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Friday, October 30, 2015

Starting Team (Team Guide)

Before I go into specific teams and how to pair particular heroes with one another, I will begin by going over the basic starting goals for your team in terms of heroes. In other words, which heroes to use early, and which ones not to.
As general rules:
-SPI-based characters are not effective, aim for the physical stats (attack and defense)
-Try to fill out with S rated characters if you can, with a couple exceptions
-Heavy offensive heroes are by far best early, so watch the attack stat.
-If you cannot get a team built from the Team Guides I will provide, sub in high attack (not necessarily high Grade or Power) characters to fill out your team


To start off, I want to point out that in the very beginning you get 3 free heroes, 2 B grade and an A grade. Based on who you get, you may need to adjust some things.

This guide isn't going to tell you how to build your team after day one, but after week one. I'll give you a list of characters that you WILL get, and then add on the ones you SHOULD get, then add some options that you MAY get.

First off, the guaranteed characters...

-Kid Gohan
Hopefully you picked Kid Gohan for your starter, as he's helpful and very offensive. If you didn't, don't worry, you can also get him from calls or souls.

-Krillin
On day 2, you get Krillin, who buffs Kid Gohan. He's a pretty decent character thanks to his powerful skill. You also get Turtle Gear from a level capsule, which buffs Krillin and provides decent DEF, allowing him more time to get off destructo disk. He's replaceable, but when you get him use him.

-Android 17
Ah, one of the worst S grades in the game. But hey, he's free, and his attack is higher than most blues, so you can use him. Prepare to replace him but he IS a starting S. Put him in the back or front towards the middle where his team attack can be useful.

-Vegeta SS
One of the better characters you can get anyway, AND he's free! Use him. Period. If I don't see you using him day 7, you either are stupid or really, really hate Vegeta. He makes a good front character with high attack if you don't have one yet.



Now for the ones you SHOULD get...

-Goku
Goku has souls littered throughout every map of journey in large amounts. Any map you hit can yield a Goku soul, and with 126 base attack and 104 base defense, he's the best A rated on the market! He's better than a good few S rated actually, Android 17 included. The best part is once you get him, his souls keep coming in journey, so you can boost him to +15 easily! Use him, maybe long term.

-Goku (Yardrat)
THIS ONLY APPLIES TO COINERS. If you spent as little as the bare minimum purchase, you got Yardrat. He's a great attacking character early, so definitely use him.



There's a 6 man team already. With your S grade you get from saving up 300 gammets and hitting epic call, you have 7 S's or good A's. If you're not a coiner, this'll put you at 6. At level 26+ you need 8 to fill out a team, so let's look at some A's that can fill in those missing gaps.


A rated characters you MIGHT get...

-Broly
Broly has goodish attack, especially for an A. What sets him apart though is his defense. Though not exceptionally strong in the statistics, he has 3 things going for him. First, he gets a defense buff from his skill. Secondly, he gets a defense buff from teaming with 17. Then he gets yet ANOTHER defense buff for teaming with Goku. He won't be the hardest hitter but he's a nice filler due to his defense.

-Gohan
Gohan has 2 primary benefits-he's a good A, for starters, and he opens up the energy orb route to Gohan SS, which makes him important if you want the Super Clan buff ever.

-Goten
Goten is a great A in his own right, but the thing that makes him MOST beneficial is that he's necessary for the Family buff on Goku. Imagine having Goku, Kid Gohan, Goten, Gohan on your team with Chi-Chi in Ginyu. You get a buff to all of them! Typically, multi-part buffs are the best ones, so that's a huge advantage early. (Note: Goku requires Kid Gohan, Goten, and Chi-Chi, not Gohan. Likewise Goten needs Kid Gohan, not Gohan. Gohan is only mentioned because he's a good character, and his buff requires Goku, Goten, and Chi-Chi)

-Frieza Form 1/2/3
They have over 100 attack, which helps. Frieza form 1 is also necessary to buff a LOT of other A rateds you may have in Ginyu or on your team temporarily, until you can get better ones (such as Dodoria, Cui, and Zarbon). Form 2 also gets a buff with Krillin and Kid Gohan, making him a good starting piece after day 2.

-Trunks
He has under 100 attack but not by much, and his defense is right there with it. He also opens up the Kid Trunks SS line in orbs, and has shining sword, which is decent at this point.

-Androids 13, 14, 19, and 20
A rated but high powered. They're spirit based like other androids, but have some benefits to them as well. 13 has over 100 attack and good defense. 14 has about 90 attack and over 100 defense. 19 and 20 have energy absorb as a skill, so if you give them a good skill like Kamehameha, Masenko, Spirit Sword, or S. Kamehameha, they can be pretty good in one on one situations, having decent defense

-Vegeta (Frieza)
Good attack and a pretty good skill makes him useful

-Mecha Frieza
Very capable with good attack

-Super Garlic Jr.
Good attack, great skill, and easy buffs makes him top tier for A rateds

Honorable Mentions:
Turles
King Vegeta
Nappa
Android 15
Obatchaman (Great stats, awful skill)
Arale




Try to fill your team with characters mentioned. Some of the characters in the MAYBE category, like Goten Garlick and Broly, can put characters like Krillin and 17 into an early Ginyu force retirement as well.

Thursday, October 29, 2015

Calls and Characters

A lot of people have asked about or mentioned the types of characters you can get in calls. Others seem to be under a misconception that any released character can be earned through calls. Truth is, there is a limited amount of characters available in calls. In this post I will inform you of which S rated characters you can get in calls and which of those, are effective as team members, be it early or late in a server.


