prioritizing experience, whereas "Idol > Experience" means you're trying to get as many runs as you can for the most chances at an idol. Purpose Zone Area Map Experience > Fire Idol St. Lam Volcano Eldent The Banished Fire Dragon Experience > Water Idol St. Lam Sacred Mt. Craylia Ruler of the Water Experience > Earth Idol St. Lam Blood Forest Maiden of the Trees Experience > Thun. Idol St. Lam Mt. Wistorea The Riotous Thunderbird Experience > Light Idol St. Lam Secluded Sanctuary The Goddess of War Experience > Dark Idol St. Lam Cave of Malice The Midnight Aristocrat Fire Idol > Experience St. Lam Volcano Eldent Watchdog from Hell Water Idol > Experience St. Lam Sacred Mt. Craylia The Captivated Water Spr Earth Idol > Experience St. Lam Blood Forest Frail Spirit of the Fore Thunder Idol > Exp St. Lam Mt. Wistorea Cyclops of Lightning Light Idol > Experience St. Lam Secluded Sanctuary The Flourishing Garden Dark Idol > Experience St. Lam Cave of Malice Vagabond of the Monster Have you been told to adventure in a place you don't want to? Are you willing to reluctantly burn as little energy as possible, but still want the best exp you can get? This is the section for you! When the daily quest says "Adventure five times in ZONE", the maps below are the areas you will want to be at, as they will cost you the least energy, and get you the best experience in the process. Experience:Energy ratios will be listed for stages, depending on whether your goal is "getting as much exp per point of energy as I can!" or "Getting the heck out of this miserable zone as soon as possible." Adventure 5 times in Mistral Energy Goal Area Map 15 Experience (15 xp:en) Magutagal Wetla Commander of the Thunder 15 Fire Nymph Cave of Flames Wielder of Fire 15 Water Nymph Egor Snowfield Manipulator of the Water 15 Earth Nymph Forest of Beast Puppeteer of the Trees 15 Thunder Nymph Magutagal Wetla Commander of the Thunder 15 Attack BB Fodder Cave of Flames Wielder of Fire 15 Heal BB Fodder Egor Snowfield Manipulator of the Water 15 Support BB Fodder Forest of Beast Puppeteer of the Trees 20 Light Nymph Remains of Mirz Wielder of the Light 20 Dark Nymph Monster's Nest Manipulator of the Dark Adventure 5 times in Morgan Energy Goal Area Map 25 Experience (70 xp:en) Asekutt Wastela Thief from the Skies 25 Fire Spirit Kagan Desert Bandit of the Desert 25 Water Spirit Breeze Beach Pirate of the Shallow Waters 25 Earth Spirit Nocturnal Fores Thief of the Forest 25 Thunder Spirit Asekutt Wastela Thief from the Skies 30 Light Spirit Shrine of Lysti The Magnificent Pegasus 30 Dark Spirit Destroyed Cathe The Lusting Snake Adventure 5 times in St. Lamia Energy Goal Area Map 40 Experience (173 xp:en) Mt. Wistorea Cyclops of Lightning 50 Experience (260 xp:en) St. Lamia Palac The Fourfold Pillar 40 Fire Idol Volcano Eldent Watchdog from Hell 40 Water Idol Sacred Mt. Cray The Captivated Water Sprite 40 Earth Idol Blood Forest Frail Spirit of the Forests 40 Thunder Idol Mt. Wistorea Cyclops of Lightning 45 Light Idol (227 xp:en) Secluded Sanctu The Goddess of War 45 Dark Idol (233 xp:en) Cave of Malice The Midnight Aristocrat Adventure 5 times in Cordelica Energy Goal Area Map 35 Experience (81 xp:en) Ignia Falls Beneath the Cascade 60 Experience (229 xp:en) Cordelica Mine Hunter of Death Adventure 5 times in Amdahl Energy Goal Area Map 50 Experience (206 xp:en) Saji Mines Enlightenment of the Ages Adventure 5 times in Encervis Energy Goal Area Map 50 Experience (216 xp:en) Gadillian Ravin The Divine Wind Blows 90 Zebra Sky Fort Solari The Mad God Descends Adventure 5 times in Palmyna Energy Goal Area Map 60 Experience (220 xp:en) Grandelt Ruins Race Through the City 80 Experience (250 xp:en) Spirit World Pa A Formidable Presence 60 Fire Pot Dejour Ruins Raging Heat Wave 60 Water Pot Obselion Castle Frozen Halls 60 Earth Pot Emerald Path The Shadow in the Trees 60 Thunder Pot Grandelt Ruins Race Through the City 70 Light Pot Arlind Seminary Where Light Falls 70 Dark Pot Noera Battlegro Dregs of Battle Adventure 5 times in Lizeria Energy Goal Area Map 60 Experience (195 xp:en) Erinecht Plains A Feast for Humanoids 80 Experience (256 xp:en) Tower of Destru Corridor of Ruin 95 Experience (263 xp:en) The Black Bridg Duel on the Bridge *BOSS FIGHT* 105 Experience (281 xp:en) Tower of Destru Defense System *BIG BOSS FIGHT* 70 Fire Idol/Pot/God Golzo Mountains Fire Breath, Thunder Fangs 70 Water Idol/Pot/God Lodan Frozen La The Bullet in the Ice 70 Earth Idol/Pot/God The Impassable Endless Wisdom and Vitality 70 Thunder Idol/Pot/God Lightning Fores Bursts of Lightning 75 Light Idol/Pot/God Lost City La Ve Sword of Protection 75 Dark Idol/Pot/God The Black Bridg Denial of Death's Curse Adventure 5 times in Ryvern Energy Goal Area Map 60 Experience (266 xp:en) Azura Ruins Secret of the Blade 65 Experience (292 xp:en) The Abyss Cave The Coiling Shadows 60 Fire Idol/Totem/Pot Glomore Hollow The Steamy Path 60 Water Idol/Totem/Pot Snow Area Kheln Standing in the Snow 60 Earth Idol/Totem/Pot Stokhelna Fores One Day in the Woods 60 Thunder Idol/Totem/Pot Azura Ruins Secret of the Blade 65 Light Idol/Totem/Pot Ryvern Mountain The Foreboding Gunshot 65 Dark Idol/Totem/Pot The Abyss Cave The Coiling Shadows Adventure 5 times in Agni Energy Goal Area Map 60 Experience (291 xp:en) Thunder Summit Accumulation of Lightning 110 Mare (300 xp:en) Ocean Shrine Al Trespasser into the Mind *BOSS* 60 Fire Idol/Totem/Pot Agni Empire Wild Bravery 60 Water Idol/Totem/Pot Agniria Cost The Shining Ice Flow 60 Earth Idol/Totem/Pot Granasta Plain Balance of Power 60 Thunder Idol/Totem/Pot Thunder Summit Accumulation of Lightning 70 Light Idol/Totem/Pot King's Tomb The Royal Bodyguard 70 Dark Idol/Totem/Pot Lognea Cove Bound by Darkness -------------------------------------------------------------------------------- 03.00 - Vortex Dungeons -------------------------------------------------------------------------------- This section includes information on the daily dungeons and special events. These maps are limited access, which means you are restricted as to when you can run each dungeon, as opposed to the main story quests, which are always available. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Gold Valley Level 1 10 20136 136 30 2013 13 30 Difficulty - 1 42.3% 1% 11.5% NOTES: This dungeon is accessible every Saturday and Sunday. This dungeon is ideal if you need tons of zel, but still need experience. Early in the game, this dungeon has a great Exp:Energy ratio, while remaining very easy. If you only have 10 energy, need less than 1000 experience to level up, and want to keep playing, you can run this stage to gain a level, refill your energy, and keep playing. