Yeah, ABOW really doesn’t hold your hand on anything.
Now we have a new RPG game
These people willing to throw away money at a mobage, man. Just saw a level 81 with over 200K power level and 110K attack.
D: I just started like two days ago. Seems like I missed the swimsuit event, but since I am here now, you will probably keep me updated about future events.
Other than that, thank you very much for that guide. I am feeling more comfortable playing it after reading through it.
Hope you guys already started on the Dead World Festival event! Because this event is sort of similar to the swimming trophy gathering event (gathering points to exchange for cards and other items), many people has the misconception that this event works the same way, in which having the event cards on your team will increase the amount of points you get. That is not the case, as specified by ABOW on Twitter:
勘違いしてる方もいらっしゃるようですので、書いておきます!
ガルデモメンバーも、イベント特効カードもどっちもライブに連れて行かないとダメですよ!
オペレーションに連れて行っても効果が無いので注意です!
I will write in advance about the wrong way to do the event
You have to undergo Live using GirlDeMo members or any characters with event cards to gain the bonus effect
Careful, bringing any of the cards/characters to the playing field gives no bonus effect!
(Sorry that it is not a literal translation and if I translated anything wrong, but I am sure that this is the core message)
In other words, you have to make Yui, Hisako, Sekine, Iwasawa, Irie, Yuri, and/or Shiina (the last two only works with the event cards) undergo live to have more picks appear.
If you have any of those characters above in your main operation team, like I have Sekine, Yuri, and Shiina on mine, they can’t be used for the bonus unless you switch out characters. What a punch-in-the-face way to tell you to level up your other characters for back up.
Hope this can help people. I already did a super without properly undergoing live DX
Yup, we’ve been talking about that in the other thread here: Angel Beats! Operation Wars
Hmmm I was actually wondering how to separate the discussion in this thread and the other thread. Was thinking the other thread should be for general discussion, like with events, whereas this thread can be suggestions about the guide or probably suggestions about game strategy?
That’s what I thought was already kinda happening. This thread is better for technical details and stuff.
Sorry about that, didn’t notice the other thread.
Well, I guess I could start the whole strategy thing off with a guide to Super Difficulty in events.
The first Super I beat was in the Autumn Circuit event; I had to spend one Alarm Clock at the boss stage. I found out that the Super Difficulty requires you to have a “rhythm,” if you will, when approaching it.
Here are some pre-requisites, in my opinion, for beating the Super Difficulty:
- Recommended Power Level: 130K - 140K
- Recommended HP: 40K - 50K (Translates to 4K - 5K on field). The approximate max damage of Super Difficulty shadows is 1800.
- A team of fairly balanced characters, meaning your RCV cannot be too low.
- Flowerbed Live (1.2x ATT)
- Equip weapons that appropriately expand certain characters’ strengths, such as equipping a +HP +RCV instead of a full +ATT for a character with already high HP and RCV.
- Equip weapons that have fast recharging skills, such as 8 clears and Row/Column clears. These will not only deal more damage than their rare variants but also charge your high tension meter faster. But of course having Damage Up is also nice.
Walkthrough:
Stage 1: This stage starts with all weak shadows, relative to later stages.
- Goal 1: As you clear the shadows, stock as many Heart Orbs as reasonable, favorably half field of Heart Orbs and half field of blocks. This way if your team gets hit hard you can immediately recover to buy some time.
- Goal 2: Fill up your High Tension meter and get the High Tension Mode block, but Do Not Activate HTM. It is needed in the next stage. You will see this pattern repeating.
- Goal 3: Do not let anyone die. In fact, if anyone dies in the first stage, your cards are not ready for Super Difficulty.
- Goal 4: Make sure your characters have at least above 3600 HP after stage completion. You don’t want to risk anything.
- Goal 5: Try to memorize how much you heal for 2 Heart Orbs, and 3, and 4, so on. This is important for the later stages, so you spend your orbs efficiently and have an idea of how many orbs to clear when you are spamming blocks of twos.