Here are the S rated characters you can get from calls and their base statistics (usually corresponding with their growth rates)

Name: Android 16
ATK: 160
DEF: 91
HP: 234
SPI: 333
Skill: Hell's Flash
Description: The strongest of the three androids, he is a decent character to use in your team early, but becomes ineffective later due to a low defense, moderate attack, HORRIBLE skill, and being mostly spirit based.

Name: Android 17
ATK: 98
DEF: 91
HP: 234
SPI: 364
Skill: Energy Bullet
Description: Bad skill, low attack and defense, entirely spirit based. You get him for free day 3, and at that point he's helpful (kind of), but he's very, very replaceable.

Name: Android 18
ATK: 139
DEF: 89
HP: 234
SPI: 303
Skill: Destructo Disk
Description: Much better than 17, and if you have all 3, can be a decent character early thanks to a powerful skill in Destructo Disk. However, like every android in this game, she becomes ineffective later on. On the bright side she gets and gives a buff with/to Krillin, which you get for free. so at times she can be helpful. Don't waste orbs getting her though.

Name: Cell Form I
ATK: 170
DEF: 72
HP: 187
SPI: 364
Skill: Punishing Rush
Description: Decent attack, and if you can get form 2 and F as well, Cell I can be helpful. Unfortunately his skill is below average, as is his defense and health. Put in an attacking slot he can help, but long term he'll fall on the wayside.

Name: Cell Form II
ATK: 179
DEF: 89
HP: 187
SPI: 364
Skill: Energy Absorb
Description: His skill gives an already spirit based character even more spirit, which is good if you can get him a good one shot skill like Kamehameha or Big Bang. His defense is still lacking but not as much as Form I. Overall he's pretty decent, and usable up to a point.

Name: Supreme Kai
ATK: 112
DEF: 62
HP: 257
SPI: 333
Skill: Ki Blast
Description: Bad attack. Bad defense. Bad Skill. Average health. A spirit character with just over average spirit. What is there to like? Don't use him hastily. He's best used in ginyu to buff SPI, and even then there are better characters.

Name: Dabura
ATK: 135
DEF: 96
HP: 281
SPI: 394
Skill: Punishing Rush
Description: His primary advantage is that, if you're in old servers, you probably can get both his matching bonuses easily, since Grand Supreme Kai was given out for free. He's not a bad first S rated, since he buffs Majin Vegeta, and he can hold his own to a degree. A bad skill makes him a doubtful long term character though.

Name: Cooler
ATK: 144
DEF: 72
HP: 187
SPI: 364
Skill: Death Beam
Description: Good skill, decent spirit and attack, but with below average health and defense. He's most useful as an attacker if you're going to use him, but he's nowhere close to some other characters you can get. Still, decent for a first draw.

Name: Goku-SS
ATK: 202
DEF: 105
HP: 304
SPI: 212
Skill: S. Kamehameha
Description: The debatable best of the characters you can get from epic, with the highest attack, second highest defense, high health, but low spirit, along with one of the best skills in the game. If you get him you're lucky. His gear shows up in promotions and events often as well, but he's also easily earned through orbs. He's a GREAT first call.

Name: Vegeta-SS
ATK: 188
DEF: 113
HP: 164
SPI: 394
Skill: Final Flash
Description: Another GREAT first call, with one down side. You get him for free. If you draw him earlier than that, you get to boost him on day 7 when he's free, but it would be better to get someone you didn't have to fill out your team and work towards replacing 17 and Krillin.

Name: Piccolo
ATK: 49
DEF: 146
HP: 187
SPI: 545
Skill: Regeneration
Description: Piccolo has insane SPI, so if you give him good skills, he can SOMETIMES do heavy damage. His other big advantage is high defense coupled with a skill that buffs it more. He's decent at first, but he's BEST used in a ginyu slot for defense or spirit, being one of the best characters in both categories, but with awful attack.

Name: Goten-SS
ATK: 158
DEF: 96
HP: 211
SPI: 333
Skill: Kamehameha
Description: You may get him and think 'crap, I wanted Goku SS'. Don't. He's the only Son Saiyan (Goku's family) than you CAN'T currently get with orbs, so if you get him you open up the opportunity to get the Super Clan fate buff. Plus he's pretty decent.

Name: Kid Trunks-SS
ATK: 179
DEF: 58
HP: 234
SPI: 333
Skill: Big Bang Attack
Description: His skill is one of his fate buffs for some reason so he actually comes with higher attack, making him a really good first call attacking hero. Bad defense, but with proper training he can be a long term character.

Name: Uub
ATK: 181
DEF: 60
HP: 398
SPI: 303
Skill: Kamehameha
Description: Another character that is a great first call but needs training for the long term. Overall though, Uub is a nice draw.

Name: Good Buu
ATK: 100
DEF: 134
HP: 421
SPI: 303
Skill: Choco Beam
Description: All the Buus have high decent SPI and high HP, coupled with pretty good defense but substandard attack. Train them and you can build a team around them. Good Buu comes with choco beam, making him a decent first pull.

Name: Kid Buu
ATK: 98
DEF: 129
HP: 421
SPI: 303
Skill: Galick Gun
Description: Slightly weaker than Good Buu for some reason, he's a great first pick for a simple reason. It's rare as hell. It's possible, as I've seen someone get him on my crew, but it's rare, apparently. Comes with Galick Gun, making him useful early and to build buu teams.