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Gold Valley Level 3 30 97296 1895 4200 3243 63 140 Difficulty - 3 68.1% 4.9% 53.8% NOTES: This dungeon is accessible every Saturday and Sunday. This dungeon is ideal if you need tons of zel, but still need experience. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Sacred Land of Lv. 3 25 3408 32160 2500 136 1286 100 Difficulty - 3 2.8% 100% 38.4 NOTES: This dungeon is accessible every Monday. This dungeon gives you the most karma per energy point. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Phantom Pots 25 7085 4864 3000 283 194 120 Difficulty - 3 5.9% 15.1% 46.1% NOTES: This dungeon is accessible every Tuesday. The pot on the fifth stage will always be captured. Pots are required by some units to evolve. The pots on stages 1-4 are capturable, but the rate is very low. This stage is the best way to acquire pots. This map is hard when you first gain 25 energy, and super easy later. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Garden of Idols 25 ~6400 ~4000 3000 258 159 120 Difficulty - 3 5.4% 12.4% 46.1% NOTES: This dungeon is accessible every Tuesday. The idol on the fifth stage will always be captured. Idols are required to evolve most units to four star and higher. You will capture, on average, 2.5 idols per run. This is the best stage to capture idols, at ~9.16 energy per random idol. This map is hard when you first gain 25 energy, and super easy later. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Garden of Nymphs 10 1265 590 200 126 59 200 Difficulty - 1 2.6% 4.5% 7.6% NOTES: This dungeon is accessible every Tuesday. The capture rate of nymphs seems to be 100%. This is the best stage to capture nymphs of nonspecific elements. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Box of Des Level 3 25 15114 9766 3500 640 390 140 Difficulty - 4 12.7% 30.3% 53.8% NOTES: This dungeon is accessible every Wednesday. The Dragon Mimic on the fifth stage will always be captured. Dragon Mimic is required to evolve some units to five-star. This is the most efficient map to capture dragon mimics. Every monster will drop a treasure chests, with a high rate of mimics. Mimics can curse you, which disables your BB gauge. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Elemental Ruins 30 18926 10698 4000 630 356 133 Difficulty - 4/5* 13.2% 27.7% 51.2% NOTES: This dungeon is accessible every Thursday. Totems are required to evolve units to five-star and six-star. Fire ruins has a Fire Totem on the fifth stage as a guaranteed capture. Fire ruins stages have only fire elemental units as normal encounters. *There is a chance you could encounter a LIGHT TOTEM or DARK TOTEM while doing an elemental totem stage. If this happens, the difficulty goes up to 5. Light Totem and Dark Totem are guaranteed to be captured, but will make the run significantly more difficult. If no light or dark totems appear, you can bring a single-element team of the countering element to the totem and have very little problem. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Ruins of Miracles 50 ~20100 ~9300 5000 403 186 100 Difficulty - 5+ 8.4% 14.4% 38.4% NOTES: This dungeon is accessible every Thursday. Miracle totems are required to evolve units to six-star. Totems of any element can appear on the way to the final stage. Miracle Totem is a guaranteed capture. Miracle Totem is light element, but uses attacks of every element. This is the hardest difficulty 5 stage. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En The Wandering Level 4 30 15246 9332 4500 508 311 150 Difficulty - 4 10.6% 24.1% 57.6% NOTES: This dungeon is accessible every Friday. The monsters here can drop hard-to-find crafting materials. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Jewel Parade 15 71361 0 1000 4757 0 66 Difficulty - 1 100% 0% 25.6% NOTES: This dungeon is available for one hour when you use a Jewel Key. Jewel Keys are given out from the Akras Summoners' Hall every Wednesday. The jewel ghosts, kings, and gods that drop are meant to be sold. This dungeon has the best Zel:Energy ratio in the game. -------------------------------------------------------------------------------- 03.10 - Sibyl Sisters -------------------------------------------------------------------------------- Occasionally, there will be random special events in the vortex, where you are given a limited time to attempt to capture the Sibyl Sisters. Historically, these dungeons have lasted 48 hours each, and due to their high energy cost, you will only get a few attempts each time they appear, barring the use of gems. The Sibyl Sisters are the hardest to acquire free units in the game, and are not particularly high in stats when you do capture them, making their capture strictly a choice of "I need to catch them all!" or "This one is cute, I want her." Their first major selling point is that their BB is a multi-element attck, which will do bonus damage to at least twice as many units, and do reduced damage to none. They also have leader skills which give a 50% attack damage boost to two types (Eliza, Paula, Freya, Zele) or 30% to three types (Madia, Sola). They inflict painful status ailments, so it is recommended you bring a leader that can negate them, such as Reeze, Elsel, or Twins. Once the boss gets to half HP, she will use a buff effect that applies an additional element to all her attacks for the remainder of the battle. As such, you will want to avoid bringing units weak to their second element if it can be avoided, as they will take extra damage, and not deal extra damage. Example: Try not to bring dark units vs Freya, or earth units vs Sola. Fire - Freya - Fire+Light Water - Eliza - Water+Dark Earth - Paula - Earth+Dark Thunder - Zele - Thunder+Light Light - Sola - Light+Fire+Thunder Dark - Madia - Dark+Water+Earth The capture rate seems to be somewhere around 10% for level 4, and 5% for level 3. A gem is given as a reward if you complete the level 4 stage. It's possible to encounter a Burst Frog and Elemental God when clearing these stages, and one will always drop when encountered. This stage also seems to be around 1 in 10. -------------------------------------------------------------------------------- 03.20 - Battle Maidens -------------------------------------------------------------------------------- Occasionally, there will be random special events in the vortex, where you are given a limited time to attempt to capture the Battle Maiden. The Battle Maidens are the strongest free units that can be acquired in large numbers. Aside from their stats, Serin, the Water maiden, has a very high hit count, and is a highly desirable unit for frontier hunters. Compared to the Sibyl Sisters, they are easier to beat, have a higher capture rate, and are stronger units once on your team. However, this does not mean the stages are easy. If you do not have a team of max level units, of at least four