Tuesday, April 8, 2014

Did You Know?

Did you know that...?

On some levels, if you advance toward the enemy tower too quickly, you trigger a second set of enemies to spawn and the stage becomes harder at the beginning. Don't believe me? I didn't either. I noticed it first on stage 60 when sometimes the stage would pour enemies in my direction, while sometimes it was much easier to deal with.

Known stages with mid-point triggers: 60, 76, 80 81, 88, 95, 97, 98 ,99, 100, 101, 104... and many more.

Take a look at stage 60. Stage 60 always starts with one big elephant boss accompanied by two blue mages. 

If you open by powerleveling minerals, the boss will most likely be 2/3 way to your tower and you'll battle the elephant boss like this. If all your rangers remain on the left side of the pathway, all you will contend with is the elephant boss and some blue mages. Relatively easy.

Unfortunately, if any of your rangers (including lowbie units) tread past the midpoint of the path, you're going to trigger a long stream of big pink bouncing enemies. Stage 60 becomes significantly harder and you will need a lot more fire power to deal with the boss and all these beefy pink guys simultaneously.

If you safely kill the first elephant boss on your half of the path, you will see the first pink enemy pop once you step past the midpoint. Then you can safely deal with him and his friends without a boss also wailing on your tanks.

Here is a look at what happens when I purposely choose a very fast moving team and I send one lone Jessica out to meet the boss about 5 seconds after the stage starts.
The pink guy bounces out right as Jessica passes the midpoint. Him and all his friends will soon all be rolling out along with the blue mages. 
Many more enemies pop out if you choose to fight the enemies on their side of the pathway.
Be on the lookout. When in doubt, try letting the enemy come to you and fight them on your turf. See if that doesn't make things easier. Also, re-evaluate the Move Speed of your team. Most times faster is better but sometimes, it can screw you over.

Specifically for stage 81, if you manage to fight the pack of skating penguins that spawn at the start on your half of the screen, the three white enemies with 7 eyeballs who do splash damage to your front line will NOT spawn until you have finished killing the penguins. This makes stage 81 a great deal easier. I opted to use Frog Brown as my health ranger instead of Macho Moon because Frog Brown walks much slower and his HP is comparable. And while yes, 81 has a very short pathway allowing the penguins to get uncomfortably close, it is well worth the effort if you don't also have to deal with the multi-eye guys right away. 


Other Interesting Stuff

And finally, the following is a list of some, perhaps obscure, interesting things that aren't explicitly stated anywhere in the game.

 - The mailbox can hold a maximum of 200 items at a time, but if you exceed that, you won't necessarily lose it. The actual capacity is 400 gift items, but it will only show the most recent 200. Once you start to empty out your mailbox, your older mail will flow back in. If you leave items unclaimed for more than 7 days however, then you are out of luck.

 - The ranger profile tells you how much damage per second that ranger can do, not how much damage they do per hit.

 - When a ranger or an enemy unit is knocked back the first time, it means they've reached half health. When they get knocked back a second time, they will die. The type of ranger you choose has no effect on how often an enemy is knocked back.

 - Rangers all have different maximum range.

 - Various rangers have different cooldowns (the time before which you can deploy another of the same ranger). Splash rangers generally have a longer cooldown than their same star rating single-target rangers. Speed rangers typically have shorter cooldowns than everyone else. But even within class and star rating, some rangers have varied cooldowns. This is important to keep in mind for stages where the enemy comes at you ultra fast at the start of the stage and you need to deploy lots of rangers fast to defend.

 - Speed class rangers outrun other class rangers even if they are both listed with Move Speed "Very Fast". For example, Health ranger Xan's Very Fast is still slower than Speed ranger Honey's Very Fast. Splash ranger Warrior Jessica's Very Fast is slower than Speed ranger Elf Cony's Very Fast. Even among different Speed rangers, their move speed varies. Honey is slightly faster than Elf Cony, and Glenn is faster than Scott even though all 4 are listed Very Fast. Speed rangers across the board also have lower deployment cooldowns than other class rangers.

