F2P Guide

F2P Guide

Table of Contents
1. Use of Gems 2. Starter Team Notes 3. Festival Girl Investment 4. Spirit Beasts

Wishing Fountain Events:
Generally, as a full F2P, it is not recommended to use any gems on Wishing Fountain events. The only recommended exception to this is if the Wishing Fountain girl is (because star ranks increased on her will directly lead to faster progress in the game), and you have at least 1900 gems to spare at the time. There may be other Wishing Fountain girls who could be an exception for Veteran F2P players who have already maxed, but these are on a player by player decision basis.

When using gems to obtain a copy of the girl, 40 tokens are required to reach the pity pull for the girl. To achieve this as a F2P, the following gem spending efficiency is recommended:

Warning: If you are a new player and don't have 8-star units of every faction, you might roll impossible 6-star explore quests, which you will need to re-roll for an additional 200 gems each time.

 VIP 3+ 1900 gems   VIP 0 2250 gems 

 Methods to reduce gem cost:  1. If the Wishing Fountain event overlaps with the end of an Arena season, you are given 5 free attacks after the Arena season ends that must be used prior to the daily reset (typically around 7 hours after). This will allow 30x Arena attacks within the 5 day period and save 250 gems. 2. If you get lucky on 6-star explore missions without refreshing or get a 6-star mission prior to the pity of 10 refreshes, you can save some gems there. Unfortunately this is pure RNG and fairly rare.

Starter Team Notes
Stop at 9-star:  is included in the starter team list since the game gives a free copy of her, she is relatively easy to obtain through the Arena shop, and her early-game scaling on her ATK makes her powerful. However, in end-game she falls off hard, becoming a sub-par unit. While she still has some use late-game, it is recommended not to rank her up past 9-star. Acquiring : This is primarily summoning RNG. You can help yourself a little by using your legendary faction selection tokens (acquired after every 150 summons) on the Western Alliance faction and hoping you have good luck. However the justification for using your tokens on other factions (except Tribe) is starting to grow. If you find yourself unable to acquire copies of Olivia, consider her substitutions below.  Substitutions: Many players have difficulty acquiring to fill out their recommended team roster. If you fall into this bucket, consider the following substitutions: 1. is a solid substitution as she offers utility (silence chance, speed buffs) and damage support for  through her CDMG up buff. She is used in many boss fights, and her weapon can help provide early battle burst damage. Her own personal damage contribution is quite low however. Many players may find themselves with many copies of her if using legendary faction selection tokens to try to summon for 2. takes a while to get her strong. She needs a crit artifact (gold if totally F2P) and and performs much better at higher levels. What she offers early on may feel weak, but she is an key damage dealer for many later-game fights to include Azure Dragon, Valkyrie, multiple Parallel World bosses, and can be used in many other bosses and fights to a lesser degree. Investing in her early will save you the trouble of having to build her later. 3. is a bit soft, but packs a punch. She is used in fewer boss fights than but tends to be strong with less investment. She will help vs multiple bosses like Komainu, Itzamna, a single Parallel World boss, as well as Black Tortoise to a lesser degree. Many players may find themselves with many copies of her if using legendary faction selection tokens to try to summon for

Festival Girl Investment
It is recommended that F2P focus only one at a time since it will take months to star rank them up. F2P's recommended build order is:

-> OR

1: Reasoning: She gives up to 45% ATK to the highest ATK unit in the party. In parties that lack multiple DPS options (most F2P for a long time, spenders early on) she can greatly enhance your DPS by buffing your strongest DPS. Nothing in her kit requires stars, only levels. Her buffs and heals are just as effective at all star levels as they are at the lowest star levels, all that improves is her survivability (and dmg which barely matters).

2: OR  (Note1: Jill not available yet to Steam players) (Note2: Meiyueh and Jill require stars to reach their full dmg dealing potential, while Jihkuang does not. Building Jihkuang first to around 9-star is highly recommended (takes 6-7 months).  Reasoning: We generally say "Meiyueh is hotter, Jill does more damage." This is not to say Meiyueh does not deal damage. She attacks the lowest PDEF party member on the opposing team, so she is valuable for prioritizing and removing the softest target. Meiyueh also has an up to 80% chance to stealth herself each turn, making her untargetable by single target attacks/effects. This partially makes up for the fact that most likely F2P will have a low-star Meiyueh forever. Meiyueh synergizes with and 's weapon once it reaches +20 or higher. Meiyueh has paper-thin HP and dies easily to AoE or single target effects that get through her stealth, and she can be easily countered by placing a tank with low PDEF (usually from low star level) as a target for Mei to get stuck on. When on the offensive you can choose to run her or not depending on the enemy's composition.

 Reasoning: Jill typically deals more overall damage than Meiyueh. Her normal attack has a random chance of dealing increasingly higher number of attacks, with the potential to just 1-shot her target. Lower stars will mean it will take greater RNG to do so. Her ultimate is also very useful, dispelling up to 3 strengthen effects on the enemy party (things like ATK buffs, or Huaxi's CDMG passive buff) and it hits all 5 targets of the enemy party. Jill synergizes with other Rangers, like  and  because she receives and benefits greatly from all of their buffs. Jill attacks random targets rather than predictable ones, which is both good and bad, but her primary weakness is the lack of any self-protection measures, so a low-star Jill may be a frail glass cannon.

Runners-up: Reasoning: She is used in the F2P and most other compositions for White Tiger boss (but only a 5* copy is required) but won't be very useful until she reaches around 9-star. She splits damage across a team, which is a useful and advanced mechanic, but tends not to be used until end-game. Reasoning: Not currently used in any bosses. She makes a strong off-tank (tank who supports another tank) but she won't be very useful until around 9-star with heavy investment. A powerful unit, but when lacking HP may not be able to stand her ground in the toughest fights without high stars.

Spirit Beasts
--- White Tiger Difficulty IX --- https://www.youtube.com/embed/FL3xR5ePk7U Win Condition: must be lv 181+ to have the max version of her 1st passive skill. On turn 2 she must land her 1st passive (+20 energy to 2 allies) on both and  This will allow  to ult on turn 3 (prior to the boss' 2nd magic damage howl on turn 4) and  to ult on turn 4 (prior to the boss' physical damage normal attack on turn 5). If this does not happen, restart immediately. Alternatively, you may skip the entire battle (if able) to check for Victory or Loss and try again. Sequence Breakdown: Turn 1: Slot 1 hero will get normal attacked and die. Turn 2: Slot 2 must land her energy gift to both  and. Restarting immediately is recommended if this does not occur. will die to the boss' magic damage howl. Turn 3: Slot 3 will take a normal attack from the boss and survive. Since Peggy died on turn 2, it activates 's passive to give physical damage resistance to the party. If received the energy from  on turn 2, she will use her ult after being hit by the boss. Turn 4: Boss will use magic damage howl and will survive thanks to her magic damage resistance from her ult. If received energy from  on turn 2, she will use her ult this turn, party-splitting damage taken. Turn 5: Thanks to 's ult, will get hit with a normal attack from the boss and survive. Turn 6: will die from the boss' magic damage howl, activating 's passive to give physical damage reduction to the party. Turn 7: Slot 4 will have physical damage reduction up from her own normal skill, and from 's passive, allowing her to survive the boss' normal attack with minimal effort. Turn 8: will die to the boss' magic damage howl, once again activating 's 1st passive. Turn 9: Slot 5 will  either survive or die to the boss' normal attack with her passive physical damage resistance but the boss will die from a tick of 's normal skill with elemental damage over time, just prior to the start of turn 10, resulting in the W.