Name: Kibito
ATK: 114
DEF: 72
HP: 234
SPI: 333
Skill: Ki Blast
Description: The worst S rated character, Kibito has bad everything except for his average spirit. Only useful to buff Kibito Kai.

Name: Kibito Kai
ATK: 132
DEF: 91
HP: 281
SPI: 394
Skill: Ki Blast
Description: Decent at first, but needs a lot of training to be effective. Luckily he has a good fate spec, which is helpful.

Name: Bardock-SS
ATK: 142
DEF: 84
HP: 257
SPI: 303
Skill: Saiyan's Rage
Description: Decent first draw but only good for buffing Goku SS long term. He comes with a crit skill, which is nice, but long term he's ineffective.


That's all the heroes you can get from epic. In my next post, I'll discuss which characters you should start your team out with and aim for, to make things easier.

Open For Requests

This blog is built to teach the players to play, whether it be a new or old player. With that in mind, the players are the priority, and if anyone has anything specific they would like me to cover or anything in particular that isn't made clear by this blog, please let me know.

My channels of communication include commenting on this blog, the LINE chat app (add and message ID Shootitdown and I will respond asap), or you can email me at xBLAZExZF@gmail.com. Any of these communication systems work, and I'll address your questions ASAP. If it is a question I cannot address or don't know the answer to, me and my team will dive in and find those answers as quick as humanly possible with the resources we have.

Wednesday, October 28, 2015

Cards and Gravity Training

I've already gotten some messages regarding a good strategy for card distribution and how gravity training works, and since both are basic, core elements of the game, I figured they would be good things to go into now.

Cards can be very important early on, and once you start getting gold cards, they can be helpful late as well. Once you hit level 19 as a player and once your characters hit level 50, you can start using cards. Every 15 levels after that you get another card slot. There have been some questions about what certain cards do and to what effect. I can share what the cards do, but I'm afraid some more tests are required to show to what effect one point increases the odds.

Here are a few of the not completely obvious card types.

CRIT-Semi-obviously increases Critical hit chance
CRTD-Counteracts enemy CRIT statistic
EVA-Gives chance to dodge attacks completely, taking no damage
ACC-Makes it less likely that the enemy will dodge
RES-Blocks an enemy attack for reduced damage, and then counters for reduced damage
BRK-Counteracts the RES stat in a way similar to ACC and EVA

As you can see, for all the special statistics, there is an enemy stat that can counteract it and make it less likely to occur. The 'active' special stats are CRIT, EVA, and RES. The 'passive' special stats are CRTD, ACC, and BRK, which should be used only if your other card slots are full or if you're trying to beat someone you know focuses on special stats.

That being said, there is an unspoken 'priority' of cards, that most top players abide by. If you observe top players or talk to them, you'll notice that the four core stats are the most prioritized, Attack being prioritized the most, then defense (if a blue or gold defense card can be gotten), health, then spirit. After that, most players use the active special cards to fill the remaining spots, based on your style of play. For defensive teams, EVA may be best. For offensive teams you may want CRIT, and for balanced teams you can do RES.

Again, this is not unanimous among all players, just a general trend, as well as suggestions. 
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Gravity Training is the only other way to date, with the exception of EVA and CRIT skills, to increase the special stats, albeit slowly. It unlocks the level after cards, at level 20, and can be applied to any character.

Gravity Training is a long term investment for sure. For 1.8 mil zeni a day (easily earned daily in hells gate), you can slowly work your way up the gravity ladder. For 8.2 mil Zeni a day (not as replaceable, but to a certain degree still is) you can increase it twice as fast. Every 30 levels, the price decreases back to just above what it was 30 levels prior, and you get a percentile buff to a base stat (usually a low % buff early, like 1% to SPI, but still). It's better used on one character to build them up stronger than they would have been by a couple hundred in each stat, and is useful for making those characters well rounded in both the active and passive special stats, so that they can both use those abilities and counteract them slightly better than they otherwise would have. Once you get to the end of the first cycle of gravity, your 4 core statistics will be almost +200, and special stats hovering in the 30s, which can be very helpful as an overall thing if you stay dedicated to it.

The good part about gravity is that you don't have to worry if you put it on the wrong character. If a hero is transferred, then the hero that is being transferred into gets the higher of the two gravity training levels between the two heroes involved in the transfer. So, if you heavily train someone you end up having to replace, you can move that gravity training over to his replacement.

Also, every time you complete a full cycle of gravity you get a special ability, listed in the gravity screen. In order to get the first boost (all of which are pretty great) you have to complete the first 240 stages, which can get pricey. If you stick with it, however, it'll pay off big time.

**NOTE:Gravity increases the END stat, not the BASE stat, so percentile buffs DO NOT affect stats earned through gravity**

Tuesday, October 27, 2015

Communication and Contacting Me

In this game, communication is important in order to find out how your teammates are tweaking their teams, what's working, and what's not working. Unfortunately, the chat system SUCKS. That's why I've been using the external chat app LINE to communicate with my team. LINE is a free app with great features that you can download to talk on. I recommend, if your guild doesn't already have an external chat system, that you try it out ASAP. It helps build your team tremendously. I'd like to make LINE the universal external for Z Fighters. Most games have some sort of external chat, and when it is universal for a game, it makes things a lot easier.

If you have any questions, feel free to contact me on the LINE chat app (ID: Shootitdown). I'm usually available and always willing to help. Alternatively, if you have any information that you've found to be incorrect, contact me at xBLAZExZF@gmail.com.




If enough people add me on LINE, I'll make a universal Z Fighters chat for everyone so that information can be shared and relationships can be formed easier. Let me know if that sounds like something you'd like to be a part of.

