Ex Sinmara:
Melee Awakened Sinmara, Melee Flame Armor, Ranged Flame Hawk
Sinmara: Action Skill: Front enemy row, fire atk, fire wound x 3 turns (Affects Human Therian and Jotun)
Auto Skill: Fire atk to all parties, flamebound and flamechain x 3 turns (Affects Aesir, Therian and Beast), Fire element damage 30% up x 3 turns (Self)
Passive: Abyss Boost (Flame) (Constant) for allies, Counterattack with Abyss Flame x 3 turns
Armor: (1st hp gauge) Front ally ATK 20% up x 3 turns, berserk
(2nd and 3rd hp gauge) Addition of fire ring x 3 turns
Hawk: All enemies fire wound x 3 turns
2 enemies with lowest hp fire atk, DEF and MDEF 20% down x 3 turns
Ex Fafnir:
Melee Awakened Fafnir, Melee Leaf Armour, Ranged Leaf Hawk
Fafnir: Action Skill --> Front enemy row earth ATK 3 times, DEF 20% down x 3 turns
Auto Skill (1st hp gauge) --> Earth ATK to all parties, Stonechain x 3 turns (Affects Aesir, Human and Elf), Earth Wound x 3 turns, ATK Barrier to all allies
Auto Skill (2nd hp gauge) --> Earth ATK to all parties, Stonechain x 3 turns (Affects Aesir, Human and Elf), Earth Wound x 3 turns, MATK Barrier to all allies
Auto Skill (3rd hp gauge) --> Earth ATK to all parties, Stonechain x 3 turns (Affects Aesir, Human and Elf), Earth Wound x 3 turns,
Passive Skill --> Abyss Boost (Leaf) (Constant) to all allies, Counterattack Abyss Leaf x 3 turns
Armor: (1st and 2nd HP gauge) --> Front enemy earth ATK, Slow x 3 turns
(3rd HP gauge) --> Front enemy earth ATK, Slow x 3 turns, Front ally ATK/MATK Absortion Barrier
Hawk: (1st and 2nd HP gauge) --> Back enemy row earth ATK, 3 front enemies earth ATK, All allies Quick x 3 turns
(3rd HP gauge) --> Back enemy row earth ATK, 3 front enemies earth ATK, Front ally ATK/MATK Reflection Barrier, All allies Quick x 3 turns
Ex Aegir:
Melee Awakened Aegir, Melee Aqua Armor, Ranged Aqua Hawk
Aegir: Action Skill --> Back enemy row water ATK, SPD 20% down x 3 turns
Auto Skill --> All enemies water ATK, Vortex and Frostburn x 3 turns (Affects Aesir and Human)
Passive Skill --> All allies Abyss Boost (Aqua) (Constant), Counterattack Abyss Aqua x 3 turns
Armor: 3 back enemeis water ATK, Slow x 3 turns, 2 front enemeis water ATK, Freeze x 3 turns (Affects Aesir, Human and Therian)
Hawk: (1st HP gauge) --> Front ally Skill gauge down nullified x 3 turns, Skill gauge 20% up, Back enemy row water ATK
(2nd and 3rd HP gauge) --> Front ally Skill gauge down nullified x 3 turns, Skill gauge 20% up, Water ring x 3 turns, Back enemy row water ATK
Hi, I've used all MATK heroes, I've used OG Berg & Fotma with and without limit burst, and I am always using Dronna who has the burst skill. Closest I've ever gotten to killing her is 2 seconds. That was with Squirrel Girl, Dronna, Radsvidr, OG Berg & Fotma. (All earth heroes of course.) Then today I saw on youtube somebody was doing EX Aegir without any elite chars, just thiazi, velfell, etc and no limit burst and they got the KB on her. So IDK how this is supposed to work. I've even used both Evil Ipsum who also does the burst thing with Dronna and still unable to finish the solo run.
Also I've discovered in testing and successful runs on CB's in general, you need an avg minimum of 15,000 ATK/MATK per hero, and usuallly my hitter chars have 20k+. This still hasn't done the trick for Aegir. I've beat Ex Sleip, and have done all 5 on Ex Hel & Ex Senna.
IDK what else to do except give up. Why are we wasting even 100 dias on heroes if they don't help with the stupid CB's??
For Ex Noa stages, the gimmick is that every so often the boss will increase their dispel boost by 2 stages and it gets lowered by 3 each skill by Dronna, which should be fine if it's timed decently. Using Evil Ipsum or any other element other than earth/non elemental isn't that good because the dispel boost will shoot right to the 5th stage and make it quite hard. Limit burst is usually a decrease in dps since normal limit bursts don't do much damage, not sure whether it is worth with Fotma's burst, not 100% sure. Are you using any good artifacts that may help like Orjh stuff that gives grounded killer or earth gear that may help? Have you tried swapping I believe Berg with Velfell since you get aoe quick and berserk that can help a lot? Also, I don't believe the average minimum ATK/MATK thing is true since the people you use heavily impact the result.
