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FAQ by RenamonFOX

Version: 1.22 | Updated: 10/27/14

++++++++++++++++++++++++++++++++++++++++++
RenamonFOX's Brave Frontier Survival Guide
++++++++++++++++++++++++++++++++++++++++++

version 1.22

07/22/14 - 0.9  - First draft, compiling information
07/31/14 - 0.91 - Still writing, included section 2.50
08/02/14 - 0.92 - Updated sections 2.01, 7.60, 3.10, 3.20, 5.00, 5.10
08/04/14 - 0.93 - Updated sections 2.01, 3.20, 5.11, 9.00
08/09/14 - 0.94 - Updated sections 2.01, 5.12
08/13/14 - 1.00 - Updated sections 2.01, 5.13, 5.14, 5.15, 7.00, 9.00
08/17/14 - 1.01 - Added six star unit data - 5.20~5.25, Updated 6.31
08/18/14 - 1.02 - Included section 3.30, 3.31
08/22/14 - 1.03 - Updated sections 5.10~5.15, 7.10, 7.20, 7.30, 7.50
08/28/14 - 1.04 - Included recommendations for daily quests in section 2.50
09/04/14 - 1.05 - Included Light/Dark Totem information in 3.00
                  Critical team strategy included for 3.31
09/10/14 - 1.06 - Honor Summon/Rare Summon information, added section 3.32
09/30/14 - 1.07 - Included stats for new units, Section 8.00, 8.01, 8.02, 8.03
10/01/14 - 1.08 - Included detailed info on leader skills and buffs (sections 9)
                  Changed "Frequently Asked Questions" from 9.00 to 10.00
10/03/14 - 1.09 - Added 8.10 - Example Teams
10/06/14 - 1.10 - Added 9.10 and 9.20, comparing leader skills and SBBs
10/16/14 - 1.20 - Finished section 9.20, 9.21, 9.22, 9.23, 9.24
10/18/14 - 1.21 - Fixed some errors, added 3.40
10/27/14 - 1.22 - Updated Zebra nerfs, included 6.33 - One Team Maxwell

Nozomin9001-AT-gmail-DOT-com

Legal notice:
Created exclusively for GameFAQs.com.  I have no interest in writing for other
websites.

00.00 - Introduction
01.00 - Important Information (For Seriously)
02.00 - Story Missions
 02.01 - Mistral
 02.02 - Morgan
 02.03 - St. Lamia
 02.11 - Cordelica
 02.21 - Amdahl
 02.22 - Encervis
 02.23 - Palmyna
 02.31 - Lizeria
 02.41 - Ryvern
 02.50 - Most Useful Stages
03.00 - Vortex Dungeons
 03.10 - Sibyl Sisters
 03.20 - Battle Maidens
 03.30 - Grand Gaia Chronicles
  03.31 - Vargas
  03.32 - Lance
 03.40 - Trial of the Gods
04.00 - Advanced Information
05.00 - Unit Compendium
 05.10 - Dark Units - Five Star
 05.11 - Earth Units - Five Star
 05.12 - Fire Units - Five Star
 05.13 - Light Units - Five Star
 05.14 - Thunder Units - Five Star
 05.15 - Water Units - Five Star
 05.20 - Dark Units - Six Star
 05.21 - Earth Units - Six Star
 05.22 - Fire Units - Six Star
 05.23 - Light Units - Six Star
 05.24 - Thunder Units - Six Star
 05.25 - Water Units - Six Star
06.00 - Special Events
 06.10 - Frontier Hunter
 06.20 - Victory Points Tournament
 06.30 - Summoners' Research Lab
  06.31 - One Team Karl
  06.33 - One Team Maxwell
07.00 - Feeling Lucky?
 07.10 - Metal Parade Data
 07.20 - Fusion Data
 07.30 - BB Levelling
 07.40 - Evolution Materials
 07.50 - Honor Summon
 07.60 - Rare Summon
08.00 - Team Building 101
 08.01 - Rainbow Team
 08.02 - Critical Team
 08.03 - BB Spam Team
 08.10 - Example Teams
 08.11 - Example Rainbow Teams
 08.12 - Example Critical Teams
 08.13 - Example BB Spam Teams
09.00 - Unit Comparison
 09.01 - Critical Hit Chance
 09.02 - Spark Damage
 09.03 - Brave Burst Shenanigans
 09.04 - Critical Damage
 09.10 - Leader Skill Comparison
 09.20 - Super Brave Burst Comparison
  09.21 - Single Target Brave Burst
  09.22 - Random Target Brave Burst
  09.23 - Multi Target Brave Burst
  09.24 - Utility Brave Burst
10.00 - Frequently Asked Questions
99.00 - Special Thanks


--------------------------------------------------------------------------------
00.00 - Introduction
--------------------------------------------------------------------------------
 This is a general guide that answers the questions I notice most often, a
walkthrough of the main story,  nifty tricks, and a collection of data both from
personal experience, and with help from members of the GameFAQs IOS message
board.

--------------------------------------------------------------------------------
01.00 - Important Information (For Seriously)
--------------------------------------------------------------------------------
This section will mention information that players new to the game will not have
readily available to them, that experienced players take as a given.

*****
DAILY BONUS -
*****
  This is a reward for logging in every day.  The reward shows up as a 3x3 grid
from which you select a card and get a prize.  The prize is sent to your
"Presents" box, accessible from the Home menu, on the right middle of the
screen.  As you continue to collect your daily prize every day, the selection of
prizes will get better, eventually including the chance to collect a gem every
day.

The position you select *does not matter*, as the prize is determined as you log
in.  If you select the center square and get zel, then crash the application and
restart it to select the top left square, the zel will be in that slot as well.

IF YOU DO NOT EXIT THE APPLICATION AND RE-ENTER EVERY DAY, YOU WILL NO BE
PROMPTED TO ACQUIRE THE DAY'S GIFT, AND THE CONSECUTIVE LOGIN COUNTER WILL BE
RESET.

*****
PARADE KEYS - 
*****
  Every Monday, Tuesday, Thursday, and Friday, you can collect a metal key.
Every Wednesday, you can collect a jewel key.  These special keys allow you to
access the Metal Parade and Jewel Parade dungeons, respectively.

Metal Parades are your primary source of fusion experience, which is required to
level up your units.
Jewel Parades have the highest Zel:Energy ratio in the game, at the cost of
summoner experience.

In order to collect the key, you must manually go to "Imperial City Randall"
from the main menu, and visit "Akras Summoners' Hall Administration Office".
Then select "Receive Key" to get your daily key.  If you do not do this, the key
will not be saved for later collection.

*****
COMMON TERMS - 
*****
BB - Brave Burst, the ultimate ability of units.
SBB - Super Brave Burst, the ultimate ability of six-star units that requires
	two full gauges to activate.
BB Fodder - A term given to low level units that can be easily farmed and fused
	to units at a low zel cost in order to increase their Brave Burst level.
Anima - A unit nature that increases HP and lowers REC.  A desirable type for
	most units.
Lord - A unit nature that does not increase or decrease any stats.
Oracle - A unit nature that increases REC and lowers HP.  Great for units with
	a low natural REC score, such as Magress, Golem, or Sefia, but often
	makes people groan when they see it.
Breaker - A unit nature that increases ATK and lowers DEF.  Bad for healers.
Guardian - A unit nature that increases DEF and lowers ATK.
ATK - Attack determines the damage a unit deals.
DEF - Defense determines how much damage the unit takes when attacked.
HP - Hit Points.  If this number goes to zero, the unit is dead.
REC - Recovery determines how much HP is healed via potions, curing skills, and
	regeneration effects.

--------------------------------------------------------------------------------
02.00 - Story Missions
--------------------------------------------------------------------------------
This section will list each story mission, its average Zel/Karma/Exp gain per
run, the Zel/Karma/Exp gain per point of energy spent, and compare it to every
other map's ratio as well.

Generally speaking, the story missions are the best ways to collect Zel, Exp,
Karma, and Units at the same time.

Additionally, the first time you clear a boss stage, you will get a bonus gem.

The difficulty number is as accurate as one person can make it, and is based on
how difficult the stage is weighted for difficulty when you first gain access to
the stage.  If you pulled two four star fire units, you may find a difficulty 3
earth zone very easy, but struggle with a difficulty 2 water zone.  A map marked
difficulty 4, however, will always be harder than a map marked difficulty 2.

1 - You will be able to use Auto-Battle to clear this map as soon as you get
    to it.
2 - This map may require you to forgo the use of Auto-Battle when you first get
    to it.
3 - This map will require you to use items, a premium healer, or both.
4 - Without high level 4 star units, this map will be extremely difficult.
5 - Without high level 5 star units, this map will be extremely difficult.
6 - This map is never going to be easy.
7 - This map may be impossible without a specialized team.

PLEASE NOTE: These runs have data collected from personal experience over
several runs each.  There will be a variance based on collected treasure chests,
dropped units with high sell costs, and overall luck.  The first map has a much
higher karma reward noted than the second cost, probably due to getting karma
from treasure chests in multiple runs.  Your mileage may vary.

--------------------------------------------------------------------------------
 02.01 - Mistral
--------------------------------------------------------------------------------
~Adventurer's Prairie - Elemental types are random

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Start of Adventure	3	850	225	20	283	76	6.66
  Difficulty - 1					6%	6%	2.5%
NOTES: If you are saving your exp for a timely levelup, this map is great to
       burn your extra energy on while farming BB fodder for attack units.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Monsters of the Prairi	3	880	59	25	293	19	8.33
  Difficulty - 1					6%	1.5%	3.2%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Guardians of the Prair	5	626	101	29	125	20	5.8
  Difficulty - 1					2.6%	1.5%	2.2%
NOTES: This is a boss stage.

~Cave of Flame - All monsters are FIRE element

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Cave of Dancing Flames	3	1104	439	32	369	146	10.7
  Difficulty - 1					7.7%	11.3%	4.1%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Wielder of the Fire	3	1844	436	35	614	145	11.7
  Difficulty - 1					12.9%	11.3%	4.4%
NOTES: This stage is ideal for acquiring BB fodder.
       This stage is ideal for acquiring Fire Nymphs.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Thief's Hideout	3	1761	484	50	440	121	12.5
  Difficulty - 1					9.2%	9.4%	4.8%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Blazing Beast	5	1700	508	80	340	101	16
  Difficulty - 1					2.6%	1.5%	2.2%
NOTES: This is a boss stage.

~Egor Snowfield - All monsters here are WATER element

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Breath Freezing Snowfi	3	1618	533	35	539	177	11.7
  Difficulty - 1					11.3%	13.8%	4.4% 

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Manipulator of the Wat	3	1827	407	40	609	134	13.3
  Difficulty - 1					12.8%	10.4%	5.1%
NOTES: Priest Merith is nearly 100% drop rate, making this stage the most energy
        efficient for picking up healing BB fodder, or getting your first
        healer.
       This stage is ideal for acquiring Water Nymphs.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Pirate on Ice	4	1666	1777	53	416	148	13.3
  Difficulty - 1					8.7%	11.5%	5%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Dragon Hunting Ice	5	1545	1245	83	309	74	16.6
  Difficulty - 1					6.4%	7.3%	6.3%
NOTES: This is a boss stage.

~Forest of Beasts - All monsters here are EARTH element

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Shadowy Forest		3	1370	432	36	451	144	12
  Difficulty - 1					9.4%	11.2%	4.6%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Puppeteer of the Trees	3	1604	340	42	534	176	14
  Difficulty - 1					11.2%	13.7%	5.3%
NOTES: This stage is ideal for farming earth nymphs
       This stage is ideal for farming Support/Attack BB fodder

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Bandit of the Forest	4	2130	473	57	532	118	14.3
  Difficulty - 1					11.2%	13.7%	5.3%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Hunter from the Forest	5	2095	896	84	419	179	16.8
  Difficulty - 1					8.8%	13.9%	6.4%
NOTES: This is a boss stage.

~Magutagal Wetlands - All monsters here are THUNDER element

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Thunder Blasting Wetla	3	1292	902	41	430	234	13.7
  Difficulty - 1					9%	18.1%	5.2%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Commander of the Thund	3	1671	574	47	556	192	15.7
  Difficulty - 1					11.7%	14.9%	6%
NOTES: This stage is ideal for farming thunder nymphs
       This stage is ideal for farming Support/Attack BB fodder

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Pirate of the Wetlands	4	1701	497	59	425	124	14.8
  Difficulty - 1					8.9%	9.6%	5.6%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Thundering Strateg	5	2341	556	87	468	111	17.4
  Difficulty - 1					9.8%	8.6%	6.6%
NOTES: This is a boss stage.

~Remains of Mirza - All monsters here are LIGHT element

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Sacred Ruins		4	2270	1038	44	569	259	11
  Difficulty - 1					11.9%	20.1%	4.2%	

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Wielder of the Light	4	3270	1171	51	817	294	12.8
  Difficulty - 1					17.1%	22.9%	4.9%
NOTES: This stage is ideal for farming light nymphs

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The White Horse of Lig	5	2184	872	62	437	173	12.4
  Difficulty - 1					9.1%	13.5%	4.7%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Moonlit Battle		7	4197	2797	1705	599	243	12.7
  Difficulty - 1					12.6%	18.9%	4.8%
NOTES: This is a boss stage.

~Monster's Nest - All monsters here are DARK element

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Heinous Chamber	4	2500	737	46	625	184	11.5
  Difficulty - 1					13.1%	14.3%	4.4%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Manipulator of the Dar	4	2329	871	53	582	217	13.3
  Difficulty - 1					12.2%	16.9%	5%
NOTES: This stage is ideal for farming dark nymphs

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Cursed Snake	5	2416	931	65	483	186	13
  Difficulty - 1					10.1%	14.4%	5%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Monster Slaying Bl 7	2979	1104	91	425	157	13
  Difficulty - 1					8.9%	12.2%	5%
NOTES: This is a boss stage.

~Tower of Mistral - Monsters are of varying elements

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Skyhigh Tower	5	3572	1280	70	718	258	14
  Difficulty - 1					15.1%	20.1%	5.3%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Monsters of the Corrid	5	3821	1184	90	764	237	18
  Difficulty - 1					16%	18.4%	6.9%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Stairs of Trial	6	2976	1308	110	494	218	18.3
  Difficulty - 1					10.3%	16.9%	7%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Pillars of Force	6	1855	1391	130	309	231	21.7
  Difficulty - 1					6.4%	18%	8.3%

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Forged Gigantor	8	4898	2109	180	612	263	22.5
  Difficulty - 3					12.8%	20.4%	8.6%
NOTES: This is a boss stage.
       The boss is THUNDER element, so bring an earth element friend.
       Completing this stage will unlock the next area, Morgan.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Asleep in the Ice	20	22170	7584	2000	1108	379	100
  Difficulty - 5					23.3%	29.4%	38.4%
NOTES: Consider this a super-hard side mission.  You will have to come back
       long after you unlock this map with strong five star units.
       The boss monster is WATER element, so bring thunder units.
       Paralysis is a problem.  Paralysis immunity (via Elsel, Reeze) suggested.

--------------------------------------------------------------------------------
 02.50 - Most Useful Stages
--------------------------------------------------------------------------------
This section will have a list of purposes (Idol farming, BB fodder farming,
Karma farming, etc.) and a list of stages that best serve each purpose.

Purpose			Zone	Area			Map
Attack BB Fodder/Low XP	Mistral Cave of Flames		Wielder of the Fire
Attack BB Fodder/Hi XP	Mistral Egor Snowfield		Manipulator of the Water
Heal BB Fodder		Mistral Egor Snowfield		Manipulator of the Water
Support BB Fodder	Mistral	Forest of Beasts	Puppeteer of the Trees
Experience per Run*	Ryvern	The White Tower		The Roar of Triumph
Experience per Run**	Ryvern	The Abyss Cave		The Coiling Shadows
Experience per Hour***	St. Lam	St. Lamia Palace	The Fourfold Pillar
Karma			Vortex	Monday			Sacred Land of Soul Lv.3
Zel`			Special	Jewel Parade		Jewel Parade
Experience > Zel``	Vortex	Weekend			Gold Valley Lv. 3
Experience >> Zel```	Cordeli	Cordelica Mine		Howls in the Void
Exp+Zel+Karma~		Cordeli	Cordelica Mine		Howls in the Void

