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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.

1 comment:

  1. Hey man, nice blog, congrats! The game doesn't explain much about it's engine, it's good to have some guys like you to explain somethings!
    I have a doubt that i hope you can explain... Sometimes i place a hero in ginyu slot in order to get a fate boost in one of my main characters and it doesnt work whatsoever.
    For exemple, i'm trying to get "phases" fate boost from cell form F, so i tried to place cell form 1 in every ginyu slot and it doesnt work...
    Can you explain it to me?

    Thanks and please keep posting

    ReplyDelete