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Chapter | Stamina | Battles | Quest | Boss | Conditions |
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Yonji
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Randolph
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Judge
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Brulee
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Cracker
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Niji
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Niji
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Cracker
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Chapter | Beli | Experience | EXP/Stamina | Rainbow Gem | Title Gained | Conditions |
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5x Rainbow Gems |
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How to beat Chocolat Town to the Seducing Woods[]
Germa grunts can give different debuffs based on their type:
- STR locks your target onto them and gets 2 turns of threshold damage reduction
- DEX makes STR, DEX, QCK slots have unfavorable slot effects for 1 turn
- QCK bind all your specials for 2 turns
Chapter 1: Yonji has a 3 PERFECT hit barrier for 99 turns, 66 turns of immunity, boosts DEF for 3 turns, boosted ATK for 10 turns, and limits you to 1 special per turn for 6 turns. There's also a STR grunt with a 1 GOOD hit barrier, a DEX grunt with a 1 GREAT hit barrier, and a QCK grunt with a 1 PERFECT hit barrier.
Chapter 2: 1 grunt of each type despairs your captain for 5 turns, binds your friend captain for 5 turns, and rewinds your specials by 2 turns. After 1 turn, the STR grunt blows away one random unit
Chapter 3: 3 squids blind you for 15 turns, poison for 99 turns, paralyze everybody for 3 turns, and make all type slots have unfavorable slot effects for 5 turns
Chapter 4: Sea ants preemptively bind your ship for 5 turns on every stage. 5 Sea ants each have a 4 hit barrier for 99 turns and 5 turns of delay immunity.
Chapter 5: Randolph reverses all your specials by 3 turns, has 99 turns of delay immunity, and 5 turns of resilience and has 3 Insect grunts
Chapter 6: Judge has boosts his DEF for 5 turns, 66 turns of immunity, and a 2 DEX orb barrier for 99 turns. If you boost your ATK, he summons 3 Germa grunts with high DEF and low HP. After 1 turn, he increases your damage taken and paralyzes your crew for 5 turns each.
Chapter 7: Brulee has 10 turns of percent damage reduction and counters your attacks, and has 4 tree homies.
Chapter 8: Cracker deals 5000~ preemptive damage, locks your chain and has end of turn healing for 10 turns each, and has delay immunity and a 450,000 damage barrier for 99 turns each.
Chapter 9: Niji preemptively removes all your buffs, binds your slots for 15 turns, and blows away 2 random subs
Chapter 10: Niji has 66 turns of immunity, boosts his DEF for 4 turns, makes STR, DEX, and QCK slots have unfavorable effects for 12 turns, and binds your specials for 3 turns
Chapter 11: Cracker soldiers every stage.
- Stage 1: Boosts chance of landing on RCV slots and makes them have unfavorable effects for 99 turns each
- Stage 2: Binds your healing for 99 turns.
- Stage 4: A STR and a DEX Cracker soldiers with a 1 GOOD hit barrier for 99 turns each, and a QCK and a PSY Cracker soldiers with a 1 GREAT hit barrier for 99 turns each.
- Stage 5: 2 INT and 2 STR Cracker soldiers with a 1 PERFECT hit barrier for 99 turns each and a lobster.
- Stage 6: 4 INT Cracker soldiers with a 5 hit barrier for 99 turns each. The first time you kill a Cracker soldier and any survive, a new one is summoned.
- Stage 7: Cracker reverses your sub's specials by 3 turns, increases your damage taken for 10 turns, boosts enemy ATK for 10 turns, and has 99 turns of immunity. Three Cracker soldiers give you a minor ATK and slot boost for 5 turns and locks your target onto one of them