*Strictly speaking, this map gives the best exp:energy, at 295.  However, it is
  a super hard end-game boss fight, and is very time consuming.
**This map gives 99% the exp:energy ratio of the best map, at 292, and is *not*
  a boss fight.  This may be desired if you don't want to fight bosses.
***This map is distressingly easy in comparison to the other maps, and is
  completed much faster, but the exp:energy ratio is only 260, which is about
  87% as efficient as the highest exp yield map.
`Jewel Parade gives you the most Zel:Energy in the game, but low experience.
``Gold Valley gives 2/3 the Zel of Jewel Parade, but twice the Exp:Energy.
```Story missions give 2/3 the Zel of Gold Valley (about 44% of Jewel Parade),
  but give 50% more exp than Gold Valley (about 300% of Jewel Parade).  As you
  advance in the story, the ratios only get more favorable for story missions.
~For purposes of collecting Zel, Experience, and Karma at the same time, nothing
  can beat the story missions.  The low-energy cost areas in an advanced zone
  gives less exp, but more zel/karma per energy, whereas the high-energy cost
  areas in an advanced zone (Except bosses, usually), give more exp per energy,
  but lower zel/karma.

Purpose			Zone	Area			Map
Fire Nymph		Mistral	Cave of Flames		Wielder of the Fire
Water Nymph		Mistral	Egor Snowfield		Manipulator of the Water
Earth Nymph		Mistral	Forest of Beasts	Puppeteer of the Trees
Thunder Nymph		Mistral	Magutagal Wetlands	Commander of the Thunder
Light Nymph		Mistral	Remains of Mirza	Wielder of the Light
Dark Nymph		Mistral	Monster's Nest		Manipulator of the Dark
Assorted Nymphs		Vortex	Tuesday Dungeon		Garden of Nymphs

Purpose			Zone	Area			Map
Fire Spirit		Morgan	Kagan Desert		Bandit of the Desert
Water Spirit		Morgan	Breeze Beach		Pirate of the Shallow Wa
Earth Spirit		Morgan	Nocturnal Forest	Thief of the Forest
Thunder Spirit		Morgan	Asekutt Wastelands	Thief from the Skies
Light Spirit		Morgan  Shrine of Lystia	The Magnificent Pegasus
Dark Spirit		Morgan	Destroyed Cathedral	The Lusting Snake
Assorted Spirits	(Still collecting data.  Possibly Garden of Spirits)

Purpose			Zone	Area			Map
Pots			Vortex	Tuesday Dungeon		Phantom Pots
Idols			Vortex	Tuesday Dungeon		Garden of Idols

This is if you're trying to level up, but wouldn't mind if you collected idols
in the process.  Alternative idolfarming methods do not hold a candle to the
Tuesday dungeon.  The first list "Experience > Idol" means you're prioritizing
experience, whereas "Idol > Experience" means you're trying to get as many runs
as you can for the most chances at an idol.

Purpose			Zone	Area			Map
Experience > Fire Idol	St. Lam	Volcano Eldent		The Banished Fire Dragon
Experience > Water Idol	St. Lam	Sacred Mt. Craylia	Ruler of the Water
Experience > Earth Idol	St. Lam	Blood Forest		Maiden of the Trees
Experience > Thun. Idol	St. Lam	Mt. Wistorea		The Riotous Thunderbird
Experience > Light Idol	St. Lam	Secluded Sanctuary	The Goddess of War
Experience > Dark Idol	St. Lam	Cave of Malice		The Midnight Aristocrat
Fire Idol > Experience	St. Lam	Volcano Eldent		Watchdog from Hell
Water Idol > Experience	St. Lam	Sacred Mt. Craylia	The Captivated Water Spr
Earth Idol > Experience	St. Lam	Blood Forest		Frail Spirit of the Fore
Thunder Idol > Exp	St. Lam	Mt. Wistorea		Cyclops of Lightning
Light Idol > Experience	St. Lam	Secluded Sanctuary	The Flourishing Garden
Dark Idol > Experience	St. Lam	Cave of Malice		Vagabond of the Monster

Have you been told to adventure in a place you don't want to?  Are you willing
to reluctantly burn as little energy as possible, but still want the best exp
you can get?  This is the section for you!
When the daily quest says "Adventure five times in ZONE", the maps below are the
areas you will want to be at, as they will cost you the least energy, and get
you the best experience in the process.

Experience:Energy ratios will be listed for stages, depending on whether your
goal is "getting as much exp per point of energy as I can!" or "Getting the heck
out of this miserable zone as soon as possible."

Adventure 5 times in Mistral
Energy	Goal			Area		Map
15	Experience (15 xp:en)	Magutagal Wetla	Commander of the Thunder
15	Fire Nymph		Cave of Flames	Wielder of Fire			
15	Water Nymph		Egor Snowfield	Manipulator of the Water
15	Earth Nymph		Forest of Beast Puppeteer of the Trees
15	Thunder Nymph		Magutagal Wetla	Commander of the Thunder
15	Attack BB Fodder	Cave of Flames	Wielder of Fire
15	Heal BB Fodder		Egor Snowfield	Manipulator of the Water
15	Support BB Fodder	Forest of Beast	Puppeteer of the Trees
20	Light Nymph		Remains of Mirz	Wielder of the Light
20	Dark Nymph		Monster's Nest	Manipulator of the Dark

Adventure 5 times in Morgan
Energy	Goal			Area		Map
25	Experience (70 xp:en)	Asekutt Wastela	Thief from the Skies
25	Fire Spirit		Kagan Desert	Bandit of the Desert
25	Water Spirit		Breeze Beach	Pirate of the Shallow Waters
25	Earth Spirit		Nocturnal Fores	Thief of the Forest
25	Thunder Spirit		Asekutt Wastela	Thief from the Skies
30	Light Spirit		Shrine of Lysti	The Magnificent Pegasus
30	Dark Spirit		Destroyed Cathe	The Lusting Snake

Adventure 5 times in St. Lamia
Energy	Goal			Area		Map
40	Experience (173 xp:en)	Mt. Wistorea	Cyclops of Lightning
50	Experience (260 xp:en)	St. Lamia Palac	The Fourfold Pillar
40	Fire Idol		Volcano Eldent	Watchdog from Hell
40	Water Idol		Sacred Mt. Cray	The Captivated Water Sprite
40	Earth Idol		Blood Forest	Frail Spirit of the Forests
40	Thunder Idol		Mt. Wistorea	Cyclops of Lightning
45	Light Idol (227 xp:en)	Secluded Sanctu	The Goddess of War
45	Dark Idol (233 xp:en)	Cave of Malice	The Midnight Aristocrat

Adventure 5 times in Cordelica
Energy	Goal			Area		Map
35	Experience (81 xp:en)	Ignia Falls	Beneath the Cascade
60	Experience (229 xp:en)	Cordelica Mine	Hunter of Death

Adventure 5 times in Amdahl
Energy	Goal			Area		Map
50	Experience (206 xp:en)	Saji Mines	Enlightenment of the Ages

Adventure 5 times in Encervis
Energy	Goal			Area		Map
50	Experience (216 xp:en)	Gadillian Ravin	The Divine Wind Blows
90	Zebra			Sky Fort Solari	The Mad God Descends

Adventure 5 times in Palmyna
Energy	Goal			Area		Map
60	Experience (220 xp:en)	Grandelt Ruins	Race Through the City
80	Experience (250 xp:en)	Spirit World Pa	A Formidable Presence
60	Fire Pot		Dejour Ruins	Raging Heat Wave
60	Water Pot		Obselion Castle	Frozen Halls
60	Earth Pot		Emerald Path	The Shadow in the Trees
60	Thunder Pot		Grandelt Ruins	Race Through the City
70	Light Pot		Arlind Seminary	Where Light Falls
70	Dark Pot		Noera Battlegro	Dregs of Battle


Adventure 5 times in Lizeria
Energy	Goal			Area		Map
60	Experience (195 xp:en)	Erinecht Plains	A Feast for Humanoids
80	Experience (256 xp:en)	Tower of Destru	Corridor of Ruin
95	Experience (263 xp:en)	The Black Bridg	Duel on the Bridge *BOSS FIGHT*
105	Experience (281 xp:en)	Tower of Destru	Defense System *BIG BOSS FIGHT*
70	Fire Idol/Pot/God	Golzo Mountains	Fire Breath, Thunder Fangs
70	Water Idol/Pot/God	Lodan Frozen La	The Bullet in the Ice
70	Earth Idol/Pot/God	The Impassable  Endless Wisdom and Vitality
70	Thunder Idol/Pot/God	Lightning Fores	Bursts of Lightning
75	Light Idol/Pot/God	Lost City La Ve	Sword of Protection
75	Dark Idol/Pot/God	The Black Bridg	Denial of Death's Curse

Adventure 5 times in Ryvern
Energy	Goal			Area		Map
60	Experience (266 xp:en)	Azura Ruins	Secret of the Blade
65	Experience (292 xp:en)	The Abyss Cave	The Coiling Shadows
60	Fire Idol/Totem/Pot	Glomore Hollow	The Steamy Path
60	Water Idol/Totem/Pot	Snow Area Kheln	Standing in the Snow
60	Earth Idol/Totem/Pot	Stokhelna Fores	One Day in the Woods
60	Thunder Idol/Totem/Pot	Azura Ruins	Secret of the Blade
65	Light Idol/Totem/Pot	Ryvern Mountain	The Foreboding Gunshot
65	Dark Idol/Totem/Pot	The Abyss Cave	The Coiling Shadows

Adventure 5 times in Agni
Energy	Goal			Area		Map
60	Experience (291 xp:en)	Thunder Summit  Accumulation of Lightning
110	Mare (300 xp:en)	Ocean Shrine Al	Trespasser into the Mind *BOSS*
60	Fire Idol/Totem/Pot	Agni Empire	Wild Bravery
60	Water Idol/Totem/Pot	Agniria Cost	The Shining Ice Flow
60	Earth Idol/Totem/Pot	Granasta Plain	Balance of Power
60	Thunder Idol/Totem/Pot	Thunder Summit	Accumulation of Lightning
70	Light Idol/Totem/Pot	King's Tomb	The Royal Bodyguard
70	Dark Idol/Totem/Pot	Lognea Cove	Bound by Darkness

--------------------------------------------------------------------------------
03.00 - Vortex Dungeons
--------------------------------------------------------------------------------
This section includes information on the daily dungeons and special events.
These maps are limited access, which means you are restricted as to when you can
run each dungeon, as opposed to the main story quests, which are always
available.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Gold Valley Level 1	10	20136	136	30	2013	13	30
  Difficulty - 1					42.3%	1%	11.5%
NOTES: This dungeon is accessible every Saturday and Sunday.
       This dungeon is ideal if you need tons of zel, but still need experience.
       Early in the game, this dungeon has a great Exp:Energy ratio, while
        remaining very easy.  If you only have 10 energy, need less than 1000
        experience to level up, and want to keep playing, you can run this stage
        to gain a level, refill your energy, and keep playing.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Gold Valley Level 3	30	97296	1895	4200	3243	63	140
  Difficulty - 3					68.1%	4.9%	53.8%
NOTES: This dungeon is accessible every Saturday and Sunday.
       This dungeon is ideal if you need tons of zel, but still need experience.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Sacred Land of Lv. 3	25	3408	32160	2500	136	1286	100
  Difficulty - 3					2.8%	100%	38.4
NOTES: This dungeon is accessible every Monday.
       This dungeon gives you the most karma per energy point.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Phantom Pots		25	7085	4864	3000	283	194	120
  Difficulty - 3					5.9%	15.1%	46.1%
NOTES: This dungeon is accessible every Tuesday.
       The pot on the fifth stage will always be captured.
       Pots are required by some units to evolve.
       The pots on stages 1-4 are capturable, but the rate is very low.
       This stage is the best way to acquire pots.
       This map is hard when you first gain 25 energy, and super easy later.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Garden of Idols	25	~6400	~4000	3000	258	159	120
  Difficulty - 3					5.4%	12.4%	46.1%
NOTES: This dungeon is accessible every Tuesday.
       The idol on the fifth stage will always be captured.
       Idols are required to evolve most units to four star and higher.
       You will capture, on average, 2.5 idols per run.
       This is the best stage to capture idols, at ~9.16 energy per random idol.
       This map is hard when you first gain 25 energy, and super easy later.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Garden of Nymphs	10	1265	590	200	126	59	200
  Difficulty - 1					2.6%	4.5%	7.6%
NOTES: This dungeon is accessible every Tuesday.
       The capture rate of nymphs seems to be 100%.
       This is the best stage to capture nymphs of nonspecific elements.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Box of Des Level 3	25	15114	9766	3500	640	390	140
  Difficulty - 4					12.7%	30.3%	53.8%
NOTES: This dungeon is accessible every Wednesday.
       The Dragon Mimic on the fifth stage will always be captured.
       Dragon Mimic is required to evolve some units to five-star.
       This is the most efficient map to capture dragon mimics.
       Every monster will drop a treasure chests, with a high rate of mimics.
       Mimics can curse you, which disables your BB gauge.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Elemental Ruins	30	18926	10698	4000	630	356	133
  Difficulty - 4/5*					13.2%	27.7%	51.2%
NOTES: This dungeon is accessible every Thursday.
       Totems are required to evolve units to five-star and six-star.
       Fire ruins has a Fire Totem on the fifth stage as a guaranteed capture.
       Fire ruins stages have only fire elemental units as normal encounters.
      *There is a chance you could encounter a LIGHT TOTEM or DARK TOTEM while
        doing an elemental totem stage.  If this happens, the difficulty goes up
        to 5.  Light Totem and Dark Totem are guaranteed to be captured, but
        will make the run significantly more difficult.  If no light or dark
        totems appear, you can bring a single-element team of the countering
        element to the totem and have very little problem.
       LIGHT or DARK Totems appear roughly 50% of the time in Elemental Totem
        stages. (3/14 Light, 3/14 Dark - ~140 energy per Light/Dark Totem)

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Ruins of Miracles	50	~20100	~9300	5000	403	186	100
  Difficulty - 5+					8.4%	14.4%	38.4%
NOTES: This dungeon is accessible every Thursday.
       Miracle totems are required to evolve units to six-star.
       Totems of any element can appear on the way to the final stage.
       Miracle Totem is a guaranteed capture.
       Miracle Totem is light element, but uses attacks of every element.
       This is the hardest difficulty 5 stage.
       LIGHT or DARK Totems appear roughly 25% of the time in Miracle Totem
        stages. (1/13 Light, 3/13 Dark - ~430 energy per Light/Dark Totem)

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Wandering Level 4	30	15246	9332	4500	508	311	150
  Difficulty - 4					10.6%	24.1%	57.6%
NOTES: This dungeon is accessible every Friday.
       The monsters here can drop hard-to-find crafting materials.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Jewel Parade		15	71361	0	1000	4757	0	66
  Difficulty - 1					100%	0%	25.6%
NOTES: This dungeon is available for one hour when you use a Jewel Key.
       Jewel Keys are given out from the Akras Summoners' Hall every Wednesday.
       The jewel ghosts, kings, and gods that drop are meant to be sold.
       This dungeon has the best Zel:Energy ratio in the game.

--------------------------------------------------------------------------------
 03.10 - Sibyl Sisters
--------------------------------------------------------------------------------
Occasionally, there will be random special events in the vortex, where you are
given a limited time to attempt to capture the Sibyl Sisters.  Historically,
these dungeons have lasted 48 hours each, and due to their high energy cost,
you will only get a few attempts each time they appear, barring the use of gems.

The Sibyl Sisters are the hardest to acquire free units in the game, and are not
particularly high in stats when you do capture them, making their capture
strictly a choice of "I need to catch them all!" or "This one is cute, I want
her."

Their first major selling point is that their BB is a multi-element attck, which
will do bonus damage to at least twice as many units, and do reduced damage to
none.  They also have leader skills which give a 50% attack damage boost to two
types (Eliza, Paula, Freya, Zele) or 30% to three types (Madia, Sola).

They inflict painful status ailments, so it is recommended you bring a leader
that can negate them, such as Reeze, Elsel, or Twins.

Once the boss gets to half HP, she will use a buff effect that applies an
additional element to all her attacks for the remainder of the battle.  As such,
you will want to avoid bringing units weak to their second element if it can be
avoided, as they will take extra damage, and not deal extra damage.
Example: Try not to bring dark units vs Freya, or earth units vs Sola.

Fire -	Freya - 	Fire+Light
Water - Eliza - 	Water+Dark
Earth - Paula - 	Earth+Dark
Thunder - Zele - 	Thunder+Light
Light - Sola - 		Light+Fire+Thunder
Dark -  Madia - 	Dark+Water+Earth

The capture rate seems to be somewhere around 10% for level 4, and 5% for level
3.

A gem is given as a reward if you complete the level 4 stage.

It's possible to encounter a Burst Frog and Elemental God when clearing these
stages, and one will always drop when encountered.  This stage also seems to be
around 1 in 10.

--------------------------------------------------------------------------------
 03.20 - Battle Maidens
--------------------------------------------------------------------------------
Occasionally, there will be random special events in the vortex, where you are
given a limited time to attempt to capture the Battle Maiden.

The Battle Maidens are the strongest free units that can be acquired in large
numbers.  Aside from their stats, Serin, the Water maiden, has a very high hit
count, and is a highly desirable unit for frontier hunters.

Compared to the Sibyl Sisters, they are easier to beat, have a higher capture
rate, and are stronger units once on your team.  However, this does not mean
the stages are easy.  If you do not have a team of max level units, of at least
four stars, you will not be able to beat level 3 of any of the maiden stages.
A team of five star units at max level can beat level 3 stages easily, but will
not be able to auto-battle the maidens themselves.

Data provided by GameFAQs users, and not verified by myself, due to high energy
costs and limited availability.  This numbers may be wildly inaccurate, 
depending on the demeanor of those providing the information.

Level 1 - 3/32	 - 9.37%
Level 2 - 8/46	 - 17.39%
Level 3 - 93/339 - 27.43%

Gumi likes round numbers, the numbers are small, the accuracy of the data cannot
be verified, and personal experience always sways actual probability, so the
actual drop rates can only be guessed at.

Level 1  - 5% or 10%
Level 2  - 15% or 20%
Level 3  - 25% or 30%

--------------------------------------------------------------------------------
 03.30 - Grand Gaia Chronicles
--------------------------------------------------------------------------------
The starter units, Vargas and friends, have their own special dungeons which
allow you to find unique spheres.  These dungeons are limited time only, and at
the release of this guide, have only been released once.

--------------------------------------------------------------------------------
  03.31 - Vargas
--------------------------------------------------------------------------------
  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Young Flames		20	23480	13740	2000	1174	687	100
  Difficulty - 5					24.6%	53.4%	38.4%
NOTES: 100,000 Zel and 50,000 Karma for first clear.
       Enemies are all fire.  Bring water units.
       Tiara and Elimo are recommended.

Round 1/2:
One fire boss.  No special tricks here.  He has a lot of hitpoints, and hurts
quite a bit.  If possible, have your BBs ready to go for round 2.

Round 2/2:
Two fire bosses.  No special tricks here, either.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Trial by Fire		30	36590	22664	3500	1219	755	117
  Difficulty - 6					25.6%	58.7%	44.8%
NOTES: 500,000 Zel, 100,000 Karma, and 1 gem for first clear.
       Enemies are multi-element, so avoid a mono-element team.
       Tons of paralysis.  Bring paralysis cures or a leader skill to protect
       against it.

Round 1/4:
One water boss.  He will use defense break on you, but otherwise a simple match.
Smack him until he dies.

Round 2/4:
Two lightning bosses.  Falma will paralyze you, so target him first.  Once Falma
dies, Grafl will get "ATK UP" buff for the remainder of the battle.

Round 3/4:
Three monsters of Fire/Light/Water element.  Bahamut (light element) will often
use his BB that paralyzes multiple units on your team at a time.  It is possible
that your whole team can be stunned at once, and you will not even get a chance
to use a paralysis cure before getting the game over screen.  Because of this,
your recommended protection is Altri with a status nullification sphere, or a
leader like Twins, Reeze, or Elsel.

Round 4/4:
Dark boss.  He can poison, weaken, and curse your team, and will make abundant
use of his multi-target BB to apply them liberally.  If you're strong enough,
however, you can simply ignore all the status effects and run him over.  The
Grahdens leader skill trivializes this fight.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Supreme God of Fire	50	76840	39248	6000	1536	784	120
  Difficulty - 7					32.3%	61%	46.1%
NOTES: 3 gems and Dandelga sphere as a reward for first clear.
       Mono water team, Water Ores, and Water Seals are required for this.