stars, you will not be able to beat level 3 of any of the maiden stages. A team of five star units at max level can beat level 3 stages easily, but will not be able to auto-battle the maidens themselves. Data provided by GameFAQs users, and not verified by myself, due to high energy costs and limited availability. This numbers may be wildly inaccurate, depending on the demeanor of those providing the information. Level 1 - 3/32 - 9.37% Level 2 - 8/46 - 17.39% Level 3 - 93/339 - 27.43% Gumi likes round numbers, the numbers are small, the accuracy of the data cannot be verified, and personal experience always sways actual probability, so the actual drop rates can only be guessed at. Level 1 - 5% or 10% Level 2 - 15% or 20% Level 3 - 25% or 30% -------------------------------------------------------------------------------- 03.30 - Grand Gaia Chronicles -------------------------------------------------------------------------------- The starter units, Vargas and friends, have their own special dungeons which allow you to find unique spheres. These dungeons are limited time only, and at the release of this guide, have only been released once. -------------------------------------------------------------------------------- 03.31 - Vargas -------------------------------------------------------------------------------- Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Young Flames 20 23480 13740 2000 1174 687 100 Difficulty - 5 24.6% 53.4% 38.4% NOTES: 100,000 Zel and 50,000 Karma for first clear. Enemies are all fire. Bring water units. Tiara and Elimo are recommended. Round 1/2: One fire boss. No special tricks here. He has a lot of hitpoints, and hurts quite a bit. If possible, have your BBs ready to go for round 2. Round 2/2: Two fire bosses. No special tricks here, either. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Trial by Fire 30 36590 22664 3500 1219 755 117 Difficulty - 6 25.6% 58.7% 44.8% NOTES: 500,000 Zel, 100,000 Karma, and 1 gem for first clear. Enemies are multi-element, so avoid a mono-element team. Tons of paralysis. Bring paralysis cures or a leader skill to protect against it. Round 1/4: One water boss. He will use defense break on you, but otherwise a simple match. Smack him until he dies. Round 2/4: Two lightning bosses. Falma will paralyze you, so target him first. Once Falma dies, Grafl will get "ATK UP" buff for the remainder of the battle. Round 3/4: Three monsters of Fire/Light/Water element. Bahamut (light element) will often use his BB that paralyzes multiple units on your team at a time. It is possible that your whole team can be stunned at once, and you will not even get a chance to use a paralysis cure before getting the game over screen. Because of this, your recommended protection is Altri with a status nullification sphere, or a leader like Twins, Reeze, or Elsel. Round 4/4: Dark boss. He can poison, weaken, and curse your team, and will make abundant use of his multi-target BB to apply them liberally. If you're strong enough, however, you can simply ignore all the status effects and run him over. The Grahdens leader skill trivializes this fight. Map Name Energy Zel Karma Exp Zel:En Kar:En Exp:En Supreme God of Fire 50 76840 39248 6000 1536 784 120 Difficulty - 7 32.3% 61% 46.1% NOTES: 3 gems and Dandelga sphere as a reward for first clear. Mono water team, Water Ores, and Water Seals are required for this. I attempted this stage with two Grahdens leader skills, Medullas, and Legwand gems on my units on a non-mono-water team, and was unable to deal more damage than Lancia was healing every turn. 9000 HP Michele with Elimo's DEF up buff and damage reduction buff both active died when the enemies all focused her. Round 1/3: Four fire units. Lancia will heal her team for a large amount. Killing her first is imperative. However, her defense is also huge, so your weaker units may be doing insubstantial damage to her. Second, targeting Galant is key, as he increases the ATK of all allies. Round 2/3: Three fire units. Lava gets a debuff at low HP, making her the easiest to kill first. Round 3/3: One fire unit. When Vargas falls to 1/4 HP, he increases the amount of attacks he performs, and gains an angel idol type buff that will resurrect him after death. He only gains the angel idol buff once. -------------------------------------------------------------------------------- 04.00 - Advanced Information -------------------------------------------------------------------------------- This section includes tips geared towards more experienced players. The best use of metal keys is to set your experience to a point where you will gain a level on your last run, then use the key when you have enough energy. If you have 52 energy, you can run Metal Parade three times (45 energy) with a full bar. Set your "Experience required to level up" between 2001-3000, and wait until you have 45 energy. Use your key, run Metal Parade three times, level up, then run it three more times. This will make your metal keys last longer. The best use of gems is Rare Summon first, Unit Capacity Expansion second, anything else third, if ever. 1. - Rare Summons can *ONLY* be acquired via gems, and are almost always stronger than free units. The units acquired this way are also called "Premium Units". 2. - Unit Capacity Expansion is an amazing purchase. The same 5 gems that you can spend on a single unit can also be used to increase your storage capacity by 50%. At a rate of 1 gem per 5 capacity, it's a worthy investment to keep you from running back to sell units every time you run a stage. if you are wondering "Should I rare summon or expand my unit capacity?", chances are, you should expand your unit capacity. That one gem will replace itself soon enough. 3. - Energy Refill is not worth it, except in special circumstances. If you're running a special event dungeon, such as Super Metal Parade, Sibyl Sisters, Maiden Dungeons, or anything else that's running out of time and you really want to do more of it right now, that's the best use of an energy refill. Refilling energy to run a couple more metal parades, however, is not as valuable. You will always get more keys, and you can easily set your exp bar up to get two gems' worth of runs if you're patient. 4. - Resurrecting is almost never worth it. If you're in a dungeon and got a unit that has a low drop rate, and you need to resurrect to finish the stage, that's the best use of a gem for this purpose. If you're running a 100% capture stage and really need whatever drops, that's a passable use of a gem. However, if you're just running a Sibyl Sister stage, with no guarantee you're going to get her even if you DO come back, you're better off spending the gem on an energy refill and either running the stage again (if you think you can beat it normally), or running a different stage altogether, as you will have energy left over afterwards. Nothing is more annoying than spending 3 gems to clear a stage only to not get anything as a result of it. 5. - Arena Orbs should never be purchased. Spend it on Energy instead. When you level up, you get your Arena Orbs refilled, and even at the higher levels, you can gain half a level with a full energy bar. Gaining levels also increases your Cost capacity and Energy capacity. So that's a direct comparison. 