Stage 2: This stage will probably consist of weak shadows and mini-bosses. By mini-boss I mean a shadow with yellow eyes and can heal for very little. Immediately after you go into the stage, use your HTM. Reason is that you cannot heal in HTM; you will get hit after the first turn and will not have another window to use it. Now it seems the system automatically targets the weakest shadow, but, just to be absolutely sure that every damage counts, you should manually target. You should be able to tell how strong a shadow is based on its shape and eye color. Make sure to get at least 4-5 perfects and don’t panic rush. You want to destroy the shadows with the lowest hp in one go. Why? Because they deal about the same amount of damage as a boss would.
- Goal 1: Keep stocking Heart Orbs.
- Goal 2: Get your second HTM block and keep it for stage three. Ride the rhythm.
- Goal 3: Hopefully no one died.
- Goal 4: Now make sure your characters have almost full health (>95%). No risk taking.
Stage 3 & 4: These stages will have bosses that can heal for real. But their healing means your healing. Keep the rhythm of using HTM at the first turn, destroying the weakest shadows, and survive. In these stages, it is okay to use multiple HTMs under these conditions:
- There are two shadows or one healthy shadow left on the field
- Your team is all around healthy (can survive a 3000 hit no problem)
- The shadow heals
- You can for certain get another HTM block within the stage (which takes 2-4 turns to charge)
If these conditions are met, then you may choose to activate HTM to make the operation go faster.
- Goal 1: I can’t hold all these Heart Orbs.
- Goal 2: Save an HTM block for boss stage
- Goal 3: I really hope no one died
BOSS STAGE: Congrats making it to the Boss Stage! Expecting something spectacular? Don’t! It is just a harder stage 4 with the chance of one-shotting your entire team if you’re not careful!
Rinse and repeat. Target the weaker shadows and finish them off first. Manage your heart orbs. Don’t take any chances unless you know your team can survive. If your team dies, use your alarm clocks since you already made it this far.
This is what I could come up with for the time being. Obviously this is not the textbook way to do it, feel free to be flexible. If you have some different strategies, please tell us.
Even though the Super Difficulty gives a lot more Beats! and experience, I feel it is not worth it if all you get is double the chance to get a card drop, not anything concrete like more points. After I beat Super once in Autumn Circuit, I didn’t do it again.
About the Dead World Festival Super Difficulty:
For the Boss Stage, the weakest to strongest shadows are in this order: 5th, 1st, 3rd, 4th, 2nd.
Nice guide!! Though I would say that Super Difficulty is worth it in this event since the pick value in HTM is more than doubled from Hard mode.
Also, beating Super difficulty gives 40 medals, so it’s worth using up to 4 alarm clocks to do it before the event ends
Yeah great strategy. As I only have like 60k power I am far away from even trying super. But I notice that I do the same strategy for Hard level battles. Save heart orbs, only use HTM at the beginning of the stage (or when an opponent heals), approximate the number of heart orbs needed to heal so that nothing goes to waste.
Attack up really helps as well, IMO. There was one time that I was sure I was gonna die, like 1/8 hp on the boss, and I only had one character with 1/4 HP left. Cleared enough tiles and used attack up, character ended up doing 10k damage on that single turn
lol that 3 hp haha. Yeah once you lose one character, it’s all downhill from there usually, so unless your remaining characters can carry the brunt of the battle, you’re screwed haha
I think my closest was during the River Wars or whatever event. I cleared hard mode with only Shiina left and she only had 13 HP. It was pretty clutch.
Man, I attempted super and got wrecked. Don’t think I really stand a chance at clearing it. I need to upgrade my weapons, but I’m still not sure what the best way to go about it is. Should I aim for good active abilities? Good stats? A good bonus ability? Upgrading seems kinda annoying since you need two copies of a weapon. Is there a better way to go about it? Can you just spend really low amounts of tickets and hope to get the one you want?
