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Malestryx 12 years ago 1. What would you guys consider to be the best WiFi team setup. I know for a fact Gem Slime is a must or a similar slime. Gem Slime is one of the best monsters in the game, for sure. Where he fits onto the best teams, however, is debatable. Being able to cast status effects is a nice bonus; however, it means sacrificing a skill slot for Hypnotist, Hive Mind, or similar status-inflicting skill sets. You can have two healers on your team to make sure your team is always at full, or to buffer against the chance that your main healer receives a critical hit and dies.
Having two status-ers on your team doubles the chance that the enemy monsters will be asleep, paralyzed, or confused at the end of the round. However, like for all good things, there is a trade-off. Overlapping roles makes for a more stable team, but it means using a skill slot that could be used elsewhere for boosting stats or increasing the damage-dealing potential of your team.
You have made it to the phase of the fight where your monsters get to explode, freeze, slash, or otherwise pound the enemy team into oblivion. I have very originally dubbed these two requirements Rule 1 and Rule 2. Rule 1: Your team must be able to deal a minimum of points of damage to at least one of the enemy monsters per round.
Rule 2: Your team must be able to deal the bulk of its damage in one string of attacks, between the enemy team's heals. Don't you love when you have options?
Specifically you have the option of making a team of mages, a team of physical attackers, or a mixture of the two. Having a team of three mages, or having one or more Double Trouble monsters on your team, are easy ways to get over damage points per round.
As long as you team is able to deal over damage points per round, you can use any combination of mages, physical attackers, and double troublers that you desire, and your team will be good to go at least from an offensive standpoint, but more on that later.
Assuming no monster on the other team is also using Mercurial Thrust, the ability will negate the speed bonus granted by all of the enemy's stats and traits including Early Bird , and therefore a monster using Mercurial Thrust will always move first in the round. Mercurial Thrust gives you that extra little bit of damage you sometimes need to finish off an enemy monster.
Mercurial Thrust is modified by attack power, of course, so if you're going to use it, make sure to put it on a monster that has a high attack stat. Mercurial Thrust also cancels a Double Trouble monster's second attack. If you just throw together a hodgepodge of three random attackers without any regard to their agilities, then you'll have maybe two of you monsters attacking at the beginning of the round and one at the end, or have them all spread out during the round.
This may not seem like too big a deal, until you realize that the enemy's healer will have a good chance of landing a heal right in the middle of your assault, basically cutting its effectiveness in half.
At best, you would be sitting around for a few rounds waiting for a lucky turn order to pop up, giving the enemy more time to take you out. In the worst case scenario, the enemy team would have more than one healer, and you wouldn't be able to take out any of the enemy monsters no matter how hard you tried. The name of the game in agility stacking is burst damage. You want to be able to deal your damage points in one clump, between the enemy team's heals.
Agility stacking is just what it sounds like. You choose monsters for your wi-fi team which have very similar agility caps, so that they will have a higher chance of having their turns taken next to each other. If you want a fast team, your damage dealers should all have agility or close to it, and if you want a slower team, your damage dealing monsters should all have agility.
Since your healer will be healing almost every round anyway, he doesn't necessarily have to fit in with this pattern. If you have made a slow team that focuses its damage mostly at the end of the round, you will find this ability even more useful than before. Since MT always moves first, it will add to the burst damage you built up at the end of the previous round. Using status-inflicting abilities is a strategy that can be used in place of Agility stacking and Mercurial Thrust; however, remember it is not guaranteed that status spells will land Because if your team can't survive the enemy's assault, there's a good chance you won't be able to get to the fun blow-them-up phase of the battle.
Therefore you cannot simply design your team to have a super-powerful offense, because there is a good chance you will have sacrificed very necessary survivability in order to get such a high damage potential. You have to find the balance between a good offense and a good defense.
There are two main things associated with a good defense: healing and survivability. A good healer is able to control the turn order so that he can heal when the team most needs him. For example, if a healer casts Omniheal after only one of the enemy monsters has taken its turn, then there will be two other enemies attacking later in the round.
This means your team will start off the next round with less health than it did the previous round, which leaves the healer's teammates open to being killed with an unlucky turn order. The healer would have been more effective if he had cast his heal after all three of the enemies had taken their turns, so that the team would be healed to full at the end of the assault, and would start the next round with all their health.
There are a couple of ways to time your heals in a wi-fi battle. One way is to have a healer with very low agility or under , so that he has a high chance of going last and healing your team to full for the enemy's next assault. The second way is to have a healer with a trait like Early Bird or Last Word, so that they will be guaranteed to go either first or last in the battle. Early Bird is not as effective a trait for healing as Last Word because the Mercurial Thrust ability overrides the Early Bird trait and always attacks first, giving the enemy a chance to finish off a low monster before your Early Bird can heal.
A healer with Last Word will never give the enemy a chance to use Mercurial Thrust. There are countless fast mage teams in wi-fi that are made up of monsters with agility and wisdom. This means it is totally random where your healer will land among the three enemy attackers, and there will inevitably be a string of 4 or 5 enemy spells in a row between your heals, which will destroy your team.
It doesn't matter if your healer has great timing if your monsters die when the enemy so much as sneezes at them. A monster with anything less than hp will have a very hard time staying alive in wi-fi because of all the mage teams out there that do around damage points in a row. Kaboomle rarely hits for more than points of damage, and the other two multi-target spells Kacrackle, Kaswooshle do less damage.
There are occasionally odd spells that hit for around on one of your monsters; however these are rare enough that overall you shouldn't have to worry about them, and besides hp is still often enough to absorb a spell or two like that. However, even hp is not enough to absorb the assault of three double trouble monsters, so in this case you will have to either use status effects to incapacitate the enemy, or bring another healer into your party.
Traits also have a lot to do with how resilient your monsters are. Metal Body, Attack Magicproof, and immunity to any of the main mage spells all greatly increase the survivability of a monster in a wi-fi battle. Thanks to Halectic for the following The Steady Recovery Trait can also increase a monster's survivability to a certain degree. This trait is especially useful when your monster might be taking its turn in the middle of the enemy assault. However, if your monster does not land among the enemy monsters in terms of turn order, Steady Recovery will do nothing to increase survivability.
This team will usually attack first, and pummel your team with three top-tier spells Kaboomle, Kacrackle, Kaswooshle in the hope of wiping you out in the first round. It is very important to have monsters with high health or high magic resistances to combat this team. Having one or more Metal Body or Attack Magicproof monsters on your team also greatly increases your chance of success.
It is very important to have a healer that is able to control turn order in a battle against three mages, so that they don't end up getting 4 or 5 spells in a row and wiping out your team. There is often an Uber Healer or two thrown into these teams also, so don't slack off on your offense.
Survive the initial assault, and then hit hard and fast to defeat this team. Thanks to Halectic for suggesting the following strategy Another way to avoid getting hit by too many spells in a row is to trick the enemy into healing instead of casting magic at you. An easy way to do this is have a fast mage in your team, that will land somewhere among the enemies in turn order. This could trigger one of the enemy mages to cast Omniheal instead of an attack spell often the mages on these teams have both Uber Mage and Uber Healer , and your team will survive to attack or heal as needed for the rest of the round.
With this strategy, you won't necessarily need high-hp monsters to survive mage teams.
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