1 gem - 3 arena orbs 1 gem - 1.5 arena orbs, half a level, tons of units, zel, and karma. 6. - Frontier Hunter Orbs should never be purchased. You are not going to be number one unless you spend tons of gems. The top spots always drop an incredible amount of money to have their name at the top of the scoreboard. Victory Points Tournament, however, is slightly more worth it. While collecting Victory Points, you are also gaining experience, zel, karma, units, and doing whatever it what you were doing. As with Frontier Hunter, though, the top spots will drop a ton of gems to make sure they win. 7. - Item Capacity is largely useless. If you're getting pulled back to sell items every stage, odds are that you're holding on to a lot of useless orbs. If you're NOT holding on to useless orbs, such as 5 angelic foils for the arena, 4 medulla gems and 6 sacred gems for your teams, some situationally useful BB gauge replenishing orbs, et al, you don't need a guide to tell you what to spend your gems on. -------------------------------------------------------------------------------- 05.00 - Unit Compendium -------------------------------------------------------------------------------- This section will list a host of units and their relevant stats at five star and six star forms. "Did I get a good unit?" or "Rate my pulls please!" topic creators can be directed here to directly compare their unit to others. Units will not have their titles listed in this section. "Red Axe Michele" will be "Michele", and "Holy Ice Selena" will be "Selena". "Power" is a formula measured by taking the base stats of a unit as Lord type, and applying greater weight to ATK, and reduced weight to REC, while scaling HP down to an average among units. *IT IS AN ARBITRARY FORMULA*, and as such, is partly subjective, and not to be used as a base for a "Tier List" or grounds for saying which unit is "The Best". Six star units tend to be much worse in terms of stats per point of cost, as the cost tends to nearly double, whereas the stats do not nearly get that much of a boost. If you need to choose between five units at five stars, or 6/5/5/5/4, you may need to weigh your options, as the power offered by the single six star unit isn't nearly as massive as the jump from four stars to five stars is. Brave Burst information will be abbreviated. MT - Multi Target Attack RT - Random Target Attack. Will hit a single unit multiple times. ST - Single Target Attack I - Ignore Element (Multi Element attack) S - Status Effect (Poison, Weak, Injury, Paralysis) B - Buff Effect (Defense up, Add element to attack) Heal - Group burst heal Regen - Effects that heal the party every turn for a few turns. NUKE - Massive single target damage. -------------------------------------------------------------------------------- 05.10 - Dark Units - Five Star -------------------------------------------------------------------------------- Cost to Power Name HP Atk Def Rec Power Ratio Cost Brave Burst Grahdens 5112 1799 1700 1500 1156 77 15 MT, I, B Lunaris 5323 1830 1650 1250 1095 68.4 16 MT, S Zephyr 5620 1588 1587 1361 1073 67 16 MT, B Kikuri 5277 1597 1472 1536 1047 69.8 15 MT, S Lira 5198 1567 1568 1567 1036 64.8 16 MT Mare 4802 1550 1550 1550 1035 60.9 17 MT, S, S Eric 5093 1485 1511 1476 1003 62.7 16 RT, B Madia 4783 1488 1477 1110 975 65 15 MT, I, I Logan 4899 1768 1500 1221 973 64.9 15 ST, Selfheal Lico 5309 1750 1130 1370 949 63.3 15 ST, S Alice 3986 1503 1171 1898 931 77.6 12 MT Duel-GX 5215 1297 1535 1325 930 71.5 13 B, B Lemia 4796 1261 1261 1547 916 76.4 12 MT, S Legion 4637 1324 1404 1409 910 75.9 12 MT Oboro 4615 1422 1186 1371 907 60.5 15 MT, S Shida 4444 1565 1015 1553 904 69.6 13 MT Zebra 4104 1716 973 1430 896 59.8 15 MT Mifune 3682 1946 928 961 861 61.5 14 MT Magress 4875 1198 1400 755 822 82.2 10 MT Lodaga 4405 1545 1121 827 801 66.8 12 ST, S -------------------------------------------------------------------------------- 05.11 - Earth Units - Five Star -------------------------------------------------------------------------------- Cost to Power Name HP Atk Def Rec Power Ratio Cost Brave Burst Luly 5311 1619 1381 1750 1074 67.1 16 MT, B Dilma 5011 1802 1110 1804 1057 70.5 15 MT, B Ophelia 5542 1652 1431 1539 1047 65.4 16 MT Twins 5279 1522 1534 1571 1026 68.4 15 MT Lugina 5430 1860 1300 1200 1025 68.3 15 MT Darvan 5242 1522 1522 1341 1024 64 16 MT, B Golem 5496 1800 1625 782 1021 63.8 16 MT Bayley 5278 1511 1288 1556 1001 66.7 15 MT, S Edea 5016 1581 1656 1404 995 66.4 15 ST, S Zelban 5072 1216 1532 1809 959 73.8 13 B, B Paula 4504 1399 1400 1400 952 63.5 15 MT, I, S Lidith 4645 1553 1067 1695 919 70.7 13 ST, B Lario 5010 1280 1205 1620 913 65.3 14 MT Eltri 5051 1110 1577 988 893 74.5 12 Heal, B Leore 4946 1386 1049 1348 893 74.4 12 MT, S Lemenara 4755 1100 1512 1424 872 72.7 12 B, B Nemia 4853 1651 1052 1089 872 58.1 15 ST, S Douglas 5090 1050 1444 817 817 68.1 12 RT Lance 3894 1373 1378 805 808 80.8 10 MT -------------------------------------------------------------------------------- 05.12 - Fire Units - Five Star -------------------------------------------------------------------------------- Cost to Power Name HP Atk Def Rec Power Ratio Cost Brave Burst Ramna 5281 1739 1352 1761 1094 68.4 16 MT, B Kagutsuchi 5541 1666 1421 1372 1058 66.2 16 MT, B Farlon 5500 1580 1580 1580 1058 66.2 16 MT Dia 4812 1811 1213 1710 1034 64.7 16 RT, B Vishra 4862 1716 1567 1181 1024 68.3 15 MT, S Aisha 5311 1554 1488 1532 1022 68.2 15 MT Cayena 5150 1510 1514 1265 997 66.5 15 MT, S Seria 4805 1550 1417 1610 991 66.1 15 MT Michele 4804 1667 1210 1582 961 73.9 13 B, B Lorand 4983 1800 1140 1334 949 63.3 15 ST, S Freya 4742 1421 1305 1305 943 62.9 15 MT, I, S Lancia 4774 1036 1339 1804 918 76.5 12 Heal, B Galant 4380 1411 1483 1011 899 60 15 MT, S Lava 4680 1378 1330 1274 897 74.8 12 MT Agni 5343 1575 1202 961 883 67.9 13 ST, S Phoenix 4995 1125 1517 751 832 69.4 12 Heal Vargas 3917 1364 1230 1082 815 81.5 10 MT Zegar 4761 1522 1001 956 810 57.9 14 ST, S -------------------------------------------------------------------------------- 05.13 - Light Units - Five Star -------------------------------------------------------------------------------- Cost to Power Name HP Atk Def Rec Power Ratio Cost Brave Burst Tilith 5300 1599 1599 2000 1134 75.6 15 Heal, B Lubradine 5294 