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Chapter | Stamina | Battles | Quest | Boss | Conditions |
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Carrot
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Capone
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Nekomamushi
Inuarashi |
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Jack
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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[]
Chapter 1: Carrot paralyzes your crew for 2 turns, deals 5000~ preemptive damage, and has 2 turns of threshold damage reduction. After 2 turns, Carrot summons several evolvers/boosters.
Chapter 2: 5 STR Grunts bind your slots for 2 turns, blinds you for 3 turns, and reduces chain multiplier growth rate for 2 turns.
Chapter 3: 5 grunts, 1 of each type bind your ship for 99 turns, reverse your special by 2 turns, and have 2 turns of delay immunity.
Chapter 4: Sheepshead binds your captains for 3 turns and blow away your bottom row for 2 turns. After 1 turn, they boost their ATK for 99 turns.
Chapter 5: Sheepshead and 2 DEX grunts have 3 turns of delay immunity and rainbow shield.
Chapter 6: Capone summons 5 grunts, one of each type, has 10 turns of immunity, boosts your chances of landing on PSY and INT slots and makes your PSY and INT slots have unfavorable effects for 5 turns each, and shuffles your slots. Capone has 1.55 MLN hp.
Chapter 7: 3 DEX grunts and 2 STR grunts have 3 turns of boosted DEF, the DEX grunts have 1-hit QCK barriers for 5 turns and change their type to STR and PSY, and the STR grunts have 10-hit barriers for 5 turns.
Chapter 8: On stage 1, 2 mink grunts boost your ATK for 99 turns then leave. Stage 2, 2 mink grunts boost your slots for 99 turns then leave. Stage 3, 2 mink grunts lock your chain at 2.5x for 99 turns then leave. Stage 4, 2 mink grunts set all your slots to matching and lock your slots for 99 turns then leave. Stage 5, Nekomamushi and Inuarashi have immunity, boost their ATK, and cut your HP by 99%.
Chapter 9: 3 STR grunts and 2 DEX grunts will preemptively bind 3 characters for 3 or less turns (max bind sockets so not certain on exact amount) and 5 turns of Chain down.
Chapter 10: 3 DEX grunts and 2 STR grunts will preemptively will boost their ATK and DEF for 5 turns and rewind specials by 2 turns. STR grunts will enrage for 10 turns after 2 turns.
Chapter 11: Jack has 3.5 MLN hp. Preemptively has a 99 turn 250K HP barrier, 99 turn immunity, 11 turn ATK boost, shuffles orbs. Every 2 turns, he will blow away a unit. Under 20%(please confirm), he will deal huge damage. Revives: Heals for 1.75MLN hp (half hp), attacks now every turn and has a 3 turn rainbow shield.