Gear and Skills (basics)

Now, I'm going to cover two things the game goes into brief detail about, but doesn't expand on enough to allow most players to fully grasp the concept. I'll explain a bit about gear, then a bit about skills. I'll cover a little more on skills, giving approximate formulas to help you determine how you want to build your team, instead of randomly throwing skills together.

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First, Gear.

There are 4 grades of gear, as I covered before:C, B, A, and S. C grade is easy to come by, and you can earn plenty of it early in the game. B grade is just as easy to come by after a bit of journey has been completed. Boxing Gloves and Turtle Shells are easily accessible in the early journey stages. C grade extras can be earned in hard mode relatively easily after a certain point, but B grade extras, A grade armor, and A grade weapons are best gotten through combining gear under the gear tab in the home screen. The best map to hit for this is 'Bacterian' under '21st Games' in journey. It will give you EITHER a C armor, the Bunny Costume, or a B weapon, the Boxing Gloves. There are no other options on this map. At this point, it will ONLY give those two things, making it ideal for gear farming.Once you've farmed for a while, go combine. Combine C grade gear to try to get B grade extras. Use your B grade gear (except the extras) to make A grade gear. The earlier you do this the better off you'll be.

*****There are also ways to get S grade gear and A grade extras early. One way is to donate to the guild you're in. The guild shop can have Training Gears, an S grade armor, for 4200 or an A grade extra, such as the best one, cell skin, for 5400. Save your guild points for those early on. Once you've got a full set of those you can look for other options in the guild shop that suit your team.******

Gear has a few qualities that determine their statistics. Of course there is the base stat that you can see when you first get the gear piece, and that is often indicative of the overall strength of the item. If it's higher, the growth is always equal or higher as well, so a higher base will always result in stronger end gear. Gear grows based on two factors. There's the level of the item, which you should always spend as much zeni as you can to level them up, and then there's the stage of the item. At level 14 you gain the ability to refine your gear, leveling up their stage with items such as Ores (Extras), Fibers (Armors), and Crystals (Weapon). Increasing the Stage does nothing to the base stat, but does affect the growth retrospectively by a certain amount. In other words, it adds on more per level than it usually would, and if it is increased when an item is already leveled up, it affects all the levels it has as well.

Upgrade stage evenly because, as is the case with many things in this game, the difference between stage 1 and 2 is the same as the difference between 2 and 3, even though it's cheaper. 

Refinement items are not returned if you sell or remove the gear, so be cautious upgrading one past stage 1 if you think you may replace it soon.
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Next up on the To-Do list, Skills.

Skills come in the same grades as other things, like characters and gear, C through S. Naturally, S skills are going to be stronger.

There's three kinds of skills, Team and Single, which I'll go into more soon. The kind I want to talk about first is Statistic Buff Skills (SB Skills), and this is the one I prefer to prioritize, as do most players. It is up to you whether you want to prioritize these SB Skills. There are no C grade SB Skills, only B, A, and S. 

B comes in three forms-Attack, Defense, and SPI. Try to get a green attack or defense buff, based on the character, on every character early on. SPI isn't as important unless you've got a Piccolo with Masenko or something along those lines.

There are 5 A grade SB Skills. Kaioken buffs attack, Kiai Cannon buffs defense, Korin Blessing buffs spirit, Flight buffs EVA, and Rebirth buffs CRIT. Those are the only A grade buffs, but Kaioken and Kiai Cannon are easy to come by and are very, very helpful and effective. 

There are many different S grade SB Skills, but as of right now they are in the same 5 forms as A grade. One of these, Kaioken x3, is in the level 30 capsule and can be hugely helpful on the right characters. Others are able to be earned in various ways, such as guild shop or events. 


Next I'll go into Single Skills, and I'll give you a bit of math to go with it. We've been doing tests between me and my group, and we've come up with some formulas for the basic battle mechanics. Simple damage seems to be approximately Attack-Defense, with some variation. Single skills doesn't change that formula much, but simply adds on to it.

Attack+MI%*SPI-DEF=Single Skill Damage.

What that means is that the MI (Move Intensity) of the skill is actually a percentage. You divide that by 100, and multiply it by your character's SPI to determine the EXTRA damage, not the total damage. So attack and defense still come into play in the same way, making high attack characters still effective with skills. That's pretty much all there is to it.

Next, Team Skills. Little bit more math here. Team Skills works the same way as single skills for the opponent that your character is targeting, but it affects the entire team with a diminishing rate.

((Attack+MI%*SPI)*.65^x)-DEF=Team Attack Damage

The x in this formula is number of spaces away from the main target you are, either vertically or horizontally. So with this formula, the main target receives normal damage, the characters one square away take 65% of the damage, then for each square away it's reduced by another 65% cumulatively. Besides the .65^x, it works the same way as Single attack skills.
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Disclaimer: This are based on test runs that have been done and things that have been observed. If any information is provided that contradicts these theories, please provide it to xBLAZExZF@gmail.com and we will adjust the formulas as needed. Help us help everyone else, but please make sure your data is accurate before submission.










Monday, October 26, 2015

Ginyu, Fate, Training, and Energy Orbs

It's time to get into the meat of how to play. Ginyu Slots, Fate Buffs, Training Potions, and Energy Orbs make up a large chunk of the key pieces of the game, so I figured I'd start here.
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Let's begin with the Ginyu Slots. Ginyu Slots are opened through the use of Ginyu Logos, which can be earned by hitting journey a seemingly infinite number of times or won through special events. Though it's completely possible to get them through journey, events is probably the way to go to open them fast, and not all the events they show up in early on require you to top up. Jump on the early events for Ginyu Logos while they're available, because in time they'll become more scarce and you may have to earn them the hard way, through journey.