1617 1470 1764 1078 67.4 16 B, B, B Alyut 5480 1502 1654 1576 1072 67 16 MT, S Sodis 5600 1600 1600 1309 1070 66.9 16 MT, B Sefia 5167 1801 1615 988 1044 69.6 15 MT, S Vanila 5259 1599 1288 1370 1025 68.4 15 MT, S, S Themis 4985 1472 1394 1727 1004 62.8 16 Heal, B Sola 4701 1314 1483 1600 991 66.1 15 MT, I, I Melchio 5015 1425 1483 1477 954 73.4 13 B, B Lilith 5002 1544 1521 1400 946 63.1 15 ST Alma 4527 1350 1283 1536 905 60.4 15 MT Jona 4085 1541 1448 1076 895 74.6 12 MT Luna 3880 1567 1578 918 892 63.8 14 MT Heidt 4869 1555 1359 905 889 68.5 13 ST, B Aem 5167 1529 1000 1014 872 72.7 112 MT, S Will 5239 1240 1368 847 856 71.4 12 MT Atro 3730 1325 1325 1325 840 84 10 MT Rameldria 4424 1517 1155 850 836 69.7 12 MT -------------------------------------------------------------------------------- 05.14 - Thunder Units - Five Star -------------------------------------------------------------------------------- Cost to Power Name HP Atk Def Rec Power Ratio Cost Brave Burst Rina 5362 1750 1452 1500 1076 67.3 16 MT, S Grybe 5369 1842 1312 1496 1073 67.1 16 MT, S Bran 4728 1674 1519 1655 1064 66.5 16 MT, B Elsel 5392 1518 1518 1568 1057 66.1 16 MT, B Paris 5000 1720 1570 1320 1029 68.6 15 MT Rashil 4796 1322 1612 1708 1014 67.6 15 Heal, B Loch 5230 1525 1470 1552 1011 67.4 15 MT Fennia 5378 1421 1387 1501 1006 67.1 15 MT, S Amy 5569 1500 1624 1394 1002 66.8 15 ST, S Lodin 4600 1815 1164 1488 962 74.1 13 B, B Zele 4874 1476 1241 1286 950 63.3 15 MT, I, S Elulu 4051 1593 962 1960 944 78.7 12 MT, S Tesla 5688 1374 1715 980 932 58.3 16 Buff Zazabis 4775 1451 1373 1358 916 76.4 12 RT Zeln 4926 1587 1033 1115 905 60.4 15 MT, S Falma 4990 1546 1232 1212 890 68.5 13 ST, S Weiss 5157 1223 1130 1926 888 63.4 14 B Emilia 4707 1341 1309 1304 857 71.4 12 ST, S Behemoth 5090 1154 1507 876 856 71.4 12 MT Eze 4233 1460 1006 770 781 78.1 10 MT -------------------------------------------------------------------------------- 05.15 - Water Units - Five Star -------------------------------------------------------------------------------- Cost to Power Name HP Atk Def Rec Power Ratio Cost Brave Burst Raydn 5375 1611 1619 1505 1086 67.9 16 MT, B Signas 5680 1860 1365 1100 1057 66.1 16 MT, S Karl 5323 1733 1523 1389 1049 52.5 20 MT Rickel 4971 1793 1150 1950 1017 67.8 15 ST, S Reeze 5455 1659 1314 1244 1010 67.4 15 MT, S Dean 5102 1502 1424 1652 1003 66.9 15 MT, S Serin 5400 1489 1369 1442 1003 66.9 15 MT, S Lucina 4951 1639 1625 1300 997 62.3 16 ST, B Tiara 4867 1263 1354 2055 985 75.8 13 Heal, B Eliza 4616 1464 1255 1347 942 62.8 15 MT, I, S Mega 4169 1517 1064 1851 921 76.8 12 MT Elimo 4680 1003 1376 1873 920 76.7 12 Heal, B Sergio 5050 1424 1307 1376 899 69.2 13 ST, S Stya 4253 1449 1175 1699 894 59.7 15 ST, B Meltia 4972 1164 1555 1151 873 72.8 12 B, B Malnaplis 4900 1097 1553 927 847 70.6 12 MT Selena 3815 1355 1127 1461 834 83.4 10 MT Zephu 4971 1505 1032 807 806 57.6 14 ST, S -------------------------------------------------------------------------------- 05.20 - Dark Units - Six Star -------------------------------------------------------------------------------- Cost to Power Super Name HP Atk Def Rec Power Ratio Cost Brave Burst Lunaris 5905 2163 1948 1475 1320 50.8 26 MT, B, B Zephyr 6304 1850 1850 1603 1272 49 26 MT, B, B Kikuri 6055 1933 1651 1720 1211 50.5 24 MT, S Lira 5850 1941 1795 1795 1211 48.5 25 NUKE Logan 5844 2101 1774 1471 1204 50.2 24 ST, H Alice 5056 1954 1333 2055 1180 53.6 22 MT, H Duel-SGX 5676 1592 1833 1520 1167 50.8 23 MT, B, B Lemia 5677 1600 1600 1799 1121 51 22 MT, S Dilias 5344 2000 1263 1059 1046 47.6 22 MT, S Magress 5941 1482 1659 960 1033 51.6 20 MT, B -------------------------------------------------------------------------------- 05.21 - Earth Units - Six Star -------------------------------------------------------------------------------- Cost to Power Super Name HP Atk Def Rec Power Ratio Cost Brave Burst Luly 5905 1925 1502 2100 1267 48.7 26 MT, B, B Ophelia 6248 1984 1601 1722 1236 47.6 26 MT, B Dilma 6055 2203 1481 1837 1231 51.3 24 MT Golem 6173 2182 1836 1245 1223 48.9 25 MT Twins 5923 1786 1644 1752 1219 50.8 24 MT, B, B Zelban 5524 1501 1829 2000 1195 52 23 MT, B, B Leore 5805 1702 1422 1716 1152 52.4 22 MT, Heal, S Edea 5578 1806 1806 1543 1141 51.9 22 ST, S, S, B Douglas 6000 1476 1688 1334 1083 49.2 22 MT, B Altri 6082 1303 1705 1320 1081 49.2 22 Heal, B, B Lance 5272 1656 1603 1010 1029 51.5 20 MT, B -------------------------------------------------------------------------------- 05.22 - Fire Units - Six Star -------------------------------------------------------------------------------- Cost to Power Super Name HP Atk Def Rec Power Ratio Cost Brave Burst Ramna 5951 2055 1535 2094 1303 50.1 26 MT, B, B Bordebegia 6222 2061 1653 1562 1276 51 25 MT, B, B Farlon 6202 1800 1800 1800 1236 47.6 26 MT, B Michele 5532 1928 1505 1794 1210 52.6 23 MT, B, B Aisha 6071 1825 1602 1688 1189 49.5 24 MT, B Vishra 5821 2000 1823 1455 1188 49.5 24 MT Lorand 5555 2155 1405 1525 1179 53.6 22 NUKE, B Lancia 5381 1478 1478 2060 1130 51.4 22 Heal, B, B Lava 5689 1697 1571 1508 1116 50.7 22 MT, B Phoenix 5815 1362 1567 1833 1107 50.3 22 MT, H Vargas 5313 1660 1456 1376 1051 52.6 20 MT, B -------------------------------------------------------------------------------- 05.23 - Light Units - Six Star -------------------------------------------------------------------------------- Cost to Power Super Name HP Atk Def Rec Power Ratio Cost Brave Burst Leorone 5944 2000 1711 2000 1344 53.8 25 MT, B, B, B Sodis 6302 1903 1903 1551 127 49.5 26 MT, B, B Alyut 6182 1754 1918 1810 1281 49.3 26 MT, B, B Melchio 5511 1772 1811 1811 1273 55.3 23 MT, I^4, B Sefia 5999 2080 1782 1443 1229 51.2 24 MT, S Lilith 6005 1823 1792 1649 1178 49.1 24 ST, B Aem 5934 1807 1436 1471 1124 51.1 22 MT, B Atro 5034 1605 1605 1605 1105 55.3 20 MT, B, B Will 6211 1535 1674 1241 1094 49.8 22 MT, B Duelmex 6000 1700 1400 1250 1064 48.4 22 MT, S -------------------------------------------------------------------------------- 05.24 - Thunder Units - Six Star -------------------------------------------------------------------------------- Cost to Power Super Name HP Atk Def Rec Power Ratio Cost Brave Burst Grybe 6043 2229 1484 1721 1281 49.3 26 MT, S, B Rina 6000 2063 1731 1753 1276 49.1 26 MT, S, S Ronel 6032 1879 1731 1800 1267 50.7 25 MT, B, B Lodin 5173 2125 1532 1824 1241 54 23 MT, B, B Elulu 5111 2082 1207 2203 1207 54.9 22 MT, S, B Amy 6254 1753 1693 1582 1197 49.9 24 MT, S, S Rashil 5721 1522 1686 1983 1150 47.9 24 Heal, B Loch 5800 1745 1598 1702 1125 51.2 22 MT Emilia 5748 1620 1582 1582 1121 51 22 MT, S, S Behemoth 5556 1612 1661 1193 1066 48.5 22 MT, B Eze 5460 1806 1230 971 1006 50.3 20 MT, B -------------------------------------------------------------------------------- 05.25 - Water Units - Six Star -------------------------------------------------------------------------------- Cost to Power Super Name HP Atk Def Rec Power Ratio Cost Brave Burst Raydn 6022 1911 1911 1679 1289 49.6 26 MT, B, B Signas 6373 2201 1533 1432 1268 48.8 26 MT, S, B Tiara 5435 1559 1768 2233 1220 53.1 23 MT, B, B Rickel 5565 2001 1325 2238 1217 50.7 24 NUKE, S Reeze 6406 1905 1601 1522 1171 48.8 24 MT Dean 5756 1726 1642 1761 1165 53 22 Heal, B Mega 5214 1982 1264 1910 1145 52 22 MT, B Oulu 6397 1653 1959 1421 1142 45.7 25 B, B Elimo 5338 1319 1524 2184 1115 50.7 22 Heal, B, B Felneus 5378 1578 1603 1586 1086 49.4 22 MT, B Selena 5097 1647 1351 1701 1056 52.8 20 Mt, B -------------------------------------------------------------------------------- 06.00 - Special Events -------------------------------------------------------------------------------- This section includes information on non-story, non-vortex missions that offer special rewards. -------------------------------------------------------------------------------- 06.10 - Frontier Hunter -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 06.20 - Victory Points Tournament -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- 06.30 - Summoners' Research Lab -------------------------------------------------------------------------------- To acquire the powerful one-of-a-kind units Karl and Grahdens, you will need to win a drawn out fight at the Summoners' Research Lab. In addition to being a powerful boss unit that promises an extended fight, these fights also have special gimmicks that require either trial and error, at the cost of 50 energy per attempt, or the assistance of a FAQ. At the time this guide was released, it is possible to beat Karl and Grahdens with single teams, provided the units were strong enough. This guide will give tips on how to beat these missions with a single team. Additional teams may be considered bonus teams that are there to pick up the slack if someone falls short, or if your units simply are not strong enough. -------------------------------------------------------------------------------- 06.31 - One Team Karl -------------------------------------------------------------------------------- Karl attacks with water, thunder, earth, and light element attacks, rendering most of your units unable to avoid taking amplified damage at some point. -DEF and REC are more important in this battle than they are in other, as an Anima Tesla will eat up three cures to get to full HP. -Once Karl is at 50% HP, he will unleash a massive attack (Blue Execution) once, and it will deal massive damage to your whole party. You can send one unit to attack him on the turn he will fall below 50% HP, and have the rest of your team defend to mitigate the damage. -Karl will paralyze you often. Having a leader with status immunity, such as Elsel, Twins, or Reeze, will completely negate one of his larger threats. Alternatively, you can bring Altri and give him a paralysis resisting gem, and let the Tree cure your team's paralysis. -There are two ways to win this match; Race him or sustain against him. Most guides will tell you to take a team of five thunder units, regardless of how much training you've put into them, and deal as much damage as you can in as little time as possible. I have never attempted this method, but I assume you would want to stay away from units that will eat your cures fast, such as Eze, Elulu, or Behemoth. The upside of this is that you have access to thunder seal and thunder ore. This guide will detail sustaining against Karl. The battle will take longer, but your cures will last forever, and after Blue Execution, it becomes nearly impossible to lose. LEADER: Either you or your friend MUST have Elsel/Twins/Reeze for the paralysis immunity. Because the battle takes longer, you will run out of paralysis cures long before the end. LEADER: Either you or your friend MAY want Grahdens, Leore, Tesla, or other stat boosting unit. With Grahdens' 20% HP/Def and stat boosting sphere, a six star lightning unit with no defensive buff can survive Blue Execution. TEAM: A healer is 100% necessary. Two healers increases your success rate, but also makes the battle take longer. Elimo, Rashil, and Tiara are the best healers here. Anima or Guardian May will also pass. TEAM: A lightning fixer (Lodin) will make the battle go faster, but is not necessary. SPHERES: Sacred Jewels, Medulla Gems, Legwand Gems, Flesh Armor, and the like. Increasing defense and HP is tantamount. Increasing the REC can make Tesla very good for this extended battle. Increasing ATK makes the battle go faster. ITEMS: Cure/High Cure: Necessary. Divine Light: Not necessary, but good. Fujin Tonic: Necessary. Revive: May be necessary. Defensive Seals: Not necessary, but good. With two healers alternating between their BBs, your heals will last almost indefinitely. Even a slow healer, such as Alice, is good for supplementing one other healer. Tiara's regeneration on a team of units that have their DEF/REC amplified by spheres and leader skills may as well say "Heal your team to full for the next three turns". On the second form, when approaching the 50% mark, the smart play would be to prepare for the Blue Execution. If you have Elimo/Tiara, make sure you heal the turn before you plan on reducing him below 50% hp. If Elimo has her SBB enabled, she can activate her SBB the same turn you reduce Karl below 50%. -------------------------------------------------------------------------------- 07.00 - Feeling Lucky? -------------------------------------------------------------------------------- "OMG I GOT 5 GHOSTS IN A ROW ON METAL PARADE I'M SO UNLUCKY!!11!1one!!!" This section will explain in detail every luck-based aspect of the game. Unless otherwise stated, all information in this section is collected by me, and is based solely on personal experience. That is to say, your mileage may vary. -------------------------------------------------------------------------------- 07.10 - Metal Parade Data -------------------------------------------------------------------------------- As the primary source of unit experience in the game, Metal Parades are a constant source of superstition and rumors. These are all false. "Attack the king first for better chance of drop!" "Bring all dark units for more dark type metal units!" "Bring only five star units for more crystals!" Anything that sounds like this is 100% baseless, and should be ignored. Anybody that has "Ignore target's defense" on it is useful here. Data based on 1310 drops (262 runs) Type Number Rate Info Ghost 509 38.85% You have a 0.8% chance of getting a five-Ghost run. King 719 54.88% You have a 4.9% chance of getting a five-King run. God 60 4.58% You will get a God every 4.7 runs. Crystal 22 1.67% You will get a Crystal every 12.3 runs. When a Ghost