Beginers guide
Beginers guide
Resources:
Cubits - normal money used for upgrades. obtainable via regular game play
Credits - virtual money obtained from buying in game with real money. used for speedup and special perks.
Tech Points - used to research upgrades. also used for hull upgrades.
Prestige - earned through mission and unlocks
Leptin - earned via energizing the celestial portal with cubits. used for normal commanders.
Quarks - earned via energizing the celestial portal with credits. used for elite commanders
Talent - obtained via Battle training. used with tech points to upgrade flagship.
Galactonite Energy - used to upgrade galactonites.
Accumulator Bar - Special attack charge bar - Has 4 notches. each notch represents 25 accumulator points. Once fully charged, it attacks on next round. Can charge beyond 4, but won't display - suppose to affect damage though when overcharged (help file specified this).
Buildings:
Citadel - Lets you collect Cubits (money). when you upgrade, it is fully refilled so make sure to collect before doing a subsequent upgrade.
Research Center - unlocked at player lvl 22. Tech upgrades. Each level unlocks a new stat for your to research and increases level limit by 5. Level 9 unlocks the Advanced tab with more expensive but powerful upgrades.
Engineering Hub - Upgrade/Evolve your ship's equipment.
Diplomacy Center - unlocked at player lvl 21. Free daily resources. Includes prestige, cubits, and tech points. Credits can be used for subsequent collection. Amount increases with each upgrade.
Greenspan - Cubits - Level 1
Sonia - Tech Points - Level 6
Roosevelt - Prestige - Level 8
Sokolov - ????? - not opened yet
Conservatory - Elite battles that reward equipment upgrade plans. There are multiple maps, each map containing 8 battles. You can opt to refresh the fights at certain VIP levels, which costs roughly 1.2k credits. This only refreshes the map you're on, not all maps.
Construction Yard - Ship repair. Your ships are much less effective when below 50% health.
Galactonite Center - Creation of Galactonite used in upgrading your ship power. Also allows you to dissemble them for Galactonite energy, used to upgrade existing galactonites to higher levels. These gems also come in different ranks, ranging from R-1 through R-5. Note that the amount you get back increases with each level upgrade by the amount used to upgrade it. You lose no energy by dissembling a gem, allowing you to swap for a better grade gem and infusing it with all the energy you've used in the previous one.
You can spend 300 credit to create high quality gems. When using credits, there is a bar that will increase with each use. You can collect and receive 1000 galactonite energy at max level once a day. Note that the use of credit to gain Galactonite is very inefficient and highly unrecommended.
Celestial Portal - This is where you recruit new commanders. Elite recruits are available using quarks. You can obtain some if you're lucky during a normal energize (using cubits), or you can spend credits to collect them in mass. The cost of each subsequent credit energize increases. You can also spend 300 credits to convert 1k Leptin for 100 Quark using 300 credit. Possibly cost effective after a certain number of energizing using credits in a given day. Cost resets the next day.
You can also manage your commanders under the Recruited tab. Here you can see all commanders you've recruited and can "Dismiss" and "Recall" any of them at will. This essentially hides them from the menus (enhancement/formation/etc). Its a nice feature since you can buy commanders, equip them with additional gear to evolve with extra equipment plans, and then hide them - freeing up space in your inventory.
Colonial Hub-
Giant orange planet in the background. This is where you play with the colonial system. Basically you're allowed to colonize 3 other players to periodically interact with and collect xp rewards. There is a maximum amount of exp that you can obtain each day that scales with level.
Each player can colonize up to 3 other players at any given time and are given 5 chances to colonize each day. In order to colonize someone, you must first beat them in the Arena. Once you win against an opponent in the arena and enter an unoccupied planet on the colonial hub, the opponent will appear as a possible candidate for colonization. The player will have one of three statuses next to their name:
* Ruler - this player currently rule over at least one colony
* Colony - this player is currently ruled by another player
* Single Planet - this player does not currently rule over nor is ruled by another player
If the player is a Ruler, you will fight against the player. Should you win, you will steal one of their colony.
If the player is Colony, you will fight against their ruler. Should you win, you will steal this player as a colony.
If the player is Single Planet, you will fight against the player. Should you win, you will obtain them as a colony.
Interaction as a Ruler
Once you colonize a player, you can interact with them via selecting their planet on the colonial hub. As soon as you colonize the player, you will start accruing experience that you can "reap" at will, up to the maximum amount for the day.
You can also choose to abandon the colony which will free up the planet for you to try and colonize another player. This may be important if you accidentally acquire an alliance member that your opponent was ruling over.
There will be several options of interactions on the right side of that player selection menu. You have a total of 6 interactions each day you can do with your colonies. There is a 20 minute cool down per colony after an interaction. Currently interactions have no real differences aside from system messages. They all result in the exact same amount of experience gained (roughly 4k).
Colonial Log and Liberate
On the right side of the colonial hub is the colonial log. Here you will see a log of all your colonial interactions/events, along with your alliance members if you check the Ally Information checkbox. When an alliance member gets colonized, you will see a Liberate button in the log entry. You can only choose to liberate them if you are a Ruler or a Single Planet.
Upon clicking the liberate button, the ruling player will appear with their alliance identified. If you choose to liberate, you will fight this player. If you win, your alliance member will be freed. You get 3 liberate attempts a day, though you can add an additional chance for 240 credits.
Note that you can colonize alliance members, so sometimes the ruler will actually be another alliance member.