Ginyu Slots are very important for multiple reasons. First off, it'll give 10% of the character's stat assigned to the slot to EVERY one of your in-team characters. Good characters for Ginyu Slots can be Piccolo, with his ridiculous SPI, in a SPI slot, or a Buu character in a health spot. Skills that buff character stats, such as Piccolo's regeneration, Broly's Energy Shield, or Old Kai's Fusion Dance, buff that same stat when implemented in Ginyu Slots as well, so it's often good to match the skills with the slots. Also, Fate Buffs still apply to the characters in Ginyu Slots.

For example, say you have Broly with 200 Defense, a 21% buff on his energy shield, and the 'Red' buff from teaming with Android 17, giving him another 19% buff. His defense in the Ginyu Slot would be 280, so all your characters gain 28 defense for having him in there.

The best part of Ginyu Slots, is that even if a team member is in Ginyu and a different one that has a fate buff with them is in your main team, Fate STILL WORKS. So if you have 17 in your team and Broly in a Ginyu Slot, they both still receive the 'Red' Fate. That means the buffs that are easy to get but seem impossible because they include weaker characters, like Chi-Chi or Bulma, are very possible.

Armored Squadron works exactly like Ginyu Slots.
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Fate Buffs, Training Potions, Base Stats

First off let me say that when I refer to 'base' stats, it is referring to stats without gravity, synth, ginyu boosts, fate, gear, skills, cards, or any other sort of buff. If you ever want to view a character's base stats, go into the Hero menu and select 'Train' on the Hero whose base stats you would want to view. Base stats are the ONLY thing that gets modified by percentile buffs within the game (exception being Hell buffs). Percentile buffs add to each other and modify the base before adding all excess stats. Fate Buffs fall into this category, and are very important. There are 3 types of Fate Buffs.

-Gear Buffs: Typically each S rated character, with some exceptions, has 3 Gear Fate Buffs, one for each gear slot. Equip the hero with the gear stated and they will receive that buff.
-Skill Buffs-Typically each S rated Hero has one skill buff as well. Equip the hero with that skill to earn the buff.
-Matching Buffs-Matching Buffs match a hero with another hero on the team, as mentioned earlier. If all characters required for the buff are either in Team, Ginyu, or Armored Squadron, then you get the matching buff.

Each of these will buff your base stat by a percentage. There's only three main ways to get base stats up, the first of which being leveling up, the second of which is boosting, and the third of which is training. Leveling is simple, and boosting will be covered under energy orbs, so I'm going to cover Training Potions next.

Training potions are very important, and can be earned many ways. The core concept is you take away from one stat and add more to another, enough that if you do it enough, eventually the law of averages assumes all your stats will increase. You don't have to accept what it gives you though. If you use the potions and don't like what it shows you'd get, hit 'leave' instead of 'accept'. The potions will still be used, but the stats will not change and the vigor will not be used. Vigor is subtracted as training potions are used, and once it is gone you no longer get an increase from training, just a stat rearrangement.

What most people do for solid attack/defense fate characters is simple. Neglect SPI (always accept a -SPI), put Health as a third priority, and then either attack or defense as a priority depending on your style of play and the buffs you have on your characters. If you have a character with a 80% DEF buff for example, you want to prioritize defense for them since you get 1.8x as much benefit from the trainings. Attack and Defense are your most important stats for MOST characters, especially those that are easily buffed with attack and defense.
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Energy Orbs

Energy orbs are earned primarily through loot wars, but can be earned in many ways through events. Energy orbs are used to build characters by collecting their souls. In the energy orb screen you can see which characters can be used to build which other characters. There are a few chains to be found, such as the Buu chain or the Goku chain. Here is a list of all the CURRENT orb builds and chains.


Kid Buu>Good Buu>Super Buu>Evil Buu>Buu (Gohan)
Kid Trunks>Trunks>Kid Trunks SS
Android 20>16
Krillin>Android 18>Android 17
Cell Jr.>Cell 1>Cell 2>Cell F
Babidi>Dabura
Frieza F>King Cold
Kid Gohan>Gohan>Gohan SS>Gohan SS2
Vegeta (Frieza)>Vegeta SS>Majin Vegeta>Vegeta SS2
Goku>Goku SS>Goku (Heaven)>Goku SS2
Trunks SS>Trunks SS2

Most characters require 60 points to earn a soul, with some of the higher grade (SS2, Goku (Heaven)) heroes requiring much more. Points are typically earned at a 1:1 ratio. You put in 5 orbs, you get 5 points. Sometimes you'll get a critical on the orbs, which reward 10 points instead of just 5. EVERY time you get a critical, you're rewarded with a soul of the character you're building FROM. This makes it very easy to boost a character that is being built from, such as boosting one Buu while getting another.

For those of you unfamiliar with boosting, boosting is a method of using a character's souls to increase both their base stats and their vigor, which can otherwise only be earned by leveling up, which slows down tremendously as you level up. Eventually, boosting becomes the main way of gaining vigor, and a well-boosted character is always much stronger than a non boosted hero of the same kind. Even the A rated character Goku, which is easily boosted since his souls are a random drop in journey, gains 10 attack per boost among other things, so a few boosts can bring his base attack and defense up a lot.