       I attempted this stage with two Grahdens leader skills, Medullas, and
       Legwand gems on my units on a non-mono-water team, and was unable to deal
       more damage than Lancia was healing every turn.  9000 HP Michele with
       Elimo's DEF up buff and damage reduction buff both active died when the
       enemies all focused her.
      *People are claiming success with critical-based teams including Duel-SGX,
       , and defense ignoring types.  Due to the fragility of Zebra,
       these players also mentioned the use of three gems on average to clear
       this stage.  If you do not have a powerful water team ready to go, this
       alternative option is available if you're willing to burn some gems.
       !BE AWARE! This was collected back when Zebra's leader skill added 300%
       critical damage.  He has since been nerfed.  Maxwell or Mariudeth may
       be an appropriate substitute.

Round 1/3:
Four fire units.  Lancia will heal her team for a large amount.  Killing her
first is imperative.  However, her defense is also huge, so your weaker units
may be doing insubstantial damage to her.  Second, targeting Galant is key, as
he increases the ATK of all allies.

Round 2/3:
Three fire units.  Lava gets a debuff at low HP, making her the easiest to kill
first.

Round 3/3:
One fire unit.  When Vargas falls to 1/4 HP, he increases the amount of attacks
he performs, and gains an angel idol type buff that will resurrect him after
death.  He only gains the angel idol buff once.

--------------------------------------------------------------------------------
  03.32 - Lance
--------------------------------------------------------------------------------
  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Demon Pike's Seed	20	23480	13740	2000	1174	687	100
  Difficulty - 5					24.6%	53.4%	38.4%
NOTES: 100,000 Zel and 50,000 Karma for first clear.
       Elimo or Critical Squad is recommended.
       Three of the four rounds are single enemy.  Single target BBs shine here.
       Poison and Paralysis are present.

Round 1/4:
One earth boss.  He will poison you.  Try to have BBs ready for next round.

Round 2/4:
Two lightning bosses.  Falma will paralyze you, so target him first.  Once Falma
dies, Grafl will get "ATK UP" buff for the remainder of the battle.

Round 3/4:
One water boss.  He will inflict weakness on you.  Gains ATK/DEF buff after HP
falls below 50%.

Round 4/4:
One light boss.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 Revival of the World T	30	36590	22664	3500	1219	755	117
  Difficulty - 6					25.6%	58.7%	44.8%
NOTES: 500,000 Zel, 100,000 Karma, and 1 gem for first clear.
       Michele and Elimo are recommended.
       Felneus may be good for the final round to allow perpetual BB spam.
       All enemies are EARTH element, making a fire squad useful.
       Poison, Curse, and Paralysis are present.

Round 1/3:
Four earth units with lots of HP.  The mandragoras (3) can all paralyze you,
while the high elf can poison you.

Round 2/3:
Two earth bosses.  Leore can poison you, whereas Titania is hardly a threat at
all.  Focus Leore first, and smack the fairy around to get your BB gauges ready
for round three.

Round 3/3:
Five earth units with lots of HP.  Xipe Totecs (4) can inflict status ailments
on you, including curse.  Altro will heal the Xipe Totecs.  Michele (Fire
affinity fix), and Felneus (BC generation machine) will allow you to drop all
the units at the same time.  Without these, however, you will be resigned to
killing one Xipe Totec at a time.

  Map Name		Energy	Zel	Karma	Exp	Zel:En	Kar:En	Exp:En
 The Forest's Sublimati	50	76840	39248	6000	1536	784	120
  Difficulty - 7					32.3%	61%	46.1%
NOTES: 3 gems and unique sphere awarded for first clear.
       Full fire team or critical squad outright required for clearing.
       All units in these battles are earth element.

Round 1/3:
Four earth bosses.
-Lario gets a boost to atk/def when his HP is low, and has a multi-target BB.
-Lidith gets a boost to atk/def when her HP is low.
-Zaza gets a boost to atk when his HP is low.
-Douglas gets no boost, and may be the easiest to deal with.

Round 2/3:
Two earth bosses.
-Eltri has massive DEF, similar to Lancia from Vargas' dungeon.  Eltri has a
 multi-target BB.
-Lance gets WEAKER as his HP decreases, so it might be worth it to try and kill
 him last, in order to charge BB gauges for the final match.

Round 3/3:
One earth boss with enormous stats.
At 40% HP, he will increase his ATK and DEF even further, and unleash a super
powerful attack.  After unleashing this attack, he will gain an angel idol buff
that will resurrect him once as he dies.

--------------------------------------------------------------------------------
 03.40 - Trial of the Gods
--------------------------------------------------------------------------------
An exceedingly difficult dungeon in the vortex.  The enemies have massive stats,
and few weaknesses.

These units are immune to critical attacks, so do not bring Zebra themed teams.

***
Trial 1
***
A straightforward "Too much defense" map.  A Duel-SGX leader or Dilma/Raydn on
your team will make short work of these monsters.
Fujin potion may be necessary, as the enemy in round 2 will strip your BB gauge
every other turn.
Status immunity is good to have here.

Successful teams:
Deemo (lead), Duel-SGX (friend), Ronel, Lunaris (Drevas), Elimo, Michele
-Deemo gets BB gauges up, Lunaris protects against statuses, and SGX provides
  both the defense ignore and an attack boost.

Lilly Matah (lead), Deemo (friend), Zelban, Raydn, Themis, Lunaris
-Deemo and Lilly keep gauges full every turn.

Lilly Matah (lead), Grahdens (friend), Nalmika, Lilith, Raydn, Altri
-Lilly fills the BB gauges, Raygn gives the defense ignore, Altri keeps everyone
  free of pesky statuses

Luther (lead), Uda (friend), Oulu, Altri (Drevas), Nalmika, Michele
-Luther/Uda fill the BB gauges, Then Michele+Luther simply overpower the defense
  with brute force (120% attack, 120% spark)

Lilly matah (lead), Darvanshel (friend), Dia, Dilma, Nalmika, Elimo
-Lilly fills the gauge, Dilma gives the defense ignore.  Seeing a trend?

Felneus (lead), Lodin (friend), Zelban, Luther, Melchio, Zephyr
Uda (lead), Lodin (friend), Melchio, Dilma, Michele, Lilith
Miku (lead), Lilly Matah (friend), Lilith, Altri, Michele, Raydn

Popular item selections:
Cure, Holy Flute, Revive Light, Fujin Potion, Fujin Tonic
Holy Light, Holy Flute, Revive Light, Fujin Potion, Fujin Tonic



***
Trial 2
***
Super gimmicky.  The first round's enemy will reflect a portion of damage dealt
to him.  Inflicts poison and injury with great frequency.  The damage reflection
cannot reduce you below 1 HP, so you can BB spam, so long as you use your healer
last.  Dilma is an amazing choice here, as he can pop his SBB on Weiss, then
take advantage of the built in self-heal, in addition to having an elemental
type advantage.

Second round has two enemies.  Mifune has a ton of defense and no HP.  Any
defense ignore (SGX, Dilma, Raydn) will kill this guy in a single shot.
Luna is just a typical boss with high stats.
Grahdens' leader skill makes this round significantly easier.

Round 3 is Juggernaut, and you will hate life if you don't have a way to
reliably apply curse to the opponent.  Nalmika or Kikuri are good at this.
If you do not plan on cursing the opponent, here is what you must be prepared
for.
"Torrid Intervention" - 225,000 HP healed.  Can be used multiple times per turn.
                        Can be used multiple times per battle.
"Immunity to critical strikes" - Exactly what it says on the tin.
"Resolute Surge" - Attack buff for four turns, will kill allied units in one
                   shot.

Successful teams:
Nalmika (Lead), Grahdens (Friend), Ronel, Lunaris (Drevas), Michele, Elimo
-It's a bit of a hike to 1 Mifune to death, since there's no defense ignore, but
  it's easy to sustain against him with an evil shard on Elimo.  Grahdens gives
  the darkfix, so you can target Luna first, then just let your BB gauges charge
  and fight the long fight.
  Nalmika lead will ensure that Juggernaut remains cursed throughout the whole
  battle.
  Grahdens lead gives you both resistance to Mifune and Luna in round two, and
  extra damage vs Luna.  This is all in addition to more HP and DEF.

Zelnite (Lead), Grahdens (Friend), Altri, Dilma, Zelban, Nalmika
-Defense ignore, heals from a strong element, and status immunity

Ronel (Lead), Dilma (Friend), Rickel, Kajah, Themis, Michele
-Defense ignore for Mifune, then stack damage to run juggernaut over.

Michele (Lead), Themis (Friend), Zelban, Zephyr, Luther, Esna
Uda (Lead), Lilly Matah (Friend), Lilith, Dilma, Oulu, Altri
Miku (Lead), Zelban (Friend), Lilith, Altri, Michele, Raydn



Popular items:
Cure, Holy Flute, Revive Light, Fujin Potion, Fujin Tonic
Earth Seal, Earth Ore, Holy Light, Fujin Potion, Fujin Tonic
Cure, Revive, Revive Light, Fujin Potion, Fujin Tonic

***
Trial 3
***
More "ignore defense" shenanigans here.  Poison is good here.
Fill up that BB gauge best you can with Ares' excelsior or Lilly Matah.

Round 1 - Paralyze and curse are problems, but they can be hit by statuses.

Round 2 - Kill him fast, or he will end you with a single super-attack.
          Ignore defense helps, but is not necessary.
	  Michele is amazing here.

Round 3 - Lilith's self-replenishing Light element SBB is very strong here.
          Susceptible to myriad status effects.

Successful Teams:
Nalmika (Lead), Duel-SGX (Friend), Ronel, Lunaris, Michele, Elimo
-Nalmika and Elimo trivialize round 3.  Nalmika lets your whole team apply all
  the relevant status effects, and Elimo's combination heal/defense SBB will
  make it such that glassy units survive Black Hole with ease.

Miku (Lead), Nalmika (Friend), Lilith, Altri, Michele, Raydn
-Lilith cannot be commended highly enough for this fight.

Oulu (Lead), Grahdens (Friend), Lilith, Lilith, Altri, Uda
Felneus (Lead), Nalmika (Friend), Zelban, Zephyr, Luther, Altri


--------------------------------------------------------------------------------
04.00 - Advanced Information
--------------------------------------------------------------------------------
This section includes tips geared towards more experienced players.

  The best use of metal keys is to set your experience to a point where you will
gain a level on your last run, then use the key when you have enough energy.
If you have 52 energy, you can run Metal Parade three times (45 energy) with a
full bar.  Set your "Experience required to level up" between 2001-3000, and
wait until you have 45 energy.  Use your key, run Metal Parade three times,
level up, then run it three more times.  This will make your metal keys last
longer.

  The best use of gems is Rare Summon first, Unit Capacity Expansion second,
anything else third, if ever.

1. - Rare Summons can *ONLY* be acquired via gems, and are almost always
     stronger than free units.  The units acquired this way are also called
     "Premium Units".
2. - Unit Capacity Expansion is an amazing purchase.  The same 5 gems that you
     can spend on a single unit can also be used to increase your storage
     capacity by 50%.  At a rate of 1 gem per 5 capacity, it's a worthy
     investment to keep you from running back to sell units every time you run
     a stage.  if you are wondering "Should I rare summon or expand my unit
     capacity?", chances are, you should expand your unit capacity.  That one
     gem will replace itself soon enough.
3. - Energy Refill is not worth it, except in special circumstances.  If you're
     running a special event dungeon, such as Super Metal Parade, Sibyl Sisters,
     Maiden Dungeons, or anything else that's running out of time and you really
     want to do more of it right now, that's the best use of an energy refill.
     Refilling energy to run a couple more metal parades, however, is not as
     valuable.  You will always get more keys, and you can easily set your exp
     bar up to get two gems' worth of runs if you're patient.
4. - Resurrecting is almost never worth it.  If you're in a dungeon and got a
     unit that has a low drop rate, and you need to resurrect to finish the
     stage, that's the best use of a gem for this purpose.  If you're running a
     100% capture stage and really need whatever drops, that's a passable use of
     a gem.  However, if you're just running a Sibyl Sister stage, with no
     guarantee you're going to get her even if you DO come back, you're better
     off spending the gem on an energy refill and either running the stage
     again (if you think you can beat it normally), or running a different
     stage altogether, as you will have energy left over afterwards.
     Nothing is more annoying than spending 3 gems to clear a stage only to not
     get anything as a result of it.
5. - Arena Orbs should never be purchased.  Spend it on Energy instead.  When
     you level up, you get your Arena Orbs refilled, and even at the higher
     levels, you can gain half a level with a full energy bar.  Gaining levels
     also increases your Cost capacity and Energy capacity.
     So that's a direct comparison.
     1 gem - 3 arena orbs
     1 gem - 1.5 arena orbs, half a level, tons of units, zel, and karma.
6. - Frontier Hunter Orbs should never be purchased.  You are not going to be
     number one unless you spend tons of gems.  The top spots always drop an
     incredible amount of money to have their name at the top of the scoreboard.
     Victory Points Tournament, however, is slightly more worth it.  While
     collecting Victory Points, you are also gaining experience, zel, karma,
     units, and doing whatever it what you were doing.  As with Frontier Hunter,
     though, the top spots will drop a ton of gems to make sure they win.
7. - Item Capacity is largely useless.  If you're getting pulled back to sell
     items every stage, odds are that you're holding on to a lot of useless
     orbs.  If you're NOT holding on to useless orbs, such as 5 angelic foils
     for the arena, 4 medulla gems and 6 sacred gems for your teams, some
     situationally useful BB gauge replenishing orbs, et al, you don't need a
     guide to tell you what to spend your gems on.

--------------------------------------------------------------------------------
05.00 - Unit Compendium
--------------------------------------------------------------------------------
This section will list a host of units and their relevant stats at five star and
six star forms.

"Did I get a good unit?" or "Rate my pulls please!" topic creators can be
directed here to directly compare their unit to others.

Units will not have their titles listed in this section.
"Red Axe Michele" will be "Michele", and "Holy Ice Selena" will be "Selena".

"Power" is a formula measured by taking the base stats of a unit as Lord type,
and applying greater weight to ATK, and reduced weight to REC, while scaling HP
down to an average among units.
*IT IS AN ARBITRARY FORMULA*, and as such, is partly subjective, and not to be
used as a base for a "Tier List" or grounds for saying which unit is "The Best".

Six star units tend to be much worse in terms of stats per point of cost, as the
cost tends to nearly double, whereas the stats do not nearly get that much of a
boost.  If you need to choose between five units at five stars, or 6/5/5/5/4,
you may need to weigh your options, as the power offered by the single six star
unit isn't nearly as massive as the jump from four stars to five stars is.

Brave Burst information will be abbreviated.
MT - Multi Target Attack
RT - Random Target Attack.  Will hit a single unit multiple times.
ST - Single Target Attack
I - Ignore Element (Multi Element attack)
S - Status Effect (Poison, Weak, Injury, Paralysis)
B - Buff Effect (Defense up, Add element to attack)
Heal - Group burst heal
Regen - Effects that heal the party every turn for a few turns.
NUKE - Massive single target damage.

--------------------------------------------------------------------------------
 05.10 - Dark Units - Five Star
--------------------------------------------------------------------------------
						Cost to
						Power
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst

Grahdens 5112	1799	1700	1500	1156	77	15	MT, I, B
Lunaris	5323	1830	1650	1250	1095	68.4	16	MT, S
Zephyr	5620	1588	1587	1361	1073	67	16	MT, B
Kajah	5089	1923	1492	1141	1063	62.6	17	MT, S
Kikuri	5277	1597	1472	1536	1047	69.8	15	MT, S
Lira	5198	1567	1568	1567	1036	64.8	16	MT
Mare	4802	1550	1550	1550	1035	60.9	17	MT, S, S
Eric	5093	1485	1511	1476	1003	62.7	16	RT, B
Xenon	5244	1610	1432	1310	977	65.2	15	ST, B
Madia	4783	1488	1477	1110	975	65	15	MT, I, I
Logan	4899	1768	1500	1221	973	64.9	15	ST, Selfheal
Lico	5309	1750	1130	1370	949	63.3	15	ST, S
Alice	3986	1503	1171	1898	931	77.6	12	MT
Duel-GX	5215	1297	1535	1325	930	71.5	13	B, B
Lemia	4796	1261	1261	1547	916	76.4	12	MT, S
Legion	4637	1324	1404	1409	910	75.9	12	MT
Oboro	4615	1422	1186	1371	907	60.5	15	MT, S
Shida	4444	1565	1015	1553	904	69.6	13	MT
Zebra	4104	1716	973	1430	896	59.8	15	MT
Mifune	3682	1946	928	961	861	61.5	14	MT
Magress	4875	1198	1400	755	822	82.2	10	MT
Lodaga	4405	1545	1121	827	801	66.8	12	ST, S

--------------------------------------------------------------------------------
 05.11 - Earth Units - Five Star
--------------------------------------------------------------------------------
						Cost to
						Power
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst

Zelnite	4998	1693	1614	1622	1095	64.4	17	MT, B
Luly	5311	1619	1381	1750	1074	67.1	16	MT, B
Dilma	5011	1802	1110	1804	1057	70.5	15	MT, B
Ophelia	5542	1652	1431	1539	1047	65.4	16	MT
Nalmika	5184	1568	1490	1576	1033	60.8	17	ST, S, S, S, S
Twins	5279	1522	1534	1571	1026	68.4	15	MT
Lugina	5430	1860	1300	1200	1025	68.3	15	MT
Darvan	5242	1522	1522	1341	1024	64	16	MT, B
Golem	5496	1800	1625	782	1021	63.8	16	MT
Bayley	5278	1511	1288	1556	1001	66.7	15	MT, S
Edea	5016	1581	1656	1404	995	66.4	15	ST, S
Zelban	5072	1216	1532	1809	959	73.8	13	B, B
Paula	4504	1399	1400	1400	952	63.5	15	MT, I, S
Lidith	4645	1553	1067	1695	919	70.7	13	ST, B
Lario	5010	1280	1205	1620	913	65.3	14	MT
Eltri	5051	1110	1577	988	893	74.5	12	Heal, B
Leore	4946	1386	1049	1348	893	74.4	12	MT, S
Lemenara 4755	1100	1512	1424	872	72.7	12	B, B
Nemia	4853	1651	1052	1089	872	58.1	15	ST, S
Douglas	5090	1050	1444	817	817	68.1	12	RT
Lance	3894	1373	1378	805	808	80.8	10	MT

--------------------------------------------------------------------------------
 05.12 - Fire Units - Five Star
--------------------------------------------------------------------------------
						Cost to
						Power
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Ramna	5281	1739	1352	1761	1094	68.4	16	MT, B
Kagutsuchi 5541	1666	1421	1372	1058	66.2	16	MT, B
Farlon	5500	1580	1580	1580	1058	66.2	16	MT
Dia	4812	1811	1213	1710	1034	64.7	16	RT, B
Wing Blaze 5360	1680	1345	1298	1030	73.6	14	MT, B
Luther	5062	1857	1450	1450	1026	60.4	17	ST, S, S
Vishra	4862	1716	1567	1181	1024	68.3	15	MT, S
Aisha	5311	1554	1488	1532	1022	68.2	15	MT
Cayena	5150	1510	1514	1265	997	66.5	15	MT, S
Seria	4805	1550	1417	1610	991	66.1	15	MT
Michele	4804	1667	1210	1582	961	73.9	13	B, B
Lorand	4983	1800	1140	1334	949	63.3	15	ST, S
Freya	4742	1421	1305	1305	943	62.9	15	MT, I, S
Lancia	4774	1036	1339	1804	918	76.5	12	Heal, B
Galant	4380	1411	1483	1011	899	60	15	MT, S
Lava	4680	1378	1330	1274	897	74.8	12	MT
Dalimaone 5011	1197	1523	1106	889	74.1	12	MT
Agni	5343	1575	1202	961	883	67.9	13	ST, S
Phoenix	4995	1125	1517	751	832	69.4	12	Heal
Vargas	3917	1364	1230	1082	815	81.5	10	MT
Zegar	4761	1522	1001	956	810	57.9	14	ST, S

--------------------------------------------------------------------------------
 05.13 - Light Units - Five Star
--------------------------------------------------------------------------------
						Cost to
						Power
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Tilith	5300	1599	1599	2000	1134	75.6	15	Heal, B
Azael	5043	1764	1640	1315	1081	63.6	17	MT, I, I
Lubradine 5294	1617	1470	1764	1078	67.4	16	B, B, B
Alyut	5480	1502	1654	1576	1072	67	16	MT, S
Sodis	5600	1600	1600	1309	1070	66.9	16	MT, B
Xenon & Estia 5445 1690	1400	1200	1054	90.3	15	MT, B, B
Sefia	5167	1801	1615	988	1044	69.6	15	MT, S
Deemo	5000	1500	1500	1500	1040	61.2	17	MT, I, I, B
Vanila	5259	1599	1288	1370	1025	68.4	15	MT, S, S