and God appear together, you will almost always get the God. 15 times out of 17. Super Metal Parade is a rare event, but very worth it. Data based on 620 drops (124 runs), from other users Type Number Rate Info King 270 43.54% You have a 1.5% chance of getting a five-King run. God 303 48.87% You have a 2.7% chance of getting a five-God run. Crystal 47 7.58% You will get a crystal every 3 runs. Super Metal Parade gives 5182 unit exp per energy vs Metal Parade's 3795. Super Metal Parade costs less Zel, as there are fewer units to fuse. Super Metal Parade gives more Summoner Experience per energy. Super Metal Parade gives no ghosts. -------------------------------------------------------------------------------- 07.20 - Fusion Data -------------------------------------------------------------------------------- When the news section says "Fusion Great and Super Success rates UP!", the rates of great and super success go up. If that message is NOT in the news, the rates are normal. Great Success is 1.5x exp, and increased chance to BB level up. Super Success is 2x exp, and significantly increased chance to BB level up. Normal Rate UP Super Rate UP Success 147 86.98% 133 67.17% 33 40.74% Great Success 12 7.1% 49 24.74% 36 44.44% Super Success 10 5.91% 16 8.08% 12 14.81% "Is it worth it to clog up unit space to wait for a fusion rate up?", or rather "How much exp is my ghost/king/god/crystal worth?" An elemental crystal's base exp is 151524. Multiplied by the chance of great and super success, the actual amount each crystal gives during each event is as follows No rate up 165869 Rate UP 182517 (10% more than normal) Super rate UP 207644 (25% more than normal) The difference is there, but it's very small for rate UP, and Super rate UP has only happened once at this time, meaning it may not be worth holding on to units waiting for one. Metal Gods come infrequently enough, barring super metal parades, that it may be worth holding them and waiting for rate UP events if you have the unit space to spare for them. -------------------------------------------------------------------------------- 07.30 - BB Levelling -------------------------------------------------------------------------------- When you fuse a unit with an attack type BB to another unit with an attack type BB, there is a chance that unit's BB level will increase. It seems to be that the base chance of increasing a BB level is about 5% per unit on a normal success, and 30% per unit on a super success. Because of this, it's best to do your BB levelling during a "Fusion Great and Super Success rate UP!" event, to make the best use of your zel. If you fuse a Burst Frog to any unit, there is a 100% chance that unit's BB level will increase by 1. Fusing 5 units at a time seems to be just as good as fusing 1 unit at a time. If you have one unit, fuse it. If you have five units, fuse them. There's no reason to prefer one over the other. Raw data follows. Mind the small sample size. Units Type Count BBLv Rate One Success 113 4 3.53% One Great Success 52 1 1.92% One Super Success 9 3 33.33% Five Success 89 24 26.96% (5.39% per unit) Five Great Success 13 5 38.46% (7.7% per unit) Five Super Success 7 11 157.14% (31.43% per unit) -------------------------------------------------------------------------------- 07.40 - Evolution Materials -------------------------------------------------------------------------------- So you need Nymphs, Idols, Spirits, Pots, Mimics, and Totems to evolve your favorite poke... er... unit, but not sure what the fastest way to acquire the material is? This section is for you! ~~NYMPH~~ If you need a specific element of nymph, go to the appropriate area in Mistral. You can expect to spend about 8.5 energy per nymph you're trying to collect. Fire Nymph Cave of Fire Water Nymph Egor Snowfield Earth Nymph Forest of Beasts Thunder Nymph Magutagal Wetlands Light Nymph Remains of Mirza Dark Nymph Monster's Nest If you need nymphs of varying elements to evolve multiple units, go to the Vortex on Tuesday and run "Garden of Nymphs". The drop rate seems to be 100%, which means 2 energy per nymph, or 12 energy per nymph of a specific type. ~~SPIRIT~~ Still collecting data on this one. The elemental zones in Morgan have spirits, and will cost you about 19.5 energy per spirit you want. ~~IDOL~~ If you need experience anyways, you can run the elemental stages in St. Lamia. The Experience:Energy ratios in that zone are good, and you also collect a fair amount of Zel, Karma, and Units in the process. However, if your goal is idols RIGHT NOW, the Tuesday dungeon is the only way to fly. St. Lamia gives you an idol every 148 energy Garden of Idols gives you an idol every 9.16 energy (55 per specific idol) ~~POT~~ Elemental pots are the single most annoying evolution material to acquire in the game. If ever you're considering selling pots, you should probably just increase your unit capacity or sell a Totem instead. Practically the only way to acquire elemental pots is via the Tuesday dungeon, "Phantom Pots". Each stage has a pot, but the drop rate is very low. The final stage's pot has a 100% capture rate. Phantom Pots gives you a pot every 18.75 energy (112.5 per specific pot) ~~ELEMENTAL TOTEM~~ Totems can only be acquired on Thursday by entering the appropriate elemental ruins stage. Elemental Ruins gives one totem per 30 energy. Light and Dark Totems are encountered randomly in Elemental Ruins and Miracle Ruins. The sample sizes are currently too small to give any advice on which stage (Miracle vs Elemental) is best to run for Light and Dark Totems, but it seems all the Elemental Ruins are the same as each other for Light and Dark. ~~MIRACLE TOTEM~~ Miracle Totem can only be acquired on Thursday by entering the Miracle Ruins. Any Totem can appear in this stage. Miracle Ruins gives one Miracle Totem per 50 energy. -------------------------------------------------------------------------------- 07.50 - Honor Summon -------------------------------------------------------------------------------- Honor Summon gives you a wide variety of junk units to sell, but occasionally gives useful units as well. When the news says "Increased chance to get metal units from Honor Summon", that is the only time you can get Ghosts, Kings, and Gods from Honor Summoning. As such, it is the only time you should be using your Honor Points at all, unless you're a fan of Burny, Harpy, and Witch Liza. Metal rate UP event Super metal rate UP event Metal Ghost 47 35.33% 17 30.9% Metal King 13 9.77% 7 12.72% Metal God 11 8.27% 4 7.27% Jewel Ghost 4 3% 4 7.27% Jewel King 0 0% 2 3.63% Jewel God 5 3.75% 1 1.81% Nymph 3 2.25% 0 0% Spirit 4 3% 1 1.81% Idol 4 3% 3 5.45% Starter 1 0.75% 2 3.63% Garbage 41 30.82% 9 16.35% Elemental Pot 2 3.63% Crystal 3 5.45% "Metal