Commanders:
Comes with ranks S,A,B,C,D,E - lowest at E and highest at S. Impacts stars for ATK/DEF, which is presumably a base stat indicator. Elite commanders get better quality special attacks. Special Attacks can be Monomer (single unit), Vertical (column attack), Horizontal (row attack), Cross (row and column attack), or Self. Info will be specified by Name (Role/Rank/ATK/DEF/AST)
Andrew (Destroyer/B/4/1/0)
Positron Blaster - Horizontal, 66% S-ATK Damage
Assar (Striker/E/3/1/0)
Armor Absorb - Monomer, 100% S-ATK Damage, Reduce Target DEF for 3 rounds
Batis (Protector/B/2/4/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF 10% for 2 rounds
Bartholomew (Protector/A/1/6)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF for 2 rounds
Cassandra (Protector/C/2/4/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF 10% for 2 rounds
Chuyamer Elite (Protector/B/2/5/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF 10% for 2 rounds
Damon Elite (Ranger/B/3/3/0)
Plasma Impact - Monomer, 100% S-ATK Damage, Reduces Target ATK for 1 round
Du'doria (Destroyer/C/4/1/0)
Positron Blast - Horizontal, 66% S-ATK Damage
Du'doria Elite (Destroyer/S/5/3/0)
Hydrogen Bomb - Monomer, 150% S-ATK Damage, Half accumulator cost
Duomilian (Ranger/C/2/2/0)
Fire Suppression - Monomer, 100% S-ATK Damage
Duyal Elite (Protector/C/1/4/0)
Phase Shift Armor - Self, Increase Def by 20% for 2 rounds
Emma Elite (Ranger/B/3/3/0)
Quantum LOCK - Monomer, 100% S-ATK Damage, Lock (opponent can't attack) for 1 round
Gonzalo (Ranger/D/2/2/0)
Gravity Trap - Monomer, 100% S-ATK Damage, Lock (opponent can't attack) for 1 round
Gonzalo Elite (Ranger/A/3/3/0)
Hydrogen Bomb - Monomer, 150% S-ATK Damage, Half accumulator cost
James Elite (Ranger/A/4/4/0)
Plasma Impact - Monomer, 100% S-ATK Damage, Reduces ATK of target for 2 rounds
John (Ranger/A/3/3/0)
Plasma Impact - Monomer, 100% S-ATK Damage, Reduces ATK of target for 2 rounds
Lyon (Protector/E/1/3/0)
Phase Shift Armor - Self, Increase Def by 20% for 2 rounds
Lyon Elite (Protector/A/3/5/0)
Phaseshift Matrix - Monomer, 100% S-ATK damage, increase DEF for 2 rounds
Matthias (Ranger/B/3/2/0)
Fire Suppression - Monomer, 100% S-ATK damage
O'Neil (Destroyer/E/3/1/0)
Gamma Blast - Monomer, 100% S-ATK damage
Raphael Elite [b](Protector/A/2/6/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF for 2 rounds
[b]Raikkonen (Protector/D/1/3/0)
Phaseshift Matrix - Monomer, 100% S-ATK damage, Increase DEF by 10% for 2 rounds
Richter Elite (Destroyer/B/6/1/0)
Positron Blaster - Vertical, 66% S-ATK damage, locks entire row for 1 round ** works. 50% chance, but reported lower in practice.
Scarlet (Destroyer/D/3/1/0)
Positron Blaster - Horizontal, 66% S-ATK damage
Scarlet Elite (Destroyer/C/5/1/0)
Positron Blaster - Vertical, 66% S-ATK damage
Simon (Striker/B/4/2/0)
Photon Missile - Vertical, 99% S-ATK damage
Sophietia (Striker/C/3/1/0)
Armor Absorb - Monomer, 100% S-ATK damage, reduce target DEF for 3 rounds
Sophietia Elite (Rover/A/4/2/3)
Electromagnetic Shock - Horizontal, 66% S-ATK, reduce target DEF for 2 rounds
Sylver (Striker/E/2/1/0)
Fire Suppression - Monomer, 100% S-ATK Damage
Sylver Elite (Striker/A/4/2/0)
Fire Suppression II- Monomer, 150% S-ATK Damage, Half accumulator cost
Thaddeus Elite(Striker/B/5/2/0)
Quantum LOCK - Monomer, 100% S-ATK Damage, Lock (opponent can't attack) for 1 round
Stats:
HP - health points. Your ship can't fight when it reaches 0
Shield - extra HP bar for ships in the protector role. Increases with player level.
ATK - influence damage done with normal attacks
DEF - reduce damage taken from normal attacks
S-ATK - influence damage done with special attacks
S-DEF - reduce damage taken from special attacks
E-ATK - influence damage done with energy attacks
E-DEF - reduce damage taken from energy attacks
AST - potency indicator for Rover's debuff skill. Although all commanders have this stat, only rovers have actual stars.
Things to note -
1. E-DEF is only obtainable through tech upgrades and thus there exists very little resistance against E-ATK.
2. Shield is not impacted by the physical shield you equip on your ship. ATM, no known way of increasing shield other than leveling. Perhaps there is a Galactonite for it, but I haven't seen one. Also, the amount of shield is dependent on the ship. For instance, Elite Duyal has more shield than Elite Lyon, even though Elite Lyon is Rank A and Elite Duyal is Rank C.
Secondary Stats:
Accumulator - Special attack energy source. Galactonite that gives this increases initial size. note that each accumulator bar notch = 25 pts, so an +25 pts mean you start off with 3 notches and +50 pts mean you start off with a full bar. Possibly impact recharge rate as well.
Block - % chance to block (and counter attack)
Crit - % chance to crit.
Crit ATK - critical hit damage %.
Speed - The team with the greatest total speed starts the round first.
Hit Rate - % chance to hit. Calculation unknown (presumably counters dodge/block/misses)
Penetration - reduce opponent's % chance to block
Galactonite Gems - (identified by Rank: initial stat/increase per level)
Strike - ATK
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Gardian - DEF
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Mag-Cloud - SDEF
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Starlight - SATK
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Deep Blue - EATK
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Deatheye - Hit %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Fury - Crit %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Phantom - Block %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Flash - Dodge %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Fissures - Peneration %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Pri-Energy - HP
- R3: 1200/400, R4: 2400/800, R5: 4800/1600?
Starocean - Accumulator (Initial Size)
- R3: 10/3, R4: 18/4, R5: 25/5?
Tekken - Crit ATK %
- R3: 21/1 , R4: ?/?, R5: ?/?
Galactonite slot unlocks with building level
Level 3: 1 Galactonite (Player Lvl10)
Level 5: 2 Galactonite (Player Lvl20)
Level 7: 3 Galactonite (Player Lvl30)
Level 9: 4 Galactonite (Player Lvl40)
Level 11: 5 Galactonite (Player Lvl50)
Level 13: 6 Galactonite (Player Lvl60)
Galactonite Ranks
R1 > R2 > R3 > R4 > R5
Galactonite Upgrade Cost
Each rank increases the base cost by 300%.
Each additional level cost 250% more than the last one, rounded to closest number. The rounded up portion is not taken into account on the next increase.