In order to boost an A rated character, you need 15 of their souls. Also, you can boost an A rated hero 15 times before they are considered fully boosted. In order to boost an S rated hero, you need 30 of their souls, and you can boost them 30 times. Boosting also adds a lot of vigor which can be used to use MORE training potions, helping make the character even stronger.

It is often good to, when using energy orbs, focus on either characters you need to complete a fate buff, or focus on using a character that you use on your team to build its next stage, so that you can boost the character on your team.

Thursday, October 22, 2015

Starting Strategy

First off, you are going to be swamped by tutorial messages and demonstrations. Don't be overwhelmed. Bear through it. It'll start out showing you how to battle in Journey mode, the basic campaign mode of this game. Don't do a thing with your gammets you earn from Journey mode yet. You'll need them. The main objective is to start out with good characters you can build a team around, and saving your gammets early on is important for that.

STARTING OUT:

It will show you all the features, so pay close attention to what things are called and where they are located. Once you reach the point where you are out of energy, you aren't stuck. DO NOT spend the 130 on an energy refill. Instead, go to the shop and buy the 'New Server Gift' for one gammet. It'll have Sensu Beans in it. Go into your items on the home screen and use one. It should give you 12 energy to continue in journey without having to spend the 130 to refill it completely. There is a limit to how many beans you can use per day, and that limit goes up with your VIP level. Get as far in journey as possible with the beans you have and can use, accepting the rewards at the bottom of the screen as you go. Soon, you should have 300 gammets. Go to the call menu it showed you earlier and do an Epic Call. It'll give you your first (or second, if you spent money to get Yardrat Goku) S rated character! This character should be one you can build around, be it Dabura, Kid Trunks SS, Good Buu, Uub, an Android, Kibito Kai, or anyone in between.

*Note: If you get a character such as Buu with high spirit and low attack, make sure you're leveling up their skill to make him useful. If you get Piccolo, you got both lucky and unlucky at the same time. He's great, but not the best first. Make sure you give him good skills with high MIs or he won't do much damage*

Once you get your S rated, save up 100 to hit Super Call. This should give you a guaranteed A rated for your first hit, and you should hope for a good physical character such as Gohan or Broly. Try to keep your team filled with high ATK/DEF characters instead of HP/SPI characters. Don't be reliant early on just skills to do your dirty work, especially because most of the good SPI characters have bad skills (Krillin and Android 18 being solid exceptions).

After that, you can either save up 3000 for ultra call (guaranteed S rated, sometimes more, 10 total heroes), you can hit epic more to try for S rateds (you'll get one on average every 4 or 5 hits early, but not every hit), or contribute to your guild once you get one. OR if you are able to save up 1000 and want an improved investment, within your first 3 days you can invest in a 7 day investment that will pay out double over the course of 7 days.

Get in a guild as soon as you hit level 10 or start one of your own. The guild shop has the S rated armor, Training Gear, on occasion, so make sure you're building there so you have points to spend.

Once you get to the map Bacterian, under 21st games, it may be a good time to freeze. Hit this map CONSTANTLY. It is GUARANTEED to give either a B weapon (boxing gloves) or a C armor (bunny costume) which can be combined on the gear page to make A rated armors and weapons and B rated extras. If you have to refresh this map once you reach the limit (you can do this with 5 gammets), do it. The gear is important, and is how players get to high rankings fast. Try to get the magic sword for A rated weapons, as it is the best A rated weapon aside from wristbands which you can't combine to get. Get a full set of A weapons and armors and B extras ASAP. YOU CANNOT GET A RATED EXTRAS FROM THIS. THE ONLY WAYS TO GET A RATED EXTRAS ARE THROUGH EVENTS, SHARDS, AND GUILD SHOP. DONT TRY COMBINING GREEN EXTRAS TO TRY TO GET AN A RATED EXTRA.

Once you can, start on hard mode and try to get to the last map on 'Training'. It rewards you with Galick Gun, an S rated team skill that buffs Majin Vegeta and Vegeta SS. Get as many of these as you can until you have a team filled with them early on. They are very helpful early on.



MAKE SURE YOU ARE:

-Hitting arena. Climb arena as FAST AS POSSIBLE. Use all the arena tickets you can. The top 100 or so in arena get gammets daily at 23:00 Game Time, which is tailored to EST. High arena ranking gets you gammets much faster.
-Doing the 'Active' Tab in events EVERY DAY. This is very important. All these things come in handy. Plus, you get gammets and a bean from it, plus an exp card which are hugely helpful.
-Logging in. Log in to both the calendar, which is automatically prompted when you load the game, AND the 7 day login in events. The 7 day login will give you Krillin on day 2, Android 17 on day 3, and Vegeta SS on day 7! Very, very important. DO NOT FORGET THIS!
-Watching for possible fate buffs.
-HITTING HELL. Hell's Gates are ESSENTIAL for this game. Get your heroes up, and once you're ready, go hit it! Hell gives out gammets at date rollover game time, and you can get a ton of capsules, zeni, keys, and sometimes gammets within the rounds. It will be your main supply of capsules and keys to get skills to upgrade with, as well as zeni throughout the game. Try to rank high in hell! You get 3 tries per day. Hit at least once EVERY DAY.
-Opening your level capsules. At level 1, 5, and every 5 after that, you'll be able to open a capsule in your inventory that gives great stuff.

IMPORTANT NOTE FOR COINERS:
You get double the gammets for your first top-up, as well as Goku (Yardrat), a great S rated. If you want to spend 5 dollars, it'll get it, but the bigger the purchase you make, the more that gets doubled, so make your first purchase as big as you can to double it. It only doubles once. This only applies to individuals who plan to spend a decent amount in the future.