Ghost/King/God" refers to any element of Ghost/King/God. "Starter" refers to powerful units with five and six star forms, but are generally weaker than premium units. Mifune, Selena, Vargas, Atro, and Lario are examples of Starters. "Garbage" is the booby prize. Goblin, Merman, Mandragora, Angel, Skeleton, Merith, Mimir, Maria, and other common units from running stages. -------------------------------------------------------------------------------- 07.60 - Rare Summon -------------------------------------------------------------------------------- Brave Frontier's primary money sink is in Rare Summoning. You can spend five gems in a gacha-like system which allows you to acquire a random premium unit. Because there are nearly 100 unique units you can acquire from rare summoning, your best chance to get a desired unit is to either wait for the unit's summon rate to go up, unless you have no objection to spending many gems reaching for your desired unit, or don't mind if you collect other rate up units in the process. When a unit's rate goes up, it has historically been in groups of three. However, when two groups get released close to one another, it's possible that six units can have their summon rate go up at the same time. Rate up - 26.31% Three Stars 28.98% Four Stars 66.66% Five Stars 4.34% From this, you can derive your chances of getting that one unit you like. "What are my odds of getting Kikuri when her summon rate is up in a group of three units?", you say? Step into my office. One try (Good luck) 5 gems 8.7% Two tries 10 gems 16.7% Three tries 15 gems 24% Four tries 20 gems 30.7% Five tries 25 gems 36.8% Seven tries 35 gems 47.4% Ten tries 50 gems 60% Fourteen tries 70 gems 72.3% Eighteen tries 90 gems 80.8% In a perfectly fair world, it will take an average of eleven tries (55 gems) to get whichever unit you like **when their summon rate is up** in a group of three units. Of course, this world is not fair, and you're going to pull thunderbirds like it's your job, and when their summon rate is not up, you may as well be playing the lottery if you have a single unit in mind. One try 5 gems 0.88% Five tries 25 gems 4.33% Ten tries 50 gems 9.85% Twenty tries 100 gem 16.23% As you can see, you may as well be throwing gems into the wind if you're trying to get a specific unit without a rate up, needing an average of nearly 600 gems to get one. If you don't care what you get, though, and just want new shinies to bolster your army, there's nothing wrong with summoning at random, so long as you don't mind getting the units that have their summon rates raised. -------------------------------------------------------------------------------- 09.00 - Frequently Asked Questions -------------------------------------------------------------------------------- How good is (TYPE) on (UNIT)? What is (UNIT)'s best type? It depends on your goals, and the unit's inherent stats. ANIMA - +HP/-REC -Good for all units in Arena -Good for high REC units -Good for high HP units -Bad for low REC units -Bad for extended fights, unless the unit has a high REC score BREAKER - +ATK/-DEF -Good for most units in Arena -Bad for low DEF/HP units -Bad for extended fights GUARDIAN - +DEF/-ATK -Bad for most units in Arena -Good for quests and extended fights ORACLE - +REC/-HP -Good for units with very low REC -Bad for units with medium to high REC -Bad for units with low HP I just got (UNIT) from Rare Summon! Is it any good? Short answer: Yes. Long answer: Starters are good units when you have limited cost and an abundance of six-star units that have a massive cost. Thunderbird is useful if you have a slot on your team being taken up by a non-premium unit, or if you don't have five units for a thunder team. Every unit has a use, until you get to very high levels, where cost is no longer an issue, and you have a unit capacity of 200, filled with multiples of all relevant types. If that is the case, why are you reading this? The first unit I got has the lowest power on your unit list! Is it useless? No. Even starters (Selena, Lario, Atro, and friends) are more useful than the free units you acquire while playing through the game. Merith, Angel, Goblin, and Parmi are not even listed above. Additionally, starters have the highest cost:power ratios in the game, with 10 cost in a division where nearly every new unit produced is 15 or 16 cost. At 50 cost, you can have a team of five starters at the five star level, while you would only be able to have three Lira, Farlon, or Raydn on that same team. I heard you can get free gems/energy/whatever from downloading this program! It's a scam. Did it ask you to fill out a survey before downloading? Surveys make money for other people. Did it ask you to install some other app on your device? You're making money for someone else. Did it trigger your antivirus? It's probably a virus. Did the link have "r=" or "ref=" in the title? You're making money for someone else again. Does it even work after all this? If it does, you're likely to have your account suspended after the next Frontier Hunter or Victory Points Tournament, when they do their scans for cheaters. This is a massively popular online game that pays for its servers by making its playerbase buy gems. If there was some easy and free way to get around this, more people would know about it, and fewer people would be buying gems. Thus, the servers would not be able to be sustained, and the game would fail. Is this unit batch worth using gems on? -Does your Lightning/Rainbow/Arena team have a slot for the unit? If yes, summon. If no, continue. -Does the new unit have a LEADER SKILL that is worth pumping tons of zel, evolution units, and metal parades worth of runs into, to replace whatever your current leader is? If yes, summon. If no, continue. -Is the disparity between the new unit's stats and the stats of the unit you will be replacing large enough that it's worth training up a new unit? If yes, summon. If no, continue. -Do you want the unit for any other reason? Cuteness, Pokedex completion, etc.? If yes, summon. If no, do not summon. -------------------------------------------------------------------------------- 99.00 - Special Thanks -------------------------------------------------------------------------------- Super Metal Parade and Rare Summon data provded by the following GameFAQs users: brandozer Super Metal Parade data provided by the following GameFAQs users: NodgeFalec PSO_Phoenix Jayplus SaltyZero24 BirgitteSilver jory014 Red Commando hikaruomega Figuratively 3s0o0h3 blaza192 cento8485 Rennny L9n Sir_Pete_of_BF Super_Game_guru HolyCrux ayanami_rei_2nd sidoro ThaerinZero xShinichi Rare Summon data provided by the following GameFAQs users: u8magum Shinychezburger ScraftyG staticcole olmansilverpant Shadow_of_Deth PowerofFusion Kuniro