The breakdown is as follows for upgrading cost (identified by Rank - Level:Cost | (total cost)):
R1 - L1:10, L2:25, L3:63, L4:156, L5:391, L6:977, L7:2441, L8:6104, L9:15259, L10:38147 | (63572)
R2 - L1:30 , L2:75 , L3:188 , L4:469 , L5:1172 , L6:2930 , L7:7324, L8:18311, L9:45776, L10:114441| (190715)
R3 - L1:90, L2:225, L3:563, L4:1406, L5:3516, L6:8789, L7:21973, L8:54932, L9:137329, L10:343323| (572145)
R4 - L1:270, L2:675, L3:1688, L4:4219, L5:10547, L6:26367, L7:65918, L8:164795, L9:411987, L10:1029968| (1716434)
R5 - L1:810, L2:2025, L3:5063, L4:12656, L5:31641, L6:79102, L7:197754, L8:494385, L9:1235962, L10:3089905| (5149301)
Things to note:
Each lvl 1 galactonite of a given rank is equivalent to a lvl 4 of the previous rank. Also, though untested, it is assumed max level for galactonite is 10.
R5(lvl1) = R4(lvl4) = R3(lvl9)
R4(lvl1) = R3(lvl4) = R2(lvl9)
R3(lvl1) = R2(lvl4) = R1(lvl9)
R2(lvl1) = R1(lvl4)
Also, starocean is amazing - try for +25 accumulator on all your ships. +50 is lvl 9 for an R4 starocean gem.. very expensive, but could be a great tactical advantage, especially in battle training. And as mentioned previously, you get a full refund on energy used for enhancing gems when you decompose them, so freely upgrade low level gems and decompose as you find rarer ones.
Equipment:
Laser Cannons (E-ATK) - A Destroyer role only weapon. Counters Protector's heavy DEF and S-DEF. Have half the power of equivalent normal cannon and so not as effective as regular cannon against ships without high DEF/S-DEF.
Cannon (ATK) - Cannot be equipped by Destroyer ships. Raise basic attack's damage.
KIT (S-ATK) - Raise special attack's damage
Armor (DEF) - Raise defense against normal attacks
EM Shield (S-DEF) - Raise defense against special attacks
Warp Core (Speed, HP) - Raise speed and HP. Refer to secondary stat for speed and what it impacts.
Things to note -
Equipment have ranks. You evolve them using plans of the correct level. For instance, there are level 20,30,40,50,etc. plans. To utilize the level 30 plans, you must have first evolved it using a level 20 plan.
Read the help file for more info on how to obtain plans.
Dexter Labs:
Slots - You get 9 dexter coins daily and 10 coins for every 10 levels. Use it to spin. whatever the reward, there is a multiplier that ranges from 1-8. you can choose to spin on the multipler if you happen to land a good set of rewards.
Mine - you can mine resource node 3 times for prestige and cubits. you can also raid other people's nodes 3 times a day. When you scan for mining, you can pay 20, 150, or 2500 credits to rescan in hope of higher paying nodes. you can also overlock using 200 credits at a certain VIP level. This increase your force by 10% for plundering other's mines.
Nodes are colored to indicate quality. Let assume Gray nodes provide X amount of resource - the payout is as follows: Gray = X, Green = 5.5X, Blue = 11X, Purple = 10X, Yellow = 24X
Battle Training - Unlocked at level 40.
Like a 2nd version of conservatory, except it gives you Talent points. There are 5 battles. Each battle, one additional unit is "Jammed" and will be unavailable to fight. You must win with the rest. You can also pay 240 credits to Jam the opponent, removing all ships except for the boss. Jamming lasts for current battle and goes away after its completion. If you failed, they stay jammed so you can try again. Opponent level continue to rise- they will be at most 5 levels behind you; increasing in increments of 5. The fir increment gives 1k talent point - each level increase also comes with an increase in talent and xp rewarded.
You use talent points and tech points to upgrade your flag ship hull. There is a progress bar for you reaching the next hull rank. Each rank increases the cost of talent and tech points. At rank 3, it costs 500 tech points and 400 talent point per enhance (roughly 3% of the progress bar). There is a chance to 2x,3x,4x,8x enhancement every time you try though.
Things to note -
Best way to farm experience other than supply rushing. Worth it to jam for power leveling.
Cost to enhance hull increases and the amount of progress bar it fills decreases very significantly with each level of enhancement . Regular tech buffs may make more sense until you are maxed or waiting on a building cooldown.
Primus - Epic boss fight. its a contest against all other players to do the most damage and to destroy the boss within 2 hrs. players are rewarded with large sums of cubits at the end. Top player gets roughly 1 million cubits. occurs every 2 days. The reward scales.. currently i'm earning 3 mill for 1st place
Recommended strategy - give your Flagship Gravity Lock and place him so he'll fire it at least once. This will hopefully lock Primus, allowing you to get in an extra round of attacks before all your ships are destroyed. If you have multiple ships with LOCK ability, place them so they chain.
Highly recommend switching up formation between fight to gauge how effective it is against Primus. No hard formation recommended since strategy changes with commanders/upgrades available.
Missions:
Missions are broken into maps. Each map has multiple stages. Each stage has multiple fights. The last fight of the last stage will always be a Boss. If you 3 star all fights in a stage, the stage will reward credits. After successfully completing a fight, you can choose to "rush" it for xp and cubits. Up to the end of the 2nd map, the best place to rush for xp is the 1st map's boss.
Rush - allows you to specify the number of battles you want to do, each one costing 1 supply. It is a way to quickly spend supplies and gain xp / cubits (occasionally credits if you're lucky) by repeating previously completed fights.
When rushing, you see a list of rewards - each line represent a completed battle. This amount can be 1x,2x,3x,4x. When I compare the amount received from a single rushed battle with a normal fight, rush gives significantly more xp. I am not sure whether this is due to the Alliance donation bonus or if it is always better though.
3 Starring -
3 starring requires beating all ships in one round - 1 shot 1 kill. On tough fights, you'll need to leverage special attacks that does AOE to achieve this. The best way to get 3 stars is to have starocean with +25 on your flagship. Assuming your speed allows you to go first, use a formation such that the commander will be the 2nd to fire within your team. the first ship needs to waste initial attack and ensure the opponent's first attack must hit the commander.
Once this criteria is met, the commander will fire a special that will hopefully wipe out 2-3 of their ships. The rest is quickly mopped up (hopefully... if not, you need to evolve/enhance more) and you get 3 stars.