Themis	4985	1472	1394	1727	1004	62.8	16	Heal, B
Estia	4986	1488	1300	1650	1002	66.8	15	MT, B
Zellha	5070	1580	1474	1612	992	58.4	17	ST, S, S
Sola	4701	1314	1483	1600	991	66.1	15	MT, I, I
Melchio	5015	1425	1483	1477	954	73.4	13	B, B
Lilith	5002	1544	1521	1400	946	63.1	15	ST
Gilnea	4650	1350	1100	1600	915	57.2	16	MT, I, I
Alma	4527	1350	1283	1536	905	60.4	15	MT
Jona	4085	1541	1448	1076	895	74.6	12	MT
Luna	3880	1567	1578	918	892	63.8	14	MT
Heidt	4869	1555	1359	905	889	68.5	13	ST, B
Aem	5167	1529	1000	1014	872	72.7	112	MT, S
Will	5239	1240	1368	847	856	71.4	12	MT
Atro	3730	1325	1325	1325	840	84	10	MT
Rameldria 4424	1517	1155	850	836	69.7	12	MT

--------------------------------------------------------------------------------
 05.14 - Thunder Units - Five Star
--------------------------------------------------------------------------------
						Cost to
						Power
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Rina	5362	1750	1452	1500	1076	67.3	16	MT, S
Grybe	5369	1842	1312	1496	1073	67.1	16	MT, S
Bran	4728	1674	1519	1655	1064	66.5	16	MT, B
Elsel	5392	1518	1518	1568	1057	66.1	16	MT, B
Uda	5100	1644	1644	1455	1046	61.5	17	MT
Cerise	5850	1560	1500	1100	1035	69	15	MT, B
Esna	4966	1641	1493	1794	1033	60.7	17	B, B
Paris	5000	1720	1570	1320	1029	68.6	15	MT
Rashil	4796	1322	1612	1708	1014	67.6	15	Heal, B
Loch	5230	1525	1470	1552	1011	67.4	15	MT
Fennia	5378	1421	1387	1501	1006	67.1	15	MT, S
Amy	5569	1500	1624	1394	1002	66.8	15	ST, S
Lodin	4600	1815	1164	1488	962	74.1	13	B, B
Zele	4874	1476	1241	1286	950	63.3	15	MT, I, S
Elulu	4051	1593	962	1960	944	78.7	12	MT, S
Zazabis	4775	1451	1373	1358	916	76.4	12	RT
Zeln	4926	1587	1033	1115	905	60.4	15	MT, S
Falma	4990	1546	1232	1212	890	68.5	13	ST, S
Weiss	5157	1223	1130	1926	888	63.4	14	B
Emilia	4707	1341	1309	1304	857	71.4	12	ST, S
Behemoth 5090	1154	1507	876	856	71.4	12	MT
Eze	4233	1460	1006	770	781	78.1	10	MT

--------------------------------------------------------------------------------
 05.15 - Water Units - Five Star
--------------------------------------------------------------------------------
						Cost to
						Power
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Raydn	5375	1611	1619	1505	1086	67.9	16	MT, B
Phee	5056	1461	1590	1765	1061	62.5	17	MT, B
Signas	5680	1860	1365	1100	1057	66.1	16	MT, S
Karl	5323	1733	1523	1389	1049	52.5	20	MT
Rickel	4971	1793	1150	1950	1017	67.8	15	ST, S
Reeze	5455	1659	1314	1244	1010	67.4	15	MT, S
Dean	5102	1502	1424	1652	1003	66.9	15	MT, S
Serin	5400	1489	1369	1442	1003	66.9	15	MT, S
Lucina	4951	1639	1625	1300	997	62.3	16	ST, B
Tiara	4867	1263	1354	2055	985	75.8	13	Heal, B
Eliza	4616	1464	1255	1347	942	62.8	15	MT, I, S
Tesla	5688	1374	1715	980	932	58.3	16	Buff
Mega	4169	1517	1064	1851	921	76.8	12	MT
Elimo	4680	1003	1376	1873	920	76.7	12	Heal, B
Sergio	5050	1424	1307	1376	899	69.2	13	ST, S
Stya	4253	1449	1175	1699	894	59.7	15	ST, B
Meltia	4972	1164	1555	1151	873	72.8	12	B, B
Malnaplis 4900	1097	1553	927	847	70.6	12	MT
Selena	3815	1355	1127	1461	834	83.4	10	MT
Zephu	4971	1505	1032	807	806	57.6	14	ST, S

--------------------------------------------------------------------------------
 05.20 - Dark Units - Six Star
--------------------------------------------------------------------------------
						Cost to
						Power		Super
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Lunaris	5905	2163	1948	1475	1320	50.8	26	MT, B, B
Zephyr	6304	1850	1850	1603	1272	49	26	MT, B, B
Kikuri	6055	1933	1651	1720	1211	50.5	24	MT, S
Lira	5850	1941	1795	1795	1211	48.5	25	NUKE
Logan	5844	2101	1774	1471	1204	50.2	24	ST, H
Alice	5056	1954	1333	2055	1180	53.6	22	MT, H
Duel-SGX 5676	1592	1833	1520	1167	50.8	23	MT, B, B
Lemia	5677	1600	1600	1799	1121	51	22	MT, S
Dilias	5344	2000	1263	1059	1046	47.6	22	MT, S
Magress	5941	1482	1659	960	1033	51.6	20	MT, B

--------------------------------------------------------------------------------
 05.21 - Earth Units - Six Star
--------------------------------------------------------------------------------
						Cost to
						Power		Super
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Luly	5905	1925	1502	2100	1267	48.7	26	MT, B, B
Ophelia	6248	1984	1601	1722	1236	47.6	26	MT, B
Dilma	6055	2203	1481	1837	1231	51.3	24	MT
Golem	6173	2182	1836	1245	1223	48.9	25	MT
Twins	5923	1786	1644	1752	1219	50.8	24	MT, B, B
Zelban	5524	1501	1829	2000	1195	52	23	MT, B, B
Leore	5805	1702	1422	1716	1152	52.4	22	MT, Heal, S
Edea	5578	1806	1806	1543	1141	51.9	22	ST, S, S, B
Douglas	6000	1476	1688	1334	1083	49.2	22	MT, B
Altri	6082	1303	1705	1320	1081	49.2	22	Heal, B, B
Lance	5272	1656	1603	1010	1029	51.5	20	MT, B

--------------------------------------------------------------------------------
 05.22 - Fire Units - Six Star
--------------------------------------------------------------------------------
						Cost to
						Power		Super
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Ramna	5951	2055	1535	2094	1303	50.1	26	MT, B, B
Bordebegia 6222	2061	1653	1562	1276	51	25	MT, B, B
Farlon	6202	1800	1800	1800	1236	47.6	26	MT, B
Michele	5532	1928	1505	1794	1210	52.6	23	MT, B, B
Aisha	6071	1825	1602	1688	1189	49.5	24	MT, B
Vishra	5821	2000	1823	1455	1188	49.5	24	MT
Lorand	5555	2155	1405	1525	1179	53.6	22	NUKE, B
Lancia	5381	1478	1478	2060	1130	51.4	22	Heal, B, B
Lava	5689	1697	1571	1508	1116	50.7	22	MT, B
Phoenix	5815	1362	1567	1833	1107	50.3	22	MT, H
Vargas	5313	1660	1456	1376	1051	52.6	20	MT, B

--------------------------------------------------------------------------------
 05.23 - Light Units - Six Star
--------------------------------------------------------------------------------
						Cost to
						Power		Super
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Leorone	5944	2000	1711	2000	1344	53.8	25	MT, B, B, B
Sodis	6302	1903	1903	1551	127	49.5	26	MT, B, B
Alyut	6182	1754	1918	1810	1281	49.3	26	MT, B, B
Melchio	5511	1772	1811	1811	1273	55.3	23	MT, I^4, B
Sefia	5999	2080	1782	1443	1229	51.2	24	MT, S
Lilith	6005	1823	1792	1649	1178	49.1	24	ST, B
Aem	5934	1807	1436	1471	1124	51.1	22	MT, B
Atro	5034	1605	1605	1605	1105	55.3	20	MT, B, B
Will	6211	1535	1674	1241	1094	49.8	22	MT, B
Duelmex	6000	1700	1400	1250	1064	48.4	22	MT, S

--------------------------------------------------------------------------------
 05.24 - Thunder Units - Six Star
--------------------------------------------------------------------------------
						Cost to
						Power		Super
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Grybe	6043	2229	1484	1721	1281	49.3	26	MT, S, B
Rina	6000	2063	1731	1753	1276	49.1	26	MT, S, S
Ronel	6032	1879	1731	1800	1267	50.7	25	MT, B, B
Lodin	5173	2125	1532	1824	1241	54	23	MT, B, B
Elulu	5111	2082	1207	2203	1207	54.9	22	MT, S, B
Amy	6254	1753	1693	1582	1197	49.9	24	MT, S, S
Rashil	5721	1522	1686	1983	1150	47.9	24	Heal, B
Loch	5800	1745	1598	1702	1125	51.2	22	MT
Emilia	5748	1620	1582	1582	1121	51	22	MT, S, S
Behemoth 5556	1612	1661	1193	1066	48.5	22	MT, B
Eze	5460	1806	1230	971	1006	50.3	20	MT, B

--------------------------------------------------------------------------------
 05.25 - Water Units - Six Star
--------------------------------------------------------------------------------
						Cost to
						Power		Super
Name	HP	Atk	Def	Rec	Power	Ratio	Cost	Brave Burst
Raydn	6022	1911	1911	1679	1289	49.6	26	MT, B, B
Signas	6373	2201	1533	1432	1268	48.8	26	MT, S, B
Tiara	5435	1559	1768	2233	1220	53.1	23	MT, B, B
Rickel	5565	2001	1325	2238	1217	50.7	24	NUKE, S
Reeze	6406	1905	1601	1522	1171	48.8	24	MT
Dean	5756	1726	1642	1761	1165	53	22	Heal, B
Mega	5214	1982	1264	1910	1145	52	22	MT, B
Oulu	6397	1653	1959	1421	1142	45.7	25	B, B
Elimo	5338	1319	1524	2184	1115	50.7	22	Heal, B, B
Felneus	5378	1578	1603	1586	1086	49.4	22	MT, B
Selena	5097	1647	1351	1701	1056	52.8	20	Mt, B

--------------------------------------------------------------------------------
06.00 - Special Events
--------------------------------------------------------------------------------
This section includes information on non-story, non-vortex missions that offer
special rewards.

--------------------------------------------------------------------------------
 06.10 - Frontier Hunter
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
 06.20 - Victory Points Tournament
--------------------------------------------------------------------------------

--------------------------------------------------------------------------------
 06.30 - Summoners' Research Lab
--------------------------------------------------------------------------------
To acquire the powerful one-of-a-kind units Karl and Grahdens, you will need to
win a drawn out fight at the Summoners' Research Lab.

In addition to being a powerful boss unit that promises an extended fight, these
fights also have special gimmicks that require either trial and error, at the
cost of 50 energy per attempt, or the assistance of a FAQ.

At the time this guide was released, it is possible to beat Karl and Grahdens
with single teams, provided the units were strong enough.

This guide will give tips on how to beat these missions with a single team.
Additional teams may be considered bonus teams that are there to pick up the
slack if someone falls short, or if your units simply are not strong enough.

--------------------------------------------------------------------------------
  06.31 - One Team Karl
--------------------------------------------------------------------------------
Karl attacks with water, thunder, earth, and light element attacks, rendering
most of your units unable to avoid taking amplified damage at some point.
-DEF and REC are more important in this battle than they are in other, as an
Anima Tesla will eat up three cures to get to full HP.
-Once Karl is at 50% HP, he will unleash a massive attack (Blue Execution) once,
and it will deal massive damage to your whole party.  You can send one unit to
attack him on the turn he will fall below 50% HP, and have the rest of your team
defend to mitigate the damage.
-Karl will paralyze you often.  Having a leader with status immunity, such as
Elsel, Twins, or Reeze, will completely negate one of his larger threats.
Alternatively, you can bring Altri and give him a paralysis resisting gem, and
let the Tree cure your team's paralysis.
-There are two ways to win this match;  Race him or sustain against him.

Most guides will tell you to take a team of five thunder units, regardless of
how much training you've put into them, and deal as much damage as you can in as
little time as possible.  I have never attempted this method, but I assume you
would want to stay away from units that will eat your cures fast, such as Eze,
Elulu, or Behemoth.  The upside of this is that you have access to thunder seal
and thunder ore.

This guide will detail sustaining against Karl.  The battle will take longer,
but your cures will last forever, and after Blue Execution, it becomes nearly
impossible to lose.

LEADER: Either you or your friend MUST have Elsel/Twins/Reeze for the paralysis
immunity.  Because the battle takes longer, you will run out of paralysis cures
long before the end.
LEADER: Either you or your friend MAY want Grahdens, Leore, Tesla, or other stat
boosting unit.  With Grahdens' 20% HP/Def and stat boosting sphere, a six star
lightning unit with no defensive buff can survive Blue Execution.
TEAM: A healer is 100% necessary.  Two healers increases your success rate, but
also makes the battle take longer.  Elimo, Rashil, and Tiara are the best
healers here.  Anima or Guardian May will also pass.
TEAM: A lightning fixer (Lodin) will make the battle go faster, but is not
necessary.

SPHERES: Sacred Jewels, Medulla Gems, Legwand Gems, Flesh Armor, and the like.
Increasing defense and HP is tantamount.  Increasing the REC can make Tesla very
good for this extended battle.  Increasing ATK makes the battle go faster.

ITEMS:
Cure/High Cure: Necessary.
Divine Light: Not necessary, but good.
Fujin Tonic: Necessary.
Revive: May be necessary.
Defensive Seals: Not necessary, but good.

With two healers alternating between their BBs, your heals will last almost
indefinitely.  Even a slow healer, such as Alice, is good for supplementing one
other healer.  Tiara's regeneration on a team of units that have their DEF/REC
amplified by spheres and leader skills may as well say "Heal your team to full
for the next three turns".

On the second form, when approaching the 50% mark, the smart play would be to
prepare for the Blue Execution.  If you have Elimo/Tiara, make sure you heal
the turn before you plan on reducing him below 50% hp.  If Elimo has her SBB
enabled, she can activate her SBB the same turn you reduce Karl below 50%.

--------------------------------------------------------------------------------
06.33 - One Team Maxwell
--------------------------------------------------------------------------------
The single most powerful free unit in the game requires a host of fully levelled
and max-SBB units to conquer.  Even if you *do* have the perfect team and do
everything right, it is still PROBABLE that you will have to run this stage many
times to succeed.  Listed below are only some of the bad things that can happen,
and will cost you cures, revives, or fujin potions.

Juggernaut may status your party up before you can activate Altri/Lunaris.
Abaddon's 30% may hit the same non-guarding target twice.
Abaddon may not activate his 30% until lower HP, causing you to waste turns.
Abaddon may use buff strip, then paralyze/curse that unit.
Maxwell may start using double destiny at 35%.
Maxwell may use Rune on a target, then proceed to smack it several more times.
With Dandelga and Evil Shard, Darvanshel may simply refuse to take BC.

Do not let this distract you, however, as nearly everybody will tell you,
"A thousand energy is totally worth it."

Successful teams:
REQUIRED!: Premium healer, status removal/immunity, high damage
SUPER GOOD!: Damage reduction (Oulu, Darvanshel), Lilly Matah's leader skill

-Grahdens (Lead), Lilly Matah (Friend), Darvanshel (Dandelga+Evil Shard),
  Altri (Drevas+Evil Shard), Lilith, Lilith
Here's your ideal cookie-cutter.  Grahdens gives light/dark for the second and
third fights, reduces damage from the second and third fights, and gives HP and
DEF to increase survivability, and decrease RNG having its way with you.
Oulu can replace Darvanshel, but he does not generate BC when activating his
abilities.

-Lilly (Lead), Grahdens (Friend), Lilith, Oulu, Altri, Melchio

-Grahdens (Lead), Grahdens (Friend), Lilith, Darvanshel, Lilly Matah, Altri
  Double Grah will make it such that you're more likely to survive hard rounds,
such as Rune+Destiny, or double Destiny, but the two spheres on Darvanshel and
your healer become even more important than before.

-Grahdens (Lead), Tilith (Friend), Tilith, Darvanshel, Lodin, Zelnite
  If you have Tilith, you probably don't need a guide for this, or you've
already beaten Maxwell.  In any case, Tilith is very good at filling up gauges.

-Grahdens (Lead), Lilly Matah (Friend), Elimo, Dia, Lunaris (Drevas),
  Darvanshel (Dandelga+Evil Shard)
  This was the team I used.  It is imperative you keep Grahdens alive, as you
need his dark fix to deal the last 100,000 damage.  Elimo's 25% damage reduction
is nice, but under no circumstances should Elimo's SBB be used to replace a 50%
damage reduction on a hard turn.

Spheres:
With resounding popularity, it seems the sphere of choice is stat booster.
Medulla, Legwand, Malice, what-have-you.  HP is super important for this trial,
and good non-HP-boosting gems, such as Batootha, are ignored.

Dandelga+Evil Shard on Darvanshel/Oulu is a popular choice.
Drevas+Evil Shard on Altri is a popular choice.

Items:
Nearly every successful team posted uses one of these item sets.

Cure, Revive, Revive Light, Fujin Potion, Fujin Tonic
Cure, Crescent Dew, Revive Light, Fujin Potion, Fujin Tonic

~~
Okay!  I have everything!  What do I do now?
~~
This trial is tricky in that you must both watch for HP thresholds (Like you did
with Grahdens and Karl) AND count turns.  Either use a piece of paper, excel
sheet, or online Maxwell turn counter (they exist) to keep track of your turns,
starting with the first battle.

When you start the battle, you will be on turn 1.  When you complete your turn,
Maxwell will do the attacks listed on "Turn 1" if you were facing her.  After
you take your turn, mark that you are on turn 2, and wait to act.  After you get
to turn 20, the next turn will be 1.

TURN 1	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		(Activate Darvanshel/Oulu if possible)


TURN 2  -	SAFE TURN - Maxwell will perform random attacks.



TURN 3  -	SAFE TURN - Maxwell will perform random attacks.
		(Two hard turns incoming)


TURN 4  -	Maxwell will perform random attacks, while IGNORING DEFENSE.
		Maxwell will perform RUNE, which strips buffs and damages one.
		(Activate Darvanshel/Oulu if possible)

TURN 5	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		Maxwell will perform DESTINY.
		(Activate Darvanshel/Oulu if possible)

TURN 6	-	SAFE TURN - Maxwell will perform random attacks.



TURN 7	-	SAFE TURN - Maxwell will perform random attacks.
		(Three hard turns incoming)


TURN 8	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		Maxwell will perform RUNE, which strips buffs and damages one.
		(Activate Darvanshel/Oulu if possible)


TURN 9 	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		(Activate Darvanshel/Oulu if possible)


TURN 10	-	Maxwell will perform DESTINY.



TURN 11 -	SAFE TURN - Maxwell will perform random attacks.
		(Two hard turns incoming)


TURN 12	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		Maxwell will perform RUNE, which strips buffs and damages one.
		(Activate Darvanshel/Oulu if possible)

TURN 13	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		(Activate Darvanshel/Oulu if possible)


TURN 14 - 	SAFE TURN - Maxwell will perform random attacks.
		(Three hard turns incoming)


TURN 15 - 	Maxwell will perform DESTINY.



TURN 16	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		Maxwell will perform RUNE, which strips buffs and damages one.
		(Activate Darvanshel/Oulu if possible)

TURN 17	-	Maxwell will perform random attacks, while IGNORING DEFENSE.
		(Activate Darvanshel/Oulu if possible)


TURN 18 - 	SAFE TURN - Maxwell will perform random attacks.



TURN 19 - 	SAFE TURN - Maxwell will perform random attacks.
		(Hardest turn coming, followed by another hard turn)


TURN 20 -	Maxwell will perform random attacks, while IGNORING DEFENSE.
		Maxwell will perform RUNE, which strips buffs and damages one.
		Maxwell will perform DESTINY.
		(Activate Darvanshel/Oulu.  Fujin if necessary)

DESTINY is a single target, defense ignoring attack that deals around 14,000
damage to a single character.  For purposes of this attack, conventional defense
is IGNORED.  Activating damage reducing effects, such as Darvanshel or Oulu
will reduce this damage.
GUARDING will also reduce this damage.

Boss 1/3 - Juggernaut (Lightning)
Probably the most annoying part of the battle is waiting to get your BB gauges
full.  He will drop paralysis, defense down, and attack down at you until you
get your Altri/Lunaris running.

Shenanigans:
Every fourth turn, he'll drop a powerful multi-target thunder attack.

Boss 2/3 - Abaddon (Dark)
Drops a whole host of status ailments on you.
Can randomly strip buffs with single target attacks.  Possible to strip status
immunity given by Altri, then paralyze/curse that unit.

Once you kill Abaddon, Maxwell will spawn and immediately perform the attacks
listed above, depending on which turn you're on.

Shenanigans:
At 50% HP, he will drop two single target nukes on you.  If your HP is high and
your damage reduction is active, this should not be an issue with Grahdens as
a leader.  Otherwise, guard on five and attack with the sixth.
3% chance of hitting the same character twice.
0.5% chance of hitting the unit that attacked twice.

At 30% HP, he will drop four single target nukes on you.
Due to the increased chance of two of these attacks hitting the same target, it
is vitally important that you activate your damage reduction effect (Darvanshel
is ideal) the turn you drop him below 30%, and guard with as many units as
possible.
43% chance of hitting the same character twice.
7% chance of hitting the unit that attacked twice.

Boss 3/3 - Creator Maxwell (Light)
Inflicts weakness and injury only.

Shenanigans:
In addition to her battle script listed above, she also has HP thresholds to
watch out for.

At 70% HP, Maxwell will add the single target attack METEOR to her random attack
pattern, in addition to casting it the turn you reduce her below this mark.

At 50% HP, Maxwell will cast resurrection, a multi-target attack, and heal
herself for a very small amount.  Not particularly threatening on its own, but
avoid bringing this on a dangerous turn.

At 30% HP, Maxwell will cast destiny, and will furthermore proceed to use
destiny TWICE every five turns, rather than once.

At 20% HP, Maxwell will cast endless, a super powerful multi-target attack.
Trigger this attack on a safe turn only.  Even with Grahdens leading and Oulu's
50% buff, and units on defense, it is possible to lose a unit on this turn, if
Maxwell is feeling particularly feisty and keeps smacking the same unit after
using endless.

When you kill Maxwell, she will REVIVE with 100,000 HP, due to the angel idol
buff given by Sacred Song cast on every fourth turn.  In order to beat her for
good, you will need to kill her, then kill her again BEFORE SHE GETS TO HER NEXT
SACRED SONG, or the resurrection will start all over again.  The best timing to
kill her, which buys you the most time to do the last 100,000 damage, is on any
turn listed below, in order from easiest to hardest.

TURN 1  - Two safe turns in a row, followed by a third turn she won't get.
TURN 17 - Two safe turns in a row, followed by a third turn she won't get.
TURN 13 - A safe turn before she throws a double destiny at you.
TURN 9  - She will revive, and on your next turn, get your damage reduction up,
          or you will be eating two full power destinies.
TURN 5  - She will revive and immediately throw two destinies at you.

If you kill her on any other turn, you will have LESS THAN THREE TURNS to deal
100,000 damage to her, which could be very difficult, depending on your team's
alive-ness and your item reserves.


--------------------------------------------------------------------------------
07.00 - Feeling Lucky?
--------------------------------------------------------------------------------
"OMG I GOT 5 GHOSTS IN A ROW ON METAL PARADE I'M SO UNLUCKY!!11!1one!!!"
This section will explain in detail every luck-based aspect of the game.

Unless otherwise stated, all information in this section is collected by me, and
is based solely on personal experience.  That is to say, your mileage may vary.

--------------------------------------------------------------------------------
 07.10 - Metal Parade Data
--------------------------------------------------------------------------------
As the primary source of unit experience in the game, Metal Parades are a
constant source of superstition and rumors.  These are all false.
"Attack the king first for better chance of drop!"
"Bring all dark units for more dark type metal units!"
"Bring only five star units for more crystals!"
Anything that sounds like this is 100% baseless, and should be ignored.
Anybody that has "Ignore target's defense" on it is useful here.

Data based on 1310 drops (262 runs)
Type	Number	Rate	Info
Ghost	509	38.85%	You have a 0.8% chance of getting a five-Ghost run.
King	719	54.88%	You have a 4.9% chance of getting a five-King run.
God	60	4.58%	You will get a God every 4.7 runs.
Crystal	22	1.67%	You will get a Crystal every 12.3 runs.

When a Ghost and God appear together, you will almost always get the God.
15 times out of 17.

Super Metal Parade is a rare event, but very worth it.
Data based on 620 drops (124 runs), from other users
Type	Number	Rate	Info
King	270	43.54%	You have a 1.5% chance of getting a five-King run.
God	303	48.87%	You have a 2.7% chance of getting a five-God run.
Crystal	47	7.58%	You will get a crystal every 3 runs.

Super Metal Parade gives 5182 unit exp per energy vs Metal Parade's 3795.
Super Metal Parade costs less Zel, as there are fewer units to fuse.
Super Metal Parade gives more Summoner Experience per energy.
Super Metal Parade gives no ghosts.

--------------------------------------------------------------------------------
 07.20 - Fusion Data
--------------------------------------------------------------------------------
When the news section says "Fusion Great and Super Success rates UP!", the rates
of great and super success go up.  If that message is NOT in the news, the rates
are normal.  Great Success is 1.5x exp, and increased chance to BB level up.
Super Success is 2x exp, and significantly increased chance to BB level up.

		Normal			Rate UP			Super Rate UP
Success		147	86.98%		133	67.17%		33	40.74%
Great Success	12	7.1%		49	24.74%		36	44.44%
Super Success	10	5.91%		16	8.08%		12	14.81%

"Is it worth it to clog up unit space to wait for a fusion rate up?", or rather
"How much exp is my ghost/king/god/crystal worth?"

An elemental crystal's base exp is 151524.  Multiplied by the chance of great
and super success, the actual amount each crystal gives during each event is
as follows
No rate up	165869
Rate UP		182517	(10% more than normal)
Super rate UP	207644	(25% more than normal)

The difference is there, but it's very small for rate UP, and Super rate UP has
only happened once at this time, meaning it may not be worth holding on to units
waiting for one.

Metal Gods come infrequently enough, barring super metal parades, that it may be
worth holding them and waiting for rate UP events if you have the unit space to
spare for them.

--------------------------------------------------------------------------------
 07.30 - BB Levelling
--------------------------------------------------------------------------------
When you fuse a unit with an attack type BB to another unit with an attack type
BB, there is a chance that unit's BB level will increase.

It seems to be that the base chance of increasing a BB level is about 5% per
unit on a normal success, and 30% per unit on a super success.
Because of this, it's best to do your BB levelling during a "Fusion Great and
Super Success rate UP!" event, to make the best use of your zel.

If you fuse a Burst Frog to any unit, there is a 100% chance that unit's BB
level will increase by 1.

Fusing 5 units at a time seems to be just as good as fusing 1 unit at a time.
If you have one unit, fuse it.  If you have five units, fuse them.  There's no
reason to prefer one over the other.

Raw data follows.  Mind the small sample size.

Units	Type		Count	BBLv	Rate
One	Success		113	4	3.53%
One	Great Success	52	1	1.92%
One	Super Success	9	3	33.33%
Five	Success		89	24	26.96% 	(5.39% per unit)
Five	Great Success	13	5	38.46%	(7.7% per unit)
Five	Super Success	7	11	157.14%	(31.43% per unit)

--------------------------------------------------------------------------------
 07.40 - Evolution Materials
--------------------------------------------------------------------------------
So you need Nymphs, Idols, Spirits, Pots, Mimics, and Totems to evolve your
favorite poke... er... unit, but not sure what the fastest way to acquire the
material is?  This section is for you!

~~NYMPH~~
If you need a specific element of nymph, go to the appropriate area in Mistral.
You can expect to spend about 8.5 energy per nymph you're trying to collect.
Fire Nymph	Cave of Fire
Water Nymph	Egor Snowfield
Earth Nymph	Forest of Beasts
Thunder Nymph	Magutagal Wetlands
Light Nymph	Remains of Mirza
Dark Nymph	Monster's Nest

If you need nymphs of varying elements to evolve multiple units, go to the
Vortex on Tuesday and run "Garden of Nymphs".  The drop rate seems to be 100%,
which means 2 energy per nymph, or 12 energy per nymph of a specific type.

~~SPIRIT~~
Still collecting data on this one.

The elemental zones in Morgan have spirits, and will cost you about 19.5 energy
per spirit you want.

~~IDOL~~
If you need experience anyways, you can run the elemental stages in St. Lamia.
The Experience:Energy ratios in that zone are good, and you also collect a fair
amount of Zel, Karma, and Units in the process.  However, if your goal is idols
RIGHT NOW, the Tuesday dungeon is the only way to fly.

St. Lamia gives you an idol every 148 energy
Garden of Idols gives you an idol every 9.16 energy (55 per specific idol)

~~POT~~
Elemental pots are the single most annoying evolution material to acquire in the
game.  If ever you're considering selling pots, you should probably just
increase your unit capacity or sell a Totem instead.

Practically the only way to acquire elemental pots is via the Tuesday dungeon,
"Phantom Pots".  Each stage has a pot, but the drop rate is very low.  The final
stage's pot has a 100% capture rate.

Phantom Pots gives you a pot every 18.75 energy (112.5 per specific pot)

~~ELEMENTAL TOTEM~~
Totems can only be acquired on Thursday by entering the appropriate elemental
ruins stage.

Elemental Ruins gives one totem per 30 energy.

Light and Dark Totems are encountered randomly in Elemental Ruins and Miracle
Ruins.  The sample sizes are currently too small to give any advice on which
stage (Miracle vs Elemental) is best to run for Light and Dark Totems, but it
seems all the Elemental Ruins are the same as each other for Light and Dark.

~~MIRACLE TOTEM~~
Miracle Totem can only be acquired on Thursday by entering the Miracle Ruins.

Any Totem can appear in this stage.

Miracle Ruins gives one Miracle Totem per 50 energy.

--------------------------------------------------------------------------------
 07.50 - Honor Summon
--------------------------------------------------------------------------------
Honor Summon gives you a wide variety of junk units to sell, but occasionally
gives useful units as well.
When the news says "Increased chance to get metal units from Honor Summon", that
is the only time you can get Ghosts, Kings, and Gods from Honor Summoning.  As
such, it is the only time you should be using your Honor Points at all, unless
you're a fan of Burny, Harpy, and Witch Liza.

		Metal rate UP event	Super metal rate UP event
Metal Ghost	114	32.57%		17	30.9%
Metal King	31	8.85%		7	12.72%
Metal God	29	8.28%		4	7.27%
Jewel Ghost	20	5.71%		4	7.27%
Jewel King	0	0%		2	3.63%
Jewel God	5	1.42%		1	1.81%
Nymph		11	3.14%		0	0%
Spirit		13	3.71%		1	1.81%
Idol		21	6%		3	5.45%
Starter		2	0.57%		2	3.63%
Garbage		100	28.57%		9	16.35%
Elemental Pot	4	1.14%		2	3.63%
Crystal					3	5.45%

"Metal Ghost/King/God" refers to any element of Ghost/King/God.
"Starter" refers to powerful units with five and six star forms, but are
  generally weaker than premium units.  Mifune, Selena, Vargas, Atro, and Lario
  are examples of Starters.
"Garbage" is the booby prize.  Goblin, Merman, Mandragora, Angel, Skeleton, 
  Merith, Mimir, Maria, and other common units from running stages. 

--------------------------------------------------------------------------------
 07.60 - Rare Summon
--------------------------------------------------------------------------------
Brave Frontier's primary money sink is in Rare Summoning.  You can spend five
gems in a gacha-like system which allows you to acquire a random premium unit.

Because there are nearly 100 unique units you can acquire from rare summoning,
your best chance to get a desired unit is to either wait for the unit's summon
rate to go up, unless you have no objection to spending many gems reaching for
your desired unit, or don't mind if you collect other rate up units in the
process.

When a unit's rate goes up, it has historically been in groups of three.
However, when two groups get released close to one another, it's possible that
six units can have their summon rate go up at the same time.

Rate up - 	26.31%

Three Stars	28.98%
Four Stars	66.66%
Five Stars	4.34%

From this, you can derive your chances of getting that one unit you like.
"What are my odds of getting Kikuri when her summon rate is up in a group of
three units?", you say?  Step into my office.
One try (Good luck)	5 gems	8.7%
Two tries		10 gems	16.7%
Three tries		15 gems	24%
Four tries		20 gems	30.7%
Five tries		25 gems	36.8%
Seven tries		35 gems	47.4%
Ten tries		50 gems	60%
Fourteen tries		70 gems	72.3%
Eighteen tries		90 gems	80.8%

In a perfectly fair world, it will take an average of eleven tries (55 gems) to
get whichever unit you like **when their summon rate is up** in a group of three
units.  Of course, this world is not fair, and you're going to pull thunderbirds
like it's your job, and when their summon rate is not up, you may as well be
playing the lottery if you have a single unit in mind.

One try			5 gems	0.88%
Five tries		25 gems	4.33%
Ten tries		50 gems	9.85%
Twenty tries		100 gem	16.23%

As you can see, you may as well be throwing gems into the wind if you're trying
to get a specific unit without a rate up, needing an average of nearly 600 gems
to get one.

If you don't care what you get, though, and just want new shinies to bolster
your army, there's nothing wrong with summoning at random, so long as you don't
mind getting the units that have their summon rates raised.

--------------------------------------------------------------------------------
08.00 - Team Building 101
--------------------------------------------------------------------------------
"Rate my team!" or "How do I make a _____ Team?!" has become far too common a
question.  This section will define some of the more popular teams, and how to
go about building teams that work like the ones you hear about.

These teams will list *THE MOST POPULAR* units first, and *PASSABLE* units
second.

--------------------------------------------------------------------------------
 08.01 - Rainbow Team
--------------------------------------------------------------------------------
An all-purpose team that dominates quest, arena, and vortex dungeons, often with
little more than auto battle.  The damage is massive, but with very little in
the way of defense.  Rainbow teams are the easiest to make, as you're not
begging the rare summon gate to supply you with five of the same element for a
mono team, nor are you hoping you'll get that one Felneus or Uda you need to
make your BB spam team complete.

*POPULAR LEADERS*
Lodin, Dia, Lilith

Lodin/Dia
Lodin and Dia both facilitate consistent use of Brave Burst use.  As a leader,
Lodin would restrict you from having Uda on your team, whereas Dia would prevent
you from having michele on your team.

Lilith
Lilith has a self replenishing SBB, making her ideal for boss killing.  She also
offers a 65% damage boost, whereas most others only offer 50%.

*PASSABLE LEADERS*
Michele, Logan

Michele
While Michele is an indispensable unit, she falls short as a leader.  Where Dia
and Lodin offer BB gauge filling as a secondary ability, Michele offers 10% HP.

Logan
Logan gives the same 65% Lilith does, but without the automatic cannon SBB she
offers.

*UNITS*
Anybody, so long as you've got five different elements.  Duel-SGX brings
critical hit chance to the table, Deemo and Douglas bring spark damage buff,
Ronel generates BC and HC, Michele gives 120% attack and a fire fix.  Just bring
your strongest units and you'll have a team that operates well.

--------------------------------------------------------------------------------
 08.02 - Critical Team
--------------------------------------------------------------------------------
Desparately in need of a nerf, the Critical Damage team is running wild, tearing
through Terminus like a hot knife through butter, and making short work of
battles that were otherwise meant to be long and drawn out ordeals.

NOTE: Critical strike chance is capped at 70%.  Duel-SGX and Havoc Axe is
      overdoing it.

*POPULAR LEADERS*
Mariudeth, Maxwell, Zebra, Mare

Maxwell
+125% critical damage and +100% damage to weak elements makes her the single
best critical leader, with a built in critical chance booster in her SBB,
offering +30% chance at SBB level 10.
Naturally offset by how difficult she is to obtain, and her 30 cost.

Zebra
+150% critical damage is the highest you can get in a single unit.  He is a free
unit that caps at five stars, making him very glassy.

Mariudeth
+100% critical damage, and his SBB also increases critical chance by 45% at
SBB level 10.

Mare
*ONLY TO BE USED IN CONJUNCTION WITH ZEBRA, MAXWELL, OR MARIUDETH*
That is to say, if you're using Mare, bring a Zebra friend.  If you're using
Zebra, you can bring a Mare friend.
Mare's leader skill allows you to do massive additional damage to enemies who
are weak to your elements.  You will want some elemental fixers to make use of
Zebra and Mare's synergy.

e.g. You are in Terminus, fighting an earth and a lightning elemental boss.
Duel-SGX uses SBB first (60% critical, darkfix)
Michele uses SBB next (120% attack, firefix.  Mare's bonus kicks in on one)
Zelban uses SBB next (earth fix, Mare's bonus kicks in on second unit)
Then everyone else unleashes their attacks at highly multiplied effect.

*PASSABLE LEADERS*
Vishra

Vishra
This guy hardly qualifies as a critical damage leader, only offering 50% boost
to critical damage, but he also offers "chance of status ailment", making him
an ideal boss killer versus targets that can be affected by paralysis, weaken,
and the like.

*UNITS*
Duel-SGX, Mariudeth, Rashil, Aisha, Dilma

Duel-SGX
The premier in heartseeker technology.  At level 10, his BB/SBB increases your
party's critical strike chance by 60%.

Mariudeth
At level 10, his BB increases your party's critical strike chance by 40%.
At level 10, his SBB increases your party's critical strike chance by 45%.

Rashil
In addition to providing a critical strike bonus, Rashil is also a healer.
At level 10, his BB increases your party's critical strike chance by 32%.
At level 10, his SBB increases your party's critical strike chance by 35%.

Aisha
At level 10, her SBB increases your party's critical strike chance by 45%.

Dilma
His SBB attacks at a +20% critical strike chance.
He also provides a buff which ignores enemy defense.
He is also one of the better BC generators.

--------------------------------------------------------------------------------
 08.03 - BB Spam Team
--------------------------------------------------------------------------------
And on the seventh day, Felneus was gifted to mankind, and none ever hungered
for the ability to use their brave bursts every turn ever again.

Have you ever watched a video on youtube where the guy fills up his gauges and
uses SBB every turn?  Felneus makes this happen.  A synergistic relationship
between "Massively increases BB gauge fill rate" and "increases BC generation
rate" as his leader skill and SBB skill, respectively, increases your fill rate
several times over.

When activating your every-turn-SBBs, be sure to activate your BC generators'
ability first.

*POPULAR LEADERS*
Felneus, Uda (six stars only), Lilly Matah

Felneus
Until Uda gets his six star, this is the only way you can spearhead a BB Spam
team.  Others simply generate less gas per turn on their own.

Uda
Felneus with higher stats, and an easier to fill BB gauge.  Hello, powercreep!
Once his six star form comes out, you will see fewer and fewer Felneuses on your
friends list.

Lilly Matah
*DEFENSIVE BB SPAM LEADER*
Good for single target, extended duration fights.  She has "Boost to BB gauge
when attacked" as a leader skill and a brave burst, in addition to increasing
BB gauge at the end of every turn on her brave burst.
She is also ideal for arena teams, as equipping an aegis cloak on her will make
her invincible *and* expound upon her natural ability to increase BB when
attacked.

*PASSABLE LEADERS*
Bordebegia, Duelmex, Zellha, Lodin

Bordebegia
The fire-centaur is a stronger Felneus, but requires you to get your "BC bonus
on attack" buff from another unit.

Duelmex
About as strong as Felneus, but requires you to get your "BC bonus on attack"
buff from another unit.

Zellha
She works from the end backwards, reducing the amount of BC required to fill
your units' gauges, rather than increasing the amount gained.  At six stars, she
will be one of the only units that says "Greatly reduced BB gauge required for
BB"

Lodin
A weird and strange leader.  His leader skill increases fill rate, his SBB
increases fill rate, and while that on its own does not compare to the above
units, he is also a rainbow leader (50% damage) and has huge stats.

*UNITS*
Michele, Lodin, Ronel, Lunaris, Douglas, Deemo, Aisha, Bordebegia, Grahdens,
Duel-SGX, Oulu, Darvanshel

Michele
15 hits on normal attack.