I’m asking because even though I’m level 72 I’ve hardly touched weapons at all.
Because of that quest “You must have a maxed out weapon equipped” in Normals, I spammed 50 ticket equipment gachas for at least 7K-8K worth of each type. I remember getting 3 or 4 R weapons out of that ordeal and sold everything else that I couldn’t combine. I got 2 R guitars and 2 R AKs, probably. Well, a guitar is a guitar; the AK is pretty low tier, as you would expect. It is named Stgw90, and it had about +2800 ATT fresh out of the gacha with +0 grade, but it does have + Medium ATT effect. My point is, say if I didn’t have to do that quest, I definitely would not have spent that many tickets for cheap normal weapons and would have spent them on card gacha instead to power level my cards.
Basically, if you want a good chance at Rs and SRs without using Mapo Tofu tickets, you gotta roll high, or 999 every time. My suggestion is that don’t waste your tickets on weapon gacha and only use them when you have 3 Mapo Tofu tickets available. Now is a very good opportunity since you can buy like 50 of them in the event. When you don’t have Mapo Tofu tickets available, spend them all on cards. And don’t save any of them, like “I gotta have 3000 tickets for storage.”
Now, with my style of rolling for weapons, there’s no way to “aim” for stuff. “You get what you get today, try again in a week!” The idea is to focus on the strengths of the character then try to make up for the character’s weaknesses. Focus on getting good stats and hope for the right type of bonus ability. Ignore active skill (but of course you want the better skill when combining). If you want a general direction, I recommend any weapon that has +ATT and +HP, but you don’t want that for all of your members–you will just end up with a team that can’t heal itself, and every time you play ends up a ticking time bomb. I am sure at least one of your characters is HP and RCV heavy. Equip that character with a weapon that has +RCV bonus ability, and try to upgrade it. The more you upgrade it, the higher the bonus percentage. RCV is ridiculously essential for Super. I say that, yet I myself don’t have enough of it because I have to make up for my team’s HP. It’s hard finding an optimal weapon.
If you get a repeat of an R/SR weapon you already use, check if it also works well on another character before deciding whether to combine it. But, like I mentioned earlier, upgrading a weapon will also boost the percentage bonus, so maybe combining it is worth more than putting it on someone else. You decide for yourself what you want to do.
Thanks for the suggestion with the mapo tofu or bust thing. I usually end up rolling like 999 or 10% of whatever meal tickets I have without using mapo tofu and that has gotten me… A shitload of N weapons and a bunch of Sword R cards haha.
Also interesting thought as to what weapon to equip. I usually try to even out the characters’ stat so if my character has low HP, I give him a sword and low ATK, I give him a gun. It’s worked well enough for me so far. Then I just ignore the bonus ability because I really only have a limited amount of R cards to equip
Another note is that I do have a habit of saving tickets (and friendship points) as an effect of an old mobage I used to play. That mobage would have some new N cards released like every month, and if I wanted to get those Ns, I would need to have a good amount of friendship points stocked. Not sure if that’s ever gonna happen in ABOW, but I keep some just in case
Yeah, that’s another point I guess I forgot to mention. Even though I really lean toward the “focus on strengths” way (because this also makes your power level more appealing, making more people select you as assist), HP does make your character live. This is why I never bothered scratching my head too much over weapons and just focused on getting cards and leveling my slots evenly. If I didn’t spend 21K-24K tickets for those maxed out weapons, I could have pulled an SR or have already reached 140K on my Yusa.
Some interesting points about Operation Moon Eater, specifically Super Difficulty. I think these would be helpful in tackling the super, if anyone is interested.
Personally, I noticed a subtle difficulty increase from the supers in the previous event. The shadows’ attack might have increased by a hundred or a few, or their HP might have increased by a few ten thousand, no idea, but my characters seem to take more damage. But I got my hyper healer Irie, so beating the super wasn’t too much sweat.