Some fights don't lend itself to this strategy due to their formation. such fights...you may need to have star ocean +50, or wait until you unlock more position with prestige.. hopefully it'll allow a configuration that will meet the criteria above.
Things to note
- You can only obtain 3 stars when choosing to "fight"
- If you only need XP/Cubits, choose to "rush"
Alliances:
Alliance Donate - gives you bonus RUSH xp and a set prestige. Note that as the alliance donate, the reward level increases and raise the amount of xp /prestige bonus you get per donation. You can donate 1k cubits, 5 credits, or 100 credits - each one giving a bit more reward.
Cosmic Expedition - You can join an expedition with 5 other alliance members and be rewarded with 675 prestige. Need to confirm if this is a static number or if it varies based on other factors. You can also initiate more than one expedition, but will only be rewarded for the first. If you're missing alliance members, you can pay 240 credit to hire a mercenary to fill the spot. Need to confirm if you can hire more than one mercenary and if the cost increases on subsequent hiring.
At later levels, this may reward credits as well (very small amounts... like 10)
Combat Strategy: Formation And Special Attack
Special Attacks can be Monomer (single unit), Vertical (column attack), Horizontal (row attack), Cross (row and column attack), or Self. Only the flagship can change what special attack it uses.
Monomer attack tend to have higher % of S-ATK damage. Place this guy directly across from a difficult unit to destroy, like a protector or a flagship, or a ship that tend to throw out a really powerful S-ATK and you need that extra burst damage to destroy the ship before it goes off.
Vertical attack tend to have slightly lower % of S-ATK damage, but could hit up to 3 units in a column. It will hit the first person directly across from your row, and expand out to one spot above and below. The key here is that you could bypass the protector defending a powerful destroyer by hitting a ship directly above or below the destroyer.
Horizontal attack tend to have slightly lower % of S-ATK damage, but could hit up to 3 units in a row. Nothing special here other than if your S-ATK is high enough, it might destroy all the ships behind a protector.
Cross attack tend to have the least % of S-ATK damage, but could potentially hit all ships (if placed in a "T" or Corner formation where your first attack hits the cross section). In all other situation, it will be a less effective horizontal or vertical attack since Cross attack will do the least amount of damage per hit.
Half accumulator cost - you use half the bar instead of the full bar.. meaning you can potentially get off more specials in one battle.
Lock - prevent the opponent from attacking for one round. This could be very decisive if you can't defeat the unit in time to prevent his special from wiping out your formation. Especially useful for battle training when the flagship hits all ships.
Formation - At a high level, you should aim to use a formation where you can fire your specials off and destroy the opponent ships first. A ship "accumulates" special attack energy from shooting and being shot at (a miss does not count). Given this, you should in general place the ship whose special attack you want to fire first in front. Of course, only do this if they can manage to fire their special before being destroyed.
Note that a counter (block) will fill you up twice - once for being hit, once for your hitting back, without taking away your turn. You could potentially counter every ship that hits you on that round and still attack when its your turn. With this in mind, having a strong protector in front with a high block % could also be a viable strategy.
Combat firing sequence is top right, middle right, bottom right, top middle, middle middle, bottom middle, top left, middle left, bottom left. The ships shoot to the same row if there is an enemy, from front to back. If the row is clear, it moves on to a nearby row - top row if there is a ship, otherwise bottom row.
Let say your flagship has a +25 accumulator galactonite and you start the battle with 3/4 your accumulator bar. The objective to aim for would be to reach full bar before your flagship fires. If you have speed advantage, place a powerful ship to go first such that you spend your initial attack, while ensuring the opponent's first attack lands on your flagship. This will ensure your flagship's first attack will fire the special.
You will have to watch the battle play out to really understand how the formation should change. The thing with the specials is that who it ends up hitting depends on how powerful your individual attacks are and if it manages to hit its target.
For instance, if you had the Cross special, you may want to fire it off first so you can damage or take out as many ships as possible. This is especially true if the opponent has a "+" formation. The best position for your flagship with the Cross special would be front column directly across from the center position of that "+" formation, allowing you special to potentially hit all ships.
This placement means the ship will be amongst the first ship to fire your formation and also take all the hits from the opponent's row, thus gathering energy in his accumulator very fast. This is good if your ship manages to survive until your special goes off. For this to be effective, you need to take out the first ship without taking out the ship in the cross section by the time your Cross special goes off. If you can not take out the first ship, you should place your ship with the Cross special in the center position, allowing a couple more ships to fire and possibly take out that first ship before your special goes off.
The other consideration is how defensive your ships are. Because the fight mechanic chooses the front to back, top to bottom, you may want to place a lone protector at the top row and all other ships at the bottom row. Of course this strategy depends on your having unlocked the spots from prestige. By leaving the middle row empty, you ensure all your opponent ships in the first and second row will attack your protector, while your main ships will attack the bottom row. This is good if their flagship is in the bottom row and you want to focus fire. The protector will buy you enough time for those specials to go off.
Sometime fights are very tough, like against Primus. Every attack destroys a ship. In those scenarios, it doesn't matter what ship you have in front, they will die. It is best to place the weakest ship in front so you can spit out the most damage with what's left over.
If your protector has a self buff and is usually placed in front protecting two ships behind him, and yet isn't powerful enough to last more than one or two hits after proc'ing his buff, you may choose to put him in the back. He is ineffective in his role, and if you have a ship that could last long enough to proc, perhaps an offensive special will be more effective.
There are many scenarios and while these general rules are good, it depends on your ship strengths/weaknesses. For instance, if you have a destroyer that does a vertical attack, when going against a "+" formation you may want to place him in the top or bottom row IF he can manage to proc before being destroyed. If he gets destroyed, that nets you nothing. If he fires it, you might end up wiping out three ships down the middle, crippling their offensive capabilities.
Arena:
Each battle gives cubits and prestige. You get 10 battles a day. Whenever you're ready, collect reward for your current rank. Reward are based on brackets. Rank 1 is top brack and gives roughly 850k cubits and 520 prestige. (Amount increases over time - for instance world 41 has been reported to reward 2.16M and 1640 prestige for rank 1). You must change formation before you enter the fight - unlike mission you can not change at the start of each battle.
Cubits - normal money used for upgrades. obtainable via regular game play
Credits - virtual money obtained from buying in game with real money. used for speedup and special perks.
