Brave Frontier: FAQ - Guide for Brave Frontier

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++++++++++++++++++++++++++++++++++++++++++
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


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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.

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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.

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 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

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