18 hits SBB, a firefix, and 120% attack boost at SBB 10, she does too much to
ignore.  An absolutely amazing support unit and damage unit.

Lodin
8 hits on normal attack.
14 hits SBB, a thunderfix, and increases BB gauge fill rate, stacking with Ares'
excelsior.  A great utility character, but doesn't generate much BC on his own.

Ronel
8 hits on normal attack.
14 hits on SBB, and boosts BC and HC generation.  Amazing if you don't have
Felneus leading, crap if you DO have Felneus leading.

Lunaris
10 hits on normal attack.
15 hits on SBB, heals your whole team of status ailments, and then makes your
team immune to status ailments for three turns.  A middlin' BC generator, but
with awesome survival capacity.

Douglas
14 hits on normal attack.
30 hits on SBB (acts as per 15 hits, due to penalty), AND increases damage dealt
during spark for three turns.  His stats and damage are both low, but he is an
astounding enabler.  The spark damage buff he gives synergizes well with his
ability to roll out 30 hits.

Deemo
17 hits on normal attack.
20 hits on BB.  This makes her the single best BC generator for the sake of
generating BC.  Her stats are slightly lower than Douglas', but she still offers
the same spark damage buff.  She is a five star unit, meaning her BB is strictly
easier to get up and running.  No news of a six star Deemo yet, but if it
happens, it will be hard to replace her.

Aisha
6 hits on normal attack.
15 hits on SBB.  She's not a particularly great BC generator, and she pales in
comparison to Duel-SGX, but her stats are huge, and she does offer a critical
hit chance bonus for those that either don't have, or don't want to use, Duel in
her place.

Bordebegia
9 hits on normal attack.
15 hits on SBB.  Strictly better than Aisha.  Boosts critical hit chance *and*
spark damage.

Grahdens
10 hits on normal attack.
13 hits on BB.  Easier to get his BB than others' SBB.  Spectacular stats, as
well as a light *and* dark fix.

Duel-SGX
15 hits on normal attack.
20 hits on SBB, as well as the 60% critical strike chance.  He's one of the best
BC generators, as well as the best critical strike support unit.  He also gives
a dark fix to your team.

Oulu
8 hits on normal attack.
The worst BC generator you could ever want and more!  What this guy does is
allows you to survive until the next turn so you can unleash your BB storm
again and again.  He is presently the strongest defensive unit, giving your team
100% defense and 50% damage reduction buff.  If the rest of your team can keep
this guy filled up every turn, you shouldn't have a problem surviving any battle
indefinitely.

Darvanshel
5 hits on normal attack.
10 hits single target on BB, as well as offering 50% damage reduction for one
turn.
Basically the same as Oulu, but without the bonus 100% defense, and providing
more offense and BC generation.

--------------------------------------------------------------------------------
 08.10 - Example Teams
--------------------------------------------------------------------------------
If you're still having a hard time assembling a team, this section will list a
few successful teams.

They're demonstrations of balanced teams.  If you don't need a healer, take the
healer out.  If you would rather use a light healer and water sparker, feel free
to replace Sodis and Elimo with Themis and Raydn.

--------------------------------------------------------------------------------
 08.11 - Example Rainbow Teams
--------------------------------------------------------------------------------
You can pull what you need out of the teams here.  The only rules are:
1) The units on the team are 5 different elements.
2) The leader gives an attack boost when 5 different elements are present.

Lodin (Lead) (BB fill)			Michele (Lead) (Attack, Firefix)
Michele (Attack, Firefix)		Douglas (Spark damage)
Duel-SGX (Critical chance)		Ronel (BC/HC generation)
Sodis/Deemo (Spark damage)		Tesla (Defense buff)
Elimo (Healer, Defense buff)		Lunaris (Status removal)

Dia (Lead) (BC generation)		Logan (Lead)
Sodis/Deemo (Spark damage)		Bordebegia (Spark damage, Critical)
Lodin (BB fill)				Leorone (Atk/Def/Rec buff)
Mariudeth (Critical chance)		Zelnite (BC/HC generation)
Zelban (Defense buff, Earthfix)		Elulu (Cute)

--------------------------------------------------------------------------------
 08.12 - Example Critical Teams
--------------------------------------------------------------------------------
Zebra's +300% critical damage has been reduced to match Japan's +150%.
Maxwell and Mariudeth both fill the same purpose, and thus, any team that lists
one as a leader can also use the other.

Zebra (Lead) (Critical Damage)		Zebra (Lead) (Critical Damage)
Bordebegia (Spark damage, crit chance)	Duel-SGX (Critical chance)
Mare (Weakness abuse)			Sodis (Spark Damage)
Melchio (Lightfix)			Michele (Attack)
Michele (Attack, Firefix)		Aem (BC generation)

Mariudeth (Lead) (Crit damage/chance)	Vishra (Lead) (Critical damage)
Douglas (Spark damage)			Aisha (Critical chance)
Felneus (BC generation)			Lucina (Attack, Earthfix)
Lancia (Attack, Healer)			Darvanshel (Defense)
Lodin (BB fill)				Dilma (Defense ignore)

Maxwell (Lead) (Crit damage/chance)
Raydn (Spark damage, defense ignore)
Dia (BC generation, thunderfix)
Lucina (Attack, earthfix)
Melchio (Tons of hits, lightfix)



--------------------------------------------------------------------------------
 08.13 - Example BB Spam Teams
--------------------------------------------------------------------------------
Felneus is the best at what he does, but any leader with the skill "Ares'
Excelsior" will get the job done, so long as you have another unit to crank out
some BC generation.  It's all about multi-targeting, high-BC-generating SBBs on
these teams.

Felneus (Lead)				Bordebegia (Lead) (Spark, Critical)
Douglas (30 hit, Spark damage)		Ronel (BC generation)
Lucina (Attack, Earthfix)		Zelnite (BC generation)
Zellha (BB fill)			Leorone (Atk/Def/Rec buff)
Dilma (Defense ignore)			Alice (Healer)

Other ways of filling the BB gauge also exist.  Although a recent release, it
looks like Deemo may be much better at Felneus' job vs single targets.

Deemo (Lead) (Spark damage)
Mariudeth (Critical chance)
Ronel (BC/HC generation)
Michele (Attack, Firefix)
Lunaris (Status stripping)

Lilly Matah increases BB gauge while on the defensive, making her a good choice
for BB spamming vs single targets.

Lilly Matah (Lead)
Oulu (Defense)
Luther (Spark damage)
Uda (BC generation)
Twins (Heal over time)


--------------------------------------------------------------------------------
09.00 - Unit Comparison
--------------------------------------------------------------------------------
So, I heard you wanted to know who the best crit buffer was, who the best spark
buffer was, and who was the best BC generator out there?  Look no further!
This section has all your numberwally needs!

--------------------------------------------------------------------------------
 09.01 - Critical Hit Chance
--------------------------------------------------------------------------------
This section lists units that improve critical hit chance for your team.

NOTE: Critical strikes have a 10% base chance of happening.
NOTE: Critical strike chance is hardcapped at 70%, and stacks additively.
NOTE: Buffs that provide a symbol, such as "Critical rate UP" do not stack
      when applied by multiple units.  Bonuses provided by Leader skills, brave
      bursts, and items will stack with each other.

Units that have the source of their critical strike chance increase as "brave
burst" or "super brave burst" as a varying chance, such as Duel-SGX's 40% - 60%,
will increase the chance as the BB or SBB levels up.  Level 1 SBB from Duel-SGX
gives 40% critical strike chance, whereas level 10 SBB from Duel-SGX gives 60%
critical strike chance.

Unit			Source				Increase
Duel-GX II		Brave Burst			40% - 60% for 3 turns
Duel-SGX		Brave Burst			40% - 60% for 3 turns
Duel-SGX		Super Brave Burst		40% - 60% for 3 turns
Duel-GX			Brave Burst Lv. 10		30% - 50% for 3 turns
Axe God Mariudeth 	Super Brave Burst 		30% - 45% for 3 turns
Drake Angel Aisha 	Super Brave Burst 		30% - 45% for 3 turns
Flora Goddess Faris	Super Brave Burst		30% - 45% for 3 turns
Meltia			Brave Burst			15% - 45% for 3 turns
Axe God Mariudeth 	Brave Burst 			25% - 40% for 3 turns
Sky Mage Rashil		Super Brave Burst		25% - 35% for 3 turns
God Engineer Garnan	Brave Burst			25% - 35% for 3 turns
Axe King Mariudeth 	Brave Burst 			15% - 30% for 3 turns
Bolt Magus Rashil	Brave Burst 			20% - 30% for 3 turns
Bordebegia 		Super Brave Burst 		20% - 30% for 3 turns
Creator Maxwell 	Super Brave Burst 		20% - 30% for 3 turns
God Engineer Garnan	Super Brave Burst		20% - 30% for 3 turns
Head Engineer Garnan	Brave Burst			20% - 30% for 3 turns
Sky Mage Rashil		Brave Burst			22% - 32% for 3 turns
Dark Axe Mariudeth 	Brave Burst 			10% - 25% for 3 turns
Lead Engineer Garnan	Brave Burst			15% - 25% for 3 turns
Shock Mage Rashil	Brave Burst			15% - 25% for 3 turns
Siren			Brave Burst			8% - 17% for 4 turns
Undine			Brave Burst			5% - 14% for 4 turns

Unit			Source				Increase
Titan Wing Blaze	Leader Skill			5% for fire units
Vorpal Wing Cerise	Leader Skill			5% for thunder units
Crimson Wing Blaze 	Leader Skill			3% for fire units
Storm Wing Cerise	Leader Skill			3% for thunder units

These units gain a boost to their critical hit chance when using their Super
Brave Bursts.  The effect only lasts for the unit using the Super Brave Burst,
and only for that attack.

Unit			Source				Increase
Heaven's Bow Loch	Super Brave Burst		25% for this attack only
Brave God Hogar		Super Brave Burst		20% for this attack only
Noble Fist Dilma	Super Brave Burst		20% for this attack only

--------------------------------------------------------------------------------
 09.02 - Spark Damage
--------------------------------------------------------------------------------
This section is for units that give "Boost in spark damage" bonuses.

NOTE: Buffs that provide a symbol, such as "Boost in spark damage" do not stack
      when applied by multiple units.

Unit			Source				Increase
Bordebegia		Brave Burst			50% - 70% for 3 turns
God Engineer Garnan	Super Brave Burst		50% - 70% for 3 turns
Guardian Chief Sodis	Super Brave Burst		50% - 70% for 3 turns
Inferno Goddess Elza	Super Brave Burst		50% - 70% for 3 turns
Omega Behemoth		Super Brave Burst		30% - 70% for 3 turns
Spear King Raydn	Super Brave Burst		50% - 70% for 3 turns
Bordebegia		Brave Burst			40% - 60% for 3 turns
God Engineer Garnan	Brave Burst			40% - 60% for 3 turns
Guardian Chief Sodis	Brave Burst			40% - 60% for 3 turns
Spear King Raydn	Brave Burst			40% - 60% for 3 turns
Cavalryman Sodis	Brave Burst			30% - 50% for 3 turns
Deemo and the Girl (5*)	Brave Burst			30% - 50% for 3 turns
Defiant God Luther	Super Brave Burst		30% - 50% for 3 turns
Head Engineer Garnan	Brave Burst			30% - 50% for 3 turns
Holy Arms Douglas	Super Brave Burst		30% - 50% for 3 turns
Kagutsuchi		Brave Burst			30% - 50% for 3 turns
Spear Arms Raydn	Brave Burst			30% - 50% for 3 turns
Deemo and the Girl	Brave Burst			20% - 40% for 3 turns
Homusubi		Brave Burst			20% - 40% for 3 turns
Horseman Sodis		Brave Burst			20% - 40% for 3 turns
Lead Engineer Garnan	Brave Burst			20% - 40% for 3 turns
Spear Fist Raydn	Brave Burst			20% - 40% for 3 turns

--------------------------------------------------------------------------------
 09.03 - Brave Burst Shenanigans
--------------------------------------------------------------------------------
This section is for units that give "Boost to BC drop rate" bonuses, reduced
BB gauge required for activation, and fill over time effects.

NOTE: Buffs that provide a symbol, such as "Boost to BC drop rate" do not stack
      when applied by multiple units.

Unit			Source				Increase
Crow Tengu		Brave Burst			20% - 38% for 3 turns
Felneus			Super Brave Burst		20% - 30% for 3 turns
Ultra Blade Aem		Super Brave Burst		20% - 30% for 3 turns
Crusher God Uda		Super Brave Burst		15% - 25% for 3 turns
Djin			Brave Burst			15% - 24% for 3 turns
Havoc Angel Ronel	Super Brave Burst		15% - 25% for 3 turns
Havoc Angel Ronel	Brave Burst			15% - 25% for 3 turns
Inferno Princess Dia	Super Brave Burst		12% - 22% for 3 turns
Rebel Angel Elsel	Brave Burst			12% - 22% for 3 turns
Sylph			Brave Burst			13% - 22% for 3 turns
Tyrant Lilly Matah	Super Brave Burst		10% - 20% for 3 turns
Sky Angel Kushra	Brave Burst			10% - 20% for 3 turns
Thief God Zelnite	Super Brave Burst		5% - 15% for 3 turns

Unit			Source				Increase
Assassin Oboro		Leader Skill			20%
Bahamut			Leader Skill			20%
Bordebegia		Leader Skill			50%
Crusher God Uda		Leader Skill			50%
Crusher Uda		Leader Skill			40%
Death Idol Kikuri	Leader Skill			20%
Duelmex			Leader Skill			50%
Empyreal Drake Lodin	Leader Skill			30%
Felneus			Leader Skill			50%
Flora Goddess Faris	Leader Skill			50%
Flora Princess Faris	Leader Skill			20%
Flora Queen Faris	Leader Skill			40%
Holy Blades Sefia	Leader Skill			20%
Homusubi		Leader Skill			20%
Inferno Elza		Leader Skill			20%
Inferno Goddess Elza	Leader Skill			50%
Inferno Princess Dia	Leader Skill			30%
Inferno Queen Elza	Leader Skill			40%
Kagutsuchi		Leader Skill			40%
Leviathan		Leader Skill			20%
Loch Ness		Leader Skill			20%
Malnaplis		Leader Skill			40%
Ninja Oboro		Leader Skill			20%
Rameldria		Leader Skill			40%
Red Shadow Oboro	Leader Skill			40%
Shadow Oboro		Leader Skill			40%
Uda			Leader Skill			20%
Wyvern			Leader Skill			20%

Unit			Source				Increase
Empyreal Drake Lodin	Super Brave Burst		5 BC/turn for 3 turns
Tesla Club Elulu	Super Brave Burst		4 BC/turn for 3 turns
Tyrant Lilly Matah	Super Brave Burst		4 BC/turn for 3 turns
Tyrant Lilly Matah	Brave Burst			4 BC/turn for 3 turns
God Engineer Garnan	Brave Burst			4 BC/turn for 3 turns
Divine Light Alyut	Super Brave Burst		3 BC/turn for 3 turns
Empress Lilly Matah	Brave Burst			3 BC/turn for 3 turns
Head Engineer Garnan	Brave Burst			3 BC/turn for 3 turns
War Queen Ophelia	Super Brave Burst		3 BC/turn for 3 turns
Arcane Solo Eric	Super Brave Burst		2 BC/turn for 3 turns
Dictator Lilly Matah	Brave Burst			2 BC/turn for 3 turns
Lead Engineer Garnan	Brave Burst			2 BC/turn for 3 turns

The leader skills stack with each other, and they also stack with the
brave bursts listed above.

Unit			Source				Increase
Drake Angel Aisha	Leader Skill			3 BC/turn
Ice God Arius		Leader Skill			3 BC/turn
Ultra Blade Aem		Leader Skill			3 BC/turn
Arcane Solo Eric	Leader Skill			2 BC/turn
Bolt Magus Rashil	Leader Skill			2 BC/turn
Brave Hero Alma		Leader Skill			2 BC/turn
Champ Fist Dilma	Leader Skill			2 BC/turn
Divine Prince Arius	Leader Skill			2 BC/turn
Drake Queen Aisha	Leader Skill			2 BC/turn
Final Apostle Tiara	Leader Skill			2 BC/turn
Goddess Tilith		Leader Skill			2 BC/turn
Holy Master Aem		Leader Skill			2 BC/turn
Noble Fist Dilma	Leader Skill			2 BC/turn
Sky Mage Rashil		Leader Skill			2 BC/turn
Adventurer Alma		Leader Skill			1 BC/turn
Champion Aem		Leader Skill			1 BC/turn
Drake Chief Aisha	Leader Skill			1 BC/turn
Drake Lord Aisha	Leader Skill			1 BC/turn
Hell Keep Alice		Leader Skill			1 BC/turn
Hero Alma		Leader Skill			1 BC/turn
Holy Arms Douglas	Leader Skill			1 BC/turn
Holy Guard Will		Leader Skill			1 BC/turn
Holy Shock Emilia	Leader Skill			1 BC/turn
Knight Aem		Leader Skill			1 BC/turn
Platinum Nekky		Leader Skill			1 BC/turn
Prince Arius		Leader Skill			1 BC/turn
Pugilist Dilma		Leader Skill			1 BC/turn
Sacred Flame Lava	Leader Skill			1 BC/turn
Sea King Mega		Leader Skill			1 BC/turn
Shock Mage Rashil	Leader Skill			1 BC/turn
Star King Nekky		Leader Skill			1 BC/turn
Star Prince Nekky	Leader Skill			1 BC/turn
Tilith			Leader Skill			1 BC/turn

Listed here are the units that *reduce* the amount of BC required to activate
a unit's Brave Burst or Super Brave Burst.

Unit			Source				Decrease
Ruin Goddess Zellha	Leader Skill			20%
Tyrant Goddess Phee	Leader Skill			20%
Ruin Zellha		Leader Skill			15%
Tyrant Phee		Leader Skill			15%
Phee			Leader Skill			10%
Zellha			Leader Skill			10%

The tangible effect of these leader skills on BBs varies from unit to unit.
Here's a list of the more popular SBBs, their costs, and the savings provided by
the leader skills.

		Base Cost	10% reduce	15% reduce	20% reduce
Lira (BB)	15		14 (-1)		13 (-2)		12 (-3)
Deemo (BB)	20		18 (-2)		17 (-3)		16 (-4)
Duel-SGX	30		27 (-3)		26 (-4)		24 (-6)
Goddess Michele	33		30 (-3)		29 (-4)		27 (-6)
Lodin		40		36 (-4)		34 (-6)		32 (-8)
Elimo		40		36 (-4)		34 (-6)		32 (-8)
Oulu		43		39 (-4)		37 (-6)		35 (-8)
Felneus		46		42 (-4)		40 (-6)		35 (-9)
Douglas		47		43 (-4)		40 (-7)		38 (-9)
Hell Keep Alice 48		44 (-4)		41 (-7)		39 (-9)
Tyrant Lilly Ma	48		44 (-4)		41 (-7)		39 (-9)
Thief God Zelni	48		44 (-4)		41 (-7)		39 (-9)
Have Angel Rone	64		58 (-6)		55 (-9)		52 (-12)


Here's a list of the highest BC generators.
Use discretion when choosing single target, random target, or multi target BBs.

Unit			Source				Cost	Max BC generated
Creator Maxwell		Super Brave Burst		49	33
Terminator Lilith	Super Brave Burst		42*	32
Twin Arms Rickel	Brave Burst			16	32
Azure Warrior Lucina	Brave Burst			15	30
Creator Maxwell		Brave Burst			20	30
Flora Goddess Faris	Brave Burst			18	30
Holy Arms Douglas	Super Brave Burst		47	30**
Holy Guard Will		Super Brave Burst		46	30
Inferno Goddess Elza	Super Brave Burst		45	30
Noble Fist Dilma	Brave Burst			25	30
Ruin Goddess Zellha	Super Brave Burst		48	30
Seraph Azael		Super Brave Burst		55	30
Terminator Lilith	Brave Burst			13	30
Goddess Hatsune Miku	Brave Burst			25	27

The below listed are the units with the highest BC generation on their normal
attacks, in order from highest to lowest.  Only six star units are included,
with the exception of Deemo and Cerise, and their BB/SBB costs will be listed
along with the maximum BC generation of the BB/SBBs.

The SBB cost is the total cost of both the BB and SBB costs combined, and at
maximum level.

Unit			Source		Max BC	BB/SBB cost	Max BC
Legatus Melchio		Normal Attack	39	10/30		--/15
Azure Goddess Lucina	Normal Attack	36	16/40		14/16
Deemo and the Girl (5*)	Normal Attack	34	25/--		18/--
Twin Arms Rickel	Normal Attack	32	16/28		18/20
Inferno Goddess Elza	Normal Attack	30	25/45		13/30
Mech God Grybe		Normal Attack	30	28/52		13/15
Goddess Axe Michele	Normal Attack	30	18/33		--/18
Duel-SGX		Normal Attack	30	20/30		--/20
Vorpal Wing Cerise	Normal Attack	30	25/--		22/--
Divine Light Alyut	Normal Attack	27	28/52		11/14
Fire Samba Ramna	Normal Attack	27	28/52		11/13
Inferno Swords Logan	Normal Attack	27	16/32		13/16
Flora Goddess Faris	Normal Attack	26	18/43		30/20
Thief God Zelnite	Normal Attack	26	28/48		--/17
Blaze Guru Bran		Normal Attack	24	25/45		13/16
Death Idol Kikuri	Normal Attack	24	34/54		13/15
Guardian Chief Sodis	Normal Attack	24	28/52		10/12
Red Swordsman Farlon	Normal Attack	24	15/30		 9/12
Creator Maxwell		Normal Attack	22	20/49		30/33
God Engineer Garnan	Normal Attack	22	18/43		--/15
Hell Keep Alice		Normal Attack	21	28/48		 9/13	
Sky Mage Rashil		Normal Attack	21	20/40		--/--	
Snow Queen Signas	Normal Attack	21	28/52		 9/11
Spear King Raydn	Normal Attack	21	28/52		12/14
Axe God Mariudeth	Normal Attack	20	22/47		18/15
Black Lotus Lunaris	Normal Attack	20	28/52		11/15
Brave God Hogar		Normal Attack	20	15/37		12/26
Defiant God Luther	Normal Attack	20	15/45		15/28
Gaia Armor Edea		Normal Attack	20	18/38		11/12
Guardian Darvanshel	Normal Attack	20	22/43		12/13
Hail Gigantron Reeze	Normal Attack	20	25/50		11/14
Holy Blades Sefia	Normal Attack	20	34/54		12/14
Holy Shock Emilia	Normal Attack	20	18/43		11/13
Inferno Princess Dia	Normal Attack	20	22/42		--/16
Noble Fist Dilma	Normal Attack	20	25/40		30/24
Tyrant Goddess Phee	Normal Attack	20	25/43		12/15
Worldly Themis		Normal Attack	20	20/44		--/--
Arcane Solo Eric	Normal Attack	18	20/40		--/--
Beast God Exvehl	Normal Attack	18	10/40		--/24
Bordebegia		Normal Attack	18	34/56		11/15
Dark Warlord Zephyr	Normal Attack	18	28/52		13/15
God Emperor Orwen	Normal Attack	18	28/56		 7/11
Goddess Hatsune Miku	Normal Attack	18	25/--		27/--
Empyreal Drake Lodin	Normal Attack	18	20/40		--/14
Heaven's Bolt Amy	Normal Attack	18	18/33		10/13
Holy Ice Selena		Normal Attack	18	28/48		 8/12
Seraph Azael		Normal Attack	18	25/55		12/30
Soul Vortex Lemia	Normal Attack	18	25/50		10/12
Taskmaster Lorand	Normal Attack	18	18/40		 7/ 8
Terminator Lilith	Normal Attack	18	13/42		30/32