Tech Points - used to research upgrades. also used for hull upgrades.
Prestige - earned through mission and unlocks
Leptin - earned via energizing the celestial portal with cubits. used for normal commanders.
Quarks - earned via energizing the celestial portal with credits. used for elite commanders
Talent - obtained via Battle training. used with tech points to upgrade flagship.
Galactonite Energy - used to upgrade galactonites.
Accumulator Bar - Special attack charge bar - Has 4 notches. each notch represents 25 accumulator points. Once fully charged, it attacks on next round. Can charge beyond 4, but won't display - suppose to affect damage though when overcharged (help file specified this).
Buildings:
Citadel - Lets you collect Cubits (money). when you upgrade, it is fully refilled so make sure to collect before doing a subsequent upgrade.
Research Center - unlocked at player lvl 22. Tech upgrades. Each level unlocks a new stat for your to research and increases level limit by 5. Level 9 unlocks the Advanced tab with more expensive but powerful upgrades.
Engineering Hub - Upgrade/Evolve your ship's equipment.
Diplomacy Center - unlocked at player lvl 21. Free daily resources. Includes prestige, cubits, and tech points. Credits can be used for subsequent collection. Amount increases with each upgrade.
Greenspan - Cubits - Level 1
Sonia - Tech Points - Level 6
Roosevelt - Prestige - Level 8
Sokolov - ????? - not opened yet
Conservatory - Elite battles that reward equipment upgrade plans. There are multiple maps, each map containing 8 battles. You can opt to refresh the fights at certain VIP levels, which costs roughly 1.2k credits. This only refreshes the map you're on, not all maps.
Construction Yard - Ship repair. Your ships are much less effective when below 50% health.
Galactonite Center - Creation of Galactonite used in upgrading your ship power. Also allows you to dissemble them for Galactonite energy, used to upgrade existing galactonites to higher levels. These gems also come in different ranks, ranging from R-1 through R-5. Note that the amount you get back increases with each level upgrade by the amount used to upgrade it. You lose no energy by dissembling a gem, allowing you to swap for a better grade gem and infusing it with all the energy you've used in the previous one.
You can spend 300 credit to create high quality gems. When using credits, there is a bar that will increase with each use. You can collect and receive 1000 galactonite energy at max level once a day. Note that the use of credit to gain Galactonite is very inefficient and highly unrecommended.
Celestial Portal - This is where you recruit new commanders. Elite recruits are available using quarks. You can obtain some if you're lucky during a normal energize (using cubits), or you can spend credits to collect them in mass. The cost of each subsequent credit energize increases. You can also spend 300 credits to convert 1k Leptin for 100 Quark using 300 credit. Possibly cost effective after a certain number of energizing using credits in a given day. Cost resets the next day.
You can also manage your commanders under the Recruited tab. Here you can see all commanders you've recruited and can "Dismiss" and "Recall" any of them at will. This essentially hides them from the menus (enhancement/formation/etc). Its a nice feature since you can buy commanders, equip them with additional gear to evolve with extra equipment plans, and then hide them - freeing up space in your inventory.
Colonial Hub-
Giant orange planet in the background. This is where you play with the colonial system. Basically you're allowed to colonize 3 other players to periodically interact with and collect xp rewards. There is a maximum amount of exp that you can obtain each day that scales with level.
Each player can colonize up to 3 other players at any given time and are given 5 chances to colonize each day. In order to colonize someone, you must first beat them in the Arena. Once you win against an opponent in the arena and enter an unoccupied planet on the colonial hub, the opponent will appear as a possible candidate for colonization. The player will have one of three statuses next to their name:
* Ruler - this player currently rule over at least one colony
* Colony - this player is currently ruled by another player
* Single Planet - this player does not currently rule over nor is ruled by another player
If the player is a Ruler, you will fight against the player. Should you win, you will steal one of their colony.
If the player is Colony, you will fight against their ruler. Should you win, you will steal this player as a colony.
If the player is Single Planet, you will fight against the player. Should you win, you will obtain them as a colony.
Interaction as a Ruler
Once you colonize a player, you can interact with them via selecting their planet on the colonial hub. As soon as you colonize the player, you will start accruing experience that you can "reap" at will, up to the maximum amount for the day.
You can also choose to abandon the colony which will free up the planet for you to try and colonize another player. This may be important if you accidentally acquire an alliance member that your opponent was ruling over.
There will be several options of interactions on the right side of that player selection menu. You have a total of 6 interactions each day you can do with your colonies. There is a 20 minute cool down per colony after an interaction. Currently interactions have no real differences aside from system messages. They all result in the exact same amount of experience gained (roughly 4k).
Colonial Log and Liberate
On the right side of the colonial hub is the colonial log. Here you will see a log of all your colonial interactions/events, along with your alliance members if you check the Ally Information checkbox. When an alliance member gets colonized, you will see a Liberate button in the log entry. You can only choose to liberate them if you are a Ruler or a Single Planet.
Upon clicking the liberate button, the ruling player will appear with their alliance identified. If you choose to liberate, you will fight this player. If you win, your alliance member will be freed. You get 3 liberate attempts a day, though you can add an additional chance for 240 credits.
Note that you can colonize alliance members, so sometimes the ruler will actually be another alliance member.