 - If you synthesize/combine a ranger with another of the same exact ranger, it will gain a 20% bonus to its stats (as well as increase its maximum allowable level by 5). You can do this up to 4 times, totaling to a maximum of 80% increase. Though the lovely splash screen (shown below) is gone, this principle is still applying to all rangers today. Keep this in mind because often times if you only have one of a 5-star rangers, they may not be better than a five-combined 4-star ranger. [Note: There is currently a bug in the game where it says you gain 20% more attack and HP every time you combine the same rangers together, no matter how many times you do it. This is incorrect. The 20% bonus applies only the first 4 times you combine the same rangers.]

 - As soon as you unlock all 3 sections of a Treasure, the help that you get from that Treasure kicks in. To get full benefit, you need to get 3 stars from all three sections of the zone. If you have not unlocked at least 1 star from all three sections, the Treasure will not be active.

 - All bonus events and login bonuses reset according to Japan local time. Time your playing time accordingly to benefit from events.

 - When you play the Normal GACHA machine with Friendship Points, the color of the ball that pops out has no bearing on the rating of the Ranger you receive.

 - Sometimes the game will award you something called a "GACHA Ticket" which you can use to play the 2 to 4-star Normal GACHA machine. If they only give you 1 Gacha ticket, don't spend it on the Normal Gacha! They will likely hand out another one some other day. If you get your hands on 2 Gacha tickets, you can play the Premium GACHA which gives you a shot at 5-star rangers.

 - If you choose to bring a Friend with you to battle but you do not deploy your Friend during that stage, you lose the privilege to deploy that Friend for 24 hours anyway. Choose carefully! Same with Sidekicks.

 - Pinch your screen and you can zoom all the way out to see the entire stage pathway. :O

More to come as I think of them...

18 comments:

  1. ^ help needed. Since you've cleared lv.81, what's your opinion for these rangers option ii only have:

    Moon 50 / Clara 40 / Sindy 60 / Ellin 60 / Styne 47

    It's getting my nerves! >=E

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  2. I would trade out moon (fighter moon?) for a lowbie. Lucky you have Clara, she makes it easier. For lowbie my personal pick for this stage specifically is Brownie. Costs 50 mineral, and she walks slow :)
    So many problems with 81 but first problem is the penguins. Second problem is the white floating guys with 3 eyes and do splash dmg to front line. Third problem is walrus boss + more white guys with 3 eyes.
    To deal with first problem, do not upgrade your minerals. Send out styne and lowbie and back them up with Ellin and Clara (sindy is too expensive for this). Kill as many of the Snowball, penguins, and flying bugs as you can. When most of your team is dead and enemies are at your tower, abandon deployment completely and throw all minerals into upgrading. Upgrade and reset: When your tower is almost dead, use tower repair while you get minerals to max and get your missile ready to launch. When invincibility on tower is over, tornado them back, launch the missile, and wait a second for enemies to cross the middle of the screen. When they get to the 2/3 pt, deploy styne, lowbie, Clara, and friend/sidekick. Build like crazy to kill them off but be careful do not walk past midpoint of pathway as I discussed in this post, you will trigger 3 extra white enemies with 3 eyes. This is really important. Super important. Let the walrus boss come to you, fight him on your side of the screen. When he is dead, you can walk to enemy tower and beat it up maybe half before second walrus and friends pop. Ice shot + meteor to hold them up; your Rangers will finish them off or Clara will wipe out their tower with splash anyway. Timing is critically insane for 81. best of luck!

    ReplyDelete
    Replies
    1. Also, don't waste Thomas on the first walrus boss. Save it and use it after you use ice shot and meteor. If the second walrus and the white enemies aren't dead, pop Thomas and it should give you more time to kill them.

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  3. ^ thanks... should be able to nail it. hahaha..about "try not to go across mid-way" => is nearly impossible, the level's pathway is short. too short...