Ex Loewe:
Melee Awakened Loewe, Melee Leaf Armor, Ranged Leaf Hawk
Loewe: Action Skill --> Front enemy row earth ATK (30% more damage against beasts)
Auto Skill --> Earth ATK to all parties, Stonechain x 3 turns (Affects Human, Therian and Beast), Front enemy row earth ATK, Slow x 3 turns (Affects Elf), Back enemy row earth ATK, Stop x 3 turn (Affects Aesir)
Passive Skill --> All allies Abyss Count (Leaf) (Consant), Counterattack Abyss Leaf x 3 turns (Big shield thingy)
Armor: Self and front ally, Stoneskin x 3 turns, 2 random enemies Windchain x 1 turn
Hawk: (1st HP gauge) --> 3 enemies with highest MATK, earth ATK and Corrupt x 3 turns
(2nd and 3rd HP gauge) --> Earth ring x 3 turns (Self), 3 enemies with highest MATK, earth ATK and Corrupt x 3 turns
Ex Medjed:
Ranged Awakened Medjed, Ranged Holy Hawk, Ranged Holy Filsy
Medjed: Action Skill --> Enemy with highest ACC, light MATK, Shade x 3 turns (Affects Aesir and Elf), Enemy with lowest HP, light MATK, Poison x 3 turns (Affects Aesir and Elf)
Auto Skill --> All parties light MATK, Holychain x 3 turns (Affects Aesir and Elf), Back enemy row light MATK, Stop x 3 turns (Affects Grounded Heroes), 2 random enemies light MATK
Passive Skill --> All allies Abyss Count (Holy) (Constant), Counterattack Abyss Holy x 3 turns
Hawk: (1st HP gauge) --> 3 back enemies light ATK, 3 front enemies ATK and MATK 20% down x 2 turns, Front ally HP recovery
(2nd and 3rd HP gauge) --> 3 back enemies light ATK, 3 front enemies ATK, MATK, DEF and MDEF 20% down x 2 turns, 2 front allies HP recovery
Filsy: (1st and 2nd HP gauge) --> 2 front allies Quick x 2 turns, 3 enemies with lowest HP light MATK
(3rd HP gauge) --> All allies Quick x 3 turns, All enemies light MATK
Sorry for the formatting, a bit messy...
For first 3, they have the boost thingy, where the number increases by 2 after a bit of time, increasing stuff
For last 2, start of EX Canon set, where all the enemies have a big shield that I believe decreases by getting hit (Believe total shield health is 100 hits?)
What I understand for abyss count:
1) refreshes to 100 every few turns (I *think* it's auto turns, which means that making them skill more often -> fewer auto turns -> more time between refershes?)
2) refreshes to 100 when hit with wrong element (look out for LBs on auto from, for example, ex noa)
3) decreases by number of hits when getting hit
4) reduces all damage taken to 0; this cannot be circumvented by ignoring barriers or shields
Sometimes I have seen it refresh twice in a row (with a slight delay) for no visible reason (mostly noticed this in multi battles; maybe there's something going on just in multis?).
Abyss count dispell seems to work instantly when skill is activated .. .except that sometimes it doesn't? (this is very noticeable when you have the lucky, skill her, and the barrier doesn't visibly diminish at all; -70 should make a visible difference always)
Melee Awakened Yatsude, Melee Dark Knight, Ranged Dark Filsy
Yatsude: Action Skill --> 2 back enemies dark ATK 7 times, Silence x 3 turns
Auto Skill --> All parties, dark ATK and Stop x 3 turns (Applies to Human, Elf and Jotun), 2 highest ATK, dark ATK and Shadowbound x 3 turns (Applies to Airborne), 2 highest MATK, Shadowbound x 3 turns (Applies to Grounded)
Passive Skill --> All allies Abyss Count (Chaos) (Constant), Counterattack Abyss Chaos x 3 turns
Knight: (1st HP gauge) --> Highest ATK, dark ATK 5 times, back ally, Dark Ring x 2 turns
(2nd and 3rd HP gauge) --> 2 Highest ATK, dark ATK 5 times, back ally Dark Ring x 3 turns, front ally Dark Ring x 2 turns
Filsy: (1st HP gauge) --> 2 front enemies, dark MATK 5 times, 2 back allies DEF and MDEF 20% up x 2 turns