Commanders:
Comes with ranks S,A,B,C,D,E - lowest at E and highest at S. Impacts stars for ATK/DEF, which is presumably a base stat indicator. Elite commanders get better quality special attacks. Special Attacks can be Monomer (single unit), Vertical (column attack), Horizontal (row attack), Cross (row and column attack), or Self. Info will be specified by Name (Role/Rank/ATK/DEF/AST)
Andrew (Destroyer/B/4/1/0)
Positron Blaster - Horizontal, 66% S-ATK Damage
Assar (Striker/E/3/1/0)
Armor Absorb - Monomer, 100% S-ATK Damage, Reduce Target DEF for 3 rounds
Batis (Protector/B/2/4/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF 10% for 2 rounds
Bartholomew (Protector/A/1/6)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF for 2 rounds
Cassandra (Protector/C/2/4/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF 10% for 2 rounds
Chuyamer Elite (Protector/B/2/5/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF 10% for 2 rounds
Damon Elite (Ranger/B/3/3/0)
Plasma Impact - Monomer, 100% S-ATK Damage, Reduces Target ATK for 1 round
Du'doria (Destroyer/C/4/1/0)
Positron Blast - Horizontal, 66% S-ATK Damage
Du'doria Elite (Destroyer/S/5/3/0)
Hydrogen Bomb - Monomer, 150% S-ATK Damage, Half accumulator cost
Duomilian (Ranger/C/2/2/0)
Fire Suppression - Monomer, 100% S-ATK Damage
Duyal Elite (Protector/C/1/4/0)
Phase Shift Armor - Self, Increase Def by 20% for 2 rounds
Emma Elite (Ranger/B/3/3/0)
Quantum LOCK - Monomer, 100% S-ATK Damage, Lock (opponent can't attack) for 1 round
Gonzalo (Ranger/D/2/2/0)
Gravity Trap - Monomer, 100% S-ATK Damage, Lock (opponent can't attack) for 1 round
Gonzalo Elite (Ranger/A/3/3/0)
Hydrogen Bomb - Monomer, 150% S-ATK Damage, Half accumulator cost
James Elite (Ranger/A/4/4/0)
Plasma Impact - Monomer, 100% S-ATK Damage, Reduces ATK of target for 2 rounds
John (Ranger/A/3/3/0)
Plasma Impact - Monomer, 100% S-ATK Damage, Reduces ATK of target for 2 rounds
Lyon (Protector/E/1/3/0)
Phase Shift Armor - Self, Increase Def by 20% for 2 rounds
Lyon Elite (Protector/A/3/5/0)
Phaseshift Matrix - Monomer, 100% S-ATK damage, increase DEF for 2 rounds
Matthias (Ranger/B/3/2/0)
Fire Suppression - Monomer, 100% S-ATK damage
O'Neil (Destroyer/E/3/1/0)
Gamma Blast - Monomer, 100% S-ATK damage
Raphael Elite [b](Protector/A/2/6/0)
Phaseshift Matrix - Monomer, 100% S-ATK Damage, Increase DEF for 2 rounds
[b]Raikkonen (Protector/D/1/3/0)
Phaseshift Matrix - Monomer, 100% S-ATK damage, Increase DEF by 10% for 2 rounds
Richter Elite (Destroyer/B/6/1/0)
Positron Blaster - Vertical, 66% S-ATK damage, locks entire row for 1 round ** works. 50% chance, but reported lower in practice.
Scarlet (Destroyer/D/3/1/0)
Positron Blaster - Horizontal, 66% S-ATK damage
Scarlet Elite (Destroyer/C/5/1/0)
Positron Blaster - Vertical, 66% S-ATK damage
Simon (Striker/B/4/2/0)
Photon Missile - Vertical, 99% S-ATK damage
Sophietia (Striker/C/3/1/0)
Armor Absorb - Monomer, 100% S-ATK damage, reduce target DEF for 3 rounds
Sophietia Elite (Rover/A/4/2/3)
Electromagnetic Shock - Horizontal, 66% S-ATK, reduce target DEF for 2 rounds
Sylver (Striker/E/2/1/0)
Fire Suppression - Monomer, 100% S-ATK Damage
Sylver Elite (Striker/A/4/2/0)
Fire Suppression II- Monomer, 150% S-ATK Damage, Half accumulator cost
Thaddeus Elite(Striker/B/5/2/0)
Quantum LOCK - Monomer, 100% S-ATK Damage, Lock (opponent can't attack) for 1 round
Stats:
HP - health points. Your ship can't fight when it reaches 0
Shield - extra HP bar for ships in the protector role. Increases with player level.
ATK - influence damage done with normal attacks
DEF - reduce damage taken from normal attacks
S-ATK - influence damage done with special attacks
S-DEF - reduce damage taken from special attacks
E-ATK - influence damage done with energy attacks
E-DEF - reduce damage taken from energy attacks
AST - potency indicator for Rover's debuff skill. Although all commanders have this stat, only rovers have actual stars.
Things to note -
1. E-DEF is only obtainable through tech upgrades and thus there exists very little resistance against E-ATK.
2. Shield is not impacted by the physical shield you equip on your ship. ATM, no known way of increasing shield other than leveling. Perhaps there is a Galactonite for it, but I haven't seen one. Also, the amount of shield is dependent on the ship. For instance, Elite Duyal has more shield than Elite Lyon, even though Elite Lyon is Rank A and Elite Duyal is Rank C.
Secondary Stats:
Accumulator - Special attack energy source. Galactonite that gives this increases initial size. note that each accumulator bar notch = 25 pts, so an +25 pts mean you start off with 3 notches and +50 pts mean you start off with a full bar. Possibly impact recharge rate as well.
Block - % chance to block (and counter attack)
Crit - % chance to crit.
Crit ATK - critical hit damage %.
Speed - The team with the greatest total speed starts the round first.
Hit Rate - % chance to hit. Calculation unknown (presumably counters dodge/block/misses)
Penetration - reduce opponent's % chance to block
Galactonite Gems - (identified by Rank: initial stat/increase per level)
Strike - ATK
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Gardian - DEF
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Mag-Cloud - SDEF
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Starlight - SATK
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Deep Blue - EATK
- R1: 150/50, R2: 300/100, R3: 600/200, R4: 1200/400, R5: 2400/800
Deatheye - Hit %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Fury - Crit %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Phantom - Block %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Flash - Dodge %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Fissures - Peneration %
- R3: 3/1, R4: 4.5/1.5, R5: 6/2?
Pri-Energy - HP
- R3: 1200/400, R4: 2400/800, R5: 4800/1600?
Starocean - Accumulator (Initial Size)
- R3: 10/3, R4: 18/4, R5: 25/5?
Tekken - Crit ATK %
- R3: 21/1 , R4: ?/?, R5: ?/?
Galactonite slot unlocks with building level
Level 3: 1 Galactonite (Player Lvl10)
Level 5: 2 Galactonite (Player Lvl20)
Level 7: 3 Galactonite (Player Lvl30)
Level 9: 4 Galactonite (Player Lvl40)
Level 11: 5 Galactonite (Player Lvl50)
Level 13: 6 Galactonite (Player Lvl60)
Galactonite Ranks
R1 > R2 > R3 > R4 > R5
Galactonite Upgrade Cost
Each rank increases the base cost by 300%.
Each additional level cost 250% more than the last one, rounded to closest number. The rounded up portion is not taken into account on the next increase.