How to select a starter

Z Fighters starts you out with a difficult decision. What type of character do you want to start with? Many people choose the wrong one and regret it later, so I'm going to shed a bit of insight on which character to pick, and why, along with some other early advice.

The first thing you have to do in this game is select between three characters, and I will shed some light on the pros and cons of each. The website for the game has a bit of insight on this, but for most, it is not enough to make an educated decision.
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NOTE: ALL 3 CHARACTERS GET A 20% ATTACK BUFF FROM HAVING GOKU (YARDRAT) YARDRAT ON YOUR TEAM, SO THIS WILL NOT BE MENTIONED.
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First, Cell Jr.
Base Statistics:
HP: 129
ATK: 64
DEF: 34
SPI: 177
Skill: Ki Blast (30 MI, Single)
Overview: At first glance, Cell Jr. seems like the obvious misfit of the three. This assumption is correct in more ways than one. Cell Jr. is very SPI (Spirit) based, and since most players don't know what that means yet, they don't pick him. His physical stats, attack and defense, are very low, and his health and skill aren't great either. He doesn't get picked often, which may be a very good thing. Let's break it down...
Pros:
-Top-tier Spirit for an A rated character. Like, it actually doesn't get better than 177 for A rated SPI.
-2 of his fate buffs are Punishing Rush and Tri-Beam, both of which are easy to get.
-One of his fate buffs is equipping the Cell Skin, which is also easy to get.

Cons:
-LOW Attack, Health, AND Defense
-Two of his fate buffs, the better two for attack, require final Cell and Gohan SS2, which are very difficult to get
-His low MI on his skill, one of the worst blue skills in the game, offsets his high spirit.
-Unable to do as much damage as he other two until you start getting much higher level skills

Conclusion:
NO. Cell Jr., unless you're building a team entirely built around Cell forms (which is unlikely since you don't know who you'll call from epic yet) is pretty much useless in comparison to the other two. If his buffs were more appropriate (more SPI buffs) or easier to get, I could see it, but the way he's set up makes it difficult to have him be an effective member on any team.
Difficulty; 5 Stars
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Next, Kid Trunks
Base Statistics:
HP: 147
ATK: 94
DEF: 89
SPI: 106
Skill: Energy Bullet (16 MI, Team)
Overview: Kid Trunks, friend of Goten and the youngest in the royal saiyan bloodline. His main advantage that you'll see at first is the fact that his skill is the only one of the three that is a team attack. This sounds appealing at first, but the truth is, A rated team skills are not only weak, they're irrelevant a couple days into the game. In the first few days it's great to have them, but the S rated team skill Galick Gun is so easy to get that they are easily replaceable. Kid Trunks does have some pros, so let's break down this one.
Pros:
-Highest defense of all 3 characters
-Decent attack, health, and spirit. Very well rounded.
-3 of his 5 buffs (excluding Yardrat) are easy to get. Vegeta (Frieza) and Bulma are often obtainable from early calls, as are Goten and Mai. That means a 15% attack buff and a 47% buff to his already relatively good defense
-Team skills are good early on. All 3 of these will be replaced soon, so if you like team attacks, Kid Trunks can be a good early choice.

Cons:
-His other 2 fate buffs, Green Gi and Gotenks, are very hard to get, and usually he's replaced by the time you can get them.
-Team skills are less useful after a couple days, so if you don't coin and need Kid Trunks to stick around a little longer, you may suffer for it.
-Lack of skill buffs. Most characters have skill buffs so to buff them you don't have to fill up your ginyu slots and team with their fate characters. Kid Trunks has one gear buff and 5 character buffs.

Conclusion:
Kid Trunks makes a decent character to speed through the early stages and maybe take on arena a bit with his good defense, but as a long term character he's weak, and his lack of Skill buffs means that you'd have to fill your ginyu with characters like Mai and Bulma to maximize his abilities. He's useful, but he has drawbacks as well. If you like well rounded characters, however, he is absolutely your best choice.
Difficulty: 3 Stars
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Finally, Kid Gohan
Base Statistics:
HP: 166
ATK: 115
DEF: 60
SPI: 106
Skill: Masenko (45 MI, Single)

Overview: Kid Gohan is definitely my favorite. The thing that sticks out immediately is the highest attack of the 3 (higher than some S rated characters actually), highest health, equal SPI to Trunks, and the highest MI on his skill. He has the highest starting power level of the 3, and it's for a good reason. He's the strongest character of the three. He has the easiest buffs, easiest time killing enemies in one on one scenarios, and the best longevity for a team. Let's break down everything you need to know.
Pros:
-Highest ATK and HP makes him a wrecking machine.
-One buff, the Uncle buff, is automatic. This is because on your second day, in events, you're actually GIVEN Krillin. Which means, if you got Yardrat, you already have a 39% attack buff to an already great attack!
-Another Buff, the family buff, is easy to get. Goku Souls are acquired easily through journey, and chi-chi is common from basic call. Early on you can get his family buff, which is a 26% SPI buff!
-Kid Gohan is also required for Goku's family buff and Goten's family buff. Both of those give attack, and giving Goku more attack is always a good idea for you, as he is the best A rated character with attack in the game! He's very useful long term and can keep up with S rateds easily (will go into it more later), so having Kid Gohan already to buff him makes things a lot easier.
-His Skill buff is Great Ape, which can be earned with shards at a reasonable level, and that gives ANOTHER 15% attack buff (for those keeping track, that's a 54% attack buff and 26% spirit buff, making him a damaging monster)
-His other buff, the Pupil buff, is with Piccolo. Unlike Gotenks, Gohan SS2, and Cell Form F, Piccolo can sometimes be gotten through super or epic call, making it the easiest S rated character buff among the three starter characters.