(2nd and 3rd HP gauge) --> 3 front enemies, dark MATK 5 times, all allies DEF and MDEF 40% up x 3 turns, front ally Skill gauge 10% up
Ranged Awakened Yatsude, Ranged Aqua Hawk, Ranged Aqua Filsy
Fubuki: Action Skill --> 3 back enemies water ATK and Freeze x 3 turns (Applies to Human and Jotun), Fire Wound Resistance 100% and Burn Resistance 100% x 3 turns to self
Auto Skill --> All parties water ATK, Vortex and Stop x 5 turns (Vortex applies to Human and Jotun, Stop applies to all Airborne), front enemy water ATK
Passive Skill --> All allies Abyss Count (Aqua) (Constant), Counterattack Abyss Aqua x 5 turns
Hawk: (1st HP gauge) --> All allies ATK/MATK Barrier, Front enemy row water ATK and Exhaust x 3 turns, Back enemy row water ATK and Slow x 3 turns (Slow only applies to Therian and Beast)
(2nd and 3rd HP gauge) --> All allies ATK/MATK Barrier, Front enemy row water ATK and Exhaust x 3 turns, Back enemy row water ATK and Stop x 3 turns (Stop only applies to Therian and Beast)
Filsy: (1st and 2nd HP gauge) --> Front enemy row water MATK and ATK 30% down x 3 turns, Back enemy row water MATK and MATK 30% down x 3 turns, Front ally Stoneskin x 3 turns
(3rd HP gauge) --> Front enemy row water MATK and ATK 50% down x 3 turns, Back enemy row water MATK and MATK 50% down x 3 turns, All allies Stoneskin x 3 turns
Melee Awakened Prastos, Magic Flame Filsy and Ranged Flame Hawk
Prastos: Action Skill --> Back enemy row fire ATK, all allies Master and Resuscitation x 1 turn (Applies to male allies)
Auto Skill --> All parties fire ATK, Flamechain x 5 turns (Applies to Aesir and Human), 3 enemies highest MATK fire ATK and Stop x 5 turns (Applies to Aesir, Human and Therian)
Passive Skill --> All allies Abyss Count (Flame) (Constant), Counterattack Abyss Flamex 5 turns
Filsy: 1st HP Gauge --> 3 front enemies fire MATK, 3 enemies highest MATK fire MATK and Skill Gauge 20% up (? It says skill gauge up...), all allies ATK and MATK 30% up x 2 turns
2nd and 3rd HP Gauge --> 3 front enemies fire MATK, 3 enemies highest MATK fire MATK and Slow, all allies ATK and MATK 50% up x 3 turns
Hawk: 1st and 2nd HP Gauge --> 3 back enemies fire ATK, back enemy Exhaust and Corrupt x 2 turns, all allies MDEF 30% up, DEF 30% up and Stoneskin x 2 turns
3rd HP Gauge --> 3 back enemies fire ATK, back enemy Exhaust and Corrupt x 3 turns, all allies MDEF 50% up, DEF 50% up and Stoneskin x 3 turns
New format test (Feedback suggested if any suggestion)
Ranged Awakened Neviria, Ranged Chaos Hawk and Chaos Filsy
Neviria
Action Skill:
Back enemy row Dark MATK 6 times, Curse x 3 turns (Applies to Human, Elf, Jotun, Beast)
Auto Skill:
All player parties Dark MATK, Shadowbound x 5 turns (Applies to Human, Elf, Jotun and Beast)
3 front enemies Dark MATK, Shadowbound x 5 turns (Applies to Airborne Heroes)
Passive Skill:
All allies Abyss Reflect (Chaos) (Constant) --> On counterattack, counterattack target Abyss Chaos x 5 turns
Hawk
1st HP Gauge:
Front enemy Dark ATK 6 times, Exhaust x 3 turns
2 back allies ATK and MATK 30% up x 3 turns
2nd and 3rd HP Gauge:
Front enemy row Dark ATK 6 times, Exhaust x 3 turns
All allies ATK and MATK 30% up x 3 turns
Filsy
1st and 2nd HP Gauge:
2 enemies with highest MATK Dark MATK 6 times, Brand x 2 turns
2 back allies Dark Ring x 2 turns
3rd HP Gauge:
3 enemies with highest MATK Dark MATK 6 times, Brand x 2 turns
3 front allies Dark Ring and Dark Resonance x 2 turns
Magic Awakened Alvaldi, Ranged Holy Hawk and Ranged Holy Filsy
Alvaldi
Action Skill:
3 enemies lowest light res Light MATK, Light Wound and Reckoning x 3 turns (Applies to Elf, Therian, Jotun and Beast)
Auto Skill:
All player parties Light MATK, Holychain x 5 turns (Applies to Elf, Therian, Jotun and Beast)