Tyrant Lilly Matah	Normal Attack	18	23/48		--/--


*As an addendum, Lilith's SBB refills itself to 100% upon use.
**Although Holy Arms Douglas' SBB has a MAX of 30, he suffers a -50% BC
  generation penalty while using his SBB.  Plenty of sparking is required to get
  the full amount out of it.  Fortunately since he's hitting 30 times, he helps
  you get max BC out of all your other units.

--------------------------------------------------------------------------------
 09.04 - Critical Damage
--------------------------------------------------------------------------------
This section will list your external sources of critical hit damage.

Unit			Source				Increase
Fire Princess Lyn	Leader Skill			300%*
Mad God Zebra		Leader Skill			150%
Dark Axe Mariudeth	Leader Skill			100%
Disciple Zebra		Leader Skill			50%
Creator Maxwell		Leader Skill			125%
Axe God Mariudeth	Leader Skill			100%
Axe King Mariudeth	Leader Skill			100%
Rakshasa Lord Vishra	Leader Skill			 50%

*Fire Princess Lyn is a three star unit with 3000 HP.

--------------------------------------------------------------------------------
 09.10 - Leader Skill Comparison
--------------------------------------------------------------------------------
This section will compare the leader skills of six star units and relevant five
star units.  This will answer the question, "Why use any unit other than the one
that gives the highest increase to my desired stat?"

Attack Leaders

Black Lotus Lunaris			Death Idol Kikuri
+65% attack for dark units		+50% attack for dark units
					+20% BB gauge fill rate

Divine Light Alyut			Gold Queen Rina
+65% attack for light units		+65% attack for thunder units

Duel-SGX				Evil God Kajah
+25% attack boost			+100% attack boost when the unit
+15% chance to ignore enemy defense	has 30% HP or less

Gaia Armor Edea				God Eater Lira
+50% attack for earth units		+25% attack boost
+10% def/rec for earth units		+10% injury/sick/weaken
					+7% poison/curse/paralysis
Heaven's Bolt Amy			
+25% attack/def for all units		Holy Arms Douglas
					+50% attack to earth units
Heaven's Bow Loch			BB gauge autofill; 1 BC/turn
+50% attack to thunder units		
+10% def/rec to thunder units		Hell Keep Alice
					+50% attack to dark units
Holy Blades Sefia			BB gauge autofill; 1 BC/turn
+50% attack to light units		
+20% BB gauge fill rate			Holy Flame Vargas
					+50% attack to fire units
Holy Earth Lance			+10% HP to fire units
+50% attack to earth units		
+10% HP to earth units			Holy Ice Selena
					+50% attack to water units
Holy Guard Will				+10% HP to water units
+50% attack to light units		
BB gauge autofill; 1 BC/turn		Holy Shock Emilia
					+50% attack to thunder units
Holy Light Atro				BB gauge autofill; 1 BC/turn
+50% attack to light units		
+10% HP to light units			

Holy Thunder Eze			Ice Master Dean
+50% attack to thunder units		+50% attack to water units
+10% HP to thunder units		+10% def/rec to water units

Legatus Melchio				Pixy Lord Leore
+25% attack to all units		+25% attack/defense to all units
+15% chance to ignore enemy defense	
					Sacred Flame Lava
Red Swordsman Farlon			+50% attack to fire units
+65% attack to fire units		BB gauge autofill; 1 BC/turn

Sea King Mega				Seraph Azael
+50% attack to water units		+50% attack to light and dark units
BB gauge autofill; 1 BC/turn		10% reduced damage from light and dark

Spear King Raydn			Taskmaster Lorand
+65% attack to water units		50% attack to fire units
					10% Def/Rec to fire units

Unholy Magress				War Queen Ophelia
50% attack to dark units		65% attack to earth units
10% HP to dark units			



BB Gauge Autofill

Arcane Solo Eric			Drake Angel Aisha
+50% attack boost to rainbow		BB gauge autofill; 3 BC/turn
BB gauge autofill; 2 BC/turn		
					God Emperor Orwen
Final Apostle Tiara			50% chance to fill 5 BC when attacking
+50% attack boost to rainbow		+15% chance to ignore enemy defense
BB gauge autofill; 2 BC/turn		

Hail Gigantron Reeze			Hell Keep Alice
Nullify status ailments			+50% attack to dark units
Gain 1-2 BC when attacked		BB gauge autofill; 1 BC/turn

Holy Arms Douglas			Holy Guard Will
+50% attack to earth units		+50% attack to light units
BB gauge autofill; 1 BC/turn		BB gauge autofill; 1 BC/turn

Holy Shock Emilia			Ice God Arius
+50% attack to thunder units		+25% heart crystal effectiveness
BB gauge autofill; 1 BC/turn		BB gauge autofill; 3 BC/turn

Noble Fist Dilma			Ruin Goddess Zellha
+30% spark damage			-20% BC required for BB
BB gauge autofill; 2 BC/turn		
					
Sacred Flame Lava			Sea King Mega
+50% attack for fire units		+50% attack for water units
BB autofill; 1 BC/turn			BB autofill; 1 BC/turn

Seraph Azael				Sky Mage Rashil
50% attack to light/dark units		BB gauge autofill; 2 BC/turn
10% reduced damage from light/dark	50% increased BC generation during spark

Tesla Club Elulu			Tyrant Goddess Phee
+50% spark damage			-20% BC required for BB
40% chance to fill 3 BC on attack	

Tyrant Lilly Matah			Ultra Blade Aem
Gain 3-6 BC when attacked		BB autofill; 3 BC/turn

Deemo and the Girl (5*)			Goddess Hatsune Miku
Gain 2-3 BC during spark		BB autofill; 3 BC/turn
					+25% fill rate



BB Gauge Fill Rate

Bordebegia				Crusher God Uda
+50% fill rate				+50% fill rate

Death Idol Kikuri			Duelmex
+20% fill rate				+50% fill rate
+50% attack for dark units
					Felneus
Empyreal Drake Lodin			+50% fill rate
+50% attack boost to rainbow		
+30% fill rate				Flora Goddess Faris
					+50% fill rate
Holy Blades Sefia			
+50% attack boost to light units	Inferno Goddess Elza
+20% fill rate				+50% fill rate

Inferno Princess Dia			Goddess Hatsune Miku
+50% attack boost to rainbow		BB autofill; 3 BC/turn
+30% fill rate				+25% fill rate



Critical Damage

Axe God Mariudeth			Creator Maxwell
+100% critical damage			+125% critical damage
+15% chance to ignore enemy defense	+100% damage to weak elements

Rakshasa Lord Vishra			Mad God Zebra
+50% critical damage			+150% critical damage
+10% injury/sick/weaken			
+7% poison/curse/paralysis



Elemental Hate

Dark Warlord Zephyr			Fire Samba Ramna
15% reduced damage from light types	15% reduced damage from earth types
+25% damage dealt to light by dark	+25% damage dealt to earth by fire

Guardian Chief Sodis			Havoc God Luly
15% reduced damage from dark types	15% reduced damage from thunder types
+25% damage dealt to dark by light	+25% damage dealt to thunder by earth

Mech God Grybe				Seraph Azael
15% reduced damage from water types	+50% attack to light and dark units
+25% damage dealt to water by thunder	10% reduced damage from light and dark

Snow Queen Signas			Grahdens
15% reduced damage from fire types	+20% to all stats
+25% damage dealt to fire by water	15% reduced damage from light and dark

Blazing Mare				Creator Maxwell
+125% extra damage to weak elements	+100% extra damage to weak elements
					+125% critical damage



Rainbow Leaders

Arcane Solo Eric			Azure Goddess Lucina
+50% attack boost to rainbow		+50% attack boost to rainbow
BB gauge autofill; 2 BC/turn		+10% chance to ignore enemy defense

Blade Emperor Zelban			Blaze Guru Bran
+50% attack boost to rainbow		+50% attack boost to rainbow
+10% Def/Rec to all units		+30% spark damage

Empyreal Drake Lodin			Goddess Axe Michele
+50% attack boost to rainbow		+50% attack boost to rainbow
+30% BB gauge fill rate			+10% HP to all units

Impenetrable Darvan			Inferno Princess Dia
+50% attack boost to rainbow		+50% attack boost to rainbow
+10% HP to all units			+30% BB gauge fill rate

Inferno Swords Logan			Terminator Lilith
+65% attack boost to rainbow		+65% attack boost to rainbow



Ignore Enemy Defense

Azure Goddess Lucina			Axe God Mariudeth
+50% attack boost to rainbow		+100% critical damage
+10% chance to ignore enemy defense	+15% chance to ignore enemy defense

Duel-SGX				God Emperor Orwen
+25% attack boost			50% chance to fill 5 BC when attacking
+15% chance to ignore enemy defense	+15% chance to ignore enemy defense

Legatus Melchio				
+25% attack boost			
+15% chance to ignore enemy defense	



Heart Crystals

Ace Chef Lancia				Alpha Tree Altri
+50% HC created during spark		+75% HC effectiveness
+30% BC created during spark

Ice God Arius				Phoenix Reborn
+25% HC effectiveness			+75% HC effectiveness
BB gauge autofill; 3 BC/turn		
					Thief God Zelnite
Soul Vortex Lemia			+18% BC generation
+30% BC created during spark		+18% HC generation
+20% HC created during spark		+3% item drop rate
+70% Karma created during spark		+10% karma generation
					+15% zel generation
Twin Arms Rickel
+50% spark damage
+20% HC created during spark

Wise Mage Elimo				Worldly Themis
+50% HC effectiveness			+50% attack to rainbow
+20% HC generation			+20% HC generation



HP Boosters

Beast God Exvehl			Goddess Axe Michele
+30% HP to all units			+50% attack boost to rainbow
Restores 200-400 HP each turn		+10% HP to all units

Gravion					Havoc Angel Ronel
+20% HP/def to all units		Nullify status ailments
10% chance of "damage reduced by 20%"	+10% HP to all units

Holy Earth Lance			Holy Flame Vargas
+50% attack to earth units		+50% attack to fire units
+10% HP to earth units			+10% HP to fire units

Holy Ice Selena				Holy Light Atro
+50% attack to water units		+50% attack to light units
+10% HP to water units			+10% HP to light units

Holy Thunder Eze			Ice Fortress Oulu
+50% attack to thunder units		+20% Def/HP
+10% HP to thunder units		+10% chance of "damage reduced by 20%"

Impenetrable Darvan			Unholy Magress
+50% attack to rainbow			+50% attack to dark units
+10% HP to all units			+10% HP to dark units

Grahdens				
+20% to all stats			
15% reduced damage from light/dark



Spark Damage

Blaze Guru Bran				Brave God Hogar
+50% attack boost to rainbow		+75% spark damage
+30% spark damage			

Defiant God Luther			God Engineer Garnan
+50% spark damage			+50% spark damage
+30% BC created during spark		+30% BC created during spark

Hellborn Dilias				Leorone
+75% spark damage			+50% spark damage
					+30% BC created during spark
Ivy Goddess Nalmika			
+30% spark damage			Noble Fist Dilma
+10% Injury/sick/weaken			+30% spark damage
+7% poison/curse/paralysis		BB gauge autofill; 2 BC/turn

Omega Behemoth				Tesla Club Elulu
+75% spark damage			+50% spark damage
					40% chance to fill 3 BC on attack


Status Ignore

Gaians Il&Mina				Guardian Darvanshel
Nullify status ailments			Nullify status ailments
+10% to def/rec of all units		10% chance of "damage reduced by 20%"

Hail Gigantron Reeze			Havoc Angel Ronel
Nullify status ailments			Nullify status ailments
Gain 1-2 BC when attacked		+10% HP to all units



Status Infliction

God Eater Lira				Ivy Goddess Nalmika
+25% attack boost			+30% spark damage
+10% injury/sick/weaken			+10% injury/sick/weaken
+7% poison/curse/paralysis		+7% poison/curse/paralysis

Rakshasa Vishra				
+50% critical damage			
+10% injury/sick/weaken			
+7% poison/curse/paralysis		


--------------------------------------------------------------------------------
 09.20 - Super Brave Burst Comparison
--------------------------------------------------------------------------------
This section will list the Super Brave Bursts of six star units, and relevant
five star units, in order of power, and sorted by purpose.

--------------------------------------------------------------------------------
  09.21 - Single Target Brave Burst
--------------------------------------------------------------------------------

Taskmaster Lorand
8 hit combo (65, 5, 5, 5, 5, 5, 5, 5)
40 BC
+100% atk/def/rec boost to self
680% power / 2155 attack

Twin Arms Rickel
20 hit combo
28 BC
80% chance to add paralysis/poison
680% power / 2001 attack

Gaia Armor Edea
12 hit combo
38 BC
90% chance to add poison/sick
25% damage reduction for 1 turn
640% power / 1806 attack

Terminator Lilith
16 hit combo
42 BC
620% power / 1823 attack
Automatically refills SBB after use

God Eater Lira
13 hit combo
30 BC
600% power / 1941 attack

Impenetrable Darvan
14 hit combo
35 BC
Water element added
90% chance to add injury/paralysis
600% power / 1789 attack


--------------------------------------------------------------------------------
  09.22 - Random Target Brave Burst
--------------------------------------------------------------------------------
There is currently only ONE (1) unit that has a random target super brave burst.
Due to the popularity (or lack thereof) of random target BBs, Eric remains the
equivalent of "The Dark Thunderbird", despite his absolutely massive damage
multiplier on his attack.

Once content starts releasing enemies that have a resistance to critical
strikes, the drawback of Eric's random target will go away, and you will only be
left with a 40 BC attack that deals massive damage.

Arcane Solo Eric
15 hit combo
40 BC
BB gauge autofill; 2 BC for 3 turns
Light element added
800% power / 1743 attack


--------------------------------------------------------------------------------
  09.23 - Multi Target Brave Burst
--------------------------------------------------------------------------------

Gravion
12 hit combo
79 BC
750% power / 2182 attack

Evil God Kajah
15 hit combo
70 BC
80% chance to add curse
720% power / 2232 attack

Seraph Azael
15 hit combo, Light and Dark
55 BC
700% power / 2100 attack

Heaven's Bow Loch
1 hit combo
67 BC
+25% critical for this attack only
+50% BC generated for this attack only
700% power / 1745 attack

Creator Maxwell
33 hit combo
49 BC
+30% critical strike chance
660% power / 2000 attack

Axe God Mariudeth
3 hit combo (80%, 10%, 10%)
47 BC
+45% critical strike chance
580% power / 2354 attack

Brave God Hogar
2 hit combo (40%, 60%)
40 BC
+70% attack boost to all allies
580% power / 2321 attack

Noble Fist Dilma
2 hit combo (50, 50)
40 BC
Ignore defense for 2 turns
+20% critical for this attack only
Restore 100% HP for 3 turns, self only
580% power / 2203 attack

Bordebegia
15 hit combo
62 BC
+70% damage dealt during spark
+30% critical strike chance
480% power / 2061 attack

Havoc Angel Ronel
14 hit combo
64 BC
+25% BC/HC drop rate
480% power / 1879 attack

Holy Blades Sefia
15 hit combo
54 BC
70% chance to add paralysis
460% power / 2080 attack

Death Idol Kikuri
15 hit combo
54 BC
70% chance to curse
460% power / 1933 attack

God Emperor Orwen
14 hit combo
48 BC
+70% attack boost to all allies
Ignore defense for 2 turns
450% power / 2142 attack

Inferno Goddess Elza
30 hit combo
45 BC
+70% damage dealt during spark
60% chance to add curse
450% power / 2083 attack

God Engineer Garnan
15 hit combo
43 BC
+70% damage dealt during spark
+30% critical strike chance
450% power / 2055 attack

Flora Goddess Faris
20 hit combo
43 BC
+45% critical strike chance
+85% HC drop rate (This attack only)
450% power / 1964 attack

Rakshasa Lord Vishra
13 hit combo
55 BC
Fill 1-3 BC when attacked
440% power / 2000 attack

Drake Angel Aisha
15 hit combo
48 BC
+45% critical strike chance
440% power / 1825 attack

Gaians Il&Mina
13 hit combo
48 BC
Regen 1800-2100 + (0.1*REC) for 3 turns
440% power / 1786 attack

Snow Queen Signas
11 hit combo
52 BC
60% chance to add injury
+40% attack for water units
430% power / 2201 attack

Black Lotus Lunaris
15 hit combo
52 BC
Remove all status ailments
Status immunity for three turns
430% power / 2163 attack

Gold Queen Rina
13 hit combo
52 BC
60% chance to add curse/paralysis
430% power / 2063 attack

Fire Samba Ramna
13 hit combo
52 BC
+60% defense boost to all allies
+40% attack boost to fire units
430% power / 2055 attack

Havoc God Luly
12 hit combo
52 BC
+25% HC drop rate
+40% attack to earth units
430% power / 1925 attack

Spear King Raydn
14 hit combo
52 BC
+70% damage dealt during spark
Ignore defense for 2 turns
430% power / 1911 attack

Guardian Chief Sodis
12 hit combo
52 BC
+70% damage dealt during spark
+40% attack boost to light units
430% power / 1903 attack

Dark Warlord Zephyr
15 hit combo
52 BC
Ignore defense for 2 turns
+40% attack boost to dark units
430% power / 1850 attack

Divine Light Alyut
14 hit combo
52 BC
Regen 1800-2100 + (0.1*REC) for 3 turns
BB gauge autofill; 3 BC for 3 turns
430% power / 1755 attack

Tesla Club Elulu
8 hit combo
48 BC
60% chance to add injury
BB Autofill; 4 BC for 3 turns
420% power / 2082 attack

Sea King Mega
11 hit combo
48 BC
BC drop rate +75% for this attack only
420% power / 1982 attack

Hell Keep Alice
13 hit combo
48 BC
Heals 1600-1900 + (1.25*REC)
420% power / 1954 attack

Sacred Flame Lava
12 hit combo
48 BC
Ignore defense for 2 turns
420% power / 1697 attack

Holy Guard Will
10 hit combo
46 BC
+85% HC drop rate for this attack only
420% power / 1535 attack

Defiant God Luther
28 hit combo
45 BC
+50% damage dealt during spark
400% power / 2179 attack

Inferno Swords Logan
16 hit combo
32 BC
+200% attack for this unit for 3 turns
-50% defense for this unit for 3 turns
400% power / 2101 attack

Thief God Zelnite
17 hit combo
48 BC
BC drop rate increased by 15%
HC drop rate increased by 15%
item drop rate increased by 15%
BB gauge autofill; 8 BC for 3 turns
400% power / 2003 attack

Hellborn Dilias
10 hit combo
33 BC
80% chance to add curse
400% power / 2000 attack

Ice God Arius
16 hit combo
37 BC
60% chance to add weaken
Heal 2000-2300 + (125% REC)
400% power / 1990 attack

Beast God Exvehl
24 hit combo
40 BC
Remove all status ailments		
Status immunity for three turns	
400% power / 1965 attack

Crusher God Uda
15 hit combo
43 BC
+25% BC drop rate
400% power / 1950 attack

Hail Gigantron Reeze
14 hit combo
50 BC
+100% atk/def/rec boost to self
400% power / 1905 attack

Ivy Goddess Nalmika
14 hit combo
36 BC
50% chance to add a random status
400% power / 1833 attack

Ultra Blade Aem
10 hit combo
46 BC
+30% BC drop rate
400% power / 1807 attack

Holy Thunder Eze
10 hit combo
20 BC
+38% attack boost to all allies
400% power / 1806 attack

Heaven's Bolt Amy
13 hit combo
33 BC
60% chance to add injury/weaken
400% power / 1753 attack

Tyrant Goddess Phee
15 hit combo
43 BC
+25% HC drop rate
+85% HC drop rate for this attack
400% power / 1722 attack

Pixy Lord Leore
14 hit combo
48 BC
60% chance to add weaken
heal 1600-1900 + (1.25*REC)
400% power / 1702 attack

Duelmex
10 hit combo
40 BC
70% chance of paralysis
400% power / 1700 attack

Holy Flame Vargas
10 hit combo
48 BC
+40% attack boost to all allies
400% power / 1660 attack

Holy Earth Lance
10 hit combo
48 BC
+40% defense boost to all allies
400% power / 1656 attack

Holy Ice Selena
12 hit combo
48 BC
Regen 1000-1200 + (0.1*REC) for 3 turns
400% power / 1647 attack

Omega Behemoth
7 hit combo
45 BC
+70% damage dealt during spark
400% power / 1612 attack

Holy Light Atro
9 hit combo
48 BC
+35% atk/def boost to all allies
400% power / 1605 attack

Soul Vortex Lemia
12 hit combo
50 BC
45% chance to add a random status
400% power / 1600 attack

Unholy Magress
9 hit combo
48 BC
+40% defense boost for all allies
400% power / 1483 attack

Phoenix Reborn
8 hit combo
35 BC
Regen 1800-2200 + (0.15*REC) for 3 turn	
400% power / 1366 attack

Leorone
10 hit combo
40 BC
+70% atk/def/rec boost to all allies
360% power / 2000 attack

Inferno Princess Dia
16 hit combo
42 BC
+22% BC drop rate
Thunder element added
350% power / 2190 attack

Empyreal Drake Lodin
14 hit combo
40 BC
BB gauge autofill; 5 BC for 3 turns
Thunder element added
350% power / 2125 attack

Blaze Guru Bran
16 hit combo
45 BC
+110% defense boost to all allies
Fire element added
350% power / 2000 attack

War Queen Ophelia 
13 hit combo
30 BC
BB gauge autofill; 3 BC for 3 turns
350% power / 1984 attack

Goddess Axe Michele
18 hit combo
33 BC
+120% attack boost to all allies
Fire element added
350% power / 1928 attack

Azure Goddess Lucina
16 hit combo
40 BC
+50% attack boost to all allies
Earth element added
350% power / 1921 attack

Ruin Goddess Zellha
30 hit combo
48 BC
60% chance to add injury/weaken
350% power / 1851 attack

Holy Shock Emilia
13 hit combo
43 BC
80% chance to add weaken/paralysis
350% power / 1620 attack

Duel-SGX
20 hit combo
30 BC
+60% critical strike chance
Dark element added
350% power / 1592 attack

Felneus
10 hit combo
46 BC
+30% BC drop rate
350% power / 1578 attack

Final Apostle Tiara
12 hit combo
33 BC
Regen 1800-2100 + (0.13*REC) for 3 turns
Water element added
350% power / 1559 attack

Blade Emperor Zelban
12 hit combo
33 BC
+115% defense boost to all allies
Earth element added
350% power / 1501 attack

Holy Arms Douglas
30 hit combo
47 BC
Spark damage increased by 50%
-50% BC drop rate for this attack only
350% power / 1476 attack