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    Replies
    1. It is possible to clear stage anyway if you do cross midpoint. Makes stage harder, but not certain death.

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  4. Hello

    What a post

    I have a problem with stage 81

    I have many rangers such

    Ellin lvl 60

    Sindy lvl 55

    Clara lvl 45

    Frog brown lvl 40

    Styne with HP 174.000 level 35 something

    Scott bella sisi

    Elf cony lvl 30
    biker james lvl 40, bee lvl 50, manager lvl 43

    I am in level 57 with missile level 50, rate prod and max rate at lvl 57, tower with 750.000 HP

    Any advice ? I always succeed clearing 2 of 3 parts this stage but when final wave (3 eyeball monsters, 1 walrus, and that hockey players came out, i was helpless

    Thanks for yout advice

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  5. minor point, on stage 64, if you send a 1* out too quickly at the beginning of the match, two bosses will appear instead of one

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  6. Noticed something as I was leveling on stage 57.

    First enemy out is a zombie kid (Izac) no matter what. If I powerlevel minerals and let Izac get close to my tower, the second enemy out is the powerful walking pink monster with black eyes (Dave). Instead, if I start the game by throwing out a lowbie before powerleveling minerals (lowbie crosses the mid point before Izac), instead of Dave, the second enemy out is hopping pink blob (Jane)! Jane is much easier to defeat than Dave, which makes the level much easier to win.

    Wondering if you noticed similar freak strategies on other levels.

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  7. Just for share, i used :
    Red Brown+4 lv 60
    Cindy+4 lv 53
    Clara+4 lv 53, and
    Warrior Jessica+4 lv 53
    until stage 85 its piece of cake, so easy with just 4 them, i never try stage 86 up, because now i foccuse tu farm treasure and get COL in stage 76, 80, 84, it make me crazy,,,
    why? red brown is speed type and Cooldown so fast, so he always in cooldown condition cause i always use it as fast as cooldown finish, try it,,, mybe with hiphop brown it works too, beside hiphop brown is better than red brown, unfortunatelly i never get it,,,,
    the weakness of this strategy is kirara,,,, in lv 61 til 72, it make me crazy the enemy had splash type with huge damage,,, all my red brown in front line look useless with 2-3 hit KO all of them,,,
    try it for your consideration,,,,

    note: +4 means it had combine with 4 exactly same ranger,
    sorry if my english so bad,,,,

    ReplyDelete
    Replies
    1. one more thing,,, in the begining, i always upgrade minerals until the enemy close to my tower,,,,

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    2. It's Sindy not Cindy.

      Delete
  8. The bonus item slot game may be predetermined, but you can also influence the probability. I got all the free 5-star rangers by carefully timing the slot-roll because the roll repeats itself. Before you start, hold down the 'Stop' button. You do this because the roll stops when you depress the button and this technique lets you stop it with just that little bit more accuracy.

    Since it's almost impossible to react to the 5-star ranger as it appears on screen, look carefully to see what prize comes before the 5-star ranger and carefully count 2 repetitions (or more) to get the rhythm. On the third count (or x-number of counts), take a guess and let go of the button.

    The reason you figure out what prize becomes before the 5-star ranger is allow a margin of delay. Alternatively, you can figure out what prize comes immediately after the 5-star ranger and release your finger just a bit early. Using this method, I did get Xan three times consecutively.

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  9. Am I correct to say that combining same rangers at different level will have different result? In this case if I max them out first I will get the most benefit of the 20%? Or I guess it wrong because after combine them together I will keep getting 20% bonus everytime leveling up? Or it doesn't matter at all?

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  10. Doesn't matter when, you get 80% if you combine 5 rangers together at the end no matter when you combine.

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  11. You CAN actually time the clear bonus spinner. Only it gets more difficult with each star increase. I got lots of ☆4 by timing, but ☆5 are harder to get.

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