3 back enemies Light MATK, Stop x 3 turns (Applies to Grounded Heroes)
Passive Skill:
All allies Abyss Reflect (Holy) (Constant) --> On counterattack, counterattack target Abyss Holy x 5 turns
Hawk
1st HP Gauge:
2 front enemies Light ATK 5 times, MDEF 20% down x 3 turns
Front ally Light Ring x 2 turns
2nd and 3rd HP Gauge:
3 front enemies Light ATK 5 times, MDEF 20% down x 3 turns
All allies Light Ring and Light Resonance x 2 turns
Filsy
1st and 2nd HP Gauge:
3 back enemies Light MATK 5 times, Blind x 2 turns
Front ally Light MATK Damage Counterattack and Stoneskin x 2 turns
3rd HP Gauge:
All enemies Light MATK 5 times, Blind x 2 turns
All allies Light MATK Damage Counterattack and Stoneskin x 2 turns
Melee Awakened Xiong Tong, Magic Leaf Filsy and Ranged Leaf Hawk
Xiong Tong
Action Skill:
Enemy lowest HP Earth ATK 10 times, Earth Wound x 2 turns (Applies to Aesir, Human and Therian)
Master x 2 turns to self
Auto Skill:
All player parties Earth ATK, Stonechain x 5 turns (Applies to Aesir, Human and Therian)
Front enemy Earth ATK, Slow and Exhaust x 3 turns (Applies to Jotun)
Passive Skill:
All allies Abyss Reflect (Leaf) (Constant) --> On counterattack, counterattack target Abyss Leaf x 5 turns
Filsy
1st HP Gauge:
3 enemies highest fire res Earth MATK 6 times, Corrupt x 4 turns
Front ally Frenzy and ATK 30% up x 3 turns
2nd and 3rd HP Gauge:
All enemies Earth MATK 6 times, Corrupt x 4 turns
All allies Frenzy and ATK 30% up x 3 turns
Hawk
1st and 2nd HP Gauge:
3 front enemies Earth ATK 6 times, Stat Buffs Nullified x 4 turns (Feels strange to be specifically 4 turns...)
Front ally Earth Ring and Earth Resonance x 3 turns
3rd HP Gauge:
All enemies Earth ATK 6 times, Stat Buffs Nullified x 4 turns (Feels strange to be specifically 4 turns...)
Front ally Earth Ring and Earth Resonance x 3 turns
Magic Awakened Don Pinguino, Magic Aqua Hawk and Ranged Aqua Filsy
Don Pinguino
Action Skill:
Enemy with lowest DEF and lowest MDEF Water MATK 3 times, Water Wound x 3 turns (Applies to Human, Dwarf and Therian)
Auto Skill:
All player parties Water MATK, Vortex x 5 turns (Applies to Human, Dwarf and Therian) (Bruh moment auto skill)
Passive Skill:
All allies Abyss Reflect (Aqua) (Constant) --> On counterattack, counterattack target Abyss Aqua x 5 turns
Hawk
1st HP Gauge:
2 front enemies Water ATK times, Slow x 3 turns
Front ally Water Resonance x 2 turns and Skill Gauge 20% up
2nd and 3rd HP Gauge:
All enemies Water ATK times, Slow x 3 turns
Front ally Water Resonance x 2 turns and Skill Gauge 20% up
Filsy
1st and 2nd HP Gauge:
All enemies Water MATK 6 times, Reckoning x 3 turns
2 back allies Water Ring x 2 turns and DEF 30% up x 3 turns
3rd HP Gauge:
All enemies Water MATK 6 times, Reckoning x 3 turns
All allies Water Ring x 2 turns and DEF 30% up x 3 turns
Melee Awakened Demolisha, Magic Flame Filsy and Ranged Flame Hawk
Demolisha
Action Skill:
2 enemies highest ATK Fire ATK 8 times, Time Bomb (200% Fire ATK after 3 turns) (Applies to Human and Jotun)
Auto Skill:
All player parties Fire ATK, Flamechain x 5 turns (Applies to Human, Therian, Jotun and Beast)
Passive Skill:
All allies Abyss Reflect (Flame) (Constant) --> On counterattack, counterattack target Abyss Flame x 5 turns
Filsy
1st HP Gauge:
3 enemies lowest fire res Fire MATK 6 times, Slow x 4 turns
Front ally ATK/MATK Barrier and ATK 30% up x 3 turns
2nd and 3rd HP Gauge:
All enemies Fire MATK 6 times, Slow x 4 turns
All allies ATK/MATK Barrier and ATK 30% up x 3 turns
Hawk
1st and 2nd HP Gauge:
3 front enemies Earth ATK 6 times, Ill Omen
Front ally Fire Ring and Fire Resonance x 3 turns
3rd HP Gauge:
All enemies Earth ATK 6 times, Ill Omen
All allies Fire Ring and Fire Resonance x 3 turns