Here is the interesting thing: the boss stage seems to have an attack pattern. If the stage actually has an attack pattern, then this is probably a brand new game mechanic. But I haven’t beaten all of Bulldog yet, so I can’t say for sure. I have only noticed this in Super, so please tell me if you guys see this pattern in Hard and Normal.
The Boss Stage consists of one Yellow shadow on the left, one Green shadow on the right, and a Dark Kanade (Purple) boss. This needs much more validation, but the Dark Kanade boss seems to exhibit a “Heal; Heal; Attack All” cycle (refer to as Kanade Cycle), and the two side shadows, depends on which I attack first, cooperate in a “Heal; Attack one/three/all” cycle (Shadow Cycle).
I’ll explain my playthrough of the boss stage in turns:
This seems to happen when I focus my fire on the left shadow.
- Left shadow Attacks One, Kanade Heals, right shadow Attacks.
I heal with 3-4 orbs. - Left shadow Attacks One, Kanade Heals, right shadow Heals
I heal with 3-4 orbs. - Left shadow Heals, Kanade Attacks All, right shadow Attacks
I heal with 6-7 orbs.
Once I got the left shadow low to 5% health, I realize that if this is an attack pattern, maybe I need to get both shadows low enough, so I can one shot both in one turn. I was prepared in the long run, since the heart orb cost was quite reasonable. So I switched my target to the right shadow:
- Left shadow Attacks One, Kanade Heals, right shadow Attacks
- Left shadow Heals, Kanade Attacks All, right shadow Attacks One
- Left shadow Attacks, Kanade Heals, right shadow Attacks
A bit ambiguous on what exactly happened after I switched the target, but the Shadow Cycle seems to switch between the two shadows. However, I panicked since the left shadow was healing, and I overshot my damage and destroyed the left shadow. After that, all signs of Kanade Cycle and Shadow Cycle disappeared, and they start to randomly heal or attack. Two of my members died because of that, and I barely made it without an alarm clock.
I highly suspect an attack pattern in the works because of how hard the bosses hit. If all three were set on random behavior, and they all by chance Attack All, they would in total deal 5000-6000 damage, killing everyone on my team except Sekine who would have 300 HP left.
But all that stuff above is just speculation. I need to do like 10 more supers to confirm if this is consistent.
One good advice is choose an assist with either Yellow or Red color. Yellow would make the boss stage go faster once you have cleared the two side shadows. Red would make the boss stage a lot easier since you are taking down the right shadow down way faster.
Edit: The color of the two side shadows are Not set to be Yellow and Green. I just got two Red shadows. So it’s best to take a yellow assist since Dark Kanade is always purple. Also, the behavior of the boss stage this time seems completely random. Meaning I probably wrote all the stuff above for absolutely nothing. But whatever.
Guess Super being more difficult than before explains why I had to spend 4 alarme clocks on it…
So uhhhh I have no idea why I just did this. I guess I got curious. But anyway
Things to note:
- If you ever do get one of these, you can load it into your account by going to the mobage mobile website, going to "My Page (マイパージ) and clicking the icon that looks like a coin, then select Mobage モバコインカード
- For some strange reason, trying to do gacha or buy anything on iOS ABOW won’t use your coins and instead forces you to buy AB Coin via the App Store. Android works fine, though.
- The prices you see now for gacha (1500 for 10, 500 for 3 and 100 for 1) are just first-time use prices. After using them for the first time, the price goes to it’s regular price: 300 for 1, 900 for 3, and I assume 3000 for 10. tl;dr them some expensive shit
Can I maybe post the translation of the daily quest here, so that people don’t have to do it themselves and are able to get all 5 medals instead of 1? (I’ll do it anyway for today)
- Clear and Sekine is the leader
- chestnut in a team that includes the Kanade
- Clear in flowerbed live
- Clear Matsushita is brought comrades of leader