The breakdown is as follows for upgrading cost (identified by Rank - Level:Cost | (total cost)):
R1 - L1:10, L2:25, L3:63, L4:156, L5:391, L6:977, L7:2441, L8:6104, L9:15259, L10:38147 | (63572)
R2 - L1:30 , L2:75 , L3:188 , L4:469 , L5:1172 , L6:2930 , L7:7324, L8:18311, L9:45776, L10:114441| (190715)
R3 - L1:90, L2:225, L3:563, L4:1406, L5:3516, L6:8789, L7:21973, L8:54932, L9:137329, L10:343323| (572145)
R4 - L1:270, L2:675, L3:1688, L4:4219, L5:10547, L6:26367, L7:65918, L8:164795, L9:411987, L10:1029968| (1716434)
R5 - L1:810, L2:2025, L3:5063, L4:12656, L5:31641, L6:79102, L7:197754, L8:494385, L9:1235962, L10:3089905| (5149301)
Things to note:
Each lvl 1 galactonite of a given rank is equivalent to a lvl 4 of the previous rank. Also, though untested, it is assumed max level for galactonite is 10.
R5(lvl1) = R4(lvl4) = R3(lvl9)
R4(lvl1) = R3(lvl4) = R2(lvl9)
R3(lvl1) = R2(lvl4) = R1(lvl9)
R2(lvl1) = R1(lvl4)
Also, starocean is amazing - try for +25 accumulator on all your ships. +50 is lvl 9 for an R4 starocean gem.. very expensive, but could be a great tactical advantage, especially in battle training. And as mentioned previously, you get a full refund on energy used for enhancing gems when you decompose them, so freely upgrade low level gems and decompose as you find rarer ones.
Equipment:
Laser Cannons (E-ATK) - A Destroyer role only weapon. Counters Protector's heavy DEF and S-DEF. Have half the power of equivalent normal cannon and so not as effective as regular cannon against ships without high DEF/S-DEF.
Cannon (ATK) - Cannot be equipped by Destroyer ships. Raise basic attack's damage.
KIT (S-ATK) - Raise special attack's damage
Armor (DEF) - Raise defense against normal attacks
EM Shield (S-DEF) - Raise defense against special attacks
Warp Core (Speed, HP) - Raise speed and HP. Refer to secondary stat for speed and what it impacts.
Things to note -
Equipment have ranks. You evolve them using plans of the correct level. For instance, there are level 20,30,40,50,etc. plans. To utilize the level 30 plans, you must have first evolved it using a level 20 plan.
Read the help file for more info on how to obtain plans.
Dexter Labs:
Slots - You get 9 dexter coins daily and 10 coins for every 10 levels. Use it to spin. whatever the reward, there is a multiplier that ranges from 1-8. you can choose to spin on the multipler if you happen to land a good set of rewards.
Mine - you can mine resource node 3 times for prestige and cubits. you can also raid other people's nodes 3 times a day. When you scan for mining, you can pay 20, 150, or 2500 credits to rescan in hope of higher paying nodes. you can also overlock using 200 credits at a certain VIP level. This increase your force by 10% for plundering other's mines.
Nodes are colored to indicate quality. Let assume Gray nodes provide X amount of resource - the payout is as follows: Gray = X, Green = 5.5X, Blue = 11X, Purple = 10X, Yellow = 24X
Battle Training - Unlocked at level 40.
Like a 2nd version of conservatory, except it gives you Talent points. There are 5 battles. Each battle, one additional unit is "Jammed" and will be unavailable to fight. You must win with the rest. You can also pay 240 credits to Jam the opponent, removing all ships except for the boss. Jamming lasts for current battle and goes away after its completion. If you failed, they stay jammed so you can try again. Opponent level continue to rise- they will be at most 5 levels behind you; increasing in increments of 5. The fir increment gives 1k talent point - each level increase also comes with an increase in talent and xp rewarded.
You use talent points and tech points to upgrade your flag ship hull. There is a progress bar for you reaching the next hull rank. Each rank increases the cost of talent and tech points. At rank 3, it costs 500 tech points and 400 talent point per enhance (roughly 3% of the progress bar). There is a chance to 2x,3x,4x,8x enhancement every time you try though.
Things to note -
Best way to farm experience other than supply rushing. Worth it to jam for power leveling.
Cost to enhance hull increases and the amount of progress bar it fills decreases very significantly with each level of enhancement . Regular tech buffs may make more sense until you are maxed or waiting on a building cooldown.
Primus - Epic boss fight. its a contest against all other players to do the most damage and to destroy the boss within 2 hrs. players are rewarded with large sums of cubits at the end. Top player gets roughly 1 million cubits. occurs every 2 days. The reward scales.. currently i'm earning 3 mill for 1st place
Recommended strategy - give your Flagship Gravity Lock and place him so he'll fire it at least once. This will hopefully lock Primus, allowing you to get in an extra round of attacks before all your ships are destroyed. If you have multiple ships with LOCK ability, place them so they chain.
Highly recommend switching up formation between fight to gauge how effective it is against Primus. No hard formation recommended since strategy changes with commanders/upgrades available.
Missions:
Missions are broken into maps. Each map has multiple stages. Each stage has multiple fights. The last fight of the last stage will always be a Boss. If you 3 star all fights in a stage, the stage will reward credits. After successfully completing a fight, you can choose to "rush" it for xp and cubits. Up to the end of the 2nd map, the best place to rush for xp is the 1st map's boss.
Rush - allows you to specify the number of battles you want to do, each one costing 1 supply. It is a way to quickly spend supplies and gain xp / cubits (occasionally credits if you're lucky) by repeating previously completed fights.
When rushing, you see a list of rewards - each line represent a completed battle. This amount can be 1x,2x,3x,4x. When I compare the amount received from a single rushed battle with a normal fight, rush gives significantly more xp. I am not sure whether this is due to the Alliance donation bonus or if it is always better though.
3 Starring -
3 starring requires beating all ships in one round - 1 shot 1 kill. On tough fights, you'll need to leverage special attacks that does AOE to achieve this. The best way to get 3 stars is to have starocean with +25 on your flagship. Assuming your speed allows you to go first, use a formation such that the commander will be the 2nd to fire within your team. the first ship needs to waste initial attack and ensure the opponent's first attack must hit the commander.
