Sunday, April 6, 2014

Difficult Stages - Stage 60

When LINE Rangers was first released, Stage 60 was the end of the game, so it is understandably meant to be the biggest challenge players should face. The difficulty of this stage is pretty much all of the issues you see in stages 53 through 59 combined, rolled up in one stage. Add 2 huge bald elephants Bosses armed with ribeye steaks, and you have quite a problem.

[Edit Apr. 9, 2014: There is a distinct trigger which causes Stage 60 to sometimes start with just a couple of enemies while other times start with a lot of enemies. Explained here on post about difficult trigger.]
Stage 60 starts one of two ways. I'm not quite sure what causes the stage to open differently (random, or is it responding to something the player is doing in terms of # of rangers deployed or # of minerals spent?) but one is considerably worse than the other. If you are lucky, you get scenario 1 and the stage will start with a large elephant walking very slowly, along with some blue mages behind him. Powerleveling minerals is the obvious thing to do because there is no immediate threat. If you are unlucky with scenario 2, the stage will start with the huge elephant, a few blue mages, and a huge stream of the high-health bouncy pink enemies. The pink enemies coming so early makes things very difficult because you haven't had time to deploy many ranged attackers yet. All I can recommend you try with unlucky scenario 2 is let them come while you upgrade minerals, and when they are close and your Missile is ready, reset them back to their tower with a tornado. I've gotten this scenario about half the time and I personally just give up and try my luck again.

There are many ways to deal with Stage 60 for your team composition. Instead of discussing all the ways to maximize various compositions, I'll explain the easiest one which I like because it doesn't rely on any rangers from the GACHA. It's very simple: Any 2 ranged attackers + 3 lowbies. That's right, 3. No health units at all. Bella, Scott and Crush are the best choices for their Very Fast move speed and cheap cost (50, 50, 60 minerals, respectively). To find out where to farm these rangers, click here.

I've discussed the benefits of using lowbies before at length. The issue with the Boss is that he will kill your tanks. There's no question. Your health rangers will not survive the meat slap. Having tanks will waste minerals. Furthermore, health units all walk slower than the lowbies. You want to keep the boss and all his goons as far away as possible. The lowbies can run to the boss faster than your tanks ever will.

Choose the fastest attack speed ranged attacker you have. If you have Ellin, use her. If you have Sindy, use her with caution as she is very expensive. Elf Cony is an excellent choice for this stage because she's very fast moving and cheaper than some other rangers. After the first boss dies, your brave rangers will charge towards the enemy tower and almost certainly die when the 2nd Boss and his pack of enemies pop out. Cheaper rangers allow you to regroup quickly. A third Boss may spawn depending on how quickly you kill them off.
Be prepared to see your team charge forward as soon as the first Boss dies. Save your Missile! Use it after the 2nd boss pops out. Save your minerals so you can make replacement rangers after your first set die.


Start by upgrading your minerals to max. The boss should be at the halfway point. [Note: Do not deploy any rangers until the boss has walked past the midway point on the pathway. Doing so will have bad consequences.] Begin deploying your lowbies, one at a time. It is important to get the rhythm of your lowbie deployment correct for this method to work. Send one, wait for him to get a few steps away from the tower, then send the second one. Let him walk a few steps, then send a third. Then repeat. This steady stream of rangers will eventually cause the Boss and all the other enemies to stop walking. Once they stop walking, you can begin to deploy your ranged attackers. The trick is to continue to send a steady stream of lowbies while also deploying attackers. If you get the rhythm down, then you should have a healthy pack of rangers melting the enemy safely while your lowbies just die one by one, and your enemies are not moving.
Space your lowbies so they don't all reach the Boss at the same time.


Time Missiles to fire on the blue mages
Missile launching should also be timed so that you hit the maximum number of blue mages. Your ranged attackers cannot touch them and letting too many of these guys live is dangerous. Missiles are the only way you will be killing them this stage. To make sure your missile hits the blue mages, they have to stop moving and the forward-most enemy must also not be moving. If you need to hold off on launching the Missile just to wait for one of them to fall into place, do so. It takes on average 2 shots to kill them, so you can't afford for any Missiles to miss.

That's all you have to do! It is a long battle and will test  your nerves. Getting the timing of your lowbie deployment is key. Keep making your ranged attackers. Good luck!

5 comments:

  1. Stage 60 so-called-Cheat

    Items Needed:Meteor, Icicle, Tornado

    In this stage, the second-wave swarm is kinda difficult. If you have Warrior Jessica or Clara, they are the useful swarm rangers, other than 5★ Rangers if you don't have.

    Having two(2) Speed 4★ Rangers (example: Ellin and/or Sindy and/or Rapper Boss) for range attackers, and then two baits/decoys - Bella and Scott

    First Wave

    In this stage, try avoid using items first - because we will use these later on - and only calling your friend or sidekick to clear the first wave. It may be hard, but try your luck to hold your stand until the enemy's Lukie (purple mammoth tanker) is killed. I hate Dave, the Pink Duck Frankenstein ii called it, as its attacking speed is fast.

    Second Wave

    ii would call this the second wave, when you're about reaching their tower yet so close but yet so far *third picture as shown above*..and now here's the catch;

    while you have your group of rangers still survive, importantly a number of Splash Ranger, few steps away from enemy's tower, at a good timing, first use TORNADO to push all enemy back to the tower, then quickly use ICICLE to freeze them together with METEOR STORM to add extra damage and letting the Splash Ranger and Speed Rangers do its job.

    The cliche is that, our objective is to finish the tower's health instead of the enemies.
    Your team will eliminate the mini monsters and then hit the tower instead while the enemies are still freezing. There should be enough time to finish the tower within split few seconds before the monsters unfroze themselves again.

    Then, Bazinga! STAGE CLEAR!!

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  2. -S-, I keep trying with ur strat it is not working!! Where is this icicle you speak of?!? The cliche is, no bazinga here!!

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  3. ^heyy.. my bad. mind if ii ask for your team of rangers? make sure you level them up for strong attack damage.

    It's something similar as used by many people - posted in YouTube.
    Link: http://www.youtube.com/watch?v=QipErQCWurk

    ii hope it helps you! cheers.

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    Replies
    1. Thx for the reply. Went back and got chars blogger posted and tried their strat. Worked first time! Bazinga!!

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  4. this article's and -S-'s strategies work like a charm!!

    i used 3 lowbies and 2 ranged attacker(1 of them is a splash one). i chose KSM and elf cony for the ranged rangers. if you have KSM, then you'll want to use it :D deploy 3-4 of him for better damage on the elephant. after you killed the first elephant, try to swarm the oppponent's tower as fast as you can with your lowbies. try to keep the opponent close to their tower and wait for your ranged rangers arrive on the attacking spot to use the icicle. this is the part where 3 or more KSMs come handy :D once the enemy is frozen, the KSMs will quickly damage the tower. Bazinga!!

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