Guardian Darvanshel
13 hit combo
44 BC
50% damage reduction for 1 turn
+50% defense boost to all allies
320% power / 1905 attack

Legatus Melchio
15 hit combo, 5 elements
30 BC
Status Immunity for 3 turns
Light element added
300% power / 1772 attack

Red Swordsman Farlon
12 hit combo
30 BC
+200% attack for this unit for 3 turns
-50% defense for this unit for 3 turns 
250% power / 1800 attack

Goddess Hatsune Miku (Brave Burst)
27 hit combo
25 BC
BB gauge autofill; 3 BC/turn
190% power / 1539 attack

War Queen Ophelia (Brave Burst)
10 hit combo
15 BC
160% power / 1984 attack

God Eater Lira (Brave Burst)
11 hit combo
15 BC
160% power / 1941 attack

Red Swordsman Farlon (Brave Burst)
9 hit combo
15 BC
160% power / 1800 attack


--------------------------------------------------------------------------------
  09.24 - Utility Brave Burst
--------------------------------------------------------------------------------

All attacks listed here, unless otherwise specified are all of the following:
-Level 10
-Super Brave Burst
-Multi Target, if a hit combo is mentioned

Attack buff

The highest attack buffer available is Goddess Axe Michele, at +120% attack for
three turns, in addition to a firefix.

Leorone gives attack, defense, and recovery.

Ace Chef Lancia				Azure Goddess Lucina
38 BC					40 BC
50% Attack boost to all allies		16 hit combo
Heal 3160-3360 + (1.25*REC)		+50% attack boost to all allies
Regen 860-1060 + (0.1*REC) for 3 turns	Earth element added
					350% power / 1921 attack

Brave God Hogar				Dark Warlod Zephyr
2 hit combo (40%, 60%)			15 hit combo
40 BC					52 BC
+70% attack boost to all allies		Ignore defense for 2 turns
580% power / 2321 attack		+40% attack for dark units
					430% power/ 1850 attack

Fire Samba Ramna			Goddess Axe Michele
13 hit combo				18 hit combo
52 BC					33 BC
+60% defense boost to all allies	+120% attack boost to all allies
+40% attack boost to fire units		Fire element added
430% power / 2055 attack		350% power / 1928 attack

Guardian Chief Sodis			Havoc God Luly
12 hit combo				12 hit combo
52 BC					52 BC
+70% damage dealt during spark		+25% HC drop rate
+40% attack boost to light units	+40% attack to earth units
430% power / 1903 attack		430% power / 1925 attack

Holy Flame Vargas			Holy Light Atro
10 hit combo				9 hit combo
48 BC					48 BC
+40% attack boost to all allies		+35% atk/def boost to all allies
400% power / 1660 attack		400% power / 1605 attack

Holy Thunder Eze			Leorone
10 hit combo				10 hit combo
20 BC					40 BC
+38% attack boost to all allies		+70% atk/def/rec boost to all allies
400% power / 1806 attack		360% power / 2000 attack

Mech God Grybe				Snow Queen Signas
15 hit combo				11 hit combo
52 BC					52 BC
+40% attack for thunder units		60% chance to add injury
60% chance to add weaken		+40% attack for water units
430% power / 2229 attack		430% power / 2201 attack



BB gauge filling

Lilly Matah is the premier in defensive BB spam versus bosses that hit your
whole party multiple times per turn.

Zelnite's 8 BC/turn fill is massive, *and* he offers BC and HC generation.

Divine Light Alyut			Empyreal Drake Lodin
14 hit combo				14 hit combo
52 BC					40 BC
Regen 1800-2100 + (0.1*REC) for 3 turns	BB gauge autofill; 5 BC for 3 turns
BB gauge autofill; 3 BC for 3 turns	Thunder element added
430% power / 1755 attack		350% power / 2125 attack

Arcane Solo Eric			Goddess Hatsune Miku (Brave Burst)
15 hit combo (RANDOM TARGET)		27 hit combo
40 BC					25 BC
BB gauge autofill; 2 BC for 3 turns	BB gauge autofill; 3 BC for 3 turns
Light element added			190% power / 1539 attack
800% power / 1743 attack

Rakshasa Lord Vishra			Tesla Club Elulu
13 hit combo				8 hit combo
55 BC					48 BC
Fill 1-3 BC when attacked		60% chance to add injury
440% power / 2000 attack		BB gauge autofill; 4 BC for 3 turns
					420% power / 2082 attack

Thief God Zelnite			Tyrant Lilly Matah
17 hit combo				48 BC
48 BC					BB autofill; 4 BC for 3 turns
+15% BC/HC/Item drop rate		fill 3-6 BC when attacked
BB gauge autofill; 8 BC for 3 turns	+20% BC drop rate
400% power / 2003 attack

War Queen Ophelia 
13 hit combo
30 BC
BB gauge autofill; 3 BC for 3 turns
350% power / 1984 attack



BC drop rate

Crusher God Uda				Felneus
15 hit combo				10 hit combo
43 BC					46 BC
+25% BC drop rate			+30% BC drop rate
400% power / 1950 attack		350% power / 1578 attack

Havoc Angel Ronel			Inferno Princess Dia
14 hit combo				16 hit combo
64 BC					42 BC
+25% BC/HC drop rate			+22% BC drop rate
480% power / 1879 attack		350% power / 2190 attack
					Thunder element added

Thief God Zelnite			Tyrant Lilly Matah
17 hit combo				48 BC
48 BC					BB autofill; 4 BC for 3 turns
+15% BC/HC/Item drop rate		fill 3-6 BC when attacked
BB gauge autofill; 8 BC for 3 turns	+20% BC drop rate
400% power / 2003 attack

Ultra Blade Aem
10 hit combo
46 BC
+30% BC drop rate
400% power / 1807 attack


Critical chance

Duel-SGX will cap you at 70% by himself.
Maxwell/Mariudeth also has a critical damage leader skill, filling two roles.
Bordebegia/Garnan gives 70% (highest) spark damage on hit, filling two roles.


Axe God Mariudeth			Bordebegia
3 hit combo (80%, 10%, 10%)		15 hit combo
47 BC					62 BC
+45% critical strike chance		+70% damage dealt during spark
580% power				+30% critical strike chance
					480% power / 2061 attack

Creator Maxwell				Drake Angel Aisha
33 hit combo				15 hit combo
49 BC					48 BC
+30% critical strike chance		+45% critical strike chance
660% power / 2000 attack		440% power / 1825 attack

Duel-SGX				Flora Goddess Faris
20 hit combo				20 hit combo
30 BC					43 BC
+60% critical strike chance		+45% critical strike chance
Dark element added			+85% HC drop rate (This attack only)
350% power / 1592 attack		450% power / 1964 attack

God Engineer Garnan			Sky Mage Rashil
15 hit combo				40 BC
43 BC					Heal 3360-3560 + (1.25*REC)
+70% damage dealt during spark		+35% critical strike chance
+30% critical strike chance		Renders self immune to death
450% power / 2055 attack



Defense - "Defense Boost" and "Damage Reduction" buffs stack with each other

"Damage reduction" is super important for many raids and trials.  This makes
Oulu and Darvanshel desirable units.

Blade Emperor Zelban			Blaze Guru Bran
12 hit combo				16 hit combo
33 BC					45 BC
+115% defense boost to all allies	+110% defense boost to all allies
Earth element added			Fire element added
350% power / 1501 attack		350% power / 2000 attack

Fire Samba Ramna			Gaia Armor Edea
13 hit combo				12 hit combo (Single Target)
52 BC					38 BC
+60% defense boost to all allies	90% chance to add poison/sick
+40% attack boost to fire units		25% damage reduction for 1 turn
430% power / 2055 attack		640% power / 1806 attack

Guardian Darvanshel			Holy Earth Lance
13 hit combo				10 hit combo
44 BC					48 BC
50% damage reduction for 1 turn		+40% defense boost to all allies
+50% defense boost to all allies	400% power / 1656 attack
320% power / 1905 attack

Holy Light Atro				Ice Fortress Oulu
9 hit combo				43 BC
48 BC					50% damage reduction for 1 turn
+35% atk/def boost to all allies	+100% defense boost to all allies
400% power / 1605 attack

Leorone					Unholy Magress
10 hit combo				9 hit combo
40% BC					48 BC
+70% atk/def/rec boost to all allies	+40% defense boost to all allies
360% power / 2000 attack		400% power / 1483 attack

Wise Mage Elimo
40 BC
+50% defense to all units
+25% damage reduction for 1 turn
Heal 3160-3360 + (1.25*REC)



Elemental fixing

Azure Goddess Lucina			Blade Emperor Zelban
16 hit combo				12 hit combo
40 BC					33 BC
+50% attack boost to all allies		+115% defense boost to all allies
Earth element added			Earth element added
350% power / 1921 attack		350% power / 1501 attack

Blaze Guru Bran				Duel-SGX
16 hit combo				20 hit combo
45 BC					30 BC
+110% defense boost to all allies	+60% critical strike chance
Fire element added			Dark element added
350% power / 2000 attack		350% power / 1592 attack

Empyreal Drake Lodin			Final Apostle Tiara
14 hit combo				12 hit combo
40 BC					33 BC
BB gauge autofill; 5 BC for 3 turns	Regen 1800-2100 + (0.13*REC) for 3 turns
Thunder element added			Water element added
350% power / 2125 attack		350% power /1559 attack

Goddess Axe Michele			Arcane Solo Eric
18 hit combo				15 hit combo (RANDOM TARGET)
33 BC					40 BC
+120% attack boost to all allies	BB gauge autofill; 2 BC for 3 turns
Fire element added			Light element added
350% power / 1928 attack		800% power / 1743 attack

Impenetrable Darvan			Inferno Princess Dia
14 hit combo				16 hit combo
35 BC					42 BC
Water element added			+22% BC drop rate
90% chance to add injury/paralysis	Thunder element added
600% power / 1789 attack		350% power / 2190 attack

Legatus Melchio				Worldly Themis
15 hit combo, 5 elements		44 BC
30 BC					Heal 4000-4500 + (1.25*REC)
Status Immunity for 3 turns		Dark element added
Light element added			+80% REC to all allies
300% power / 1772 attack



Healing

At present, Hell Keep Alice is the only burst healer that also attacks.

Ace Chef Lancia				Divine Light Alyut
38 BC					52 BC
50% Attack boost to all allies		14 hit combo
Heal 3160-3360 + (1.25*REC)		Regen 1800-2100 + (0.1*REC) for 3 turns
Regen 860-1060 + (0.1*REC) for 3 turns	BB gauge autofill; 3 BC for 3 turns
					430% power / 1755 attack

Final Apostle Tiara			Gaians Il&Mina
12 hit combo				13 hit combo
33 BC					48 BC
Regen 1800-2100 + (0.13*REC) for 3 turn	Regen 1800-2100 + (0.1*REC) for 3 turns
Water element added			440% power / 1786 attack
350% power / 1559 attack

Hell Keep Alice				Holy Ice Selena
13 hit combo				12 hit combo
48 BC					48 BC
Heal 1600-1900 + (1.25*REC)		Regen 1000-1200 + (0.1*REC) for 3 turns
420% power / 1954 attack		400% power / 1647 attack

Ice God Arius				Ice Master Dean
16 hit combo				Heal 1760-2160 + (1.25*REC)
37 BC					Remove all status ailments
60% chance to add weaken		35 BC
Heal 2000-2300 + (125*REC)
400% power / 1990 attack

Phoenix Reborn				Pixy Lord Leore
8 hit combo				48 BC
35 BC					14 hit combo
Regen 1800-2200 + (0.15*REC) for 3 turn	60% chance to add weaken
400% power / 1366 attack		Heal 1600-1900 + (1.25*REC)
					400% power / 1702 attack

Wise Mage Elimo				Worldly Themis
40 BC					44 BC
+50% defense to all units		Heal 4000-4500 + (1.25*REC)
+25% damage reduction for 1 turn	Dark element added
Heal 3160-3360 + (1.25*REC)		+80% REC to all allies



Ignore Defense

Raydn both ignores defense and gives 70% (maximum) spark damage.

Dark Warlord Zephyr			God Emperor Orwen
15 hit combo				14 hit combo
52 BC					48 BC
Ignore defense for 2 turns		+70% attack boost to all allies
+40% attack for dark units		Ignore defense for 2 turns
430% power / 1850 attack		450% power / 2142 attack

Noble Fist Dilma			Sacred Flame Lava
2 hit combo (50, 50)			12 hit combo
40 BC					48 BC
Ignore defense for 2 turns		Ignore defense for 2 turns
+20% critical for this attack only	420% power / 1697 attack
Restore 100% HP for 3 turns, self only
580% power / 2203 attack

Spear King Raydn
14 hit combo
52 BC
+70% damage dealt during spark
Ignore defense for 2 turns
430% power / 1911 attack



Sparking

Raydn gives ignore defense in addition to 70% spark damage.
Garnan/Bordebegia gives critical strike chance in addition to 70% spark damage.

Bordebegia				Defiant God Luther
15 hit combo				28 hit combo
62 BC					45 BC
+70% damage dealt during spark		+50% damage dealt during spark
+30% critical strike chance		400% power / 2179 attack
480% power / 2061 attack

God Engineer Garnan			Guardian Chief Sodis
15 hit combo				12 hit combo
43 BC					52 BC
+70% damage dealt during spark		+70% damage dealt during spark
+30% critical strike chance		+40% attack boost to light units
450% power / 2055 attack		430% power / 1903 attack

Holy Arms Douglas			Inferno Goddess Elza
30 hit combo				30 hit combo
47 BC					45 BC
Spark damage increased by 50%		+70% damage dealt during spark
-50% BC drop rate for this attack only	60% chance to add curse
350% power / 1476 attack		450% power / 2083 attack

Omega Behemoth				Spear King Raydn
7 hit combo				14 hit combo
45 BC					52 BC
+70% damage dealt during spark		+70% damage dealt during spark
400% power / 1612 attack		Ignore defense for 2 turns
					430% power / 1911 attack




Status Immunity

Alpha Tree Altri			Beast God Exvehl
40 BC					40 BC
Remove all status ailments		24 hit combo
Status immunity for three turns		Remove all status ailments
Heal 4000-4500 + (1.25*REC)		Status immunity for three turns
					400% power/ 1965 attack

Black Lotus Lunaris			Ice Master Dean
15 hit combo				Heal 1760-2160 + (1.25*REC)
52 BC					Remove all status ailments
Remove all status ailments		35 BC
Status immunity for three turns
430% power / 2163 attack

Legatus Melchio
15 hit combo, 5 elements
30 BC
Status Immunity for 3 turns
Light element added
300% power / 1772 attack



Status Infliction

Death Idol Kikuri			Duelmex
15 hit combo				10 hit combo
54 BC					40 BC
70% chance to curse			70% chance to paralyze
460% power / 1933 attack		400% power / 1700 attack

Evil God Kajah				Gaia Armor Edea
15 hit combo				12 hit combo (Single Target)
70 BC					38 BC
80% chance to add curse			90% chance to add poison/sick
720% power / 2232 attack		25% damage reduction for 1 turn
					640% power / 1806 attack

Gold Queen Rina				Heaven's Bolt Amy
13 hit combo				13 hit combo
52 BC					33 BC
60% chance to add curse/paralysis	60% chance to add injury/weaken
430% power / 2063 attack		400% power / 1753 attack

Hellborn Dilias				Holy Blades Sefia
10 hit combo				15 hit combo
33 BC					54 BC
80% chance to add curse			70% chance to add paralysis
400% power / 2000 attack		460% power / 2080 attack

Holy Shock Emilia			Ice God Arius
13 hit combo				16 hit combo
43 BC					37 BC
80% chance to add weaken/paralysis	60% chance to add weaken
350% power / 1620 attack		Heal 2000-2300 + (125% REC)
					400% power / 1990 attack

Impenetrable Darvan			Inferno Goddess Elza
14 hit combo (SINGLE TARGET)		30 hit combo
35 BC					45 BC
Water element added			+70% damage dealt during spark
90% chance to add injury/paralysis	60% chance to add curse
600% power / 1789 attack		450% power / 2083 attack

Ivy Goddess Nalmika			Mech God Grybe
14 hit combo				15 hit combo
36 BC					52 BC
50% chance to add a random status	+40% attack for thunder units
400% power / 1833 attack		60% chance to add weaken
					430% power / 2229 attack

Ruin Goddess Zellha			Soul Vortex Lemia
30 hit combo				12 hit combo
48 BC					50 BC
60% chance to add injury/weaken		45% chance to add a random status
350% power / 1851 attack		400% power / 1600 attack

Tesla Club Elulu			Twin Arms Rickel
8 hit combo				20 hit combo
48 BC					28 BC
60% chance to add injury		80% chance to add paralysis/poison
BB Autofill; 4 BC for 3 turns		680% power / 2001 attack
420% power / 2082 attack


--------------------------------------------------------------------------------
10.00 - Frequently Asked Questions
--------------------------------------------------------------------------------
How good is (TYPE) on (UNIT)?
What is (UNIT)'s best type?

 It depends on your goals, and the unit's inherent stats.
 ANIMA - +HP/-REC
 -Good for all units in Arena
 -Good for high REC units
 -Good for high HP units
 -Bad for low REC units
 -Bad for extended fights, unless the unit has a high REC score

 BREAKER - +ATK/-DEF
 -Good for most units in Arena
 -Bad for low DEF/HP units
 -Bad for extended fights

 GUARDIAN - +DEF/-ATK
 -Bad for most units in Arena
 -Good for quests and extended fights

 ORACLE - +REC/-HP
 -Good for units with very low REC
 -Bad for units with medium to high REC
 -Bad for units with low HP

I just got (UNIT) from Rare Summon!  Is it any good?

 Short answer: Yes.

 Long answer: Starters are good units when you have limited cost and an
 abundance of six-star units that have a massive cost.  Thunderbird is useful
 if you have a slot on your team being taken up by a non-premium unit, or if you
 don't have five units for a thunder team.  Every unit has a use, until you get
 to very high levels, where cost is no longer an issue, and you have a unit
 capacity of 200, filled with multiples of all relevant types.  If that is the
 case, why are you reading this?

The first unit I got has the lowest power on your unit list!  Is it useless?
 
 No.  Even starters (Selena, Lario, Atro, and friends) are more useful than the
 free units you acquire while playing through the game.  Merith, Angel, Goblin,
 and Parmi are not even listed above.  Additionally, starters have the highest
 cost:power ratios in the game, with 10 cost in a division where nearly every
 new unit produced is 15 or 16 cost.  At 50 cost, you can have a team of five
 starters at the five star level, while you would only be able to have three
 Lira, Farlon, or Raydn on that same team.

I heard you can get free gems/energy/whatever from downloading this program!

 It's a scam.
 Did it ask you to fill out a survey before downloading?  Surveys make money for
 other people.
 Did it ask you to install some other app on your device?  You're making money
 for someone else.
 Did it trigger your antivirus?  It's probably a virus.
 Did the link have "r=" or "ref=" in the title?  You're making money for someone
 else again.
 Does it even work after all this?  If it does, you're likely to have your
 account suspended after the next Frontier Hunter or Victory Points Tournament,
 when they do their scans for cheaters.

 This is a massively popular online game that pays for its servers by making its
 playerbase buy gems.  If there was some easy and free way to get around this,
 more people would know about it, and fewer people would be buying gems.  Thus,
 the servers would not be able to be sustained, and the game would fail.

Is this unit batch worth using gems on?
-Does your Lightning/Rainbow/Arena team have a slot for the unit?
  If yes, summon.  If no, continue.

-Does the new unit have a LEADER SKILL that is worth pumping tons of zel,
 evolution units, and metal parades worth of runs into, to replace whatever your
 current leader is?
  If yes, summon.  If no, continue.

-Is the disparity between the new unit's stats and the stats of the unit you
 will be replacing large enough that it's worth training up a new unit?
  If yes, summon.  If no, continue.

-Do you want the unit for any other reason?  Cuteness, Pokedex completion, etc.?
  If yes, summon.  If no, do not summon.

How much experience will a fused unit give my main unit?
If the units are the same element, the main unit will gain 50% more experience
than if the units were separate elements.  A dark unit will get 227,286
experience from a dark crystal, whereas non-dark units will get 151,524.

Ghosts give 1,506 experience each.
Kings give 11,012 experience each.
Gods give 51,518 experience each.
Crystals give 151,524 experience each.

The amount of experience a unit gives when fused is based on the RARITY of the
fused unit, plus the 40% of the amount of EXPERIENCE it has (not its level).

Base experience given by a level 1 unit at each rarity
1 star	2 star	3 star	4 star	5 star	6 star
100	??	512	1024	1534	??

At 9,789 experience, (six ghosts fused, one of which was a great success), a 3*
Galant is level 14 and gives 4,428 experience when fused.  Also at 9,789
experience, a 5* Ivy Nalmika is level 12, and gives 5,450 experience when fused.
At level 1, they gave 512 and 1,534 experience, respectively.

Still unsure if higher level or higher rarity units give better chance of BB
levelling.

--------------------------------------------------------------------------------
99.00 - Special Thanks
--------------------------------------------------------------------------------
Successful "Trial of the Gods" teams provided by the following GameFAQs users:
FLIPprata		Hazel7			Agent Starrk
gartaroo		Valen-stein		DuFuq
yumioi			jlenh

Super Metal Parade and Rare Summon data provded by the following GameFAQs users:
brandozer		

Super Metal Parade data provided by the following GameFAQs users:
NodgeFalec		PSO_Phoenix		Jayplus
SaltyZero24		BirgitteSilver		jory014
Red Commando		hikaruomega		Figuratively
3s0o0h3			blaza192		cento8485
Rennny			L9n			Sir_Pete_of_BF
Super_Game_guru		HolyCrux		ayanami_rei_2nd
sidoro			ThaerinZero		xShinichi

Rare Summon data provided by the following GameFAQs users:
u8magum			Shinychezburger		ScraftyG
staticcole		olmansilverpant		Shadow_of_Deth
PowerofFusion		Kuniro

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