Once this criteria is met, the commander will fire a special that will hopefully wipe out 2-3 of their ships. The rest is quickly mopped up (hopefully... if not, you need to evolve/enhance more) and you get 3 stars.
Some fights don't lend itself to this strategy due to their formation. such fights...you may need to have star ocean +50, or wait until you unlock more position with prestige.. hopefully it'll allow a configuration that will meet the criteria above.
Things to note
- You can only obtain 3 stars when choosing to "fight"
- If you only need XP/Cubits, choose to "rush"
Alliances:
Alliance Donate - gives you bonus RUSH xp and a set prestige. Note that as the alliance donate, the reward level increases and raise the amount of xp /prestige bonus you get per donation. You can donate 1k cubits, 5 credits, or 100 credits - each one giving a bit more reward.
Cosmic Expedition - You can join an expedition with 5 other alliance members and be rewarded with 675 prestige. Need to confirm if this is a static number or if it varies based on other factors. You can also initiate more than one expedition, but will only be rewarded for the first. If you're missing alliance members, you can pay 240 credit to hire a mercenary to fill the spot. Need to confirm if you can hire more than one mercenary and if the cost increases on subsequent hiring.
At later levels, this may reward credits as well (very small amounts... like 10)
Combat Strategy: Formation And Special Attack
Special Attacks can be Monomer (single unit), Vertical (column attack), Horizontal (row attack), Cross (row and column attack), or Self. Only the flagship can change what special attack it uses.
Monomer attack tend to have higher % of S-ATK damage. Place this guy directly across from a difficult unit to destroy, like a protector or a flagship, or a ship that tend to throw out a really powerful S-ATK and you need that extra burst damage to destroy the ship before it goes off.
Vertical attack tend to have slightly lower % of S-ATK damage, but could hit up to 3 units in a column. It will hit the first person directly across from your row, and expand out to one spot above and below. The key here is that you could bypass the protector defending a powerful destroyer by hitting a ship directly above or below the destroyer.
Horizontal attack tend to have slightly lower % of S-ATK damage, but could hit up to 3 units in a row. Nothing special here other than if your S-ATK is high enough, it might destroy all the ships behind a protector.
Cross attack tend to have the least % of S-ATK damage, but could potentially hit all ships (if placed in a "T" or Corner formation where your first attack hits the cross section). In all other situation, it will be a less effective horizontal or vertical attack since Cross attack will do the least amount of damage per hit.
Half accumulator cost - you use half the bar instead of the full bar.. meaning you can potentially get off more specials in one battle.
Lock - prevent the opponent from attacking for one round. This could be very decisive if you can't defeat the unit in time to prevent his special from wiping out your formation. Especially useful for battle training when the flagship hits all ships.
Formation - At a high level, you should aim to use a formation where you can fire your specials off and destroy the opponent ships first. A ship "accumulates" special attack energy from shooting and being shot at (a miss does not count). Given this, you should in general place the ship whose special attack you want to fire first in front. Of course, only do this if they can manage to fire their special before being destroyed.
Note that a counter (block) will fill you up twice - once for being hit, once for your hitting back, without taking away your turn. You could potentially counter every ship that hits you on that round and still attack when its your turn. With this in mind, having a strong protector in front with a high block % could also be a viable strategy.
Combat firing sequence is top right, middle right, bottom right, top middle, middle middle, bottom middle, top left, middle left, bottom left. The ships shoot to the same row if there is an enemy, from front to back. If the row is clear, it moves on to a nearby row - top row if there is a ship, otherwise bottom row.
Let say your flagship has a +25 accumulator galactonite and you start the battle with 3/4 your accumulator bar. The objective to aim for would be to reach full bar before your flagship fires. If you have speed advantage, place a powerful ship to go first such that you spend your initial attack, while ensuring the opponent's first attack lands on your flagship. This will ensure your flagship's first attack will fire the special.
You will have to watch the battle play out to really understand how the formation should change. The thing with the specials is that who it ends up hitting depends on how powerful your individual attacks are and if it manages to hit its target.
For instance, if you had the Cross special, you may want to fire it off first so you can damage or take out as many ships as possible. This is especially true if the opponent has a "+" formation. The best position for your flagship with the Cross special would be front column directly across from the center position of that "+" formation, allowing you special to potentially hit all ships.
This placement means the ship will be amongst the first ship to fire your formation and also take all the hits from the opponent's row, thus gathering energy in his accumulator very fast. This is good if your ship manages to survive until your special goes off. For this to be effective, you need to take out the first ship without taking out the ship in the cross section by the time your Cross special goes off. If you can not take out the first ship, you should place your ship with the Cross special in the center position, allowing a couple more ships to fire and possibly take out that first ship before your special goes off.
The other consideration is how defensive your ships are. Because the fight mechanic chooses the front to back, top to bottom, you may want to place a lone protector at the top row and all other ships at the bottom row. Of course this strategy depends on your having unlocked the spots from prestige. By leaving the middle row empty, you ensure all your opponent ships in the first and second row will attack your protector, while your main ships will attack the bottom row. This is good if their flagship is in the bottom row and you want to focus fire. The protector will buy you enough time for those specials to go off.
Sometime fights are very tough, like against Primus. Every attack destroys a ship. In those scenarios, it doesn't matter what ship you have in front, they will die. It is best to place the weakest ship in front so you can spit out the most damage with what's left over.
If your protector has a self buff and is usually placed in front protecting two ships behind him, and yet isn't powerful enough to last more than one or two hits after proc'ing his buff, you may choose to put him in the back. He is ineffective in his role, and if you have a ship that could last long enough to proc, perhaps an offensive special will be more effective.
There are many scenarios and while these general rules are good, it depends on your ship strengths/weaknesses. For instance, if you have a destroyer that does a vertical attack, when going against a "+" formation you may want to place him in the top or bottom row IF he can manage to proc before being destroyed. If he gets destroyed, that nets you nothing. If he fires it, you might end up wiping out three ships down the middle, crippling their offensive capabilities.
Arena:
Each battle gives cubits and prestige. You get 10 battles a day. Whenever you're ready, collect reward for your current rank. Reward are based on brackets. Rank 1 is top brack and gives roughly 850k cubits and 520 prestige. (Amount increases over time - for instance world 41 has been reported to reward 2.16M and 1640 prestige for rank 1). You must change formation before you enter the fight - unlike mission you can not change at the start of each battle.
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