Cons:
-His final buff, the Purple Gi, is very, very difficult to get.
-Low defense for a physical character, though still higher than Cell Jr.'s

Conclusion:
Yes, that is seriously all the Cons to Kid Gohan. If you're thinking long term, pick him. Absolutely pick him. If you didn't pick him, you can just start over with a new email. Then you can pick him. Simple right? He has long term benefits for Goku, he's a great character for non-spenders and spenders alike, and he very easily wrecks anyone in his way until S rated characters become easily accessible.
Difficulty: 1 Star. Maybe less.
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Basic things to know before I begin

I'm going to begin by listing a few things that, when I am explaining other things, will come into play and you should know. If you've played the game for a while you can ignore this.


Basic Stats:
HP: Health
ATK: Determines damage done
DEF: Determines damage taken
SPI: Determines skill damage, as well as the round 3 victor

Battle and formation:
Battles take place in 3 rounds. Round one and two are where the characters fight. Round 3 the game puts the remaining health and the total spirit from each side against each other to determine the winner, typically resulting in the side with more characters left winning.

There are 8 total positions in the game, and I will refer to them in order. They are structured like this on your screen and in order in the team menu.
1--2--3--4
5--6--7--8
The enemy's format looks like this
5--6--7--8
1--2--3--4
Each number attacks its corresponding number on it's turn. Whoever goes first (based on the FIRST stat, determined by titles) will have their 1 spot attack first, then the enemy's 2 spot will attack, then their 3, enemy 4, and so on until the enemy's 8th. Then it reverses. After the first run through, the enemy's 1st will attack, then your 2nd, then enemy 3rd, and so on. Once it gets to the player that started's 8th position, it resets. We'll call that a cycle, and each round has 5 cycles. If the enemy isn't defeated by the end of the fifth cycle, or there are no more characters matched up, the round ends and it goes to the next round.

Skills:
Skills come in 4 grades. C, B, A, and S. S and A are the most important. S are orange, A are blue. There are also two types of attacks-team and single. Singles are stronger and target the matched up enemy, team does damage to the entire team, but depreciates for each position away from the target.
The MI of a skill determines how strong it is, and modifies the SPI of the character to determine extra damage dealt. Attack still comes into play as a base on skills. The SPI and MI simply determine how much extra is added on.

Characters:
There are tons of characters in this game, and they come in the same grades as skills, S being the best. You'll choose from 3 A rated characters early, and will have the opportunity to collect more characters with time.

Gear:
One of the most important parts of the game, gear comes in the same grades as characters and skills. High grade gear is important and I will show you how to earn it.

Fate Buffs:
Every character has fate buffs, which are connections that can be made with gear, skills, or other characters that power them up. Fate buffs are insanely important, and each character has a unique set. Usually these are based in part on the series and things that actually occur in the series, but they can also be something as simple as wearing the same color (as is the case with Android 17 and Broly).

Cards:
Not important yet, but I may mention them. Cards unlock at level 19 and are very, very important.

Calls:
The main way to get new characters is calling them in exchange for in game currency. You get free calls on occasion as well. The 3 types of calls are Basic (5 free calls per day, 10 gammets after that, mostly B and C characters), Super (One free call per 24 hours, 100 gammets to buy, mostly A and B characters, sometimes S), and Epic (One free call per 72 hours, 300 gammets to buy, only A and S). On your first paid epic call you're guaranteed an S, so save for it. On your first paid Super Call you're guaranteed an A.
These calls select from a limited pool and do not encompass all characters in the game. Many S rated cannot be earned with a call, as well as the A rated Goku. All C, B, and all other A's can be gotten through calls.

Souls:
The other way to get characters is collecting souls. 1 soul revives a C, 5 revives a B, 15 revives a A, and 30 revives an S. Collect enough souls of a character and you can revive them and put them on your team. Some characters can only be earned with souls, some souls can be earned through journey or events, and if you already have a character you call, you will get some of their souls instead.






I think that's it for now. If I come up with anything else I will edit it in.

Welcome

First off, I would like to say welcome. For those that don't play with me in other games, Z Fighters, or for those that stumbled across this blog on accident, I would like to introduce myself. I'm Blaze. I've blogged about other games in the past, but my intent for this blog is a little different. In the past I learned from my fellow players and, after the game had been out for years, designed blogs instructing new players on how to play to prevent the games from dying from lack of players, since the new players were being driven out by the ones that actually new how to play. This blog will be different. I will be covering a newer game, Z Fighters, a Dragon Ball themed CRPG game.

My intent in making this blog is simple. There are NO reasonably structured and well put together guides out there for the game at this point. It is a fantastic game, but the game does not do a good job explaining itself and the nuances of the game, the developers are no help with their pre-made guides, and the only other individual out there trying to help is doing it with youtube videos, which, with the amount of content coverage required to make this game stick, proves ineffective for most people (though not all). This won't be based on past players, and the things the new players are taught. This blog will be made from trial and error and diving into the code of the game best we can with limited resources, Stick with me, and we'll adjust strategies, methods, and statistics as the game progresses, as it is very young. It will take time to make things perfect but with patience we should be able to teach the new players to play, and help make a good game stick, while in the process making it simpler and easier to understand and enjoy.

Without further ado, I'll begin with the basics. Thanks for reading.